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[Home](https://www.gmbinder.com/share/-MN0X3GLN7VcacnJ9k6U) [Misc. House Rules, Feats, and Fighting Styles](https://www.gmbinder.com/share/-MN0KnReQ1W7XKRm89nW) [Equipment Remastered](https://www.gmbinder.com/share/-MlRoEeZU5HpIyc1KUwV) [Ancestry Remastered](https://www.gmbinder.com/share/-MN6zuidNmoUG9Ejm7OW) [Minor Class Tweaks](https://www.gmbinder.com/share/-MN0Ybh6NIyRDnhc200G) [Barbarian Remastered](https://www.gmbinder.com/share/-MMvgHV5r-4r_45CFc_r) [Fighter Remastered](https://www.gmbinder.com/share/-MMvaOhPztJkeRiTG4Wa) [Monk Remastered](https://www.gmbinder.com/share/-ME8CnNvo1OimAtFnZGH) [Ranger Remastered](https://www.gmbinder.com/share/-MDuS3fPV3CC8da0s6Hx) [Rogue Remastered](https://www.gmbinder.com/share/-MMvnAUEjbH6_Rc_AWDy) [Sorcerer Remastered](https://www.gmbinder.com/share/-MN0fcbVwwTRJddN4EFI) [Warlock Remastered](https://www.gmbinder.com/share/-MErjc66-pqBipBnSyFF) [Spells Remastered](https://www.gmbinder.com/share/-MN1zOluhzgiVoKzv88e) [Mystic](https://www.gmbinder.com/share/-MVnHiPYjGn07IQiI5v3) [Psionics](https://www.gmbinder.com/share/-MVnFNGUjLLRXFOKMcYJ) [Psionic Feats & Items](https://www.gmbinder.com/share/-MZSEf4tllM1ZQRV03Pu) ## Paladin Remastered ___
##### Paladin | Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Divine Sense, Lay on Hands | — | — | — | — | — | 2nd | +2 | Divine Smite, Fighting Style, Spellcasting | 2 | — | — | — | — | 3rd | +2 | Divine Health, Sacred Oath | 3 | — | — | — | — | 4th | +2 | Ability Score Improvement | 3 | — | — | — | — | 5th | +3 | Extra Attack | 4 | 2 | — | — | — | 6th | +3 | Aura of Protection | 4 | 2 | — | — | — | 7th | +3 | Sacred Oath Feature | 4 | 3 | — | — | — | 8th | +3 | Ability Score Improvement | 4 | 3 | — | — | — | 9th | +4 | Channel Divinity (2/rest) | 4 | 3 | 2 | — | — | 10th | +4 | Aura of Courage | 4 | 3 | 2 | — | — | 11th | +4 | Improved Divine Smite | 4 | 3 | 3 | — | — | 12th | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — | 13th | +5 | — | 4 | 3 | 3 | 1 | — | 14th | +5 | Cleansing Aura | 4 | 3 | 3 | 1 | — | 15th | +5 | Sacred Oath Feature | 4 | 3 | 3 | 2 | — | 16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | — | 17th | +6 | — | 4 | 3 | 3 | 3 | 1 | 18th | +6 | Aura Improvements, Channel Divinity (3/rest) | 4 | 3 | 3 | 3 | 1 | 19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | 20th | +6 | Sacred Oath Feature | 4 | 3 | 3 | 3 | 2
## 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 (or 6) + your Constitution modifier per Paladin level after 1st #### Proficiencies ___ - **Armor:** light armor, medium armor, heavy armor, shields - **Weapons:** simple weapons, martial weapons - **Tools:** none ___ - **Saving Throws:** Wisdom, Charisma - **Skills:** Choose 2 from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion. \columnbreak #### 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)* five javelins or *(b)* any simple melee weapon - *(a)* a priest's pack or *(b)* an explorer's pack - Chain mail and a holy symbol Alternatively, you may start with 200 gp to buy your own equipment. \pagebreak ### Divine Sense The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music to 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. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, 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. This ability can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. ### Lay on Hands Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or poison affecting it, or an effect causing the poisoned condition. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. ### Divine Smite Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the attack's damage. The extra damage is 2d8 for a 1st level spell slot, plus 1d8 for each spell slot higher than 1st, to a maximum of 6d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 7d8. ### Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty, Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again. Whenever you gain a level in this class, you can replace one Fighting Style you know with another. [Fighting Styles](https://www.gmbinder.com/share/-N-POrCoDF6kDp723BdM) ### Spellcasting By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. #### Preparing and Casting Spells The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. #### Spellcasting Ability Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one. ___ - **Spell Save DC** = 8 + your proficiency bonus + your Charisma modifier - **Spell attack modifier** = your proficiency bonus + your Charisma modifier ___ #### Spellcasting Focus You can use a holy symbol as a spellcasting focus for your paladin spells. #### Armor and Spellcasting The components of your spells are simple and easy to perform. Armor does not restrict the casting of the spells you know from this class. ### Divine Health By 3rd level, the divine magic flowing through you makes you immune to disease. \pagebreak ### Sacred Oath When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time, you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose from the list of available oaths. