Paladin

An oath is a cage I chose to lock myself inside. The cage keeps the darkness out. Some days, it keeps the darkness in.

Hit Die

d10

Primary

Strength and Charisma

Casting

Charisma

Type

Half-caster

Proficiencies

ArmorAll armor, shields
WeaponsAll simple and martial weapons
Saving ThrowsWisdom, Charisma
SkillsChoose 2 from: Athletics, Insight, Intimidation, Medicine, Persuasion, Religion

Starting Equipment

  • A martial weapon and a shield or two martial weapons
  • five javelins or any simple melee weapon
  • priest's pack or explorer's pack
  • chain mail and a holy symbol

Class Features by Level

LevelFeatures
1Divine Sense, Lay on Hands
2Fighting Style, Mana Casting, Divine Smite
3Sacred Oath
4Ability Score Improvement
5Extra Attack
6Aura of Protection
7Oath Feature
8Ability Score Improvement
9Aura of Courage
10Cleansing Touch
11Improved Divine Smite
12Ability Score Improvement
13Oath Feature
14Aura Improvement (30 ft)
15Oath Feature
16Ability Score Improvement
17Oath Feature
18Aura Improvement (60 ft)
19Ability Score Improvement
20Oath Apotheosis

Core Features

Divine Sense

Level 1

As an action, you can detect the presence of any undead, fiend, or celestial within 60 feet that is not behind total cover. You know the type but not the identity. You can also detect whether a place or object has been consecrated or desecrated. Uses: 1 + Charisma modifier per long rest.

Lay on Hands

Level 1

You have a pool of healing power equal to 5 x your Paladin level. As an action, you can touch a creature and draw from the pool to restore hit points. Alternatively, you can spend 5 HP from the pool to cure one disease or neutralize one poison. Refreshes on a long rest.

Fighting Style

Level 2

Choose one: Defense, Dueling, Great Weapon Fighting, or Protection (see Fighter).

Mana Casting

Level 2

You gain access to the Mana system as a half caster. See Chapter 6.

Divine Smite

Level 2

When you hit a creature with a melee weapon attack, you can spend mana to deal extra radiant damage. The mana spent determines the damage: | Mana Spent | Extra Damage | |---|---| | 2 (Tier 1) | 2d8 | | 3 (Tier 2) | 3d8 | | 5 (Tier 3) | 4d8 | | 6 (Tier 4) | 5d8 | Add 1d8 if the target is undead or a fiend. Maximum 6d8 total.

Extra Attack

Level 5

You can attack twice when you take the Attack action.

Aura of Protection

Level 6

You and friendly creatures within 10 feet gain a bonus to all saving throws equal to your Charisma modifier (minimum +1). You must be conscious. Increases to 30 feet at level 14 and 60 feet at level 18.

Aura of Courage

Level 9

You and friendly creatures within 10 feet can't be frightened while you are conscious. Range increases with Aura of Protection.

Cleansing Touch

Level 10

As an action, you can end one spell on a willing creature you touch. You can use this a number of times equal to your Charisma modifier (minimum 1) per long rest.

Improved Divine Smite

Level 11

All your melee weapon attacks deal an extra 1d8 radiant damage (this is in addition to any smite you choose to expend mana on).

Subclasses

Oath of the Grey Warden

I will stand between the light and the dark, belonging to neither.

Lvl 3

Oath Spells

You always have these spells prepared (they don't count against your spells known): *Shield of Faith, Detect Evil and Good* (3rd), *Zone of Truth, Moonbeam* (5th), *Remove Curse, Dispel Magic* (9th), *Banishment, Death Ward* (13th), *Dispel Evil and Good, Hallow* (17th).

Lvl 3

Channel Divinity (2 options, 1 use per short rest)

- *Warden's Challenge:* As an action, you force one creature within 30 feet to make a Wisdom save or be compelled to attack only you for 1 minute (save ends at end of each of its turns). - *Grim Resolve:* As a bonus action, you gain temporary HP equal to your Paladin level + CHA modifier and advantage on saving throws against being frightened or charmed for 1 minute.

Lvl 7

Aura of Resilience

You and allies within your aura gain resistance to necrotic damage.

Lvl 13

Undying Sentinel

When you are reduced to 0 HP and not killed outright, you can choose to drop to 1 HP instead. Once per long rest.

Lvl 15

Grey Judgment

When you use Divine Smite against a creature that has dealt damage to an ally since your last turn, the smite deals maximum damage instead of rolling.

Lvl 17

Warden's Vigil

You can't be surprised, and creatures within your aura can't be surprised.

Lvl 20

Apotheosis: Arbiter of Grey

As an action (once per long rest), for 1 minute: you gain truesight 60 ft, resistance to all damage, and your weapon attacks deal an extra 2d8 radiant damage.

Oath of Vengeance

I will find the ones who wronged the innocent, and I will end them. There is no mercy in this oath. Only certainty.

Lvl 3

Oath Spells:

*Bane, Hunter's Mark* (3rd), *Hold Person, Misty Step* (5th), *Haste, Protection from Energy* (9th), *Banishment, Dimension Door* (13th), *Hold Monster, Scrying* (17th).

Lvl 3

Channel Divinity:

- *Abjure Enemy:* As an action, one creature within 60 feet makes a Wisdom save or is frightened and its speed is 0 for 1 minute (save ends each turn). Undead and fiends have disadvantage. - *Vow of Enmity:* As a bonus action, choose one creature within 10 feet. You have advantage on attack rolls against it for 1 minute.

Lvl 7

Relentless Avenger

When you hit a creature with an opportunity attack, you can move up to half your speed immediately after as part of the reaction without provoking opportunity attacks.

Lvl 13

Soul of Vengeance

When a creature under your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against it.

Lvl 15

Avenging Strike

Your first attack each turn against a creature under your Vow of Enmity deals an extra 2d6 radiant damage.

Lvl 17

Scent of Blood

You know the location of any creature within 60 feet that is below half its hit point maximum, even if invisible or hidden.

Lvl 20

Apotheosis: Angel of Vengeance

As an action (once per long rest), for 1 minute: you sprout spectral wings (fly speed 60 ft), you emanate an aura of menace (enemies within 30 ft have disadvantage on saves against your spells and Channel Divinity), and when you reduce a creature to 0 HP, you regain HP equal to your Paladin level.