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#### Paladin uses the Paladin class features from D&D 5e but gain 1 additional use of Channel Divinity at 11th level.
### Oath of the Holy #### Oath of the Holy Spells You gain oath spells at the paladin levels listed in the Oath of the Holy Spells table. See the Sacred Oath class feature for how oath spells work. ##### Oath of the Holy Spells | Paladin Level | Spells | |:---:|:-----------:| | 3rd | *healing word, sanctuary* | | 5th | *flash of light*✦ *, holy prism*✦ | | 9th | *light of dawn*✦ *, revivify* | | 13th | *aura of life, freedom of movement* | | 17th | *greater restoration, mass cure wounds* | #### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. **Holy Shock.** You can use your Channel Divinity to invoke the light to aid your allies or strike down your foes. As an action, you can fire a bolt of divine light from your hand, sending it towards a creature within 30 feet of you. If you choose a friendly creature as the target, they regain equal to 2d6 + half your paladin level. If you choose a hostile creature, make a ranged spell attack against them. The creature suffers radiant damage equal to 2d6 + half your paladin level. **Beacon of Hope.** You can use your Channel Divinity to call upon the light to protect your allies. As a bonus action, you can call forth a beacon of divine light that envelops a friendly creature within 10 feet of you. Any time that you cast a spell that heals a creature, the target of your beacon recovers hit points equal to your Charisma modifier (minimum of one). This effect lasts for 1 minute. \columnbreak #### Aura of Mercy Beginning at 7th level, the light infuses your very being. You emit dim light in a 10 foot radius around you. Additionally, you can use your Lay on Hands on friendly creatures within the light as a bonus action with a range of 10 feet. At 18th level, the range of this aura increases to 30 feet and the range of your Lay on Hands extends to 30 feet within the aura. #### Tyr's Deliverance Starting at 15th level, you are able to channel the light through yourself and into nearby allies. As an action, you cause holy light to emanate from you. Choose a number of creatures up to your Charisma modifier within 20 feet of you. Each creatures regains a number of hit points equal to half your Paladin level. At the start of your next turn, any creature healed by this feature regains an additional 2d10 hit points. Once you use this feature, you can't use it again until you finish a long rest. #### Holy Avenger At 20th level, you gain the ability to call upon the light to fully transform you into an extension of its glory. As an action, your eyes begin to glow brightly as spectral wings sprout from your back. The hit points in your Lay on Hands pool are immediately filled and you gain the following benefits for 1 minute: * You emit brght light in a 30 foot radius and dim light for an additional 30 feet. * Magical darkness is dispelled within this light. * When you would normally roll one or more dice to restore hit points to a creature within the light, you instead use the highest number possible for each die. * Anytime you heal a creature that is within the light, they gain 10 temporary hit points. Once you use this feature, you can’t use it again until you finish a long rest.
\pagebreakNum ### Oath of Protection #### Oath of Protection Spells You gain oath spells at the paladin levels listed in the Oath of Protection Spells table. See the Sacred Oath class feature for how oath spells work. ##### Oath of Protection Spells | Paladin Level | Spells | |:---:|:-----------:| | 3rd | *compel duel, shield of faith* | | 5th | *silence, warding bond* | | 9th | *consecration*✦, *protection from energy* | | 13th | *death ward, divine shield*✦ | | 17th | *dispel evil and good, wall of light* | #### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. **Avenger's Shield.** You can use your Channel Divinity to envelop your shield in divine light and then hurl it towards your enemies to draw their ire. As an action, you can throw your shield at an enemy you can see within 30 feet. Your shield becomes surrounded by a bright divine light as it strikes your target and then bounces to up to 3 other enemies within 10 feet of the last target hit. You make an attack roll using your strength against any target the shield will hit. Creatures suffer radiant damage equal to 1d8 + your Strength modifier. Creatures hit by your shield have disadvantage on attack rolls made against creatures other than you until the end of their next turn. **Shield of the Righteous.** You can use your Channel Divinity to surround yourself in a divine bulwark
to protect you from harm. When you are targeted
by an attack, you can use your reaction to gain
temporary hit points equal to your Paladin
level + 2 for each enemy within 5 feet of you.
