Paladin

by Devan

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Paladin

Clad in plate armor that gleams in the sunlight despite the dust and grime of long travel, a human lays down her sword and shield and places her hands on a mortally wounded man. Divine radiance shines from her hands, the man’s wounds knit closed, and his eyes open wide with amazement.

A dwarf crouches behind an outcrop, his black cloak making him nearly invisible in the night, and watches an orc war band celebrating its recent victory. Silently, he stalks into their midst and whispers an oath, and two orcs are dead before they even realize he is there.

Silver hair shining in a shaft of light that seems to illuminate only him, an elf laughs with exultation. His spear flashes like his eyes as he jabs again and again at a twisted giant, until at last his light overcomes its hideous darkness.

Whatever their origin and their mission, paladins are united by their oaths to stand against the forces of evil. Whether sworn before a god’s altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.

The Paladin
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Divine Sense, Lay on Hands
2nd +2 Fighting Style, Spellcasting, Divine Smite 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 - 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 Touch 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 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: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and 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) 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

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 of any being whose presence you sense, but not its identity.

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 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 × 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 neutralize one poison affecting it. 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.

Fighting Style

At 2nd level, you adopt a 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 wearing armor, you gain a +1 AC.
  • Dueling. While 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. You may continue rerolling the die until you get a result other than a 1 or 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus. You must be wielding a shield or weapon to use this reaction.
  • Protection. When a creature you can see attacks a target other than you within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of any bonus action attacks.
  • Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Spellcasting

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.

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. The spells must be of a level for which you have spell slots.

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 (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.

Divine Smite

Starting at 2nd level, when you hit a creature with a weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Divine Health

By 3rd level, the divine magic flowing through you makes you immune to disease.

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.

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. 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.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

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. 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 begins its turn within the aura, the frightened condition is removed.

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 melee weapon strikes carry divine power with them. When you take the attack action to attack a using a weapon you are holding, add 1d8 radiant damage to every attack that hits.

Cleansing Touch

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.

Aura Improvements

At 18th level, the range of your auras increase to 30 feet.

Oath of the Ancients

Oath of the Ancients Spells
Level Spells
3rd Ensnaring Strike, Speak with Animals
5th Misty Step, Moonbeam
9th Plant Growth, Protection from Energy
13th Ice Storm, Stoneskin
17th Commune with Nature, Tree Stride

Channel Divinity

At 3rd level, you gain these Channel Divinity options.

Nature’s Wrath. As an action, you can cause spectral vines to spring up and reach for enemy creatures of your choice within 10 feet that you can see. The creatures must succeed on a Strength saves or be restrained. While a creature is restrained, they repeat the save at the end of each of their turns, freeing themselves on a success.

Turn the Faithless. As an action, you present your holy symbol, and each fey or fiend within 30 feet that can hear you must make a Wisdom save. On a failure, the creature is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far from you as it can, and 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 illusion, shapeshifting, or another effect, that form is revealed while it is turned.

Aura of Warding

Beginning at 7th level, you and friendly creatures within 10 feet of you can use a reaction when damaged by a spell to gain resistance to that damage.

At 18th level, the range of this aura increases to 30 feet.

Undying Sentinel

At 15th level, once per long rest, when you are subjected to an effect that would kill you instantaneously without dealing damage, or when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically.

Elder Champion

At 20th level, once per long rest, you can assume the form of an ancient force of nature, taking on an appearance you choose. 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 mane. Using your action, you transform. Gain the following benefits for 1 minute:

  • At the start of your turns, you regain 10 hit points.
  • When you cast a spell as an action, you can cast it using a bonus action instead.
  • Enemies within 10 feet have disadvantage on saves against your spells and Channel Divinity options.

