Paladin
Base Class: Paladin

     Always ready to take up impossible quests and challenges that would discourage many a brave man, they are willing to make any sacrifice to follow their ideal, spurred by the desire to lend help to the weak and to fight the evils that plague the world. Many of them are also animated by an aspiration for glory, seeking to become legends alongside the gallant knights of old whose feats live on through the tales of bards.

Tenets of the Errant

The tenets of the oath of the errant are more a matter of personal choice than adhesion to an established doctrine, but even these paragons of freedom are inspired by certain heroic models that they strive to emulate.

  • First to the fray, last to retreat. Bravery in combat is at the heart of an errant’s knightly ideal.
  • Protect the weak and the oppressed. Never turn away from the distress of others. The duty of the strong is to look after the weak.
  • The world is your house. Peasants are attached to their land. An errant goes wherever duty calls.
  • Steel instead of gold. Riches, luxuries, and comfort dull the soul. A frugal life keeps the mind and the body strong.

 

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Conquest Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works

Mighty Blow.  When you make a successful melee attack, you can immediately use your Channel Divinity as a bonus action to turn that attack into a critical hit.  
Bolstered Resolve.  As a bonus action, you use your Channel Divinity to draw from the strength of your oath and steel yourself. For 1 minute, you have advantage on all saving throws.

Path of the Errant Knight

At 7th level, you gain the following benefits:

you treat exhaustion levels as if you had one less. As such, level 1 exhaustion has no effect on you, and you do not die at exhaustion level 6, but instead at level 7.

You can cast the spell find steed with a casting time of 1 action (instead of 10 minutes). In addition, the summoned mount has a number of hit points equal to the maximum amount possible for its Hit Dice, to which you add a number of additional hit points equal to your paladin level. The mount comes equipped with chainmail barding that grants it an AC of 16. When you reach 14th level, the barding becomes plate for an AC of 18. Finally, when you ride it, your steed can make an attack on your turn (this takes its action, however) and it adds your proficiency bonus to its attack rolls.

Monster Slayer

Starting at 15th level, when you hit a creature of at least Large size, the radiant damage dice you roll when you use your Divine Smite and Improved Divine Smite features become d10s instead of d8s.

In addition, when you roll a 1 or 2 on one of these damage dice, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Hero of Legend

At 20th level, as an action, you become the living embodiment of the legendary knights of heroic tales and songs. For 1 minute, at the start of each of your turns, you gain a number of temporary hit points equal to twice your Charisma modifier, and you gain inspiration. You can keep this inspiration or give it to another character that you can see and that can see you by “inspiring” them with strength and bravery. Whether you give it to an ally or keep it, this inspiration must be used before the start of your next turn or be lost.

Temporary hit points gained through this feature disappear when it ends.

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

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