Additionally, until the start of your next turn
you gain resistance to nonmagical
bludgeoning, piercing, and slashing damage. #### Aura of Devotion Beginning at 7th level, you radiate a protective aura
in a 10 foot radius around you. When a friendly creature within the aura takes damage from an attack, that damage is reduced by an amount equal to your Charisma modifier. At 18th level, the range of this aura increases to 30 feet. #### Ardent Defender Starting at 15th level, you become a living bulwark able to shrug off even the heaviest of blows. If you would be reduced to 0 hit points, you instead are reduced to 1 hit point and can use your reaction to spend hit points from your Lay of Hands pool to heal yourself. Once you use this ability, you can't use it again until you finish a long rest. \columnbreak #### Guardian of Ancient Kings At 20th level, you gain the ability to transform into a divine guardian of those around you. As an action, you become encased in a divine suit of plate armor made of radiant light. For 1 minute, you gain the following benefits: * Your AC increases by 2. * You gain resistance to bludgeoning, piercing, and slashing damage. * When you hit a creature with an attack, that creature isn't able to attack or target creatures other than you unless they succeed on a Wisdom saving throw. * When a friendly creature you can see within your Aura of Devotion takes damage, you can use your reaction to take that damage instead. Once you use this feature, you can’t use it again until you finish a long rest.
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### Oath of Retribution #### Oath of Retribution Spells You gain oath spells at the paladin levels listed in the Oath of Retribution Spells table. See the Sacred Oath class feature for how oath spells work. ##### Oath of Retribution Spells | Paladin Level | Spells | |:---:|:-----------:| | 3rd | *divine favor, searing smite* | | 5th | *enhance ability, righteous smite*✦ | | 9th | *crusader's mantle, haste* | | 13th | *fist of justice*✦, *freedom of movement* | | 17th | *flame strike, steel wind strike* | #### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. **Judgment.** You can use your Channel Divinity to call down a divine hammer in order to mark a creature for vengeance. As an action, you call forth a hammer made of radiant light to strike a creature that you can see within 30 feet. The creature must make a Wisdom saving throw, taking radiant damage equal to 1d6 + half your paladin level on a failed save or half as much on a success. Fiends and undead have disadvantage on their saving throw against this ability. A creature who fails their saving throw is also marked for divine vengeance for 1 minute. Attacks that you make against the creature while it is marked deal an additional 1d6 radiant damage and you know the location of a marked creature within 100 feet of you. **Wake of Ashes.** You can use your Channel Divinity to make a arcing slash of divine flame. As an action, you make a wide arcing slash with your weapon. Any creatures of your choosing within a 15 foot cone in front of you must make a Dexterity saving throw, taking radiant damage equal to 2d10 + your paladin level on a failed save, or half as much on a success. A fiend or undead creature that fails their saving throw is also stunned until the end of your next turn. \columnbreak
#### Aura of Retribution Beginning at 7th level, you become surrounded by divine energy that lashes out at those who harm you. If a creature within 10 feet of you deals damage to you, they take radiant damage equal to your Charisma modifier (minimum of one). At 18th level, the range of this aura increases to 30 feet. #### Divine Storm Starting at 15th level, you are able to call forth a whirling fury of divine fire to strike down your foes. When you hit a creature with a melee weapon attack, you can choose to use your Divine Smite feature to deal its radiant damage to any creature of your choosing within 5 feet of you. Any creature within range must make a Dexterity saving throw or take the full damage of your Divine Smite and become blinded until the end of their next turn. A creature who succeeds on their saving throw takes half as much radiant damage and is not blinded. Once you use this feature, you must finish a short or long rest before you can use it again. #### Avenging Wrath At 20th level, you gain the ability to channel divine fury through your body. As an action, you become surrounded in holy light that extends to any weapon you are wielding. For the next 1 minute, you gain the following benefits: * Your attacks deal an additional 10 radiant damage. * When a creature takes damage from your Divine Smite or Divine Storm, they must succeed on a Strength saving throw or be knocked prone. * Creatures who attack you or your allies within your Aura of Retribution now suffer radiant damage equal to 2 x your Charisma