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Old paladin
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##### Old Paladin | Level | Proficiency Bonus | Features | Smite Evil | Lay On Hands | 1st | 2nd | 3rd | 4th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Detect evil and Good, smite evil 1/day | 1 | 1d6 | — | — | — | — | | 2nd | +2 | Divine grace, lay on hands | 1 | 1d6 | — | — | — | — | | 3rd | +2 | Aura of courage, divine health, mercy | 1 | 2d6 | — | — | — | — | | 4th | +2 |Ability Score Improvement, Channel positive energy, smite evil 2/day | 2 | 2d6 | 1 | — | — | — | | 5th | +3 | Divine bond | 2 | 3d6 | 2 | — | — | — | | 6th | +3 | Mercy, Multiattack | 2 | 3d6 | 2 | — | — | — | | 7th | +3 | Smite evil 3/day | 3 | 4d6 | 2 | 1 | — | — | | 8th | +3 |Ability Score Improvement, Aura of resolve | 3 | 4d6 | 2 | 2 | — | — | | 9th | +4 | Mercy | 3 | 5d6 | 3 | 2 | — | — | | 10th |+4 | Smite evil 4/day | 4 | 5d6 | 3 | 2 | 1 | — | | 11th |+4 | Aura of justice, Multiattack| 4 | 6d6 | 3 | 3 | 2 | — | | 12th |+4 | Ability Score Improvement, Mercy | 4 | 6d6 | 3 | 3 | 2 | — | | 13th |+5 | Smite evil 5/day | 5 | 7d6 | 4 | 3 | 2 | 1 | | 14th |+5 | Aura of faith | 5 | 7d6 | 4 | 3 | 2 | 2 | | 15th |+5 | Mercy | 5 | 8d6 | 4 | 3 | 3 | 2 | | 16th |+5 | Ability Score Improvement, Smite evil 6/day | 6 | 8d6 | 4 | 4 | 3 | 2 | | 17th |+6 | Aura of righteousness | 6 | 9d6 | 5 | 4 | 3 | 2 | | 18th |+6 | Mercy | 6 | 9d6 | 5 | 4 | 3 | 3 | | 19th |+6 | Ability Score Improvement, Smite evil 7/day| 7 | 10d6 | 5 | 4 | 4 | 3 | | 20th |+6 | Holy champion | 7 | 10d6 | 5 | 5 | 4 | 4 |
## Class Features As an Old Paladin, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d10 per Old Paladin level - **Hit Points at 1st Level:** 10 + your Constitution modifier - **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per Old Paladin level after 1st. #### Proficiencies ___ - **Armor:** all armor - **Weapons:** all weapons ___ - **Saving Throws:** Constitution, Charisma - **Skills:** Choose 3 skills from Animal Handling, Arcana, Athletics, History, Insight, Medicine, Nature, Persuasion, 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)* a priest's pack or *(b)* an explorer's pack - *(a)* Chain mail and a holy symbol #### Code of Conduct A paladin must be of lawful good alignment or loses all class features except proficiencies if she ever willingly commits an evil act. Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents. Associates: While she may adventure with good or neutral allies, a paladin avoids working with evil characters or with anyone who consistently offends her moral code. Under exceptional circumstances, a paladin can ally with evil associates, but only to defeat what she believes to be a greater evil, and should end the alliance immediately should she feel it is doing more harm than good. #### Detect Evil and Good At will, a paladin can use detect evil, as the spell. A paladin can, as a free action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range. \pagebreak #### Smite Evil Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a bonus action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma modifier (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite for 1 minute. Regardless of the target, smite evil attacks automatically bypass any resistance the creature might possess. In addition, while smite evil is in effect, the paladin gains a bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level. #### Divine Grace At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws. #### Lay On Hands Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is an action, unless the paladin targets herself, in which case it is a bonus action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee attack. Undead do not receive a saving throw against this damage. #### Aura of Courage At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead. #### Divine Health At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot. #### Mercy At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition. At 3rd level, the paladin can select from the following initial mercies. Blinded: The target is no longer blinded. Deceived: The target can immediately attempt a new saving throw to disbelieve any ongoing illusions that it failed to disbelieve within the last minute. Riled: The paladin’s lay on hands also acts as calm emotions. Poisoned: The target is no longer Poisoned. Frightened: The target is no longer frightened. Incapacitated: The target is no longer Incapacitated. At 6th level, a paladin adds the following mercies to the list of those that can be selected. Blinded: The target is no longer Blinded. Diseased: The paladin’s lay on hands ability also acts as remove curse. Enfeebled: The paladin dispels any magical effects that are reducing one of the target’s ability scores (paladin’s choice). Restrained: The target is no longer Restrained, unless the target is at exactly 0 hit points. Targeted: The paladin’s lay on hands also acts as sanctuary using the paladin spell save DC. \pagebreak At 9th level, a paladin adds the following mercies to the list of those that can be selected. Cursed: The paladin’s lay on hands ability also acts as remove curse, using the paladin’s level as the caster level. Exhausted: You can reduce the target’s exhaustion level by one. Injured: The target gains healing 3 for a number of rounds equal to the paladin’s level. Haunted: The paladin’s lay on hands also acts as Protection from Evil and Good, but only for the purpose of allowing a new saving throw against enchantment (charm) and enchantment (compulsion) effects, making the target immune to any attempts to possess or exercise mental control over the target, or preventing a life force from controlling the target (all as described in the second effect of protection from evil). Stunned: The target is no longer Stunned. The paladin must have the Incapacitated mercy before selecting this mercy. At 12th level, a paladin adds the following mercies to