Paladin Class Changes
Ability Score
You gain a +1 to your Strength, Dexterity or Charisma Score.
Starting Equipment Starting Wealth
You start the game with 125gp or 5d4 x 10 gp which you can spend on equipment and supplies.
(Updated) Divine Smite
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an aberration, fiend, or undead, to a maximum of 6d8.
During a long rest, you may select a number of smite powers equal to your Charisma modifier (minimum 1). These smite powers must be appropriate for your level and don't count towards your number of prepared spells.
Smite Powers
Level | Smite | Min. Slot |
---|---|---|
2nd | Divine, Searing, Thunderous, Wrathful | 1st |
5th | Branding | 2nd |
9th | Blinding | 3rd |
13 | Staggering | 4th |
17th | Banishing | 5th |
Paladin Smites
As a paladin, you have access to powerful smites with debilitating effects. Some of these now-versatile smites are subject to the following damage adjustments:
Blinding Smite: Now deals 3d8 radiant damage, increasing by 1d8 for each spell slot above 3rd-level to a maximum of 5d8.
Branding Smite: Now deals 2d8 radiant damage, increasing by 1d8 for each spell slot above 2nd-level to a maximum of 5d8.
Searing Smite: Now deals 1d8 fire damage, increasing by 1d8 for each spell slot above 1st-level to a maximum of 5d8.
The ongoing flames deal 1d8 fire damage. If the spell is cast using a 3rd/4th-level slot, the flames deal 2d8 fire damage. If the spell is cast using a 5th-level slot, the flames deal 3d8 fire damage.
Staggering Smite: Now deals 4d8 psychic damage, increasing by 1d8 for each spell slot above 4th-level to a maximum of 5d8.
Thunderous Smite: Now deals 1d8 thunder damage, increasing by 1d8 for each spell slot above 1st-level to a maximum of 5d8.
Wrathful Smite: Now deals 1d8 thunder damage, increasing by 1d8 for each spell slot above 1st-level to a maximum of 5d8.
Some smites require concentration to persist an effect (blinding, banishing, etc)—this is unchanged. Useful information
(Updated) Combat Dogma
At 2nd level, you adopt a particular style of fighting as your specialty. Choose any of the Fighting Style options in the Fighter Class. You can't take the same Fighting Style option more than once, even if you get to choose again.
Additionally, you gain two Weapon Mastery point. At 9th level, you gain one additional Weapon Mastery point
(New) Faithful Steed
Beginning at 5th level, you always have the Find Steed spell prepared. It does not count against the number of spells you can prepare each day.
At 13th level, you always have the Find Greater Steed spell prepared. It does not count against the number of spells you can prepare each day.
(Updated) Aura of Protection
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your half your Charisma modifier rounded down (with a minimum bonus of +1). You must be conscious to grant this bonus.
At 9th level, the bonus is equal to your Charisma modifier rounded down (with a minimum bonus of +1).
At 18th level, the range of this aura increases to 30 feet.
(New) Abjure Foe
Starting at 9th level, as action, you can expend one use of this class's Channel Divinity to overwhelm foes with awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. While Frightened in this way, a target can do only one of the following on its turns: move, take an action, or take a Bonus Action.
(Updated) Improved Divine Smite
By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry devastating divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.
Additionally, whenever you hit a creature with a Smite, creatures you choose within 5 feet of your target take 2d8 radiant damage.
(Updated) Cleansing Touch
Beginning at 14th level, you can use your action to end one spell magical effect 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 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. Now you choose from the list of available oaths.
Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.
Oath Spells
Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.
If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.
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.
Playable Oaths |
---|
Ancients |
Conquest |
Crown |
Devotion |
Glory |
Inquisition** |
Redemption |
Shield** |
Vengeance |
** The following Oaths can be found Here