Paladin
Base Class: Paladin

Tenets of the Confessor

Stealth. Your work is veiled in secrecy and need be done covertly. Use the tools at your disposal to keep yourself and allies from being caught.

Foresight. Plan for the unexpected. The world is vast and dangerous, you never know what lies in the shadows.

Light the Way. Work to help those in their darkest hour by showing them a path forward, a golden path of light.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Confessor Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Confessor Spells
Paladin Level Spells

3rd

guiding bolt, longstrider

5th

misty step, pass without trace

9th

call lightning, counterspell

13th

death ward, greater invisibility

17th

mass cure wounds, summon draconic spirit

Erdtree's Blessing

When you take this oath at 3rd level, you learn two cantrips of your choice from the wizard spell list.

Channel Divinity

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

Gilded Weapon. As a bonus action, you can imbue one weapon that you are holding with golden radiance, 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). 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.

Assassin's Approach. As a bonus action, you can use your Channel Divinity to bolster your stealth skills. For the next 10 minutes, you have advantage on Dexterity (Stealth) and Dexterity (Sleight of Hand) checks; if you're wearing heavy armor or wielding a shield you are not subjected to disadvantage whilst this Channel Divinity is active. 

Aura of Grace

Starting at 7th level, you fill nearby creatures with the Erdtree's grace. While you’re not incapacitated, creatures of your choice within 10 feet of you cannot be frightened and can add your Charisma modifier (minimum of 1) to attack rolls and saving throws. Creatures that are already frightened when they enter the aura can now make their saving throws against the condition at advantage. This effect ends when the creature leaves the aura.

When you reach 18th level in this class, the aura affects creatures within 30 feet of you.

Divine Fortification

At 15th level, you learn two additional cantrips from the Wizard spell list and gain the following benefits:

  • You become resistant to fire damage.
  • You become proficient in the Acrobatics,  Sleight of Hand, and Stealth skills.
  • You gain the ability to cast Pass Without Trace once per Long Rest without expending a paladin spell slot.

Avatar of the Greater Will

At 20th level, you learn to channel the mythic energy of the Greater Will and tap into the primordial forces that flow through the Lands Between. Using your action, you undergo a transformation. For 1 minute you gain the following benefits:

  • Spectral golden wings sprout from your back and you gain a flying speed of 60 ft.
  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • At the start of each of your turns, allies within your Aura of Grace regain 10 hit points.
  • You have advantage on Dexterity checks and Dexterity saving throws against effects you can see.

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

Previous Versions

Name Date Modified Views Adds Version Actions
3/24/2022 2:06:02 AM
2
1
1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes