Paladin 5

Largely created using LaserLlama's Alternate Paladin on GMBinder, updated for the Elaris placesetting with house rules such as Power Reservoir.
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th Aura Radius
1st +2 Divine Sense, Feat, Lay on Hands, Sacred Oath, Spellcasting 1 1
2nd +2 Divine Smite, Fighting Style, Sacred Oath Feature 1 2
3rd +2 Channel Divinity 1 3
4th +2 Feat 1 3
5th +3 Extra Attack 1 4 2
6th +3 Aura of Protection, Feat 1 4 2 10 ft.
7th +3 Sacred Oath feature 2 4 3 10 ft.
8th +3 Feat 2 4 3 10 ft.
9th +4 Divine Health 2 4 3 2 15 ft.
10th +4 Aura of Courage, Feat 2 4 3 2 15 ft.
11th +4 Improved Divine Smite 2 4 3 3 15 ft.
12th +4 Feat 2 4 3 3 20 ft.
13th +5 Aura of Protection Improvement 2 4 3 3 1 20 ft.
14th +5 Feat, Purifying Touch 2 4 3 3 1 20 ft.
15th +5 Sacred Oath feature 2 4 3 3 2 25 ft.
16th +5 Feat 3 4 3 3 2 25 ft.
17th +6 3 4 3 3 3 1 25 ft.
18th +6 Channel Divinity Improvement 3 4 3 3 3 1 30 ft.
19th +6 Feat 3 4 3 3 3 2 30 ft.
20th +6 Feat, Sacred Oath feature 3 4 3 3 3 2 30 ft.

Class Features

All of the following are class features of the Paladin.

Divine Sense

1st-Level Paladin Feature

A paladin can choose to detect evil innately should he or she be good-aligned. If the paladin is instead evil-aligned, he or she can choose to detect good. Should the paladin be neither good- nor evil-aligned, he or she cannot make use of this feature.   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.

Feat

1st-Level Paladin Feature

You gain one feat of your choice.

Sacred Oath

1st-Level Paladin Feature

You have sworn a powerful Sacred Oath to your deity, which marks you as a Paladin. At 1st level, you choose the Sacred Oath that best represents your Paladin's convictions and creed.   Your Sacred Oath grants eatures at 1st level, and again when you reach 2nd, 3rd, 7th, 15th, and 20th level in this class.

Sacred Tenets

Each Sacred Oath has a set of Sacred Tenets which Paladins of the Oath swear to uphold. Should a Paladin knowingly and willingly violate a Tenet of their Oath, they cannot use Sacred Oath or Paladin class features, except for their Fighting Style and Extra Attack until they make reparations appropriate to their Oath. This must be officiated by a cleric or more powerful paladin of their religion (See the atonement spell).   If a Paladin consistently violates the Tenets of their Sacred Oath, they risk breaking the Oath completely. Those who do, become lose their divine class features and may need to switch to another class (Such as the Crusader Fighter), as chosen by the DM.
Sacred Oaths
Sacred OathDescription
Oath of the AncientsOften called green knights, apaladin who swears this sacred oath is sworn to watch over all forms of life and beauty.
Oath of DevotionThose who swear this oath are what many think of when they hear the term "Paladin", standing as a shining ideal of their virtues and deity.
Oath of the ExorcistThese warriors taint their souls with the foul magic of undeath, giving up any chance of a normal life, to better defend the living world.
Oath of the InquisitionAll dedicated paladins who become Inquisitors have the same goal: reveal what is hidden, and purge the planes of those who obscure the truth.
Oath of LibertyThe Oath of Liberty calls Paladins to use their power to stand with the oppressed against tyranny.
Oath of RedemptionThis oath sets a paladin on a difficult path, one that require a holy warrior to use violence only as a last resort.
Oath of SanityPaladins of the Oath of Sanity have survived exposure to the horrors that lie beyond the veil of this world, or perhaps someone who has prepared for such horrors through intense mental training.
Oath of SteelOften given the title of Blade Master, these paragons of battle strive for mastery with the armaments of war.
Oath of VengeanceKnown as avengers or dark knights, paladins who swear this oath often do so out of a desire for revenge.

 

Spellcasting

1st-Level Paladin Feature

You learn to draw upon the power of your god through your oath to cast divine spells. You gain the following benefits:

Cantrips

At 1st level, you know one cantrip of your choice from the paladin spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Paladin table.

