Kassoon

Paladin

Class List

Quick Start

  • 16 STR, 10 DEX, 13 CON, 8 INT, 12 WIS, 16 CHA.
  • Races: Dragonborn, Aasimar, Eladrin Elf, Half-Elf, Tabaxi, Tiefling, Triton, Yuan-Ti Pureblood, or WarforgedDragonborn, Aasimar, Eladrin Elf, Half-Elf, Tabaxi, Tiefling, Triton, Yuan-Ti Pureblood, or Warforged
  • 11 HP, +7 HP per level. Armor: Chain mail and shield, 18 ACChain mail and shield, 18 AC. Extra Init: 0+0 Initiative. Saves: +3 Wisdom, +5 Charisma+3 Wisdom, +5 Charisma
  • Equipment: Longsword (+5, 1d8+3), shield, 5 javelins, explorer's pack, chain mail, holy symbol, and 10 gp.Longsword (+5, 1d8+3), shield, 5 javelins, explorer's pack, chain mail, holy symbol, and 10 gp.
  • Skills: +5 Athletics, +5 Intimidation
    Spells (level 2): compelled duel, shield of faith
    +5 Athletics, +5 Intimidation
    [b]Spells (level 2)[/b]: [spell]compelled duel[/spell], [spell]shield of faith[/spell]
    .
  • Background: Guild Artisan with +3 Insight, +5 Persuasian
    Multiclass Options: Warlock
    Guild Artisan with +3 Insight, +5 Persuasian
    [b]Multiclass Options:[/b] Warlock
    .
1

Additional Rows: 0
Spell Slots Per Level
LevelProficiency BonusFeatures 1st2nd3rd4th5th 1st2nd3rd4th5th6th7th8th9th
1st +2Divine Sense, Lay on Hands 2
2nd +2Fighting Style, Spellcasting, Divine Smite 2 3
3rd +2Divine Health, Sacred Oath, Oath Spells, Channel Divinity 3 42
4th +2Ability Score Improvement 3 43
5th +3Extra Attack 42 432
6th +3Aura of Protection 42 433
7th +3Sacred Oath Feature 43 4331
8th +3Ability Score Improvement 43 4332
9th +4 432 43331
10th +4Aura of Courage 432 43332
11th +4Improved Divine Smite 433 433321
12th +4Ability Score Improvement 433 433321
13th +5 4331 4333211
14th +5Cleansing Touch 4331 4333211
15th +5Sacred Oath Feature 4332 43332111
16th +5Ability Score Improvement 4332 43332111
17th +6 43331 433321111
18th +6Aura Improvements 43331 433331111
19th +6Ability Score Improvement 43332 433332111
20th +6Sacred Oath Feature 43332 433332211

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, 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) five javelins or (b) any simple melee weapon
(a) a priest’s pack or (b) an explorer’s pack
Chain mail and a holy symbol
  • You can create a dice macro by putting square brackets [] around it. [+4] will make a clickable link to roll d20+4. [2d6+3] will make a clickable link to roll 2d6+3.
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1st

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.

[title]Divine Sense[/title]

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 [spell]hallow[/spell] 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.

[title]Lay on Hands[/title]

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.

2nd

Fighting Style

At 2nd level, you adopt a 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 (Good). 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.

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.

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.

Spellcasting

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.

Preparing and Casting Spells

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

You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.

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 undead or a fiend, to a maximum of 6d8.

[title]Fighting Style[/title]

At 2nd level, you adopt a 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.

[b]Defense.[/b] While you are wearing armor, you gain a +1 bonus to AC.

[b]Dueling (Good).[/b] 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.

[b]Great Weapon Fighting.[/b] 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.

[b]Protection.[/b] 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.

[title]Spellcasting[/title]

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the [spell]Spells Listing[/spell] for the paladin spell list.

