Base Class: Paladin
After giving in to rage, vengeance and the evil influence of an outside force, you have forsaken your foolish ways. Now powered by your Renewed Hope and your desire to protect life you gain new abilities.
Expanded Spell List
|
Spell Level |
Spells |
|
1st |
Cure Wounds, Divine Favour |
|
2nd |
Darkvision, Enhance Ability |
|
3rd |
Life Transference, Remove Curse |
|
4th |
Death Ward, Guardian of Faith |
|
5th |
Dispel Evil and Good, Holy Weapon |
Channel Divinity
At 3rd level you gain the following Channel Divinity options.
Purify Undead - As an action, the paladin targets one undead creature they can see within 30 feet of them. The target must make a wisdom saving throw. On a failed save, if the target is a CR level equal to half the paladin's level, rounded down, it is laid to peaceful rest and is destroyed.
Aspect of Health - As a bonus action, the paladin emits an aura 10 ft around themselves for 1 minute. As a bonus action on that turn and all subsequent turns, all allies regain hit points equal to 1d6 + charisma modifier.
Starting at 18th level the radius increases to 30 ft and the healing increases to 2d6 + charisma modifier
Aura of Shielding
Starting at 7th level, the paladin, as well any allies within 10 feet of the paladin, gains a bonus to armour class equal to half the paladin’s Charisma modifier rounded up (minimum of +1). A creature can benefit from this feature from only one paladin at a time.
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 non magical weapons.
Lord of Life
At 20th level, the paladin can, as an action, surround themself with an aura of light that lasts for 1 minute. The aura radiates a bright light in a 30-foot radius around the paladin. Whenever an enemy that is damaged by the paladin starts its turn in the aura, it takes 4d10 radiant damage. Additionally, the paladin and creatures they choose in the aura also radiate blinding light. Creatures that rely on sight have disadvantage on attack rolls against creatures radiating this light.
While the aura lasts, the paladin can use a bonus action on his or her turn to cause the light in the aura to protect one ally. At the end of that target's turn they regain hit points equal to 2d8 + the paladin's charisma modifier.
The paladin can only activate this aura once per long rest.
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