Paladin
Base Class: Paladin

These unrelenting warriors specialize in fighting mages and demons. No enemy's magic can withstand them, and they inspire and protect their allies with their righteous power.

Oath Spell

3rd-level Oath of the Templar feature

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

Oath of the Templar Spells

Channel Divinity

3rd-level Oath of the Templar feature

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

Their Is No Darkness. Your faith is your protection against the elements, and not for you alone. You can use your Channel Divinity as a reaction when you or an ally within sight takes damage to grant the target and up to a number of creatures equal to your Charisma Modifier within 30ft of the target resistance to acid, cold, fire, lightning, or thunder damage until the beginning of your next turn.

Spell Purge. Through faith and will, you can use your Channel Divinity as an action to dispel hostile magic from the area around you. You dispel all spells and spell effects casted by hostile creatures in a 30-foot radius sphere centered around yourself. The level of spell you can dispel must be equal to or lower than your proficiency modifier.

Aura of Spell Shielding

7th-level Oath of the Templar feature

Your training at negating magic has allowed you to shield your allies from harmful spells. You and friendly creatures within 10 feet of you have half cover from hostile spells and spell effects.

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

The Last Sacrifice

15th-level Oath of the Templar feature

Even should you fall, you give your allies strength to fight harder in your name. The first time you fall to zero hit-points during combat, all allied creatures who can see you gain temporary hit-points equal to your Paladin level which lasts until their next short or long rest and advantage on all their attack rolls and saving throws until the end of your next turn.

Once this feature is used, it cannot be used again until you finish a long rest.

Wrath of Heaven

20th-level Oath of the Templar feature

You become enveloped in a blinding pillar of light that stuns nearby enemies and damages fiends and undead. As a bonus action, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond and you gain the following benefits for 1 minute:

  • When you active this feature, all hostile creatures within the bright light must make a Constitution saving throw against your spell save DC or become stunned until the end of your next turn.
  • Whenever a fiend or undead starts its turn or enters the bright light, they take 2d8 radiant damage.
  • You and all allies within the bright light gain residence against spell damage.
  • Hostile creatures have disadvantage on concentration checks while within the bright and dim light.

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

Previous Versions

Name Date Modified Views Adds Version Actions
7/23/2022 4:59:35 PM
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2.0
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11/5/2022 3:50:45 PM
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2.0
Coming Soon

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