Class: Paladin. The Paladin is a 15th Level Paladin.
Aura or Courage. Friendly Creatures within 10 ft of the Paladin can't be Frightened Provided the Paladin is Conscious.
Aura of Protection. Whenever a Friendly Creature within 10 ft of the Paladin makes a Saving Throw they add a +3 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.
Special Equipment. The Paladins Longsword is a +3 Weapon, and Possesses a Magic Item From Table F & G.
Extra Attack. Thr Paladin makes 2 Attacks.
Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d8+6) Slashing damage or 11 (1d10+6) Slashing damage if using 2 Hands plus an additional (1d8) Radiant damage Reguardless of how it's Wielded.
Lay on Hands. The Paladin has a Pool of 75 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 (4/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 (3/Day). The Paladin ends 1 Spell affecting itself or a Willing Creature it can Touch.
Spellcasting. The Paladin is a 15th Level Spellcaster (DC 16, +8 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 (2 Slots): Staggering 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 Order Leader is one who Has Completed their Mission and More often than Not Retired from adventuring themselves Having Used their Influence over the course of their life to Forge an Order of Knights around them to Keep their Cause going Strong and Remembered through the Ages Leading the order with Weapons of Legendary Significance.
As an Order Leader a Paladins Quest Tends to Be FAR behind them but that Doesn't Prevent them from Being able to call Upon members of their Order at any Given Time they may Be Surrounded by an Entourage of 1d12+6 Knights under their Command and Possibly 1 Initiate serving as the Order Leaders Squire. Their Own Orders May Contain the Ranks of 1d4+2 Crusaders, 2d6+3 Oathsworn, 2d10+5 Knights (People who Serve the Order without being Properly Sworn as Paladins) and 1d8+4 Initiates at any Given Time.
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
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