Preparing and Casting Spells

The Paladin table shows how many spell slots you have to cast your Divine spells of 1st-level or higher. To cast such a spell, you must expend a divine spell 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 light wounds, you can cast it using a 1st-level or a 2nd-level divine spell slot. Casting the spell doesn't remove it from your list of prepared spells.   You can change your list of prepared spells whwne you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer: at least 1 minute per spell level for each spell on your list.

Oath Spells

Each Sacred Oath has a list of Oath Spells that you learn at the Paladin levels in your Sacred Oath's description. Once you gain an oath spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.   If you have a domain spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

Spellcasting Ability

Your power is drawn from the strength of your conviction and faith to your deity, so your choice of your Charisma or Wisdom is your spellcasting ability for Paladin spells. This choice cannot be changed later. You use this ability when a spell refers to your spellcasting ability, your Saving throw DC, or making a spell attack roll.
Spell save DC = 8 + your proficiency bonus + your Charisma or Wisdom modifier
Spell attack modifier = your proficiency bonus + your Charisma or Wisdom modifier

Spellcasting Focus

You can use a holy or unholy symbol as a spellcasting focus for your paladin spells. A Paladin's holy symbol is a sign of their deity and the paladin's devotion to said deity.   If a Paladin emblazons this holy symbol upon a shield, he or she can use it as a spellcasting focus while wielding it.

Divine Smite

2nd-Level Paladin Feature

You can channel the holy power of your Oath through your strikes. Whenever you hit a creature with a melee weapon attack, you can expend one spell slot to deal bonus positive energy (if you are good-aligned), negative energy (if you are evil-aligned), or radiant (if you are neither good- nor evil-aligned) damage to it.   The bonus damage is 2d8 for a 1st-level slot, plus 1d8 for each slot level higher than 1st, to a maximum of 6d8.

Fighting Style

2nd-Level Paladin Feature

You adopt a Fighting Style that best reflects your training. You cannot select a Fighting Style more than once, even if a feature allows you to select another Fighting Style.
Paladin Fighting Styles

Blessed Warrior

You learn two cantrips of your choice from the Cleric spell list. These do not count against your total number of Cantrips Known, and they use Wisdom for their spellcasting ability. Whenever you would learn a new cantrip from the Paladin class, you can replace one of these two Cleric cantrips with another Cleric cantrip of your choice.

Blind Warrior

You have blindsight with a range in feet equal to 5 times your Fighter Power Reservoir. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.

Defensive Fighting

So long as you are wearing armor, you gain a +1 bonus to your Armor Class.

Dueling

While you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with it.

Great Weapon Fighting

When you make an attack with a heavy melee weapon as part of your Attack action, you can treat a total roll of 5 or lower on the weapon's damage dice as a 6. You must be wielding the weapon with two hands to benefit from this feature.

Mounted Warrior

While you are riding a controlled mount, both you and your mount gain a +1 bonus to your Armor Class, and you can use a bonus action on each of your turns to command the mount to take one action from its stat block.

Protector

When a creature you can see hits you, or a target within 5 feet of you, with a melee attack, you can use your reaction to grant the target a bonus to his or her AC equal to your Fighter Power Reservoir against that attack. You must be wielding a shield to do so. If the attack still hits, the target takes less damage equal to your Paladin Power Reservoir plus 1d4 if you are wielding a buckler, 1d6 if you are wielding a small shield, 1d10 if you are wielding a large shield, or 1d12 if you are wielding a tower shield.

Shield Warrior

You can use small, large, and tower shields as martial melee weapons. On a hit, the shield deals bludgeoning damage equal to 1d4 if it is a small shield, 1d6 if it is a large shield, or 2d4 if it is a tower shield. If you are wielding a shield and nothing else, you gain a +1 bonus to attack rolls with the shield, and if you are wielding two shields, you gain a +1 bonus to your Armor Class from the second shield, rather than nothing.

Standard Bearer

When a creature within 5 feet of you attacks another creature you can see, you can use a reaction to grant it advantage on its attack roll. You must be holding a standard or banner in your hand (and nothing else in that hand) to use this reaction.
 

