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Half Caster 1D10

Paladin

Whatever their origin and their mission, Paladins are united by their oaths to stand against the forces of evil. Whether sworn before a god’s altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.

Different Paladins focus on various aspects of the cause of righteousness, but all are bound by the oaths that grant them power to do their sacred work. Although many Paladins are devoted to gods of good, a Paladin’s power comes as much from a commitment to justice itself as it does from a god. Paladins train for years to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the sick and injured, to smite the wicked and the undead, and to protect the innocent and those who join them in the fight for justice.

Almost by definition, the life of a Paladin is an adventuring life. Unless a lasting injury has taken him or her away from adventuring for a time, every Paladin lives on the front lines of the cosmic struggle against evil. Fighters are rare enough among the ranks of the militias and armies of the world, but even fewer people can claim the true calling of a Paladin. When they do receive the call, these warriors turn from their former occupations and take up arms to fight evil. Sometimes their oaths lead them into the service of the crown as leaders of elite groups of knights, but even then their loyalty is first to the cause of righteousness, not to crown and country.

Quick Build

You can make a Paladin quickly by following these suggestions. First, STR should be your highest ability score, followed by CHA. Second, choose the Noble Background.

Class Features

Hit Points

Hit Dice: 1D10 per Paladin level

At 1st level: 10 + Your CON Modifier

At higher levels: 1D10 or 6 if lower than 6, + CON Modifier

Proficiencies

Armor
All Armor, Shields
Weapons
All Weapons
Tools
Calligrapher's Supplies
Saving Throws
WIS, CHA
Skills
Choose two from: Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
Spellcasting
CHA

Starting Equipment

  • 1. (a) a martial weapon and a shield or (b) two martial weapons
  • 2. (a) five javelins or (b) any simple melee weapon
  • 3. (a) a priest’s pack or (b) an explorer’s pack
  • 4. Chain mail and a holy symbol

Paladin Table

Level 1st 2nd 3rd 4th 5th
1st2
2nd3
3rd42
4th43
5th432
6th43
7th431
8th432
9th431
10th432
11th432
12th432
13th432
14th432
15th432
16th432
17th432
18th43
19th43
20th43

Class Features

Lv 1

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 x 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.

Spellcasting

CHA is your spellcasting ability for your Paladin spells. Your magic comes from prayer and dedication to your Oath. You use your CHA whenever a spell refers to your spellcasting ability. In addition, you use your CHA 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 CHA modifier

Spell attack modifier = your Proficiency Bonus + your CHA modifier

Choose a number of Paladin spells equal to your CHA modifier (Minimum 1) + half your Paladin level, rounded down (Minimum 1). The spells must be of a level for which you have spell slots.

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.

Holy Symbol

You have a Holy Symbol that acts as your Spellcasting Focus for Paladin spells. It can be a ring that symbolizes your Oath or a similar object or representation of your Oath.

Weapon and Armor Mastery

You are extensively trained in combat. Your training allows you to use the Weapon Mastery properties of any two weapons. You can use the Armor Mastery properties of one type of armor.

Lv 2

Fighting Style

You adopt a particular style of fighting as your specialty. You can't take the same Fighting Style option more than once, even if you later get to choose again. In addition you can choose from the following Fighting Style option

Blessed Warrior: You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and CHA is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Cleric spell list.

Paladin’s Smite

You can channel the signature power that is the calling card of a Paladin. You always have the spell Divine Smite prepared. You can cast it once per long or short rest without expending a spell slot.

Lv 3

Channel Divinity

Your Oath allows you to channel divine energy to fuel magical effects. When you use your Channel Divinity, you choose which option to use. You can use this feature twice. You regain one use of this feature during a short rest and all during a long rest.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your spell save DC.

You have the following Channel Divinity option

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 become Incapacitated, you know the location of any creature of those types within 60 ft of you. Within the same radius you can detect the presence of any place or object that has been Consecrated or Desecrated, as with the Hallow spell.

Paladin Oath

You take up a formal Oath that involves defined Ideals and Tenets to guide your actions and empower you. You gain features from your Oath at levels 3, 7, 15, and 20.

Ancients

Conquest

Crown

Dark Knight

Devotion

Forbidden Knowledge

Glory

Heavenly Virtues

Noble Genies

Oathbreaker

Psychopomp

Redemption

Round Table

Seven Deadly Sins

Silver Hand

Treachery

Vengeance

Watchers

Breaking Your Oath

A Paladin tried to hold to the highest standards of conduct, but even the most dedicated are not infallible. A Paladin that has broken their Oath can seek Absolution such as undertaking a fast or all-night vigil.

An unrepentant Paladin should consult with the DM to take a new, more suitable Oath or become an Oathbreaker. Otherwise they abandon the Class and adopt a new one.

Lv 4

Ability Score Increase

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.

Lv 5

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn as your strength and reflexes are further honed.

Faithful Steed

You can call on the aid of an otherworldly steed. You always have the Find Steed spell prepared. You can cast it once per long rest without expending a spell slot.