[b]Preparing and Casting Spells[/b]

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

You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell [spell]cure wounds[/spell], you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

[b]Spellcasting Ability[/b]

Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

[b]Spell save DC[/b] = 8 + your proficiency bonus + your Charisma modifier

[b]Spell attack modifier[/b] = your proficiency bonus + your Charisma modifier

[b]Spellcasting Focus[/b]

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.

[title]Divine Smite[/title]

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 undead or a fiend, to a maximum of 6d8.

3rd

Divine Health

By 3rd 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. Now you choose the Oath of Devotion 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 oath spells and the Channel Divinity feature.

  • Ancients
  • Conquest
  • Crown
  • Treachery (UA)
  • Vengeance
  • Oathbreaker

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.

[title]Divine Health[/title]

By 3rd level, the divine magic flowing through you makes you immune to disease.

[title]Sacred Oath[/title]

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 the Oath of Devotion 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 oath spells and the Channel Divinity feature.

[list][*]Ancients
[*]Conquest
[*]Crown
[*][#Oath of Devotion]Devotion[/#] (PHB pg 85) [Utility Tank]
[*][#Oath of Heroism]Heroism[/#] (UA) [Damage]
[*]Treachery (UA)
[*]Vengeance
[*][#Oath of the Watchers]Watchers[/#] (UA) [Utility]
[*]Oathbreaker
[/list]

[title]Oath Spells[/title]

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.

[title]Channel Divinity[/title]

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.

4th

Ability Score Improvement

When you reach 4th level, and again at 8th, 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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. For a Paladin, the Great Weapon Master (PHB), Inspiring Leader (PHB), Polearm Master (PHB), Sentinel (PHB), and Shield Master (PHB) feats are good choices.

[title]Ability Score Improvement[/title]

When you reach 4th level, and again at 8th, 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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. For a Paladin, the Great Weapon Master (PHB), Inspiring Leader (PHB), Polearm Master (PHB), Sentinel (PHB), and Shield Master (PHB) feats are good choices.

5th

Extra Attack

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

[big]Extra Attack[/big]

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

6th

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 Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

[big]Aura of Protection[/big]

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 Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

7th

Sacred Oath Feature

Sacred Oath Feature

[big]Sacred Oath Feature[/big]

[#Sacred Oath]Sacred Oath Feature[/#]

8th

Ability Score Improvement

Ability Score Improvement

[big]Ability Score Improvement[/big]

[#Ability Score Improvement]Ability Score Improvement[/#]

9th

10th

Aura of Courage

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

[big]Aura of Courage[/big]

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

11th

Improved Divine Smite

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.

[big]Improved Divine Smite[/big]

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.

12th

Ability Score Improvement

Ability Score Improvement

[big]Ability Score Improvement[/big]

[#Ability Score Improvement]Ability Score Improvement[/#]

13th

14th

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.

[big]Cleansing Touch[/big]

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.

15th

Sacred Oath Feature

Sacred Oath Feature

[big]Sacred Oath Feature[/big]

[#Sacred Oath]Sacred Oath Feature[/#]

16th

Ability Score Improvement

Ability Score Improvement

[big]Ability Score Improvement[/big]

[#Ability Score Improvement]Ability Score Improvement[/#]

17th

18th

Aura Improvements

At 18th level, the range of your auras increase to 30 feet.

[big]Aura Improvements[/big]

At 18th level, the range of your auras increase to 30 feet.

19th

Ability Score Improvement

Ability Score Improvement

[big]Ability Score Improvement[/big]

[#Ability Score Improvement]Ability Score Improvement[/#]

20th

Sacred Oath Feature

Sacred Oath Feature

[big]Sacred Oath Feature[/big]

[#Sacred Oath]Sacred Oath Feature[/#]

Class Paths

Oath of Devotion

The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. 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—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.

TENETS OF DEVOTION

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. Do as much good as possible while causing the least amount of harm.

