Paladin
Core Progression
Level | Features | Channel Divinity | Max Spell Lvl | Prepared Spells |
---|---|---|---|---|
1 | Divine Seal, Weapon Mastery, | 2/long rest | — | Cha + 1 |
2 | Aṣé Smite, Fighting Style | 2/long rest | 1st | Cha + 1 |
3 | Oath Signature, Oath Channel | 2/long rest | 1st | Cha + 2 |
4 | Aṣé Surge, ASI | 2/long rest | 1st | Cha + 2 |
5 | Extra Attack, Faithful Steed | 2/long rest | 2nd | Cha + 3 |
6 | Aura of Resolve | 2/long rest | 2nd | Cha + 3 |
7 | Oath Feature | 2/long rest | 2nd | Cha + 4 |
8 | ASI | 2/long rest | 2nd | Cha + 4 |
9 | Restoring Touch | 2/long rest | 3rd | Cha + 5 |
10 | Aura of Warding | 2/long rest | 3rd | Cha + 5 |
11 | Radiant Cascade (Smite Upgrade) | 2/long rest | 3rd | Cha + 6 |
12 | ASI | 2/long rest | 3rd | Cha + 6 |
13 | Divine Beacon | 2/long rest | 4th | Cha + 7 |
14 | Aura Mastery | 2/long rest | 4th | Cha + 7 |
15 | Ultimate Oath Revelation | 2/long rest | 5th | Cha + 8 |
(1st Level)
Divine Seal
Your soul has been marked by a metaphysical calling. This is the spiritual source of your divine magic. It grants you the following:
Divine Spellcasting:
You channel Aṣé through Roll to Cast divine spells. You are a half-caster (see table).
- Spellcasting Ability: Charisma
- Spellcasting Focus: Holy Symbol
- Prepared Spells: You prepare a number of Paladin spells = Cha mod + 1/2 Paladin level (rounded up).
- Change Prepared Spells: When you finish a long rest, you can replace one spell with another Paladin spell you can cast.
Channel Divinity (2/long rest):
You can invoke sacred force through divine acts. Starting at 1st level, you can use two Channel Divinities per long rest.
At 3rd level, your chosen Oath grants unique Channel options.
At level 1, you gain:
- Sacred Weapon: Infuse your weapon with Aṣé. For 1 minute, add Cha modifier to attack rolls, and weapon sheds radiant light.
- Turn the Unholy: As an action, force fiends and undead within 30 ft to make a Wis save or be turned for 1 minute.
Weapon Mastery
You gain two weapon mastery properties of your choice. You may change one of your weapon masteries when you finish a long rest, as long as you have the corresponding weapon on hand.
(2nd Level)
Aṣé Smite
When you hit with a melee weapon attack, you can channel a spell slot to deal radiant damage:
- +2d8 radiant for 1st-level, +1d8 per level above.
- Extra 1d8 vs Undead/Fiends.
- No Roll to Cast required, but the divine power still flares visibly.
Also at 2nd:
- Fighting Style (Defense, Dueling, Protection, or Great Weapon)
(3rd Level)
Oath Signature
Choose your Sacred Oath.
Divine Seal
You carry a Divine Seal, a symbol or internalized brand of your sacred path. Choose a guiding ideal:
- Divine Sense: Infuse your weapon with Aṣé. For 1 minute, add Cha modifier to attack rolls, and weapon sheds radiant light.
- Lay on Hands: Pool = 5 × Paladin level. Heals HP, cures one disease/poison for 5 points.
(4th Level)
Aṣé Surge
When you smite or cast a divine spell, you can radiate holy force in a 10 ft aura until end of turn:
- Enemies have disadvantage on opportunity attacks against allies
- Allies gain +1d4 radiant damage on their first weapon hit
Uses = Cha mod/long rest.
(5th Level)
Extra Attack + Void Resistance
- You can attack twice.
- You gain resistance to necrotic or void damage (your choice), signifying your divine resilience.
Faithful Steed
You can summon a spiritual mount that embodies your divine ideal. Choose a steed form: celestial warhorse, radiant direwolf, spectral raptor, or a creature linked to your Oath.
- Casting Find Steed doesn't count as a prepared spell.
- Your steed gains temporary HP = your Paladin level each time you finish a long rest.
- It can understand your speech and obey telepathic commands within 100 ft.
(6th Level)
Aura of Resolve
- Allies within 10 ft gain +Cha mod to saving throws against fear and charm.
- Always active, as long as you’re conscious.
(7th Level)
Oath Feature
Your Sacred Oath grants a new feature based on your divine path.
Examples:
- Vengeance: Mist Step-like burst after slaying a foe
- Justice: Radiant bind zone
- Glory: Temporary flight surge
(8th Level)
Ability Score Improvement (or feat)
(9th Level)
Restoring Touch
As an action, you may touch a creature and restore their Aṣé. You may choose one:
- Cure 1 condition: blinded, deafened, paralyzed, poisoned, stunned
- Remove 1 level of exhaustion
- Remove charm or fright effect
You may use this feature Cha mod times per long rest.
(10th Level)
Aura of Warding
You and allies within 10 ft gain resistance to spell damage.
The divine aura now extends your soul’s protective field.
(11th Level)
Radiant Cascade (Smite Upgrade)
Your smites now deal 1d8 radiant splash to all enemies within 5 ft of the target (except you). You may choose to expend a second spell slot to cause a blindness save (Con, DC = Spell Save DC) on hit enemies.
(12th Level)
ASI or Feat
(13th Level)
Divine Beacon
Your body glows with holy force during battle:
- While below half HP, you shed bright light in 10 ft and regain 1d4 HP when you smite.
- Allies who start their turn within 10 ft gain temporary HP = Cha mod (1/turn).
(14th Level)
Aura Mastery
All your auras increase to 30 ft. In addition, your Aura of Resolve now also grants immunity to charm/fear (instead of just advantage).
(15th Level)
Ultimate Oath Revelation
You gain the apex gift of your Oath, a powerful divine miracle or battle transformation.
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
Primary Ability
Charisma & Strength
Proficiencies
Armor: All armor, shields
Weapons: Any 4 simple and/or martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from:
Athletics, Insight, Intimidation, Medicine, Persuasion, Religion, Survival
Equipment
You start with the following equipment, in addition to any equipment granted by your background:
Choose (A) or (B):
(A):
A martial weapon and a shield
A holy symbol (focus of your Oath)
A priest’s pack
(B):
Two martial weapons
A holy symbol
An explorer’s pack
Or:
Start with 75 gp to purchase your own equipment.
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