Paladin - Spell Less Variant

by Geschwind02

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Variant Paladin
Paladin
Level Proficiency Bonus Features Major Auras Minor Auras Holy Sword
1st +2 Divine Sense, Lay on Hands 1 1 1d4
2nd +2 Fighting Style, Divine Health 1 1 1d4
3rd +2 Sacred Oath, Channel Divinity (1/Rest) 1 2 1d4
4th +2 Ability Score Improvement 1 2 1d4
5th +3 Extra Attack 1 2 1d6
6th +3 Bastion of Faith 2 3 1d6
7th +3 Sacred Oath Feature 2 3 1d6
8th +3 Ability Score Improvement 2 3 1d6
9th +4 - 2 4 1d6
10th +4 Ability Score Improvement 2 4 1d8
11th +4 Enhanced Aura (30ft) 2 4 1d8
12th +4 Ability Score Improvement 2 5 1d8
13th +5 Channel Divinity (2/Rest) 3 5 1d8
14th +5 Cleansing Touch 3 5 1d8
15th +5 Sacred Oath Feature 3 6 1d10
16th +5 Ability Score Improvement 3 6 1d10
17th +6 Enhanced Aura (60ft) 3 6 1d10
18th +6 - 3 7 1d10
19th +6 Ability Score Improvement 4 7 1d10
20th +6 Sacred Oath Feature 4 7 1d12

QUICK BUILD

You can make a Paladin quickly by following these suggestions. First make strength your highest ability score. Second, make Charima your next highest ability score followed by Constitution. Lastly choose the noble background.

Class Features

As a Paladin, you gain the following class features

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: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Wisdom and Charisma
  • Skills: Choose two from Athletics, 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 shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Chain mail and a holy symbol

Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears.

As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

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.

Lay on Hands

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 your paladin level × 5.

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 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Holy Sword

Your devotion is so powerful that your weapon is bathed in radiant energy. Each melee attack you perform adds the listed dice as radiant damage.

Auras

At 1st level, your mere presence is enough to inspire allies and protect them with your holy power. There are two kinds of auras a paladin can know, major and minor. You begin play knowing 1 of each. When you gain certain paladin levels, you gain additional auras of your choice, as shown in the major aura and minor aura columns of the paladin table.

You may only have 1 aura, of either type, active. You may use your bonus action to activate or switch your aura. The aura affects you and all allies within 10 feet of you, at 11th level this distance increases to 30ft. and at 17th level it increases to 60ft. Your aura bonus is equal to you Charisma modifier.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

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

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Divine Health

By 2nd level, the divine magic flowing through you makes you immune to disease.

Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. The Oaths are detailed at the end of the class description or one from another source.

Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include the Channel Divinity feature and other features.

Channel Divinity

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

When you use your Channel Divinity, you choose which option to use. You must then finish a short or 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 paladin spell save DC.

Beginning at 13th level, you can use your Channel Divinity twice between rests.

Channel Divinity: Turn the Unholy

As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Sacred Oaths

Choose from Oath of Compassion, Oath of Zealous Action, Oath of Radiance

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

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

Bastion of Faith

Starting at 6th level, you may now have both a major aura and a minor aura active at the same time.

Cleansing Touch

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.

Sacred Oaths

Choose from Oath of Compassion, Oath of Zealous Action, Oath of Radiance

Oath of Compassion

Channel Divinity: Prayer of Healing

Starting at 3rd level, as an action, you can use your channel divinity feature to heal all allies within 30ft by a number of d8's equal to 1+1/2 your paladin level.

Heal the Sick

Beginning at 7th level, Your Lay on hands is now equal to your paladin level times 7.

Healer’s Sanctuary

Additionally, at 7th level, removing a disease or poison from a target only costs 3 points of your lay on hands. Further any attacks against a creature for which you preformed lay on hands, or cleansing touch have disadvantage until the start of their next turn.

A Healer's Work

Starting at 15th level, you may regain a small amount of your lay on hands pool back on a short rest. When you take a short rest you can regain a number of healing points equal to 2 x your paladin level.

Emissary of Redemption

At 20th level, you have become an avatar of peace, which gives you two benefits:

  • You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
  • Whenever a creature hits you with an attack, it takes radiant damage equal to half the damage you take from the attack. If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest.

Oath of Zealous Action

Channel Divinity: Zeal

Starting at 3rd level, as a bonus action, you can use your channel divinity feature to gain 1 attack as a bonus action. This effect lasts for 1 minute.

Into the Fray

At 7th level, if you see an enemy you may use a dash action as a bonus action to move 30ft toward an enemy.

Champion’s Stand

Beginning at 15th level, when you are reduced to O hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.

Piety of Battle

At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of battle, gaining the following benefits for 1 minute:

  • You have resistance to all damage.
  • All your attacks are rolled with advantage
  • Your melee 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 Radiance

Channel Divinity: Radiant Aura

Beginning at 3rd level, as a bonus action, you can use your channel divinity to double your aura bonus. This effect lasts for 1 minute.

Divine Radiance

Additionally at 3rd level, you gain the divine radiance minor aura. This aura adds your aura bonus to persuasion, intimidate, or Deception checks.

Divine Spirit

Starting at 7th level, You may have two minor aura’s active at the same time. You may now have 1 major and 2 minor auras active.

Holy Power

At 15th level, You may have now two major aura’s active at the same time. You cannot have any minor aura’s active if you are using this ability.

Holy Nimbus

At 20th level, as an action, you can emanate an aura of sunlight. For I minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead. Once you use this feature, you can't use it again until you finish a long rest.

Auras

Major Auras

Listed Below:

Holy Strength. Increase your Strength by your Aura Bonus. (Can Exceed the max of 20)

Blessed Precision. Increase your Dexterity by your Aura Bonus. (Can Exceed the max of 20)

Protection. Bonus on saving throws

Defiance. Bonus to AC

Vigor. Movement bonus equal to 5 feet per point of bonus.

Healing. Heals on your turn for 1d4+Aura Bonus

Salvation. Resistance to Acid, Fire, Cold, Lightning, Necrotic, Radiant Damage

Minor Auras

Listed Below:

Cleansing. Immunity to Poison

Warding. Immunity to Disease

Courage. Immunity to Frightened

Awareness Immunity to Blinded and Deafened

Sanctuary. Immunity to Charmed

Deeds Immunity to Incapacitated, Stunned, and Paralyzed

Accuracy. You can critical hit on 19 or 20.

Ability. Bonus on Athletics, Acrobatics, and Stealth checks

Acumen. Bonus on Perception, Investigation and Insight checks

Resistance. Resistance to 2 types of damage. Can be taken again. Each time select 2 different types of damage.

Faith

and

Power

A halfling senses the turning tide of battle, calls to her gods and suddenly her allies are a washed in holy light, healing their wounds, swinging the outcome back to her favor.

Clad in silver armor, the triton rushes forward into the fray, striking swiftly, his sword a flame with holy light. The unnatural creatures before him fall to his righteous onslaught.

A Dwarf strides forward surrounded by his allies, he says a prayer and suddenly the divine power fueling him surges into his allies and they crash into the ranks of the hobgoblin army before them, renewed with divine purpose.

Cover Art: Ksenia Kim

Watch out for more classes coming soon!

Additional Credits

Inside art listed in order of appearence.

Baron Ungern's Arms - Artur Gomes

Graph - Billy Christian

Aryel, Knight of Windgrace - Greg Rutkowski

 

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