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

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

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.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin LevelSpells
3rdprotection from evil and good, sanctuary
5thlesser restoration, zone of truth
9thbeacon of hope, dispel magic
13thfreedom of movement, guardian of faith
17thcommune, flame strike

Aura of Devotion

Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Purity of Spirit

Beginning at 15th level, you are always under the effects of a protection from evil and good spell.

Holy Nimbus

At 20th level, as an action, you can emanate an aura of sunlight. For 1 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.

Oath of Heroism

The Oath of Heroism is an affirmation of a destined path, one laid out for you by divine hands. For whatever reason, a god or a group of gods has included you in their machinations. You are not a reluctant hero, but one who fully embraces the idea that great deeds are yours to achieve. You train diligently, sculpting your body and refining your skills so you’re ready when destiny calls.



TENETS OF HEROISM

The tenets of the Oath of Heroism reflect a paladin’s commitment to fulfilling their calling as a hero worthy of legend.

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

Challenges Are but Tests. Every hardship serves to challenge your abilities and harden your resolve.

Embrace Destiny. You didn’t choose this path, but it’s yours to walk. And it will carry you into legend.

Hone the Body. Like raw stone, your body must be worked so its potential can be realized.

Oath Spells

Paladin LevelSpells
3rdexpeditious retreat, guiding bolt
5thenhance ability, enthrall
9thhaste, protection from energy
13thcompulsion, freedom of movement
17thcommune, conjure volley


Channel Divinity

At 3rd level, You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Peerless Athlete. You can use your Channel Divinity to augment your athleticism with divine favor. As a bonus action, you gain advantage on all Strength (Athletics) and Dexterity (Acrobatics) checks for the next 10 minutes.

Legendary Strike. You can use your Channel Divinity as a bonus action to guide your attacks: for 1 minute, your weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

Mighty Deed

At 7th level, Your actions on the battlefield can supernaturally bolster your allies and demoralize your enemies. Whenever you score a critical hit or reduce a creature to 0 hit points, you can choose one or more creatures that you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). All the chosen creatures are affected by one of the following effects of your choice:

  • The creature gains temporary hit points equal to 1d6 + your Charisma modifier (minimum of 1 temporary hit point).
  • The creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the start of your next turn.

Once you use this feature, you can’t use it again until the start of your next turn.

Glorious Defense

At 15th level, Your blessed glory on the battlefield can misdirect an attack. When a creature you can see hits you with an attack roll, you can use your reaction to gain a bonus to AC against that attack, potentially causing it to miss you. 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.

Living Myth

At 20th level, You can now empower yourself with the legends—whether true or exaggerated—told of your great deeds. As a bonus action, you gain the following benefits for 10 minutes:

  • You are blessed with otherworldly comeliness, gaining advantage on all Charisma checks.
  • Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.
  • If you fail a saving throw, you can use your reaction to succeed instead.

Once you use this feature, you can’t use it again until you finish a long rest.


Oath of the Watchers

Paladins who vow the Oath of the Watchers seek to protect the mortal realm from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats. Paladins who follow the Watchers’ oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one’s surroundings is as natural as wearing armor in battle.

TENETS OF THE WATCHERS

A paladin who assumes the Oath of the Watchers swears to safeguard the mortal realm from otherworldly threats.

Vigilance. The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.

Loyalty. Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty.

Discipline. You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond.

Oath Spells

At 3rd level, You gain oath spells at the paladin levels listed in the Oath of the Watchers table. See the Sacred Oath class feature for how oath spells work.

Paladin Level Spells
3rd alarm, chromatic orb
5th augury, moonbeam
9th counterspell, nondetection
13th aura of purity, banishment
17th hold monster, hallow


Channel Divinity

At 3rd level, You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Watcher’s Will. You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, all the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.

Abjure the Extraplanar. You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each elemental, fey, fiend, or aberration within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature 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. 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.

Aura of the Sentinel

At 7th level, You emit an aura of alertness while you aren’t incapacitated. When you and any creature of your choice within 10 feet of you rolls initiative, you each gain a bonus to initiative equal to your Charisma modifier (minimum of +1).