Lv 6

Aura of Protection

A gentle aura surrounds you. Whenever you or a friendly creature within 10 ft of you must make a saving throw, the creature gains a bonus to the saving throw equal to your CHA modifier (Minimum 1). You must be conscious to grant this bonus.

A creature can only benefit from one Aura of Protection at a time.

Lv 7
Lv 8

Ability Score Increase

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.

Lv 9

Abjure Foes

You are granted an additional effect of your Channel Divinity. You can use this feature to overwhelm your foes with awe. As an action you can present your Holy Symbol or weapon, you can target creatures up to your CHA modifier (Minimum 1) that you can see within 60 ft. Each target must succeed a WIS saving throw or become Frightened for one minute or until it takes damage. A creature Frightened this way can do one of the following on its turn: move, take an action, or take a bonus action.

Lv 10

Aura of Courage

You and friendly creatures within 10 ft of you can't be Frightened while you are conscious. Any creature that is Frightened that enters your aura is no longer affected by the condition while in your aura.

Lv 11

Channel Divinity

Your reservoir of holy energy grows with your conviction. You can use your Channel Divinity three times.

Radiant Strikes

Your melee and unarmed strikes have supernatural power. They deal an additional 1D8 Radiant damage on a hit.

Lv 12

Ability Score Increase

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.

Lv 13
Lv 14

Restoring Touch

When you use your Lay on Hands feature, you can remove one of the following conditions by expending 5 hit points from your healing pool: Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned. For every 5 points you expend you can remove an additional condition as part of the action.

Lv 15
Lv 16

Ability Score Increase

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.

Lv 17
Lv 18

Aura Expansion

Your faith and resolve expand your auras. Your Aura of Protection’s and other aura’s ranges are increased to 30 ft.

Lv 19

Epic Boon

You gain an Epic Boon feat for which you qualify.

Paladin Oaths

Paladin Subclasses (18)

Choose your subclass at the level indicated in the class table above.

Ancients An Oath as old as the first elves. These warriors often adorn their armor and weapons with flowers, antlers, and other trinkets. Conquest The Oath of Conquest Paladins sear their Tenets on their upper arms. They are called warmongers and tyrants as they subjugate the wicked and rule over those that are weak. Paladins of Conquest can be tempted by the… Crown The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The Paladins who swear this oath dedicate themselves to… Dark Knight A Dark Knight is born when a Paladin’s soul has been taken. A Dark Knight is never willingly created. The will born from their making is unbreakable in their quest to crush all until their soul is returned. The core… Devotion The Oath of Devotion upholds justice and order. They are the archetypal knights in shining armor. Those of the Oath of Devotion tend to be more religiously inclined than other Paladins. Forbidden Knowledge The Oath of Forbidden Knowledge occurs when a Paladin finds or stumbles upon a forbidden text. Whether it be a page from the Demonicon, Necromonicon, or a scrap of taboo holy knowledge. The Paladin’s desire to find… Glory Those that believe they are destined for greatness, that they are the stuff of which heroes are made. They train diligently to heed the call of destiny. Heavenly Virtues The opposition to what they consider to be degenerate Paladins. Some view Heavenly Paladins as stuck up, but not all are antagonistic. Most Heavenly Paladins are on a journey of self enlightenment as they exercise their… Noble Genies Paladins sworn to this oath revere the forces of the Elemental Planes. They draw power from the different types of genies and undertake quests for many genies and for the sake of the Elemental Planes. Those that take… Oathbreaker Neither Tenet nor Ideal remains. An Oathbreaker is a Paladin who breaks their sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the Paladin's heart has been extinguished. Only… Psychopomp The Oath of the Psychopomp is a solemn oath to the four beings that ferry the souls of mortals between the outer planes. Those that take this Oath seek those that cheat death and steal or erase souls. The Oath will… Redemption The Oath of Redemption sets a Paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. While redeemers are idealists, they are no fools. Redeemers know that undead, demons,… Round Table These Paladin’s look to the day that Arthur returns from Avalon and restores order to the material plane at the Once and Future King. This Oath is also known as the Oath of Chivalry. These Paladins are the apex of what… Seven Deadly Sins Often called the Oath of Hedonism, the Paladins that take this oath are not necessarily evil, but live life to the fullest and let nothing stand in the way of fulfilling their desires. They are unbridled and free to… Silverhand These Paladins are often known as dragonriders. They are sworn to their dragon and they to them. Their bond is their oath. The two are intertwined to never be parted. The bond and oath form when a Paladin is present for… Treachery The Oath of Treachery is the path followed by Paladins who have forsworn other oaths or who care only for their own power and survival. Commonly known as Blackguards, these profane warriors are faithful only to… Vengeance A solemn commitment to punish those who have committed grievously evil acts is the heart of the Oath of Vengeance. Watcher The Oath of the Watchers binds paladins to protect mortal realms 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…