Paladin
Base Class: Paladin

You vowed to eradicate the vicious monsters that plague the land. They see the Dragons as a plague as their greed has great impact on the common people. 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Spear of Justice. As a bonus action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute,

  • you can use your Divine Smite and Improved Divine Smite class feature with range attacks.

  • If the weapon is not already magical, it becomes magical for the duration.

  • When you attack with a two-handed range weapon, you can use your Strength modifier, instead of Dexterity, for the attack and damage rolls.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Wings of Resolve. As a reaction, when an ally you can see within 30 feet is attacked, you can channel your divine protection to come an ally to aid. You teleport next to an ally up to 30 feet away. On reaching the target, all friendly creatures within 5 feet are healed an amount of HP equal to 1d10 + half your paladin level.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

PALADIN LEVEL

SPELLS

3rd

hunters mark, faerie fire

5th

shatter, spike growth

9th

conjure barrage, glyph of warding

13th

Locate Creature, Resilient Sphere

17th

Hold Monster, Swift Quiver

Aura of Burning Courage

Starting at 7th level, you and friendly creatures within 10 feet of you can choose to deal fire or cold damage when making weapon attacks. while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Light's Judgment

Beginning at 15th level, when you cast faerie fire with your spell slot, it does not need concentration to be maintained.

Dragon's Maw

At 20th level, as an action, you can open a divine rift, pulling foes into and trap them. Any enemy within 30 feet is pulled 15 feet towards you. Flying creatures are forced to land. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

Enemy creatures can not move further away from you and may not start flying.

Enemies within the radius lose their damage type immunities.

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

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2/5/2019 8:57:55 AM
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