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. #### Oath Spells Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day. If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you. #### Channel Divinity Your oath allows you to channel divine energy to fuel magical effects. You learn the Harness Divine Power Channel Divinity option and two other options from your oath. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC. At 9th level, you can use your Channel Divinity twice between rests. At 18th level, you can use it three times between rests. #### Channel Divinity: Harness Divine Power You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest. ### Ability Score Improvement When you reach 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 1 and gain a feat. As normal, you can't increase an ability score above 20 using this feature. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. ### Aura of Protection Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet. ### Aura of Courage Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious. If a friendly creature that is frightened starts its turn within the aura, the effect causing the creature to be frightened immediately ends. At 18th level, the range of this aura increases to 30 feet. ### Improved Divine Smite By 11th level, you are so suffused with righteous might that all your strikes carry divine power with them. When you hit with a melee weapon attack, you deal 1d6 radiant damage, in addition to the attacks damage. This ability stacks with Divine Smite. ### Cleansing Aura Beginning at 14th level, cleansing radiant energy emanates from you. At the start of each of your turns, you can end one spell affecting you or a willing creature within 10 feet of you. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest. At 18th level, the range of this aura increases to 30 feet. ### Aura Improvements At 18th level, the range of your Aura of Protection, Aura of Courage, and Cleansing Aura increase to 30 feet. ## Sacred Oaths ### Oath of Devotion #### Oath Spells You gain oath spells at the paladin levels listed. ###### Oath of Devotion Spells | Level | Spells | |:---:|:-----------:| | 3rd | protection from evil and good, sanctuary | | 5th | lesser restoration, zone of truth | | 9th | beacon of hope, dispel magic | | 13th | freedom of movement, guardian of faith | | 17th | commune, flame strike | \pagebreak #### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. **Sacred Weapon.** As a bonus action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. **Turn the Unholy.** As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creatures fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. #### Aura of Devotion Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed or possessed while you are conscious. If a friendly creature that is charmed or possessed starts its turn within the aura, the effect causing the creature to be charmed or possessed immediately ends. At 18th level, the range of this aura increases to 30 feet. #### Purity of Spirit Beginning at 15th level, you are always under the effects of a shield of faith spell. #### Holy Nimbus At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. In addition, for the duration, you have advantage on saving throws against spells. Once you use this feature, you can't use it again until you finish a long rest. \columnbreak ### Oath of the Ancients #### Oath Spells You gain oath spells at the paladin levels listed. ###### Oath of the Ancients Spells | Level | Spells | |:---:|:-----------:| | 3rd | ensnaring strike, speak with animals | | 5th | misty step, moonbeam | | 9th | plant growth, protection from energy | | 13th | conjure woodland beings, stoneskin | | 17th | commune with nature, tree stride | #### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. **Nature’s Wrath.** You can use your Channel Divinity to invoke primeval forces to ensnare your foes. As an action, you can cause spectral vines to spring up and reach for enemy creatures of your choice within 10 feet of you that you can see. The creatures must each succeed on a Dexterity saving throw or be restrained. While a creature is restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish. **Turn the Faithless.** You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned #### Aura of Warding Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells. At 18th level, the range of this aura increases to 30 feet. \pagebreak #### Undying Sentinel Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Alternatively, when you are subjected to an effect that would kill you instantaneously without dealing damage, you can choose to negate that effect. Once you use this ability, you can’t use it again until you finish a long rest. Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically #### Elder Champion At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits: - At the start of each of your turns, you regain 10 hit points. - Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead. - Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options. Once you use this feature, you can’t use it again until you finish a long rest. ### Oath of Vengeance #### Oath Spells You gain oath spells at the paladin levels listed. ###### Oath of Vengeance Spells | Level | Spells | |:---:|:-----------:| | 3rd | bane, hex | | 5th | hold person, misty step | | 9th | haste, protection from energy | | 13th | banishment, dimension door | | 17th | hold monster, scrying | #### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. **Abjure Enemy.** As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed. On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage. **Vow of Enmity.** As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious. #### Relentless Avenger By 7th level, your supernatural focus helps you close off a foe's retreat. Whenever you make an opportunity attack, you can move up to your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks. #### Soul of Vengeance Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range. #### Avenging Angel At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits: - Wings sprout from your back and grant you a flying speed of 60 feet. - You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage. Once you use this feature, you can't use it again until you finish a long rest. ### Redemption #### Oath Spells You gain oath spells at the paladin levels listed. ###### Oath of Redemption Spells | Level | Spells | |:---:|:-----------:| | 3rd | sanctuary, sleep | | 5th | calm emotions, hold person | | 9th | counterspell, hypnotic pattern | | 13th | resilient sphere, stoneskin | | 17th | hold monster, wall of force | #### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. \pagebreak ***Emissary of Peace.*** You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself an AC equal to 13 + your Charisma modifier (you can use a shield and still gain this benefit). Additionally, you can add twice your proficiency bonus to Charisma (Persuasion) checks you make. This effect lasts for 8 hours. ***Rebuke the Violent.*** You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage. #### Aura of the Guardian Starting at 7th level, you can shield others from harm. Whenever an allied creature within 10 feet of you is targeted by a harmful effect that doesn't target an area (such as the fireball spell), you can use your reaction to move up to your speed towards that ally and force the effect to target you instead. At 18th level, the range of this feature increases to 30 feet. #### Protective Spirit Starting at 15th level, a holy presence mends your wounds in battle. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren't incapacitated. #### Emissary of Redemption At 20th level, you become an avatar of peace, which gives you two benefits: - You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects). - Whenever a creature hits you with an attack, it takes radiant damage equal to half the damage you take from the attack. If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest. \columnbreak ### Oath of the Crown ###### Oath of the Crown Spells | Level | Spells | |:---:|:-----------:| | 3rd | command, compelled duel | | 5th | warding bond, zone of truth | | 9th | aura of vitality, spirit guardians | | 13th | banishment, guardian of faith | | 17th | circle of power, geas | #### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. ***Champion's Challenge.*** As an action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see or hear you within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you and has disadvantage on attack rolls against creatures other than you. This effect ends on the creature if you are incapacitated or die, if the creature is more than 30 feet away from you, or if the creature is targeted by a harmful effect from a creature other than you. ***Turn the Tide.