Base Class: Paladin
A Reflection is a paladin who rejects their sacred oaths because of some change of heart or internal battle. Whatever light burned in the paladin’s heart has been extinguished. Only uncertainty remains.
A paladin must reject their original oath and at least 3rd level to become an Reflection. The paladin replaces the features specific to his or her Sacred Oath with Reflection features.
Reflection Spells
A Reflection paladin loses most gained oath spells and instead gains the following Reflection spells at the paladin levels listed. The spells kept from the paladin’s previous oath cannot be undone or changed.
| Paladin Level | Spells |
|---|---|
| 3rd | (one previous spell), find familiar |
| 5th | (one previous spell), suggestion |
| 9th | (one previous spell), bestow curse |
| 13th | (one previous spell), confusion |
| 17th | (one previous spell), dominate person |
Channel Divinity
A Reflection paladin of 3rd level or higher gains the following two Channel Divinity options.
Fear of Change. Choose one of the two Channel Divinity options given from the paladin’s previous oath.
Dreadful Aspect. As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin’s choice within 30 feet of the paladin must make a Wisdom saving throw if it can see the paladin. On a failed save, the target is frightened of the paladin for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it.
Questioning Smite
Starting at 5th level, when the paladin uses their Divine Smite, they may choose to deal either Radiant or Necrotic damage. Once this choice is made it cannot be changed until after the paladin finishes a long rest, thereafter they may choose again.
Aura of Uncertainty
Starting at 7th level, the paladin, as well any fiends and undead or celestials and allies within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin’s Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.
After a long rest the paladin may make the choice to change who benefits from the aura.
At 18th level, the range of this aura increases to 30 feet.
Supernatural Resistance
At 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Lord of Doubt
At 20th level, the paladin can, as an action, surround himself or herself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around the paladin to dim light. Whenever an enemy that is frightened by the paladin starts its turn in the aura, it takes 4d10 psychic damage. Additionally, the paladin and creatures he or she chooses in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.
While the aura lasts, the paladin can use a bonus action on his or her turn to cause the shadows in the aura to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes necrotic or radiant damage equal to 3d10 + the paladin’s Charisma modifier.
After a long rest the paladin may choose to change the damage type of the bonus action melee spell attack between necrotic or radiant.
After activating the aura, the paladin can’t do so again until he or she finishes a long rest.
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