Paladin
Base Class: Paladin

A musical paladin.

Oath Spells

You gain oath spells at the paladin levels: 3, 5, 9, 13, and 17. These spells are always prepared but do not count against the number of spells you can know.

Paladin Level Spells
3rd Feather Fall, Bane
5th Calm Emotions, Zone of Truth
9th Hypnotic Pattern, Tongues
13th Confusion, Dimension Door
17th Dominate Person, Seeming

Channel Divinity

3rd-Level Feature

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

  • Divine Muse: As an action you can use your Channel Divinity in order to find divine inspiration. For the next 10 minutes whenever you make a Charisma (Performance) check you can treat a d20 roll of 9 or lower as a 10.
  • Impromptu Performance: Once per long rest you can spend your Channel Divinity as a reaction in order to reroll your Initiative roll. When you reroll, you treat this initiative check as a performance check and apply all appropriate modifiers.

 

Instruments of Worship

3rd-Level Feature

You gain proficiency with all instruments and you may use an instrument as a spellcasting focus.

Instead of spending time selecting every instrument proficiency that exists, I've set it up so you have 10 instrument proficiency choices in the character builder. It's intended that you have proficiency with all instruments but this should cover most of your needs. I don't know how many official instruments there are. Sorry for any inconvenience but this way saves me time.

Instruments of Battle

3rd-Level Feature

You may use an instrument as an improvised weapon. When you attack with an instrument you add your Charisma modifier instead of your Strength modifier to your attack and damage rolls. You are proficient with these attacks and your instrument deals 2d4 bludgeoning damage.

If the instrument you use requires the use of both hands the instrument deals 2d6 bludgeoning damage and deals critical damage on an attack roll of 19 or 20 on a d20.

One handed instruments: tambourines, bells, and other smaller instruments allow you to focus on defense since you can still use a shield. Their smaller designs result in less damage. On the other hand, two-handed instruments [likely] prevent the use of a shield due to the two-hand requirement and therefore offer more offense.

 

This feature is an important one since it discourages multiclassing with Warlock / Hexblade early on. Nothing wrong with multiclassing! But this provides an opportunity to play a straight-classed paladin and feel like you're not missing out. You won't fall behind for roleplaying and sticking to your character concept.

Aura of Charisma and Rest

7th-Level Feature

All friendly and willing creatures of your choice within 10 feet of you may use your Charisma modifier, in place of their own, on all Charisma ability checks and Charisma saving throws. Additionally, whenever a friendly creature with 10 feet spends a Hit Die, in order to regain hit points, they have advantage on the roll.

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

Combat Musician

15th-Level Feature

As a bonus action you may spend one use of this feature to make a Charisma (Performance) check. If the result is higher than 15, then you grant yourself a d6 as bardic inspiration (see bardic inspiration under the Bard Class Features for more information). This inspiration lasts until you add it to any d20 roll of your choice.

Additionally, the next time you deal damage before the end of your turn, you may deal extra damage equal to half of your total performance check, as long as the Charisma (Performance) check result was higher than 15.

You may use this feature a number of times equal to half your Paladin Level, rounded up, per long rest. If your Charisma (Performance) check fails, then only your bonus action is expended; to be clear: your expended use of this feature is refunded if you fail. You may only have one bardic inspiration die at a time no matter the source.

This feature does not stack with other bardic inspiration, including any from a bard. This is a good ability but a bard's inspiration and this form of inspiration do two different things. This form of inspiration is selfish; you cannot give it to others. So a bard's inspiration will definitely still have a place in the party. Plus, this only ever remains as a d6--while an actual bard's inspiration at 16th level is a d12, double your inspiration. A bard will not be overshadowed.

 

Adding half of the performance check's result as damage is needed. This paladin is strong because it's not Multi Ability score Dependent--but there's a few things keeping it back. The main issue is the improvised instrument attacks cannot be used with the go-to feats like Great Weapon Master or Polearm Master. In fact, the average damage, even when the instrument is two-handed, is on the lower side, less than a Warlock who just spams Eldritch Blast. For the record, I assume the extra damage from this feature is about +10 because you likely have a +5 CHA which boosts performance and by this point you likely have proficiency in Performance through one way or another which means you have a very good chance of hitting a 20 on the performance check.

 

+10 damage is equal to one Great Weapon Master attack except you don't take a negative to your attack roll and in fact get a inspiration die. +10 damage once per turn is enough to help out this paladin. And the reason why this is a flat number and not an additional die is because this will not be affected by critical hits. This doesn't become +20 when you crit; only dice are doubled RAW. If you had extra dice that were being doubled on crits you'd then have a barbarian's brutal critical feature, which you do not have. An average of +10 on top of a free d6 inspiration is a good feature, even when limited to a number of uses equal to half your level--all the more reason to straight-class this paladin and avoid multiclassing!

 

Jack of All Divine Secrets

20th-Level Feature

As an action you can play an instrument and beg your divine to let you access power that Bards can only dream of: the Words of Creation. And to your glee, your guiding divine shall allow it. You immediately gain one additional spell slot of every level you normally have access to. These additional spell slots last for one minute or until you've used them. Additionally, at the start of every turn you can pick any 5th level, or lower, spell, available to any class, and cast it once--you cannot cast the same spell twice during the same use of this feature.

You may use this feature once every long rest.

All the Paladin lv 20 features are good. I believe this one is in line with the others.

 

The restriction on multiple castings of a single spell is included in order to avoid players abusing mechanics in a way I haven't thought of. If there is a situation where a specific spell is super effective, the player cannot continue to use it--so it does limit super-effective spells and incentivizes creative problem solving every round instead of using a crutch of some kind.

 

The restriction on time is also there to make this feature count whenever a player activates it because it's use it or lose it when it comes to those 5 additional additional spell slots. And while a player is certainly free to use this feature on a non-threatening enemy, they should feel incentivized to only use this when it'll really matter. I assume the DM will account for this great surge in power when planning future combats, so they could be in trouble if they're caught without this when they do need it. All in all, I don't expect this is something that will be used in every combat, even if there's somehow only one combat in an adventuring day. I trust players to know this is a Hail Mary when they absolutely need it.

 

Is it strong? Yes. It does require 20 levels of straight paladin though. Power is a great incentive to discourage mechanic-driven multiclassing and it rewards good RP. Maybe players won't need to make a pact with some Warlock patron out of the blue. Plus, paladins are still limited by their spell slots. After those five spell slots from 1st to 5th level are used up, there's another 5 rounds where the paladin is going to have to use their regular slots.

 

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