Paladin

by Tallis

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The Paladin
Level Proficiency Bonus Features Divine Aether
1st +2 Divine Sense, Fighting Style
2nd +2 Divine Aether, Righteous Oath 2
3rd +2 Cover 3
4th +2 Ability Score Improvement 4
5th +3 Extra Attack 5
6th +3 Channel Conviction 6
7th +3 Righteous Oath Feature 7
8th +3 Ability Score Improvement 8
9th +4 Divine Aether Choice 9
10th +4 Flash 10
11th +4 Vigilance 11
12th +4 Ability Score Improvement 12
13th +5 Righteous Oath feature 13
14th +5 Ability Score Improvement 14
15th +5 Divine Aether Choice 15
16th +5 Ability Score Improvement 16
17th +6 Righteous Oath Feature 17
18th +6 Contifeor 18
19th +6 Ability Score Improvement 19
20th +6 Hallowed Ground 20

Class Features

As a Paladin, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per paladin level
  • Hit Points at 1st Level: 10 + your Constitution Modifier
  • Hit Points at Higher Levels: 1d10 + your Constitution Modifier after 1st.

Proficiencies


  • Armor: Light, Medium and Heavy Armor, Shields
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: None

  • Saving Throws: Strength, Constitution
  • Skills: Choose two from Animal Handling, Athletics, Insight, Intimidation, Medicine, Perception, Persuasion, or Religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a Shield or (b) two Martial Weapons
  • (a) chainmail, (b) scale mail, or (c) leather armor
  • (a) five javelins or (b) any simple melee weapon
  • (a) a Priest's Pack or (b) an Explorer's Pack

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the succubus Lady Amandine, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses.

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

  • Defense: While you are wearing armor, you gain a +1 bonus to AC.

  • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

  • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

  • Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Divine Aether

At 2nd level the conviction you hold in your heart can be manifested in the form of light-attuned aether. You learn the light cantrip.

You can also channel this divine energy to fuel powerful magical effects. You gain one of the following options, as determined by your Righteous Oath. At 9th and 15th levels, you can choose one more option from this list.

Some of your Divine Aether features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Divine Aether save DC = 8 + your Proficiency Bonus + your Wisdom modifier

  • Atonement: Once per turn, when you hit a creature with a melee weapon attack, you can expend a charge of Divine Aether to deal an additional 2d8 radiant damage to the target, in addition to the weapon's damage.

  • Clemency: As an action, you can expend a charge of Divine Aether to restore 1d8 hit points to a creature you can see within 30 feet.

  • Holy Spirit: As an action, you can expend a charge of Divine Aether to engulf a creature within 60 feet with scouring light. The target must make a Dexterity saving throw or take 3d8 radiant damage.

The number of available Divine Aether charges is shown in the Paladin table. You regain all your Divine Aether when you finish a long rest

Cover

A Paladin's highest imperative is to defend their charge with body and soul. Starting at 3rd level, you can designate an ally you can see as your ward when you complete a long rest. You have advantage on Wisdom (Insight) and Wisdom (Perception) checks made to spot threats to your ward. In addition, when you are within 5 feet of your ward, and they are the target of an attack that you can see, you can use your reaction to swap places with your ward. You then become the target of the attack.

Channel Conviction

At 6th level, your practice with your rudimentary divine magic has enabled you to unleash it to a greater degree. Whenever you use one of the options granted to you by your Divine Aether, you can expend an additional charge of Divine Aether, to a maximum total of 2, to increase the damage or healing done by 1d8 per additional charge.

You can expend a total of 3 charges at 9th level, a total of 4 charges at 13th level, and a total of 5 charges at 17th level.

Flash

Starting at 10th level, you can expend a charge of Divine Aether to cause light to erupt forth from your body. All creatures of your choice within 10 feet of you must make a constitution saving throw against your Divine Aether DC or become blinded until the end of your next round.

Vigilance

At 11th level, you can designate a second ally as your ward when when you complete a short or long rest. As an action, you can shift your protective focus, changing one of your ward designations to another ally you can see.

Confiteor

At 18th level, your conviction in battle can manifest as a colossal surge of light, scorching all in its wake. When your Requiescat, Sentinel, or Fight or Flight feature ends, you can choose a creature within 60 feet that you can see. A final burst of divine energy occurs at the target's location. The target and all creatures within 20 feet of it must make a Dexterity saving throw against your Divine Aether save DC or take #d6 radiant damage, where # is the amount of Divine Aether you expended during the feature's duration. On a successful save, they take half damage.

Hallowed Ground

At 20th level, you can manifest your resolve to suffuse your very flesh as an action. For a number of rounds equal to your Wisdom modifier, you are immune to all damage. Once you use this feature, you cannot do so again until you complete a long rest.

Sanctification Oath

Divine Aether

You gain the Holy Spirit option of your Divine Aether feature. You also learn the sacred flame cantrip, its DC is equal to your Divine Aether save DC. If a creature succeeds on a saving throw against your Sacred Flame spell or your Holy Spirit, they take half damage.

Spirits Within

At 7th level you can synchronize your movements with your channeling of divine magic. When you use your action to use Holy Spirit or cast Sacred Flame, you can make a melee weapon attack as a bonus action.

Holy Circle

At 13th level you can manifest your light as a mighty burst. When you use your Holy Spirit, you can choose to make it a 10 foot radius sphere centered on the targeted creature.

Requiescat

At 17th level you can amplify the light within you as a bonus action. For a number of rounds equal to your Wisdom modifier, or until you choose to end this feature as a bonus action, you can use your Holy Spirit as a bonus action. Once you use this feature, you cannot do so again until you complete a long rest.

Shield Oath

Divine Aether

You gain the Clemency option of your Divine Aether feature. Your Clemency cures the target of one disease or neutralizes one poison affecting it. When you use Clemency to restore hit points to your ward, the healing done is maximized.

Intervene

At 7th level, your devotion to protect can spur you to almost inhuman speed. When you are within 30 feet of your ward, and that creature is the target of an attack that you can see, you can use your reaction to move to an unoccupied space within 5 feet of your ward and swap places with your ward. You can then choose to make a melee weapon attack against the attacking creature. You then become the target of the attack.

Divine Veil

At 13th level, you become more proficient with your protective magics. When you use your Clemency on yourself, all allies within 20 feet of you gain temporary hit points equal to the number rolled.

Sentinel

At 17th level, as a bonus action, you can shroud yourself and your ward in protective magic. For a number of rounds equal to your Wisdom modifier, or until you choose to end this feature as a bonus action, you have resistance to all damage. While your ward is within 30 feet of you, they also get this benefit. Once you use this feature, you cannot do so again until you complete a long rest.

Sword Oath

Divine Aether

You gain the Atonement option of your Divine Aether feature. When you damage a creature with Atonement, it takes an additional 1d8 damage if it is a fiend or undead.

Relentless Pursuit

By 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.

Enlight

At 13th level you channel your righteous might into your weapon. When you damage a creature with Atonement, your successful melee weapon attacks inflict an additional 1d8 radiant damage until the end of your next turn.

Fight or Flight

At 17th level, as a bonus action, you can enter a state of divine fury. For a number of rounds equal to your Wisdom modifier, or until you choose to end this feature as a bonus action, you have advantage on all melee attack rolls and all your attacks gain the benefit of your Enlight feature. Once you use this feature, you cannot do so again until you complete a long rest.

 

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