One dnd Paladin

by surger

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Paladin

Paladin
level Proficiency Bonus Features Channel Divinity Prepared spells 1st 2nd 3rd 4th 5th
1st +2 Lay on Hands, Spellcasting, Weapon Mastery 2 2
2nd +2 Fighting Style, Paladin’s Smite 3 2
3rd +2 Channel Divinity, Paladin Subclass 2 4 3
4th +2 Ability Score Improvement 2 5 3
5th +3 Extra Attack, Faithful Steed 2 6 4 2
6th +3 Aura of Protection 2 6 4 2
7th +3 Subclass Feature 2 7 4 3
8th +3 Ability Score Improvement 2 7 4 3
9th +4 Abjure Foes 2 9 4 3 2
10th +4 Aura of Courage 2 9 4 3 2
11th +4 Radiant Strikes 3 10 4 3 3
12th +4 Ability Score Improvement 3 10 4 3 3
13th +5 3 11 4 3 3 1
14th +5 Restoring Touch 3 11 4 3 3 1
15th +5 Subclass Feature 3 12 4 3 3 2
16th +5 Ability Score Improvement 3 12 4 3 3 2
17th +6 3 14 4 3 3 3 1
18th +6 Aura Expansion 3 14 4 3 3 3 1
19th +6 Ability Score Improvement 3 15 4 3 3 3 2
20th +6 Subclass Feature 3 15 4 3 3 3 2

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 + Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Paladin level after 1st

Proficiencies

  • Saving Throws: Wisdom, Charisma.
  • Skills (Choose 2): Athletics, Insight, Intimidation, Medicine, Persuasion, Religion.
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: None
  • Armor Trainig: Light Armor, Medium Armor, Heavy Armor, Shields

Starting equipment

As a 1st-level character, you start with the following equipment, or you can forgo it and spend 150 GP on equipment of your choice.

Chain Mail, Holy Symbol, Javelin (6), Longsword, Priest’s Pack, Shield, 9 GP

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 five times your Paladin level.

As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.

In addition, you can expend 5 Hit Points from the pool of healing to remove the Poisoned condition from the creature, rather than using those points to restore Hit Points.

Spellcasting

You have learned to cast spells through prayer, meditation, and devotion. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules as a Paladin.

Spell Slots. The Paladin table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a Long Rest.

Prepared Spells of 1st+ Level. You prepare the list of spells of 1st level and higher that are available for you to cast with this feature. To start, choose two 1st-level spells from the Divine spell list. Rather than choosing, you may start with Heroism and Searing Smite.

The number of spells on your list increases as you gain Paladin levels, as shown in the Prepared Spells column of the Paladin table. Whenever that number increases, choose additional spells from the Divine spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a 5th-level Paladin, your list of prepared spells can include six Divine spells of 1st or 2nd level, in any combination.

If another Paladin feature gives spells that you always have prepared, those spells don’t count against the number of spells on the list you prepare with this Spellcasting feature, but those spells otherwise follow the rules in this feature.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Divine spell for which you have spell slots.

Spellcasting Ability. Charisma is your Spellcasting Ability for your Paladin spells.

Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for the spells you prepare for this class.

Weapon Mastery

Your training with weapons allows you to use the Mastery property of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins.

Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the Mastery properties of Halberds and Flails.

Paladin´s Smite

By 2nd level, You have mastered smiting your targets with divine energy. You always have certain spells ready; when you reach a Paladin level specified in the Smite Spells table, you thereafter always have the listed spells prepared.

In addition, you can cast one of your prepared spells from this feature without expending a spell slot, and you must finish a Long Rest before you use this benefit again

Smite Spells

Paladin level spells
2 Divine Smite, Thunderous Smite
5 Shining Smite
9 Blinding Smite
13 Staggering Smite
17 Banishing Smite

Fighting Style

At 2nd level, You have honed your martial prowess. You gain one of the following Fighting Style feats of your choice: Defense, Dueling, Great Weapon Fighting, or Protection.

