Class: Paladin. The Paladin is a 20th Level Paladin.
Aura or Courage. Friendly Creatures within 30 ft of the Paladin can't be Frightened Provided the Paladin is Conscious.
Aura of Protection. Whenever a Friendly Creature within 30 ft of the Paladin makes a Saving Throw they add a +4 Bonus Provides the Paladin is Conscious.
Divine Health. The Paladin is Immune to Disease.
Divine Smite. When the Paladin Hits a Creature with a Melee Attack they can choose to expend a Spell Slot to Deal an additional 1d8 Radiant Damage per level of the Spell Slot, this deals an additional 1d8 Damage if the Target is a Fiend or Undead.
Fighting Style. The Paladin Possesses 1 Fighting style of the Paladin Class.
Holy Avenger. While the Paladin Possesses its Longsword all Creatures within 30 ft of it (including itself) Have advantage on Saving Throws against Spells and other Magical Effects.
Special Equipment. The Paladins Longsword is a Holy Avenger, and Possesses a Magic Item From Table F, G, and H.
Extra Attack. Thr Paladin makes 2 Attacks.
Longsword. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 11 (1d8+7) Slashing damage or 12 (1d10+7) Slashing damage if using 2 Hands plus an additional (1d8) Radiant damage Reguardless of how it's Wielded. Additionally if the Target is a Fiend or Undead the Target takes an additional 2d10 Radiant Damage.
Lay on Hands. The Paladin has a Pool of 100 points, using this Pool the Paladin can Touch a Creature and Restore a Number of Hitpoints Equal to the Points Drawn from the Pool, Alternatively The Paladin can Expend 5 Points to Cure 1 Disease or end the Effect of 1 Poison affecting the Target.
Divine Sense (5/Day). The Paladin Detects any Celestial, Fiend, or Undead within 60 ft of them as well as Any Ground Affected by the Hallow Spell.
Cleansing Touch (4/Day). The Paladin ends 1 Spell affecting itself or a Willing Creature it can Touch.
Spellcasting. The Paladin is a 20th Level Spellcaster (DC 18, +10 to Hit with Spell Attacks) they have the Following Spells Prepared:
1st Level (4 Slots): Bless, Compelled Duel, Searing Smite, Thunderous Smite, Wrathful Smite
2nd Level (3 Slots): Branding Smite, Find Steed
3rd Level (3 Slots): Aura of Vitality, Blinding Smite
4th Level (3 Slots): Aura of Life, Aura of Purity, Death Ward, Staggering Smite
5th Level (2 Slots): Banishing Smite
Description
The Cause of Righteousness
A paladin swears to uphold justice and righteousness, to stand with the good things of the world against the encroaching darkness, and to hunt the forces of evil wherever they lurk. Different paladins focus on various aspects of the cause of righteousness, but all are bound by the oaths that grant them power to do their sacred work. Although many paladins are devoted to gods of good, a paladin’s power comes as much from a commitment to justice itself as it does from a god.
Paladins train for years to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the sick and injured, to smite the wicked and the undead, and to protect the innocent and those who join them in the fight for justice.
A Paladin Hero of Legend is a Holy warrior That goes down in History remem weed for their Deeds whether Evil or good, Defining History with Their Actions, their Very Presence inspiring Fear in their enemies and Hope in their Allies alike, Power Surging from their Very Presence and Holy Power Radiating from their Very Footsteps.
Variants
Some Paladins Possess a means to Harness Their divine Power to recharge their Holy Wrath, Such Paladins Possess the Following Trait:
Harness Divine Power (3/Day). The Paladin Regains a Spell Slot of 3rd Level or Lower
Previous Versions
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8/12/2026 4:17:47 PM
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