Ruleset: Paladin

 

Paladin


Level Features
1 Lay On Hands
2 Fighting Style, Divine Smite
3 Divine Health, Sacred Oath
4 Ability Score Improvement
5 Extra Attack
6 Aura of Protection
7 Sacred Oath feature
8 Ability Score Improvement
9 -
10 Aura of Courage
11 Improved Divine Smite
12 Ability Score Improvement
13 -
14 Cleansing Touch
15 Sacred Oath feature
16 Ability Score Improvement
17 -
18 Aura improvements
19 Ability Score Improvement
20 Sacred Oath feature

 

Hit Points

Hit Points: 1d6 + CON per Paladin Level
Barrier: 1d4 per Paladin Level

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two skills 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 weapon
• (a) a priest’s pack or (b) an explorer’s pack
• Chainmail

Spellcasting

A Paladin is a martial caster and adds half its Paladin level (rounded up) to his caster level in order to determine spells per day, cantrips known, and spells known. See the Caster Level section to learn more about caster level.

 

Lay on Hands

Your resolve can help you shrug off injuries. If you can use the elements of Wood, Fire, or Water 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 x 5. As a move action, you can draw power from the pool to restore a number of hit points up to the maximum amount remaining in your pool.

 

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.

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, even if the new roll is a 1 or a 2. 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.

 

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal damage typed to an element you control 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.

 

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 Sentinel or the Avenger to determine your oath, all detailed at the end of the class description.

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.

 

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

 

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.

 

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.

 

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. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.

 

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.

 

Sentinel


Some paladins hold themselves to the ideals of perfection, honour, and order. 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.

 

Sacred Weapon

Starting at 3rd level, as an action you can imbue one weapon that you are holding with energy. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). 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.

Once you use this feature, you must finish a short or long rest before you can use it again.

 

Aura of Weakening

Beginning at 7th level, your control of ki is so strong you can eat away at others’ resistances. Hostile creatures within 10 feet of you have their barrier’s resistance lowered by 1 step against your primary elemental affinity.

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

 

Undying Sentinel

Starting at 15th level, when you are reduced to 0 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.

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

 

Nimbus of Devotion

At 20th level, as an action, you can emanate an aura of one element that you have affinity towards. For 1 minute, ki energy emanates from you in a 30-foot radius.

Whenever an enemy creature starts its turn in the aura, the creature takes 10 damage typed to the element you choose. 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.

 

Avenger


The Avenger is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against 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, avengers arise to set right that which has gone wrong.

 

Vow of Enmity

Starting at 3rd level, As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

Once you use this feature, you must finish a short or long rest before you can use it again.

 

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 move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks.

 

Soul of Vengeance

Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.

 

Avenging Angel

At 20th level, you can assume the form of an angelic avenger. Using your action, you begin to emanate a powerful aura. For 1 hour, you emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you 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.

 

Knight Tyrant


Some Paladins seek glory above all else and revel in the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos.

 

Conquering Presence

Starting at 3rd level, As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Once you use this feature, you must finish a short or long rest before you can use it again.

 

Aura of Conquest

Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura includes your space, extends 10 feet from you in every direction, and is blocked by total cover.

If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.

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

 

Scornful Rebuke

Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 0) if you’re not incapacitated.

 

Invincible Conqueror

At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:
• You have resistance to all damage.
• When you take the Attack action on your turn, you can make one additional attack as part of that action.
• 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.

 

Pathfinder


Some Paladins commit themselves to guiding those to safety in unknown territory. These paladins are known as Pathfinders and are often sought out when going into dangerous locations.

 

Nature's Binding

Starting at 3rd level, If you can cast from the Wood, Clay, Rock, Forge, or Ice branches you can create an ensnaring trap for your foes. As an action, you can cause vines, clay, rocks, iron, or ice to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.

Once you use this feature, you must finish a short or long rest before you can use it again.

 

Natural Explorer

Starting at 7th level, you become a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
• You ignore difficult terrain.
• You have advantage on initiative rolls.
• On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
• Difficult terrain doesn’t slow your group’s travel.
• Your group can’t become lost except by magical means.
• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
• If you are traveling alone, you can move stealthily at a normal pace.
• When you forage, you find twice as much food as you normally would.
• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

 

Undying Sentinel

Starting at 15th level, when you are reduced to 0 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.

 

Elder Champion

At 20th level, you can assume the form of an ancient force of nature, taking on a powerful magical aura.
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
• At the start of each of your turns, you regain 10 hit points.
• Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
• Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells.

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

Ruleset: Paladin

Tan Suo Gelatos