Oath of Conquest

Oath of Conquest Spells
Level Spells
3rd Armor of Agathys, Command
5th Hold Person, Spiritual Weapon
9th Bestow Curse, Fear
13th Dominate Beast, Stoneskin
17th Cloudkill, Dominate Person

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom save. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Guided Strike. When a creature (including yourself) within 30 feet of you makes an attack roll, you can use your Channel Divinity and a reaction to give a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Aura of Conquest

Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to your paladin level if it starts its turn there.

At 18th level, the range of this aura increases to 30 feet.

Scornful Rebuke

Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier if you’re not incapacitated.

Invincible Conqueror

At 20th level, once per long rest as an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:

  • You have resistance to all damage.
  • When you take the Attack action on your turn, you can make one additional attack as part of that action.
  • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

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 Challenge. As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move further away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.

Turn the Tide. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to your Charisma modifier + your Paladin level if it has no more than half its hit points.

Divine Allegiance

Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.

Unyielding Saint

Starting at 15th level, you can't be paralyzed or stunned.

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.

Oath of Devotion

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

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 damage rolls with that weapon. The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that.

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 creature fails, 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 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.

Aura of Devotion

At 7th level, you and friendly creatures within 10 feet can’t be charmed or possessed while you are conscious. If a friendly creature that is charmed or possessed begins its turn within the aura, the charmed condition is removed.

At 18th level, the range of this aura increases to 30 feet.

Purity of Spirit

At 15th level, you are constantly under the effects of the Shield of Faith and Protection from Evil and Good spells.

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.

Oath of Glory

Oath of Glory Spells
Level Spells
3rd Guiding Bolt, Heroism
5th Enhance Ability, Magic Weapon
9th Haste, Protection From Energy
13th Compulsion, Freedom Of Movement
17th Commune, Flame Strike

Channel Divinity

You gain the following two Channel Divinity options.

Peerless Athlete. As a bonus action, for 10 minutes you have advantage on Athletics and Acrobatics; you can carry, push, drag, and lift twice as much weight; and the distance of your long and high jumps increases by 10 feet.

Inspiring Smite. Immediately after you deal Divine Smite damage, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like.

Aura of Alacrity

At 7th level, your walking speed increases by 10 feet. If you aren't incapacitated, the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn.

When you reach 18th level in this class, the range of the aura increases to 10 feet.

Glorious Defense

When you reach 15th level, when you or another creature you can see within 10 feet is hit by an attack roll, you can use your reaction to grant a bonus to the target's AC, equal to your Charisma modifier, against that attack, potentially causing it to miss. If the attack misses, you can make a weapon attack against the attacker as part of the reaction, provided they are within your weapon's range.

You can use this feature a number of times equal to your Charisma modifier per long rest.

Living Legend

At 20th level, as a bonus action, gain the following benefits for 1 minute:

  • Advantage on all Charisma checks.
  • Once on each of your turns when you miss a weapon attack, you can cause that attack to hit instead.
  • If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll.

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Oath of Redemption

Oath of Redemption Spells
Level Spells
3rd Sanctuary, Sleep
5th Calm Emotions, Hold Person
9th Counterspell, Hypnotic Pattern
13th Otiluke's 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.

Emissary of Peace. You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +10 bonus to Persuasion checks for the next 10 minutes.

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 your allies 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.

Protective Spirit

Starting at 15th level, a holy presence mends your wounds in combat. 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 the following benefits.

  • You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
  • Whenever a creature damages you, it takes radiant damage equal to half the amount it dealt to you.

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.

Oath of Vengeance

Oath of Vengeance Spells
Level Spells
3rd bane, hunter's mark
5th hold person, misty step
9th haste, protection from energy
13th banishment, dimension door
17th hold monster, scrying

Channel Divinity

Abjure Enemy. As an action, choose one creature within 60 feet that you can see. That creature must make a Wisdom save, unless it is immune to being frightened. Fiends and undead have disadvantage on this save.

On a failure, the creature is frightened for 1 minute or until it takes damage. While frightened, the creature’s speed is 0, and it can’t benefit from any speed bonus.

