PMS Draft - Paladin

by SilentSoren

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The Sultansworn Paladin

With a blade enshrouded in gleaming light, the knight dashed forward, cutting into the dark creature who has been roaming the country side. After a few skilled swings of their blade the foes fell to the earth.

A noble smiles up at their attending knight as they walked the streets of their domain. An outsider attempting to weaken the land attempts to make their mark, shooting an arrow from above, without a second thought the knight steps in the way of the arrow, the attack clanking off their armor.

Dressed in armour and white robes, the adventurer clutches their holy symbol can their incantations give their convictions form as divine line shines down on their foes all around.

Paladins are skilled fighters who have learned to infuse their very will into their weapons and armour, allowing them to fight far beyond their limits.

Conviction Made Manifest

The Sultansworn Paladins first appeared in defense of their leader in the early days of their city state of Ul'Dah. One knight's deep conviction to protect their people allowed them to fuse their life force into their shield to block a deadly blow from an enemy mage in defense of innocence. This infusion of aether into armaments has become the corner stone of paladin arts.

Divine Words and Sacred Steel

Paladins are known for their immense defensive potential, often seen wield swords and shields, and draped in heavy armour for protection, they are immovable fighters. This peerless defense is coupled with divine incantations to cast spells that reflect their pure intentions, powered purely by their conviction to carry out their duty.

Creating a Paladin

Paladins come from many walks of life, be it rank and file soldiers who awaken to these power, intentionally trained warriors, or hometown heroes who accidentally stumbled on the sacred arts themselves thanks to their own force of will. Often times a Paladin will have some sort of mentor figure to lean on and learn from but it isn't neccessary as a particularly skilled paladin could teach themselves as they explore their powers. At the end of the day, paladins draw their power from their own force of will and must live or die by it. One must consider why the Paladin might be setting off on an adventure. Are they seeking to protect their home? In service of a master, or seeking redemption or revenge. Paladins act with purpose and you must understand what that purpose is.

Quick Build

You can make a Paladin quickly by following these suggestions. First make Strength your highest ability score, following with Charisma. Second take the Soldier background.

The Paladin
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Aetherial Arms, Sworn Protector
2nd +2 Fighting Style, Spellcasting 2
3rd +2 Martial Devotion 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4 2
6th +3 Devotion Archetype Feature 4 2
7th +3 Aura of Intervention 4 3
8th +3 Ability Score Improvement 4 3
9th +4 4 3 2
10th +4 Devotion Archetype Feature 4 3 2
11th +4 Seasoned Fighting Style 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 Devotion Archetype Feature 4 3 3 1
15th +5 Spell and Steel 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Knight's Benediction 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Unending Conviction 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: Charisma, Constitution
  • 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 shield or (b) two martial weapons
  • (a) 5 javelins or (b) a simple weapon
  • (a) an explorer's pack or (b) a dungeoneer's pack
  • (a) a chain shirt and a holy symbol related to your home region

Aetherial Arms

Beginning at 1st level, you are able to fill your equipment with aether to assist you in battle. As a bonus action you can focus your aether into your weapon, shield or armour to produce various effects:

Weapon. For 1 minute you, attacks with your weapon deal bonus radiant damage equal to your proficiency bonus.

Shield. For 1 minute your AC gains a bonus equal to half your proficiency bonus (rounded down).

Armor. For 1 minute when you take damage, it is reduced by a number equal to your proficiency bonus.

You can infuse your weapons with aether a number of times equal to your proficiency bonus. Uses of this feature are refreshed when you complete a long rest.

Sworn Protector

Beginning at 1st level, as a bonus action you swear an oath of protection to an ally within 10ft. of you, filling them with protective aether. While you are within 10ft. of the creature they have resistance to all damage, but when they take damage, you receive the same amount of damage. On your turn, you can use your bonus action to end this oath or change the target of the oath.

Fighting Style

Also beginning at 2nd level, 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.

Blessed Warrior

You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

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.

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 (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

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.

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.

Martial Devotion

At 3rd level, you choose your paladin's martial devotion. You choose between the Arms Master, Great Knight or Crusader.

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Aura of Intervention

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

When an allied creature is reduced to 0 hit points while in your aura, as a reaction you can reinforce their will. They drop to 1 hit point instead. They can’t benefit from this feature again until they finish a long rest.

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

Seasoned Fighting Style

Beginning at 11th level, you can choose a second option from the Fighting Style class feature.

Spell and Steel

Beginning at 15th level, when you cast a spell, you may use your bonus action to make a melee weapon attack.

Knight's Benediction

Beginning at 18th level, the strength of your conviction allows you to rapidly recover from wounds. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

Unending Conviction

Beginning at 20th level, when you roll initiative and have no more uses of your aetherial arms feature left, you gain 2 uses of aetherial arms.

Indomitable Conviction

The sultansworn paladins have a storied history of serving their lands and the people who call them home. It was through deep conviction that their powers awakened and the traditions of paladins were established. Today Paladins walk three paths depending on the needs of their home. The Arms Masters seek to form this conviction into raw power to slay their foes, while Great Knights seek to shield those they care for. Some paladins seek to continue elevate their arts, focusing on spell casting.

Arms Masters

Seeking to become master of their craft, Arms Masters are warriors at heart who seek make their weapons a natural extensive of themselves. These highly skilled paladins seek to balance their renown defensive ability with unrelenting offense.