the list of those that can be selected. Amputated: The paladin’s lay on hands also acts as regenerate, but only for the purposes of regrowing severed body members, broken bones, and ruined organs. The paladin must have the injured mercy before she can select this mercy. Deafened: The target is no longer deafened. Ensorcelled: The paladin’s lay on hands also acts as dispel magic. Paralyzed: The target is no longer paralyzed. Petrified: The paladin’s lay on hands ability also acts as stone to flesh, but only for the purpose of removing the petrified condition from a creature. These abilities are cumulative. For example, a 12th-level paladin’s lay on hands ability heals 6d6 points of damage and might also cure Fatigued and Exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can’t be changed. #### Channel Positive Energy When a paladin reaches 4th level, she gains the ability to channel positive energy. Using this ability consumes two uses of her lay on hands ability. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the paladin. The amount of damage dealt or healed is equal to the lay on hands. Creatures that take damage from channeled energy receive a Wisdom save to halve the damage. The DC of this save is equal to 8 + your proficiency bonus + your Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A paladin may channel energy a number of times per day equal to 3 + her Charisma modifier. A paladin must be able to present her holy symbol to use this ability. #### Spellcasting By 4nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 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 (minimum of one spell). 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 as a spellcasting focus for your paladin spells. \pagebreak #### Divine Bond Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first type of bond allows the paladin to enhance her weapon as an action by calling upon the aid of a celestial spirit for 1 minute. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every six levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +3 at 17th level. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level. If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls. The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts are also suitable. This mount increase in power using the paladin’s level as her effective level. Bonded mounts have an Intelligence of at least 6. Once per day, as an action, a paladin may magically call her mount to her side. The mount immediately appears adjacent to the paladin. A paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level. #### Natural Armor Bonus The number noted here is an improvement to the animal companion’s existing natural armor bonus. #### Str/Dex Bonus Add this value to the animal companion’s Strength and Dexterity scores. #### Share Spells The paladin may cast a spell with a target of “self” on her animal companion instead of on herself. A paladi may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal). This ability does not allow the animal to share abilities that are not spells, even if they function like spells. #### Evasion If an animal companion is subjected to an effect that normally allows a Dexterity saving throw for half damage, it takes no damage if it makes a successful saving throw, and only half damage if you fail. #### Devotion An animal companion gains a +4 bonus on Wis saves against enchantment spells and effects.
#### Animal Companion | Level | Proficiency Bonus | Features | Natural Armor Bonus | Str/Dex Bonus | |:---:|:---:|:---|:---:|:---:|:---:| | 1st | +2 | share spells | +0 | +0 | 1 | | 2nd | +2 | ─ | +0 | +0 | 1 | | 3rd | +2 | Evasion | +1 | +1 | 2 | | 4th | +2 | Ability score increase | +1 | +1 | 2 | | 5th | +3 | ─ | +1 | +1 | 2 | | 6th | +3 | Devotion | +2 | +2 | 3 | | 7th | +3 | ─ | +2 | +2 | 3 | | 8th | +3 | ─ | +2 | +2 | 3 | | 9th | +4 | Ability score increase | +3 | +3 | 4 | | 10th | +4 | ─ | +3 | +3 | 4 | | 11th | +4 | ─ | +3 | +3 | 4 | | 12th | +4 | ─ | +4 | +4 | 5 | | 13th | +5 | ─ | +4 | +4 | 5 | | 14th | +5 | Ability score increase | +4 | +4 | 5 | | 15th | +5 | ─ | +5 | +5 | 6 | | 16th | +5 | ─ | +5 | +5 | 6 | | 17th | +6 | ─ | +5 | +5 | 6 | | 18th | +6 | ─ | +6 | +6 | 7 | | 19th | +6 | ─ | +6 | +6 | 7 | | 20th | +6 | Ability score increase | +6 | +6 | 7 |
\pagebreak #### Aura of Resolve At 8th level, a paladin is immune to charm spells. Each ally within 10 feet of her gains a +3 bonus on saving throws against charm effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead. #### Aura of Justice At 11th level, a paladin can expend two uses of her smite evil ability to grant the ability to smite evil to all allies within 10 feet, using her bonuses. Allies must use this smite evil ability by the start of the paladin’s next turn and the bonuses last for 3 turns. Using this ability is a free action. Evil creatures gain no benefit from this ability. #### Aura of Faith (habilidad muerta cuando tenga ganas lo arreglo) At 14th level, a paladin’s weapons are treated as good-aligned for the purposes of overcoming Damage Reduction. Any attack made against an enemy within 10 feet of her is treated as good-aligned for the purposes of overcoming Damage Reduction. This ability functions only while the paladin is conscious, not if she is unconscious or dead. #### Aura of Righteousness At 17th level, a paladin gains DR 5/evil and immunity to compulsion spells magic abilities. Each ally within 10 feet of her gains a +3 bonus on saving throws against compulsion effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead. #### Holy Champion At 20th level, a paladin becomes a conduit for the power of her god. Her DR increases to 10/evil. Whenever she uses smite evil and successfully strikes an evil enemy, the enemy is also subject to a banishment, using her paladin spell DC. After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever she channels positive energy or uses lay on hands to heal a creature, she heals the maximum possible amount.