Modifier (minimum of two). Once you use this feature, you can’t use it again until you finish a long rest. \pagebreakNum ### New Spells #### Repentance *1st-level enchantment* ___ - **Casting Time:** 1 reaction, which you take when you are targeted by a weapon or spell attack - **Range:** 30 feet - **Components:** V - **Duration:** 1 round ___ A sense of remorse rushes over the triggering creature. The creature must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. #### Flash of Light *2nd-level evocation* ___ - **Casting Time:** 1 Bonus Action - **Range:** 20 Feet - **Components:** V, S - **Duration:** Instantaneous ___ You summon a brilliant flash of holy light. One creature you can see within range recovers hit points equal to 1d8 + your spellcasting ability modifier. **At higher levels.** When you cast this spell using a spell slot of 3rd level or higher, the healing is increased by 1d8 for each slot level above 2nd. #### Holy Prism *2nd-level evocation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** S - **Duration:** Instantaneous ___ A streak of light surges from you to one creature within range and scatters on impact, spreading to three additional creatures of your choice within 5 feet of the target. Each creature gains one of the following effects of your choice. **Harm.** The creature must succeed on a Dexterity saving throw, taking 2d4 radiant damage on a failed save, or half as much damage on a successful one. **Heal.** The creature regains a number of hit points equal to 1d4 + your spellcasting ability. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, you may increase the damage and healing by 1d4 for each slot level above 2nd, or choose one additional creature within 5 feet of the target for each slot level above 2nd. \columnbreak #### Righteous Smite *2nd-level evocation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 1 minute ___ The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 2d6 radiant damage, and the next attack roll mde against this target before the end of your next turn has advantage. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd. #### Blinding Light *3rd-level evocation* ___ - **Casting Time:** 1 action - **Range:** Self (30-foot-radius) - **Components:** V, S - **Duration:** Instantaneous ___ You cause dazzling light to burst forth around you. Each creature within a 30-foot-radius of you must succeed on a Constitution saving throw, or be blinded for 1 minute or until it takes damage. A creature blinded by this spell can make another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
\pagebreakNum #### Consecration *3rd-level evocation* ___ - **Casting Time:** 1 Action - **Range:** Self - **Components:** V, S - **Duration:** 1 minute (c) ___ You call down a ray of holy light, which washes down over you and spreads out around you. The ground in a 10 foot radius around you becomes consecrated. When you cast this spell, and as a bonus action on subsequent turns you can cause the consecration to pulse with holy radiance. Creatures of your choice within the area must make a Constitution saving throw. A target takes 2d6 radiant damage on a failed save, or half as much on a success. If you restore hit points to a creature within the duration of this spell, you restore an additional amount of hit points equal to the number of creatures within your consecration (excluding you). **At higher levels.** When you cast this spell using a spell slot of 4th level or higher, the damage is increased by 1d6 for each slot level above 3rd. #### Light of Dawn *3rd-level evocation* ___ - **Casting Time:** 1 Action - **Range:** Self - **Components:** V, S - **Duration:** Instantaneous ___ You release a wave of radiant light from your hand. Creatures of your choice within a 15-Foot cone regain hit points equal to 2d10 + your spellcasting ability modifier. **At higher levels.** When you cast this spell using a spell slot of 4th level or higher, the healing is increased by 1d10 for each slot level above 3rd. #### Divine Shield *4th-level abjuration* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (a small silver mirror) - **Duration:** 1 minute (c) ___ A ward of divine energy surrounds your body, warding you against attacks. For the duration, you are considered to be immune to damage dealt by weapon attacks, spells, and spell-like effects. The spell does not protect you against natural sources of damage, such as molten lava or falling. If you make an attack or cast a spell that affects an enemy creature, this spell ends. #### Fist of Justice *4th-level enchantment* ___ - **Casting Time:** 1 Action - **Range:** 30 Feet - **Components:** V, S - **Duration:** Instantaneous ___ You reach out and attempt to seize the mind of a creature within range. The target must succeed on a Wisdom saving throw. A creature takes 4d8 psychic damage on a failed saving throw and is stunned until the end of your next turn.