Lay on Hands

2nd-Level Paladin Feature

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 twice your Paladin level.   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 20 hit points from your pool of healing to attempt to cure the target of one disease or neutralize one poison affecting it. You can only attempt to do so once each day per target. The target can immediately make a saving throw against the poison or disease.   This feature has no effect on undead and constructs.

Channel Divinity

3rd-Level Paladin Feature

You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects, which are determined by your Sacred Oath and are detailed in its description.   When you use your Channel Divinity, you choose which effect to create. You must then finish a 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 cleric spell save DC.   Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a long rest, you regain your expended uses.

Extra Attack

5th-Level Paladin Feature

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

Aura of Protection

6th-Level Paladin Feature

Your unwavering belief in yourself bolsters those around you. You exude an invisible aura outward in a 10-foot radius so long as you aren't incapacitated. Your aura only benefits you and creatures of your choice within range. Any creatures under the effects of your aura of protection gain a bonus to the saving throw equal to half your Charisma modifier (minimum bonus of +1), rounded down.   At 13th level, the bonus increases to equal your Charisma modifier.

Divine Health

9th-Level Paladin Feature

The divine magic of your deity protects you from harm. You gain resistance to poison damage, immunity to the Poisoned condition, and immunity to all nonmagical disease.

Aura of Courage

10th-Level Paladin Feature

Your aura infuses those under its effects with great bravery in the face of evil and danger. Creatures under your Aura of Protection are immune to the frightened condition. If a frightened creature enters your aura, the effect is suspended while it remains within your aura.

Improved Divine Smite

11th-Level Paladin Feature

You are so suffused with the righteous might of your deity that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.

Purifying Touch

14th-Level Paladin Feature

Starting at 14th level, you can use your divine power to drive out hostile spells. As an action, you can instantly end a single spell affecting you, or one willing creature you touch.   Once you use this feature you must finish a short or long rest before you can use it again. When you have no uses left, you can use your Channel Divinity to use this feature again.

Paladin Spell List


1st-Level


2nd-Level


3rd-Level


4th-Level


5th-Level

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Table of Contents

 

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
Padded, Leather, Studded Leather, Hide, Chain Shirt, Scale Mail, Breastplate, Field Plate, Ring Mail, Chain Mail, Splint, Full Plate, Small Shields, Large Shields
Weapons
Simple weapons, martial weapons
Tools
None
Saving Throws
Wisdom, Charisma
Skills
Choose two of the following: Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Starting Equipment

As a Paladin, you can choose to start with 5d4x10gp to purchase starting gear or with the following equipment:
  • (a) a martial weapon and a large shield or (b) two martial weapons
  • (a) a simple melee weapon or (b) five javelins
  • (a) a priest's pack or (b) an explorer's pack
  • Chain mail and a holy symbol

Paladin Power Reservoir

At first level, choose either Wisdom of Charisma. This cannot be changed later. Your Paladin Power Reservoir is equal to the chosen ability score's modifier, but is never higher than your Proficiency Bonus. At level 17 or higher, this instead equals the chosen ability score's modifier +1, but is never higher than your Proficiency Bonus.

Quick Build

You can make a Paladin quickly by using these suggestions: First, make Strength your highest ability score, followed by Wisdom or Charisma and Constitution. Second, choose the Acolyte or Noble (Knight) background.

Multiclassing and the Paladin

If your group uses the optional multiclassing rules, here is what you need to know when you choose to take your first level in the Paladin class:
Ability Score Minimum
As a multiclass character, you must have at minimum a 13 in either Wisdom or Charisma and either Strength or Constitution to take a Paladin level or take a level in another class if you are already a Paladin.
Proficiencies Gained
If Paladin is not your initial class, you gain the following proficiencies when you take your first level as a Paladin: Padded Armor, Leather Armor, Studded Leather Aror, Hide Armor, Chain Shirt, Scale Mail, Breastplate, Field Plate, Small Shields, Large Shields, and Simple and Martial Weapons.
Spell Slots
Add half your levels (rounded down) in the Paladin class to the appropriate levels from other classes to determine available divine spell slots. Divine spell slots can be used to cast spells from any divine spellcasting class, such as the cleric, druid, or seeker, but cannot be used to cast spells from arcane spellcasting classes, such as the wizard, warlock, sorcerer, or bard. Some subclasses change the source of magic for a class.

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