At 18th level, the range of this aura increases to 30 feet.

Vigilant Rebuke

At 15th level, You’ve learned how to magically chastise anyone who dares cast unwanted spells at you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on a saving throw against a spell, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the spellcaster.

Mortal Bulwark

At 20th level, You manifest a spark of your deity’s power in defense of your sacred oath. As a bonus action, you gain the following benefits for 1 minute:

  • You gain truesight in a 120-foot radius.
  • You have advantage on attack rolls against elementals, fey, fiends, and aberrations.
  • When you hit a creature with an attack and deal damage to it, you can also force it to make a Charisma saving throw. On a failed save, the creature is magically banished to its native plane of existence if it’s currently not there. On a successful save, the creature can’t be banished by this feature for 24 hours.

Once you use this bonus action, you can’t use it again until you finish a long rest.

[title]Oath of Devotion[/title]

The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. 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—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.

[b]TENETS OF DEVOTION[/b]

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

[b]Honesty.[/b] Don’t lie or cheat. Let your word be your promise.

[b]Courage.[/b] Never fear to act, though caution is wise.

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

[b]Honor.[/b] Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.

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

[title]Channel Divinity[/title]

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

[b]Sacred Weapon.[/b] As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

[b]Turn the Unholy.[/b] 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.

[big]Oath Spells[/big]

You gain oath spells at the paladin levels listed.

[table]Paladin Level[td]Spells
3rd[td][spell]protection from evil and good[/spell], [spell]sanctuary[/spell]
5th[td][spell]lesser restoration[/spell], [spell]zone of truth[/spell]
9th[td][spell]beacon of hope[/spell], [spell]dispel magic[/spell]
13th[td][spell]freedom of movement[/spell], [spell]guardian of faith[/spell]
17th[td][spell]commune[/spell], [spell]flame strike[/spell][/table]

[title]Aura of Devotion[/title]

Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

[title]Purity of Spirit[/title]

Beginning at 15th level, you are always under the effects of a [spell]protection from evil and good[/spell] spell.

[title]Holy Nimbus[/title]

At 20th level, as an action, you can emanate an aura of sunlight. For 1 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.

[title]Oath of Heroism[/title]

The Oath of Heroism is an affirmation of a destined path, one laid out for you by divine hands. For whatever reason, a god or a group of gods has included you in their machinations. You are not a reluctant hero, but one who fully embraces the idea that great deeds are yours to achieve. You train diligently, sculpting your body and refining your skills so you’re ready when destiny calls.



[b]TENETS OF HEROISM[/b]

The tenets of the Oath of Heroism reflect a paladin’s commitment to fulfilling their calling as a hero worthy of legend.

[b]Actions over Words.[/b] Strive to be known by deeds not words.

[b]Challenges Are but Tests.[/b] Every hardship serves to challenge your abilities and harden your resolve.

[b]Embrace Destiny.[/b] You didn’t choose this path, but it’s yours to walk. And it will carry you into legend.

[b]Hone the Body.[/b] Like raw stone, your body must be worked so its potential can be realized.

[big]Oath Spells[/big]

[table]Paladin Level[td]Spells
3rd[td][spell]expeditious retreat[/spell], [spell]guiding bolt[/spell]
5th[td][spell]enhance ability[/spell], [spell]enthrall[/spell]
9th[td][spell]haste[/spell], [spell]protection from energy[/spell]
13th[td][spell]compulsion[/spell], [spell]freedom of movement[/spell]
17th[td][spell]commune[/spell], [spell]conjure volley[/spell]
[/table]

[big]Channel Divinity[/big]

At 3rd level, You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

[b]Peerless Athlete.[/b] You can use your Channel Divinity to augment your athleticism with divine favor. As a bonus action, you gain advantage on all Strength (Athletics) and Dexterity (Acrobatics) checks for the next 10 minutes.