\pagebreakNum ## Talents Beginning at 5th level, you gain a talent from the following list. You gain additional talents at 10th and 15th level. You must meet the prerequisite for a talent to learn it. #### Divine Purpose **Prerequisite:** *5th level*
As a bonus action, you touch your holy symbol, and regain one expended spell slot in exchange for one use of your Channel Divinity. The level of the spell can be no higher than half your proficiency bonus (rounded up). Once you have used this talent, you cannot use it again until you finish a long rest. You gain an additional use of this talent at 10th level (2), and 15th level (3). #### Light's Hammer **Prerequisite:** *5th level, Oath of the Holy*
As an action, you throw a divine hammer made of pure light at the ground within 20 feet of you. The hammer pulses with holy light and lasts until the end of your next turn. Creatures that start their turn within 5 feet of the hammer either regain 1d6 hit points, or must make a Constitution saving throw. A creature takes 2d6 radiant damage on a failed save, or half as much on a success. Once you use this talent, you must finish a short or long rest before using it again unless you expend of spell slot of 2nd level or higher to use it again. #### Hand of the Protector **Prerequisite:** *5th level, Oath of Protection*
Once per turn when you hit a creature with an attack, you can cause your weapon to glow brightly with divine fury causing the attack to deal an additional 1d8 radiant damage. You can then gain temporary hit points equal to the radiant damage dealt. If you use your Divine Smite feature along with this talent, you don't gain temporary hit points from this talent again until you finish a short or long rest. #### Searing Light **Prerequisite:** *5th level, Oath of Retribution*
When you use your Divine Smite feature, creatures within 5 feet of the target take radiant damage equal to the number of dice rolled for radiant damage on the attack. #### Unending Radiance **Prerequisite:** *10th level*
The range of your auras is increased by 5 feet. When you reach 18th level, they are extended by an additional 5 feet (10 feet total). As a bonus action, you can double the range of your auras until the start of your next turn and cause creatures of your choice that start their turn within your aura to gain temporary hit points equal to your paladin level. Once you use this talent, you must finish a short or long rest before using it again. \columnbreak #### Crusader's Blessing **Prerequisite:** *10th level, Oath of the Holy*
Whenever you restore more hit points to a creature than their maximum hit points, they gain Crusader's Blessing until the end of their next turn. The creature gains a +1 bonus to attack rolls, saving throws, and damage rolls for every 5 hit points restored beyond their maximum to a maximum of +3. #### Barricade of Faith **Prerequisite:** *10th level, Oath of Protection*
When you use your Divine Smite feature, you gain a bonus to you AC until the start of your next turn. This bonus is equal to half of the dice rolled for your Divine Smite damage (rounded up). Additionally, if a creature within 5 feet of you hits you with an attack while you have this bonus, they take radiant damage equal to the bonus. #### Blades of Light **Prerequisite:** *10th level, Oath of Retribution*
As a bonus action, you can encase your weapon in divine fire. Until the start of your next turn, you have a reach of 30 feet and attacks made with the chosen weapon deal an additional 2d6 radiant damage. While this talent is active, your auras go inert and stop benefiting you and your allies. Once you use this talent, you must finish a short or long rest before using this talent again unless you expend a spell slot of 2nd level or higher to use it again. #### Blessing of the Seasons **Prerequisite:** *15th level*
You can bless other creatures within your aura with a blessing of the seasons. When you finish a long rest, you can choose two of the following blessings. Each of the chosen blessings can be given once. You must then finish a long rest before you can use this talent again. **Blessing of Spring.** As an action, you can grant a creature this blessing. Until the end of your next turn, whenever the target would regain hit points, they regain additional hit points equal to your paladin level. **Blessing of Summer.** As a bonus action, you can grant a creature this blessing. Until the end of their next turn, each weapon attack they make deals additional radiant damage equal to your Charisma modifier. **Blessing of Autumn.** As an action, you can grant a creature this blessing. The target regains a spell slot of a level equal to half of your proficiency bonus (rounded up). **Blessing of Winter.** As a reaction when you see a creature hit by an attack, you can grant them this blessing. The creature gains temporary hit points equal to half of your Paladin level and the damage of the triggering attack is reduced by an amount equal to your Proficiency bonus. #### Beacon of Virtue **Prerequisite:** *15th level, Oath of the Holy*
You gain another Channel Divinity option. **Beacon of Virtue.** As a bonus action, you can bless a number of creatures up to your Charisma modifier with a Beacon of Virtue for a number of rounds equal to your Charisma modifier (minimum of one). Whenever you restore hit points to a creature, each creature with a Beacon of Virtue recovers hit points equal to 1d6 + your Charisma modifier. \pagebreakNum #### Eye of Tyr **Prerequisite:** *15th level, Oath of Protection*
As an action, you raise your shield and call forth a blinding flash of light to harm your foes and bolster your allies. Creatures of your choice within a 15-foot cone gain temporary hit points equal to your Paladin level or must make a Constitution saving throw. A creature takes radiant damage equal to 2d6 + your Paladin level on a failed save, or half as much on a success. A creature that fails their saving throw is also *blinded* until the end of their next turn. Fiends and undead creatures have disadvantage on their saving throw against this talent. Once you use this talent, you must finish a short or long rest before using this talent again unless you expend a spell slot of 3rd level or higher to use it again. #### Execution Sentence **Prerequisite:** *15th level, Oath of Retribution*
As a bonus action, you can mark a creature you can see within 30 feet for divine execution. The target gains a stack of Execution Sentence that lasts for 1 minute. Whenever the target takes radiant damage, they gain another stack of Execution Sentence and take an additional 1d6 radiant damage. When a creature gains a 5th stack of Execution Sentence, they must make a Wisdom saving throw. A creature takes 10d10 radiant damage on a failed save, or half as much on a success. Once you use this talent, you must finish a long rest before you can use it again.