On a successful save, the creature’s speed is halved for 1 minute or until it takes damage.

Vow of Enmity. As a bonus action, you utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on your first attack roll against that creature each turn for 1 minute or until it drops to 0 hit points.

Relentless Avenger

By 7th level, when you hit with an opportunity attack against a hostile creature that moves out of your reach, you can move up to half your speed immediately after the attack and make an additional melee weapon attack against that creature if it is within your reach afterwards as part of the same reaction. This movement doesn’t provoke opportunity attacks.

Soul of Vengeance

At 15th level, when a creature under the effect of your Vow of Enmity makes an attack against a creature other than you, you can use your reaction to make a melee weapon attack against that creature if it is within range.

Avenging Angel

At 20th level, as 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 hostile enemy enters the aura or starts its turn there, the creature must succeed on a Wisdom save or become frightened of you for 1 minute or until it takes damage. Attack rolls against the frightened creature have advantage.

You can use this feature once per long rest.

Oath of the Watchers

Oath of the Watchers Spells
Level Spells
3rd Alarm, Detect Magic
5th Moonbeam, See Invisibility
9th Counterspell, Nondetection
13th Aura of Purity, Banishment
17th Hold Monster, Scrying

Channel Divinity

Watcher's Will As an action, you choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier. For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saves.

Abjure the Extraplanar As an action, each aberration, celestial, elemental, fey, or fiend within 30 feet must make a Wisdom save. On a failure, they are turned for 1 minute or until they take damage. A turned creature must try to move as far away as possible. It can only Dash or try to escape from an effect preventing movement. If there's nowhere to move it can take the Dodge action.

Aura of the Sentinel

At 7th level, you emit an aura of alertness while you aren't incapacitated. When you and any creatures of your choice within 10 feet roll initiative, you all gain a bonus to initiative equal to your proficiency bonus.

At 18th level, the range of this aura increases to 30 feet.

Vigilant Rebuke

At 15th level, you've learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the creature that forced the saving throw.

Mortal Bulwark

At 20th level, you manifest a spark of divine power in defense of the mortal realms. As a bonus action, you gain the following benefits for 1 minute:

  • You gain truesight with a range of 120 feet.
  • You have advantage on attack rolls against aberrations, celestials, elementals, fey, and fiends.
  • When you hit with an attack roll, you can force the target to make a Charisma save against your spell save DC. On a failure, they are banished to their native plane of existence if not currently there. On a success, the creature is immune to this for 24 hours.

Once used, you can't use this again until you finish a long rest, unless you expend a 5th-level spell slot to use it.

Oathbreaker

Oathbreaker Spells
Level Spells
3rd Hellish Rebuke, Inflict Wounds
5th Crown of Madness, Darkness
9th Animate Dead, Bestow Curse
13th Blight, Confusion
17th Contagion, Dominate Person

Channel Divinity

You gain the following two Channel Divinity options.

Control Undead. As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom save. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option again. An undead whose challenge rating is equal to or greater than your paladin level is immune to this effect.

Dreadful Aspect. As an action, each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you. On a failed save, the target is frightened of you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on it.

Aura of Hate

Starting at 7th level you, as well any allies within 10 feet of you, gain a bonus to melee weapon damage rolls equal to your Charisma modifier on the first hit any of you make each turn. A creature can benefit from this feature from only one paladin at a time.

At 18th level, the range of this aura increases to 30 feet.

Supernatural Resistance

At 15th level, you gain resistance to bludgeoning, piercing, and slashing damage.

Dread Lord

At 20th level, you can, surround yourself with an aura of gloom that lasts for 1 minute, no action required. The aura reduces any bright light in a 30-foot radius around you to dim light. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d10 psychic damage. Additionally, you and any creatures of your choosing in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.

While the aura lasts, you can use a bonus action on your turn to cause the shadows in the aura to attack one creature. Make a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + your Charisma modifier.

You can activate the aura once per long rest.

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