*** As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can see or hear you within 30 feet of you gains temporary hit points equal to 1d6 + your Charisma modifier (minimum of 1). The creature also heals for the same amount if they are below half their hit points maximum. ### Divine Allegiance Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way. At 18th level, the range of this aura increases to 30 feet. \pagebreak ### Unyielding Spirit Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed, stunned, or restrained. ### Exalted Champion At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour: You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Your allies have advantage on death saving throws while within 30 feet of you. You have advantage on Wisdom saving throws, as do your allies within 30 feet of you. This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest. ### Oathbreaker An Oathbreaker is a paladin who breaks his or her sacred oaths to pursue some other ambition. Though commonly evil, not all Oathbreakers follow a dark path. However all share one thing in common; they made no small transgression to their oath and are fully committed away from its tenets. A paladin must be at least 3rd level to become an Oathbreaker. The paladin replaces the features specific to his or her Sacred Oath with Oathbreaker features. ###### Oathbreaker Spells | Paladin Level | Spells | |:---:|:-----------| | 3rd | chaos bolt, find familiar | | 5th | crown of madness, darkness | | 9th | summon undead, bestow curse | | 13th | summon aberration, confusion | | 17th | contagion, dominate person | When you take this oath at 3rd level, you gain the following two Channel Divinity options. ***Control Undead.*** As an action, the paladin targets one undead creature they can see within 30 feet of them. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin's commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin's level is immune to this effect. Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free. ***Dreadful Aspect.*** As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin's choice within 30 feet of the paladin must make a Wisdom saving throw if it can see the paladin. On a failed save, the target is frightened of the paladin for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it. #### Aura of Hate Starting at 7th level, creatures under your control (such as those summoned or dominated by your spells and features) and within 10 feet of you gain a bonus to their damage rolls equal to your Charisma modifier. At 18th level, the range of this aura increases to 30 feet. #### Supernatural Resistance At 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage. #### Dread Lord At 20th level, the paladin can, as an action, surround themselves with a 30-foot aura of gloom that lasts for 1 minute. The aura is heavily obscured by magical darkness, which the paladin and their allies can see through. Whenever an enemy that is frightened by the paladin starts its turn in the aura, it takes 4d10 psychic damage. While the aura lasts, the paladin can use a bonus action on his or her turn to cause the shadows in the aura to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + the paladin's Charisma modifier. After activating the aura, the paladin can't do so again until they finish a long rest. ### Conquest Unchanged. ### Watchers Unchanged. \pagebreak ## Paladin Spells The following spells expand the paladin spell list. **1st Level:** Battle stomp, Tranquil walk of peace, Karmic justice **2nd Level:** Gentle repose, Prayer of healing, Warding bond, Power within **3rd Level:** Life transference, Spirit guardians, Wrath of the gods **5th Level:** Dawn, Flame strike, Stunning Smite ## Changelog #### Features - Divine Sense can penetrate some barriers. - Lay on Hands can be used to neutralize the poisoned condition. - Divine Smite maximum increased to 7d8. You can smite on unarmed attacks. - Improved Divine Smite reduced to 1d6 damage. - Paladin gets additional Channel Divinity uses at 9th and 18th level. - Aura of Courage now also ends the frightened condition on allies that start their turn int he aura. - Cleaning Touch is now Cleansing Aura. At the start of your turn, you can expend a use to end one spell affecting you or a creature in the aura. #### Devotion - Sacred Weapon is now a bonus action. - Aura of Devotion now affects possession. It also ends possession or charmed if a creature starts their turn in your aura. - Purity of Spirit puts you under the effects of shield of faith. #### Ancients - Conjure woodland beings replaces ice storm as a domain spell. - Nature's Wrath is now a DEX save and targets each enemy creatures of your choice within 10 feet of you. - Undying Sentinel also works against effects that would kill you instantaneously. #### Vengeance - Hex now replaces hunter's mark as a domain spell. - Relentless Avenger lets you move up to your full speed. Also triggers after making an attack and doesn't require a hit. #### Crown - Champions Challenge is now an action, but creatures that fail their save have disadvantage against attacks against creatures other than you. - Turn the Tide now gives THP, but heals if the target if below half hit points. - Divine Allegiance reworded #### Redemption - Emissary of Peace reworked. Now gives you AC equal to 13 + your CHA modifier when not wearing armor and expertise in Persuasion.