Paladin
Paladin
Proficiencies
Armour: All armour
Weapons: Simple weapons, choose 4 martial weapon groups
Tools: None
Defences: Charisma and one other defence, which cannot be Intelligence
Skills: Choose two from Athletics, Endurance, Insight, Intimidation, Medicine, Persuasion and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a standard shield or
(b) two martial weapons - (a) five javelins or (b) a simple melee weapon
- (a) a priest’s pack or (b) an explorer’s pack
- An underlay, chain mail and a holy symbol
Lay on Hands
Paladins can use their Lay on Hands class feature on themselves as a bonus action, instead of as an action
A paladin may expend a spell slot to regain 5 points of Lay on Hands per spell level of the spell slot.
Fighting Style
Paladins may choose any fighting style.
Harness Divine Powerᵀ
At 3rd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.
Paragon
At 20th level, your Strength or Dexterity (your choice) and Charisma scores increase by 2. Your maximum for these scores also increases by 2.
Paladin Oaths
Oath of the Hunter
While all paladins are true believers, not all are the knights in shining armour with glimmering blades portrayed in legends. Some paladins prefer unconventional tactics and forms.
Tenets of the Hunter
Predator. Be the hunter. Never the hunted.
Preparation. Know your prey. Know how it hunts.
Precaution. Strike from afar. Strike without warning.
Precision. Strike fast. Strike true.
Oath Spells
You gain oath spells at the paladin levels listed.
Paladin Level | Spells |
---|---|
3rd | Ensnaring Strike, Hail of Thorns |
5th | Cordon of Arrows, Pass Without Trace |
9th | Flame Arrows, Lightning Arrow |
13th | Hallucinatory Terrain, Locate Creature |
17th | Conjure Volley, Swift Quiver |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Hunter's Blessing
As a bonus action, you can use your Channel Divinity to imbue your ranged weapon attacks with holy power. For the next minute you can use your Divine Smite ability when you hit a creature with a ranged weapon attack.
Divine Instinct
As an action you can use your Channel Divinity to identify the telltale signs of your chosen prey. For 1 hour, you add your Charisma modifier to Wisdom (Perception) or Wisdom (Survival) checks you make to find it. Based on tracks and other traces it has left behind, you immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities. While pursuing your prey, difficult terrain doesn't slow you or your group's travel.
Back in the Fight
At 15th level, you are an expert in guiding and advising your companions on how to succeed in the hunt.
You can use your Lay on Hands ability on any creature within 60 feet of you.
In addition, when you heal another creature with your Lay on Hands, you can also choose to grant it an inspiration die, which it can roll and add to one ability check, attack roll, or saving throw it makes. The size of this inspiration die depends on how much healing the creature received from your Lay on Hands that round. The die is a d4 and increases by one step for every five points of healing the creature receives.
Divine Hunter
At 20th level, you engage evil from afar, striking down your foes before they can threaten your allies. As an action, you can manifest incredible speed and precision, gaining the following benefits for 1 minute:
- You have advantage on all ranged attack rolls.
- When you take the Attack action on your turn, you can make one additional attack as part of that action.
- Your ranged weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
Once you use this feature, you can’t use it again until you finish a long rest.
Oath of Thunder
The Oath of Thunder calls to paladins who wish to harness the primal power of the sky itself. Like a thunder storm that strikes with lightning from above, or a whirlwind of destruction that sucks up everything in its path, a Paladin who adheres to this oath becomes thunder incarnate.
Tenets of Thunder
A paladin who takes this oath has the tenets of thunder etched deep into their mind.
Speak like Thunder. Your voice shall be heard by all.
Strike like Lightning. Be swift, be forceful, be strong.
Conduct Power. Let your unwavering energy surge into your companions, and transform them into something greater.
Be the Eye of the Storm. Be the change you want to see.
Oath Spells
You gain oath spells at the paladin levels listed.
Paladin Level | Spells |
---|---|
3rd | Thunderwave, Witch Bolt |
5th | Gust of Wind, Shatter |
9th | Call Lightning, Thunder Step |
13th | Ice Storm, Storm Sphere |
17th | Cone of Cold, Destructive Wave |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Storm Strike
As an action, you can infuse a ranged or thrown weapon with lightning and make an attack. You create a line of lightning 5 ft wide and 60 ft long that deals 2d10 + your Paladin level in lightning damage on a failed Dexterity save against your Paladin spell DC, or half that on a successful save. The target of the attack roll has disadvantage on the save if the weapon attack hits.
Thunder Leap
As an action, you can choose to jump up to your movement speed in any direction. When you land, lightning explodes around you, forcing all creatures in a 5 foot radius to make a Dexterity saving throw against your Paladin spell DC. Those that fail the saving throw are knocked back 5 feet and take 2d10 + your Paladin level in thunder damage. Those that make that succeed on the saving through take half damage and are not knocked back.
Aura of the Storm
Starting at 7th level, you and friendly creatures within 10 feet of you gain resistance to lightning and thunder damage. In addition, as a bonus action, you can cause a strong wind to whirl around you until you dismiss it (no action required), causing the following effects:
- Unprotected flames, torch-sized or smaller, are extinguished.
- The area counts as difficult terrain. You can choose any number of creatures to be immune to this effect.
- It expels vapour, gas, and fog that can be dispersed by strong wind.
At 18th level, the radius of this aura extends to 30 feet.
Thunder Struck
Beginning at 15th level, ranged attack rolls are made against you at disadvantage and you are immune to the paralyzed condition.
Thunder God
At 20th level, as an action, you can mantle the powers of a tempest deity. For 1 minute, your body crackles with thunder and lightning, and your eyes glow blue, revealing the raging storm within. You gain the following benefits:
- You are immune to lightning and thunder damage.
- You have a fly speed of twice your walking speed. While you are flying, you deal 1d8 lightning damage to a hostile creature when you enter its reach, and 1d8 thunder damage when you leave its reach. You can deal this damage to a creature when you enter and leave its reach only once per turn.
- Lightning and thunder damage you deal ignores resistance and creatures with immunity to lightning or thunder damage talk half damage. Creatures cannot benefit from the Lightning Absorption trait from damage you deal.
Once you use this feature, you can't use it again until you complete a long rest.
Welcome to D20 with Stormchaser
If you're reading this, the chances are that you're playing in one of my games, or you've found my content via Discord or Reddit.
I hope you have fun, and if you have any questions at all, don't hesitate to ask.
Enjoy!
Thanks
The Oath of the Hunter was based on the Divine Hunter paladin archetype from the Pathfinder Roleplaying Game Ultimate Combat sourcebook.
Extra thanks to my dedicated patrons and the members of my discord for their playtesting, feedback and critique!
Special mention goes to deity tier patron
Kane Taylor, aka "Zombie Cat ASMR".
Art Credits
Cover: "Surreal lightning over the ocean"
by Imgur Gallery 3CpCAad
Theme by /u/blckthorn
Links
Stormchaser Roleplaying on Patreon
The Stormchaser d20 RPG
Part 1: Creating a Character
Chapter 3.1: Barbarian
Chapter 3.2: Bard
Chapter 3.3: Cleric
Chapter 3.4: Druid
Chapter 3.5: Engineer
Chapter 3.6: Fighter
Chapter 3.7: Monk
Chapter 3.8: Paladin
Chapter 3.9: Ranger
Chapter 3.10: Rogue
Chapter 3.11: Sorcerer
Chapter 3.12: Warlock
Chapter 3.13: Wizard
Expanded Subclass Spells
Chapter 5: Equipment
Part 2: Playing the Game
Part 3: The Rules of Magic
Appendices