Elden Ring 5e Conversion: Paladin

by geoh6

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Paladin

Foreword

Introduction

In this conversion, paladins represent knights clad in heavy armour that deal battle with incantations and weaponry simultaneously. Their faith is a fundamental part of their character, whether it is broken or strong. While many warriors in the Lands Between use holy magic, such as the Leyndell Knights, only the truly faithful are paladins.

Oathbreakers

The Lands Between is a land full of fallen knights and decaying order, with lords either insane, sadistic or absent. Oaths in the Lands Between are often sworn to the lords themselves rather than any lofty ideal, though both cases do occur. Thus, as a player and DM, you should consider this when reading the tenets of each oath.

Oaths may be more flexible in the Lands Between - paladins are often far from perfect, and those that break their oath may even retain their power rather than swear another. Still, a paladin that has broken their oath may decide to take another path, and find a new lord or ideal to serve.

Divine Smite

Fiends as a creature type do not exist in the Lands Between: therefore, the creature type against which the damage of divine smite is increased changes from fiends and undead to aberrations and undead.

Credit

All Elden Ring art, images and original concepts are created by and attributed to From Software.

Aspect of the Crucible: Spines

1st level transmutation


Casting Time: 1 action
Range: Self
Components: S, M
Duration: Concentration, up to 1 minute
Classes: Paladin (Crucible Knight)



You cover parts of your body with defensive spines. For the duration, when a creature hits you with a melee attack, it takes 1 piercing damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1 for each slot level above 1st.

Aspect of the Crucible: Tongue

2nd level transmutation


Casting Time: 1 action
Range: 30 feet
Components: V, M
Duration: Instantaneous
Classes: Paladin (Crucible Knight)



You extend your tongue into that of a giant creature, whipping it out towards a creature within range. Make a ranged spell attack against the creature. On a hit, the creature takes 4d6 bludgeoning damage, and you can choose to attempt to pull the creature.

If you do, it must make a Strength saving throw or be dragged 15 feet towards you as the tongue retracts.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Aspect of the Crucible: Bloom

3rd level transmutation


Casting Time: 1 action
Range: 60 feet
Components: S, M
Duration: Instantaneous
Classes: Cleric, Paladin, Druid



You grow a miranda flower on your chest, channeling its power to call a downpour of light at a point within range.

Each creature in a 20-foot radius around that point must make a Dexterity saving throw. A creature takes 6d6 radiant damage on a failed save, or half as much on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Aspect of the Crucible: Thorns

3rd level transmutation


Casting Time: 1 action
Range: Self (30-feet)
Components: S, M
Duration: 1 round
Classes: Cleric, Paladin, Druid



You create a mass of thorns across your back, diving to the ground and spinning to release the thorns against creatures within 30 feet of you.

Each hostile creature within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 8d4 piercing damage, or half as much on a successful one.

Additionally, until the start of your next turn, any creature that hits you with a melee attack takes 2d4 piercing damage as it is impaled by the thorns.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d4 for each slot level above 3rd.

Devonia's Aspect

4th level transmutation


Casting Time: 1 bonus action
Range: Self
Components: S, M
Duration: Concentration, up to 5 rounds
Classes: Paladin (Crucible Knight)



You take on the aspect of a trampling beast, bearing the visage of a centaur. For the duration, your speed increases by 10 feet, and you can use your action to stomp many times on the ground. Each creature within 10 feet of you must make a Dexterity saving throw.

On a failed save, a creature takes 5d8 bludgeoning damage and is knocked prone.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 and the duration increases by 1 round for each slot level above 4th.

 

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