[b]Legendary Strike.[/b] You can use your Channel Divinity as a bonus action to guide your attacks: for 1 minute, your weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

[title]Mighty Deed[/title]

At 7th level, Your actions on the battlefield can supernaturally bolster your allies and demoralize your enemies. Whenever you score a critical hit or reduce a creature to 0 hit points, you can choose one or more creatures that you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). All the chosen creatures are affected by one of the following effects of your choice:

[list][*]The creature gains temporary hit points equal to 1d6 + your Charisma modifier (minimum of 1 temporary hit point).
[*]The creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the start of your next turn.[/list]

Once you use this feature, you can’t use it again until the start of your next turn.

[title]Glorious Defense[/title]

At 15th level, Your blessed glory on the battlefield can misdirect an attack. When a creature you can see hits you with an attack roll, you can use your reaction to gain a bonus to AC against that attack, potentially causing it to miss you. 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.

[title]Living Myth[/title]

At 20th level, You can now empower yourself with the legends—whether true or exaggerated—told of your great deeds. As a bonus action, you gain the following benefits for 10 minutes:

[list][*]You are blessed with otherworldly comeliness, gaining advantage on all Charisma checks.
[*]Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.
[*]If you fail a saving throw, you can use your reaction to succeed instead.

Once you use this feature, you can’t use it again until you finish a long rest.


[title]Oath of the Watchers[/title]

Paladins who vow the Oath of the Watchers seek to protect the mortal realm from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats. Paladins who follow the Watchers’ oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one’s surroundings is as natural as wearing armor in battle.

[b]TENETS OF THE WATCHERS[/b]

A paladin who assumes the Oath of the Watchers swears to safeguard the mortal realm from otherworldly threats.

[b]Vigilance.[/b] The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.

[b]Loyalty.[/b] Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty.

[b]Discipline.[/b] You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond.

[title]Oath Spells[/title]

At 3rd level, You gain oath spells at the paladin levels listed in the Oath of the Watchers table. See the Sacred Oath class feature for how oath spells work.

[table]Paladin Level [td] Spells
3rd [td] [spell]alarm[/spell], [spell]chromatic orb[/spell]
5th [td] [spell]augury[/spell], [spell]moonbeam[/spell]
9th [td] [spell]counterspell[/spell], [spell]nondetection[/spell]
13th [td] [spell]aura of purity[/spell], [spell]banishment[/spell]
17th [td] [spell]hold monster[/spell], [spell]hallow[/spell]
[/table]

[title]Channel Divinity[/title]

At 3rd level, You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

[b]Watcher’s Will.[/b] You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, all the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.

[b]Abjure the Extraplanar.[/b] You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each elemental, fey, fiend, or aberration within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature 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. 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.

[title]Aura of the Sentinel[/title]

At 7th level, You emit an aura of alertness while you aren’t incapacitated. When you and any creature of your choice within 10 feet of you rolls initiative, you each gain a bonus to initiative equal to your Charisma modifier (minimum of +1).

At 18th level, the range of this aura increases to 30 feet.

[title]Vigilant Rebuke[/title]

At 15th level, You’ve learned how to magically chastise anyone who dares cast unwanted spells at you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on a saving throw against a spell, you can use your reaction to deal [2d8] + your Charisma modifier force damage to the spellcaster.

[title]Mortal Bulwark[/title]

At 20th level, You manifest a spark of your deity’s power in defense of your sacred oath. As a bonus action, you gain the following benefits for 1 minute:

[*]You gain truesight in a 120-foot radius.
[*]You have advantage on attack rolls against elementals, fey, fiends, and aberrations.
[*]When you hit a creature with an attack and deal damage to it, you can also force it to make a Charisma saving throw. On a failed save, the creature is magically banished to its native plane of existence if it’s currently not there. On a successful save, the creature can’t be banished by this feature for 24 hours.

Once you use this bonus action, you can’t use it again until you finish a long rest.

 

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