Sword Oath

Beginning at 3rd level, while your Aetherial Arms feature is empowering your weapon it glows with a shining light. The weapons emits bright light in a 20-foot radius and dim light for an additional 20 feet. Additionally, the weapon gains an additional bonus to attack rolls equal to half of your proficiency bonus.

Aura of Valor

Beginning at 6th level, you constantly emanate a prideful aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

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.

Rage of Halone

Beginning at 10th level, while your Aetherial Arms feature is empowering your weapon, as a bonus action you may make an attack with it.

Spirits Within

Beginning at 14th level, while your Aetherial Arms feature is empowering your weapon, the weapon deals bonus radiant damage equal to your Charisma modifier.

Great Knight

The Great Knights are paladins who are fully committed to the original goals of the sultansworn paladins, defense of their liege, their home and their people. The earliest paladins infused their shields with aether to defend the commonfolk and Great Knights hope to elevate this simple principle to ensure their charges live to tell their stories.

Shield Oath

Beginning at 3rd level, while your Aetherial Arms feature is empowering your shield it glows with a shining light. The shield emits bright light in a 20-foot radius and dim light for an additional 20 feet. Additionally, the shield's bonus AC is increased by your proficiency bonus.

Aura of Truth

Beginning at 6th level, you constantly emanate an aura of clarity while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

Any enemy creature that enters your aura must succeed on a Charisma saving throw or have their intentions revealed to you, imposing disadvantage on their next attack roll against you. An invisible creature that fails this saving throw is revealed.

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

Sentinel

Beginning at 10th level, while your Aetherial Arms feature is empowering your shield and you have a creature under the effect of Sworn Protector, as a reaction you can apply your aetherial arms shield bonus to their AC as long as they stay within range of sworn protector until the start of your next turn.

Passage of Arms

Beginning at 14th level, when your shield is empowered by your Aetherial Arms feature, as an action you manipulate the aether of your aura into a powerful barrier. All creatures in a 30ft. cone take reduced damage equal to your proficiency bonus + your charisma modifier until the start of your next turn.

Using this feature ends the current effect of the aetherial arms feature.

Crusader

Paladins in addition to great martial skill have developed magic which reflect their pure hearted convictions, manifesting as divine magic. Crusaders seek to rapidly expand the school of divine magic.

Stave Oath

Beginning at 3rd level, you've sworn an oath to master divine magic. Your convictions manifest as a pool of aetherial energy you can use to cast your paladin spells. You have a pool of points equal to your proficiency bonus. When you cast a Paladin spell, instead of spending a spell slot, you may spend a number of these points equal to the spell's level to cast the spell.

These points are recovered when you complete a long rest.

Aura of Faith

Beginning at 6th level, you constantly emanate a soothing aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

When you cast a paladin spell, as a bonus action you can recycle the aether of the spell, healing yourself and a number of creatures equal to half your proficiency bonus (rounded down) by a number of hit points equal to your Charisma ability modifier.

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

Chivalrous Casting

Beginning at 10th level, when you cast a spell using a spell slot you gain a number of Stave Oath points equal to half the spell level (rounded down, minimum of one stave oath point). You do not gain stave oath points when you cast a spell using your Stave Oath feature.

Requiescat

Beginning at 14th level, when you cast a spell, you can spend Stave Oath points equal to the spell's level to manipulate key elements of the spell to better suit your needs. You do not gain Stave Oath points from the cast of a manipulated spell.

Careful Spell. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend Stave Oath points equal to the spell's level and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Quickened Spell. When you cast a spell that has a casting time of 1 action, you spend Stave Oath points equal to the spell's level to change the casting time to 1 bonus action for this casting.

Paladin Spells

1st Level
  • Bless
  • Ceremony
  • Command
  • Compelled Duel
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Guiding Bolt
  • Heroism
  • Protection from Evil and Good
  • Purify Food and Drink
  • Sanctuary
  • Searing Smite
  • Shield of Faith
  • Sleep
  • Thunderous Smite
  • Wrathful Smite
2nd Level
  • Aid
  • Branding Smite
  • Calm Emotions
  • Enhanced Ability
  • Find Steed
  • Gentle Repose
  • Hold Person
  • Lesser Restoration
  • Locate Object
  • Magic Weapon
  • Moonbeam
  • Prayer of Healing
  • Protection from Poison
  • See Invisibility
  • Warding Bond
  • Zone of Truth
3rd Level
  • Aura of Vitality
  • Beacon of Hope
  • Blinding Smite
  • Counterspell
  • Create Food and Water
  • Crusader's Mantle
  • Daylight
  • Dispel Magic
  • Elemental Weapon
  • Haste
  • Magic Circle
  • Nondetection
  • Protection from Energy
  • Remove Curse
  • Revivify
  • Spirit Shroud
4th Level
  • Aura of Life
  • Aura of Purity
  • Banishment
  • Compulsion
  • Death Ward
  • Find Greater Steed
  • Freedom of Movement
  • Guardian of Faith
  • Locate Creature
  • Otiluke's Resilient Sphere
  • Staggering Smite
  • Stoneskin
5th Level
  • Banishing Smite
  • Circle of Power
  • Commune
  • Destructive Wave
  • Dispel Evil and Good
  • Flame Strike
  • Geas
  • Hold Monster
  • Holy Weapon
  • Scrying
  • Wall of Force
 

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