Channel Divinity

When you reach 3rd level, You can channel divine energy directly from the Outer Planes, using that energy to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this Channel Divinity, you choose which effect to create from among those you have from this class.

You can use Channel Divinity twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Paladin levels, as shown in the Channel Divinity column of the Paladin table.

If a Channel Divinity effect requires a saving throw, the DC equals the Spell Save DC from this class’s Spellcasting feature.

Divine Sense. As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. 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.

Paladin Subclass

At 3rd level, You gain a Paladin subclass of your choice: Oath of Devotion, Oath of Glory, Oath of the Ancients, or Oath of Vengeance. Subclasses are detailed after this class’s description.

A subclass is a specialization that grants you special abilities at certain Paladin levels. For the rest of your career, you gain each of your subclass’s features that are of your Paladin level and lower.

Ability Score Improvement

When you reach 4th level, You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Extra Attack

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

Faithful Steed

At 5th level, You can easily call on the aid of an otherworldly steed. You always have the Find Steed spell prepared.

You can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.

Aura of Protection

Starting at 6th level, You radiate a protective, invisible aura that extends 10 feet from you in every direction, but it doesn’t extend through Total Cover. The aura is inactive while you have the Incapacitated condition.

You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1).

If another Paladin is present, a creature can benefit from only one Aura of Protection at a time; the creature chooses which one when entering the auras.

Subclass Feature

At 7th level, You gain a feature from your Paladin subclass.

Ability Score Improvement

When you reach 8th level, You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Abjure Foes

At 9th level, As a Magic action, you can expend one use of your Channel Divinity to overwhelm foes with divine 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 Dazed and Frightened conditions for 1 minute or until it takes any damage.

Aura of Courage

Starting at 10th level, You and your allies are immune to the Frightened condition while in your Aura of Protection. If a Frightened ally enters the aura, that condition has no effect on that ally while there.

Radiant Strikes

By 11th level, You are so suffused with divine might that your weapon strikes carry supernatural power with them. When you hit a target with an attack roll using a melee weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage.

Ability Score Improvement

When you reach 12th level, You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Restoring Touch

Beginning at 14th level, When you use Lay on Hands on a creature, you can also remove one or more of the following conditions from the creature: Blinded, Charmed, Dazed, Deafened, Frightened, Paralyzed, or Stunned. You must expend 5 Hit Points from the healing pool of Lay on Hands for each of these conditions you remove; those points don’t also restore Hit Points to the creature.

Subclass Feature

At 15th level, You gain a feature from your Paladin subclass.

Ability Score Improvement

When you reach 16th level, You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Aura Expansion

At 18th level, Your Aura of Protection now extends 30 feet from you rather than 10 feet.

Ability Score Improvement

When you reach 19th level, You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Subclass Feature

At 20th level, You gain a feature from your Paladin subclass.

Paladin Subclass

A Paladin subclass is a specialization that grants you special abilities at certain Paladin levels, as specified in the subclass. This section presents three subclasses: Oath of Devotion, Oath of Glory, Oath of the Ancients, and Oath of Vengeance.

Each of this class’s subclasses represents a body of oaths that a Paladin begins taking upon joining the class. The final oath, taken at 3rd level, is the culmination of a Paladin’s training. Some characters with this class don’t consider themselves true Paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what was already true in the Paladin’s heart.

Oath of Devotion

The Oath of Devotion binds Paladins to the loftiest ideals of justice and order. These Paladins meet the ideal of the knight in shining armor. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of their devotion. They hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms.

Tenets of Devotions

Though the exact words and strictures of the Oath of Devotion vary, Paladins of this oath share these tenets.

Honesty. Don’t lie or cheat. Let your word be your promise.

Courage. Never fear to act, though caution is wise.

Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.

Honor. Treat others with fairness, and let your honorable deeds be an example to them.

Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

Oath spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.

