Base Class: Paladin
Those Paladins who spend their lives on the betterment of themselves and others swear an all-encompassing oath, unable to let go of both the suffering of the innocent and the freedom of the guilty. Those Paladins attract the gaze of the gods, who grant them the resources to pursue their oath without rest or reprieve.
Crusader's Oath
The Paladin is always in pursuit of a goal, represented by their active Tenet. It provides the Paladin with a Passive ability, and a Judgement effect that takes place when the Templar uses their Judgement ability. A Templar chooses two Tenets when choosing this subclass, and another one at levels 10 and 17.
A Paladin can change their active Tenet with a Bonus Action.
Tenet of Commanding
Whenever an enemy within 30ft of the Paladin moves, they must make a Wisdom Save or they can't move away from the Paladin.
Judgement: When a creature is targeted by Judgement while this Seal is active, it must make a Wisdom Save. On a fail, they must use their reaction to move toward the Paladin, and their Speed becomes 0 for the next turn.
Tenet of Enduring
The Paladin regains D4 Hit Points at the beginning of their turn. This amount increases to D6 at Level 10, and D8 at Level 17.
Judgement: When a creature is targeted by Judgement while this Seal is active, that creature regains D10 Hit Points. This amount is increased by D10 at Levels 5, 11 and 17.
Tenet of Justice
Whenever a creature takes damage from a Paladin's weapon, reduce that creature's Speed by 1 until the end of their next turn. This reduction increased by 1 at Levels 10 and 17.
Judgement: When a creature is targeted by Judgement while this Seal is active, they must make a Wisdom Save of become Stunned for a number of turns equal to the Paladin's Charisma modifier, or half that if they succeed. A creature can repeat the save at the end of their turns to end this effect.
Tenet of Righteousness
The Paladin's weapons deal an additional D4 Radiant damage on hit. This damage increases to D6 at Level 10, and D8 at Level 17.
Judgement: When a creature is targeted by Judgement while this Seal is active, they must make a Constitution Save, receiving D12 Radiant damage on a failed save, or half on a successful one. This damage increases by D12 at Levels 5, 11 and 17.
Tenet of the Crusader
When the Paladin takes the Attack action, they may use a Bonus Action to take a second Attack action, but none of these attacks can target any creature previously damaged by the Paladin this turn.
Judgement: When a creature is targeted by Judgement while this Seal is active, all allies that are able to attack it may take a Reaction to make one weapon attack against that creature.
Tenet of Wisdom
The Paladin can Concentrate on an additional Spell. This amount increases by 1 at Levels 10 and 17.
Judgement: When a creature that is Concentrating on a spell is targeted by Judgement while this Seal is active, they must make a Constitution Save (DC = Your Spellcasting DC) or break Concentration.
Judgement
As an action, the Paladin can make use of the Judgement option of his active Tenet, targeting a creature within 30ft. Any given creature can only be affected by Judgement once each long rest.
Whenever you use Judgement, you gain 1 Holy Power charge.
Templar's Glory
Some Templar feats grant the Paladin charges of Holy Power, of which only 5 can be held at a time. All Holy Power charges disperse when combat ends and their might is no longer needed. When a Paladin gains this feature at level 3, they must choose what form their Glory takes.
The Paladin can use a Holy Power charge when casting their spells to increase the effective level at which the spell is cast by 1 for each charge spent. The amount of charges that can be spent at a time increases by 1 at level 5, 11 and 17.
Crusader's Strike
Whenever the Paladin hits with a weapon attack, they gain 1 Holy Power charge.
You can spend a Holy Power charge as if it was a Level 1 Spell Slot to use Divine Smite. If you do, that attack doesn't generate a Holy Power charge. The amount of charges you can spend as a Spell Slot of that level to use Divine Smite increases to 2 at Level 10 and 3 at Level 17.
Light's Blessing
Whenever the Paladin casts a Spell, they gain a Holy Power charge. A spell that was cast at a higher level using Holy Power charges does not grant Holy Power charges.
The Paladin can use a Holy Power charge to cast a Level 1 Spell. At Level 10, they can spend 2 Holy Power charges to cast a Level 2 Spell, and at Level 17, they can spend 3 Holy Power charges to cast a Level 3 Spell. No Holy Power charges can be spent to upcast these spells.
Hallowed Aura
The Paladin chooses two Hallowed Auras, of which only one is active. The Paladin can change their active aura with a Bonus Action. The Aura only has effects while the Paladin is not Unconscious.
The Paladin chooses an additional aura at Level 18, at which point the reach of their auras increases to 30ft.
Aura of Divinity
The Paladin and their allies within 10ft have Resistance to Radiant damage, and whenever any of them deals Radiant Damage, they can repeat any die results of 1, but only once each die.
Aura of Vengeance
Whenever the Paladin or one of their allies takes damage from an enemy within 10ft of the Paladin, that enemy takes Radiant damage equal to the Paladins Charisma modifier.
Devotion Aura
Whenever the Paladin or one of his allies within 10ft of them is hit by a weapon attack, reduce the damage of that attack by an amount equal to the Paladin's Charisma modifier.
Warding Aura
After a long rest, the Paladin chooses Fire, Cold, Lightning or Necrotic. While this Aura is active, the Paladin and their allies within 10ft have Resistance to that type of damage.
Hands of Power
The Paladin can spend 1 Holy Power charge to use one of the following options. A Paladin can only use a Hand of Power once each turn.
Hand of Protection: When an ally within 30ft receives damage, you can use your Reaction to reduce that damage to 0. A character can only be affected by Hand of Protection once each short or long rest.
Hand of Freedom: When an ally within 30ft would gain one of the following conditions, you can use your Reaction to end that condition: Paralyzed, Stunned, Restrained.
Hand of Hindrance: You can use an Action to have a creature within 30ft make a Wisdom Save, or become Restrained for up to 3 turns. If that creature succeeds the save, their speed is halved for up to 3 turns. Any given creature can only be affected by this once each short or long rest.
Everlasting Conviction
While wielding a 2-handed weapon, the Paladin can use it as an arcane focus to cast their Spells. They also gain +1AC for each Holy Power charge they currently have.
Whenever the Paladin Rolls for initiative, they gain 1 Holy Power charge.
Whenever the Paladin spends a Holy Power charge, they gain Temporary Hit points equal to his Charisma modifier x the number of charges spent that last until the end of their next turn. This Temporary Hit Points can stack with its own effect, provided the charges are spent the same turn, up to a maximum of five times their Charisma modifier.
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