Paladin Optional Features
| Level | New Optional Features |
|---|---|
| 1st | Echoing Courage, Divine Reveal, Divine Knowledge |
| 2nd | New Fighting Styles, Hammer of Justice, Retribution, Divine Shield |
| 3rd | Divine Charisma |
| 4th | - |
| 5th | Divine Magic |
| 6th | Aura of Redemption, Aura of Expiation |
| 7th | - |
| 8th | - |
| 9th | - |
| 10th | Aura of Light |
| 11th | Potent spellcasting |
| 12th | - |
| 13th | - |
| 14th | Spell Reflection |
| 15th | - |
| 16th | - |
| 17th | - |
| 18th | - |
| 19th | - |
| 20th | - |
Art Credit : Wizards of the Coast
Optional Features
You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a Paladin.
Unlike the features in the Player’s Handbook, you don’t gain the feature here automatically.
Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use one, multiple, or none of them.
Echoing Courage
1st level feature, which replaces the Lay of Hand feature.
When you take the Dodge Action or when you cast a spell on one of your allies, you can choose that each ally within a 10-foot aura around yourself that can see or hear you gain a number of temporary hit points equal to your Paladin's level.
You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.
At 18th level, the range of this aura increases to 30 feet.
Divine Reveal
1st level feature, which replaces the Divine Sense feature.
Whenever you make a Wisdom (Insight) or Intelligence (Investigation) check to find out about a lie or an illusion, you are considered proficient in that skill. If you are already proficient in that skill, you can add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Divine Knowledge
1st level feature, which replaces the Divine Sense feature.
Whenever you make an Intelligence (Religion) or an Intelligence (History) check related to an undead, a celestial, a fiend, or a deity, you are considered proficient in that skill. If you are already proficient in that skill, you can add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Fighting Style (New Options)
2nd level feature. When you should gain a Fighting Style from the Paladin's list, you can choose one from the following list instead.
-
Cavalier. When you are on a mount, you can make a shove attack against a creature within the reach of your mount as a bonus action. In addition, when your mount should take damage, you can choose to take those damage instead.
-
Divine Sword. When you draw a weapon, you can imbue it with holy or unholy power. Choose a damage type between Radiant or Necrotic. The damage type of the weapon becomes the chosen type instead of it piercing, slashing or bludgeoning type, and it deals 1 extra damage on a hit. If you are not within 5 feet of the weapon when you end your turn, or if you stow it, the effect ends and the weapon regains its normal damage type.
-
Exalting Commander. When you succeed an attack, a skill check or a saving throw, you can choose to inspire your allies as a Reaction. When you do so, each ally within 30 feet gets +2 bonus the next time they roll a same kind of attack, skill check or saving throw before the start of your next turn (for instance, if you hit with a melee attack, they gain +2 to their next melee attack. If you succeed a dexterity saving throw, they gain +2 to their next dexterity saving throw etc.).
-
Holy Book. When you hold a holy book in one of your hands, you can use your charisma modifier instead of your strength modifier for both the attack and the damage roll of your weapon attacks, and you can use it as your spellcasting focus.
-
Parry. As a reaction when a creature hits you with an attack, you can gain +2AC, potentially turning the hit into a miss. You must see the attacker and wield a melee weapon to use this reaction.
- Shield of Light. As a bonus action, you can create a shield made of pure light in one of your free hands. While the shield is active, it gives you +2AC and sheds bright light within a 15-foot radius, and dim light within an additional 15 feet around you. The shield of light has no weight. You can dispel the shield as a bonus action.
Hammer of Justice
2nd level feature, which replaces the Divine Smite feature.
When you hit a creature with a melee weapon attack, you can expend one spell slot to try to stun the target, in addition to the weapon's damage.
When you do so, the target must succeed a Constitution saving throw against your spell casting DC, or be Stunned for a number of rounds equal to the level of the spell slot you have expended. While it is Stunned by your Hammer of Justice feature, the target also gets its speed reduced to 0.
Both effects end if the target takes any damage before the end of the duration.
Retribution
2nd level feature, which replaces the Divine Smite feature.
When an ally within 30 feet is hit by a melee attack (it can be you), you can, as a reaction, expend one of your spell slots to warp the target of the attack with a retributive light.
When you do so, until the start of your next turn, every time a creature hits the target with a melee attack, it takes radiant damage equal to 5 times the level of the spell slot you have expended.
The creature that triggered that reaction also takes that radiant damage.
Divine Shield
2nd level feature, which replaces the Divine Smite feature.
As a reaction when you should take damage, you can rise one of your free hands or one that carries a shield, and expend one of your spell slots. When you do so, you gain temporary hit points equal to 10 times the level of the spell slot you have expended.
You gain those temporary hit points before you take the damage that triggered your reaction, and they stay until the start of your next turn.
Divine Charisma
3rd level feature, which replaces the Divine Health feature.
You have the advantage on all Charisma (Persuasion) and Charisma (Intimidation) checks.
Divine Magic
5th level feature, which replaces the Extra-attack feature.
When you cast a spell from the paladin's spell list, that spell counts as if you had expended a spell slot of one level higher than the one you have actually expended.
So for instance, if you cast Bless by expending a 2nd-level spell slot, it counts as if you casted it with a 3rd-level slot so you can target up to 5 creatures.
Aura of Redemption
6th level feature, which replaces the Aura of Protection feature.
Whenever an enemy within 10 feet of you deals damage to a creature, it must subtract your charisma modifier (minimum -1) from the damage it deals. You must be conscious to grant this malus.
At 18th level, the range of this aura increases to 30 feet.
Aura of Expiation
6th level feature, which replaces the Aura of Protection feature.
Whenever an enemy within 10 feet of you must make a saving throw, the creature gains a malus to the saving throw equal to your Charisma modifier (with a minimum malus of -1). You must be conscious to grant this malus.
At 18th level, the range of this aura increases to 30 feet.
Aura of Light
10th level feature, which replaces the Aura of Courage feature.
While you are conscious, you shed bright light within a 10-foot aura, and creatures inside this aura can't take the hide action or become invisible. If an invisible creature enters the aura, it is no longer invisible.
At 18th level, the range of this aura increases to 30 feet.
Potent Spellcasting
11th level feature, which replaces the Improved Divine Smite feature.
You can add your charisma modifier to the damage of the cantrips you cast that are from the cleric's spell list.
Spell Reflection
14th level feature, which replaces the Cleansing Touch feature.
When a creature you can see targets you with a spell, you can use your shield as a reaction to reflect that spell. When you do so, choose a creature other than yourself you can see within 30 feet, the spell now targets that creature instead of you.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
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