Paladin level spells
3 Protection from Evil and Good, Shield of Faith
5 Aid, Zone of Truth
9 Beacon of Hope, Dispel Magic
13 Freedom of Movement, Guardian of Faith
17 Commune, Flame Strike

Sacred Weapon

When you take this oath at 3rd level, As a Bonus Action, you can expend one use of your Channel Divinity to imbue one melee weapon that you are holding with positive energy. For 1 minute, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage.

The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. You can end this effect as a Bonus Action. This effect also ends if you aren’t holding or carrying the weapon or if you have the Incapacitated condition.

Aura of Devotion

Starting at 7th level, You and your allies are immune to the Charmed condition while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on that ally while there.

Smite Of protection

Beginning at 15th level, Your magical smites now radiate protective energy. Whenever you cast any of your Paladin’s Smite spells, you and your allies in your Aura of Protection have Half Cover until the start of your next turn.

Holy Nimbus

At 20th level, As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the following benefits for 1 minute or until you end them as a Bonus Action:

Holy Ward. You have Advantage on any saving throw you are forced to make by a Fiend or an Undead.

Radiant Damage. Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Proficiency Bonus plus your Charisma modifier.

Sunlight. The aura is filled with bright light that is sunlight.

Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a 5th-level spell slot (no action required).

Oath of Glory

Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they’re all ready when destiny calls.

Tenets of Glory

Though the exact words and strictures of the Oath of Glory vary, Paladins of this oath share these tenets.

Actions over Words. Strive to be known by glorious deeds, not words.

Challenges Are but Tests. Face hardships with courage, and encourage your allies to face them with you.

Hone the Body. Like raw stone, your body must be worked so its potential can be realized. Discipline the Soul. You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends.

Oath spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Glory Spells table, you thereafter always have the listed spells prepared.

Paladin level spells
3 Guiding Bolt, Heroism
5 Enhance Ability, Magic Weapon
9 Haste, Protection from Energy
13 Compulsion, Freedom of Movement
17 Commune, Flame Strike

Inspiring Smite

When you take this oath at 3rd level, Immediately after you deal damage to a creature with any of your Paladin’s Smite spells, you can expend one use of your Channel Divinity and distribute Temporary Hit Points to creatures of your choice within 30 feet of yourself, which can include you. The total number of Temporary Hit Points equals 2d8 + your Paladin level, divided among the chosen creatures however you like.

Peerless Athlete

At 3rd level, As a Bonus Action, you can expend one use of your Channel Divinity to augment your athleticism. For 1 hour, you have Advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).

Aura of Alacrity

Starting at 7th level, Your Speed increases by 10 feet, and the Speed of any ally who starts their turn in your Aura of Protection increases by 10 feet until the end of that turn.

Glorious Defense

Beginning at 15th level, You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your Reaction to grant a bonus to the target’s AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this Reaction, provided the attacker is within your weapon’s range.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Living legend

At 20th level, You can empower yourself with the legends— whether true or exaggerated— of your great deeds. As a Bonus Action, you gain the following benefits for 1 minute:

Charismatic. You are blessed with an otherworldly presence, gaining Advantage on all Charisma checks.

Saving Throw Reroll. If you fail a saving throw, you can use your Reaction to reroll it. You must use this new roll.

Unerring Strike. Once on each of your turns when you make an attack roll with a weapon and miss, you can cause that attack to hit instead.

Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a 5th-level spell slot (no action required).

Oath of the Ancients

The Oath of the Ancients is as old as the first elves and the rituals of Druids. Paladins who swear this oath cherish the light; they love the beautiful and life-giving things of the world more than any principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment to preserving life and light in the world.

Tenets of the Ancients

Though the exact words and strictures of the Oath of Ancients vary, Paladins of this oath share these tenets.

Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.

Shelter the Light. Where life flourishes, stand against the forces that would render it barren.

Preserve Your Own Light. Delight in song, laughter, and art. If you allow the light to die in your own heart, you can’t preserve it in the world.

Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.

Oath spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Ancients Spells table, you thereafter always have the listed spells prepared.

Paladin level spells
3 Ensnaring Strike, Speak with Animals
5 Misty Step, Moonbeam
9 Plant Growth, Protection from Energy
13 Ice Storm, Stoneskin
17 Commune with Nature, Tree Stride

Nature's Wrath

When you take this oath at 3rd level, As an action, you can expend one use of your Channel Divinity to conjure grasping spectral vines around nearby creatures. Each creature of your choice that you can see within 15 feet of you must succeed on a Strength saving throw or have the Restrained condition for 1 minute. A Restrained creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.

Aura of Warding

Beginning at 7th level, Ancient magic lies so heavily upon you that it forms an eldritch ward, blunting energy from beyond the Material Plane; you and your allies have resistance to Necrotic, Psychic, and Radiant damage while in your Aura of Protection.

Undying Sentinel

Starting at 15th level, When you are reduced to 0 Hit Points and not killed outright, you can choose to drop to 1 Hit Point instead, and you regain a number of Hit Points equal to three times your Paladin level. Once you use this feature, you can’t do so again until you finish a Long Rest.

Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically.

Elder Champion

At 20th level, As a Bonus Action, you can imbue your Aura of Protection with primal power, granting the following benefits for 1 minute or until you end them as a Bonus Action:

Diminish Defiance. Enemies in the aura have Disadvantage on saving throws against your spells and Channel Divinity options.

Regeneration. At the start of each of your turns, you regain 10 Hit Points.

Swift Spells. Whenever you cast a spell that has a casting time of 1 action, you can cast it using a Bonus Action instead.

Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a 5th-level spell slot (no action required).

Oath of Vengeance

The Oath of Vengeance is a solemn commitment to punish those who have committed grievously evil acts. When evil armies slaughter helpless villagers, when a tyrant defies the will of the gods, when a thieves’ guild grows too violent and powerful, when a dragon rampages through the countryside— at times like these, paladins arise and swear an Oath of Vengeance to set right what has gone wrong.

Tenets of Vengeance

Though the exact words and strictures of the Oath of Vengeance vary, Paladins of this oath share these tenets.

Fight the Greater Evil. Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.

No Mercy for the Wicked. Ordinary foes might win my mercy, but my sworn enemies do not.

By Any Means Necessary. My qualms can’t get in the way of exterminating my foes.

Restitution. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by my misdeeds.

Oath spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Vengeance Spells table, you thereafter always have the listed spells prepared.

Paladin level spells
3 Bane, Compelled Duel
5 Hold Person, Misty Step
9 Haste, Protection from Energy
13 Banishment, Dimension Door
17 Hold Monster, Scrying

Vow of Enmity

When you take this oath at 3rd level, As a Bonus Action, you can expend one use of your Channel Divinity to utter a vow of enmity against a creature you can see within 30 feet of yourself. You gain Advantage on attack rolls against the creature for 1 minute.

If the creature drops to 0 Hit Points before the vow ends, you can transfer the vow to a different creature within 30 feet of yourself (no action required). You can make this transfer no more than once per turn.

Relentless Avenger

By 7th level, Your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an Opportunity Attack, you can reduce the creature’s Speed to 0, and you can then move up to half your Speed as part of the same Reaction. This movement doesn’t provoke Opportunity Attacks.

Soul of Vengeance

Starting at 15th level, Immediately after a creature under the effect of your Vow of Enmity hits or misses with an attack, you can use your Reaction to make a melee attack against that creature if it’s within range.

Avenging Angel

At 20th level, As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the following benefits for 10 minutes or until you end them as a Bonus Action:

Flight. You sprout spectral wings on your back. You have a Fly Speed equal to your Speed and can Hover.

Frightful Aura. Whenever an enemy starts its turn in the aura, that creature must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. Attack rolls against the Frightened creature have Advantage.

Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a 5th-level spell slot (no action required).

 

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