Paladin
Base Class: Paladin

At first glance, shrinking yourself might seem contrary to the ideals of a paladin. But as they say - the bigger they are, the harder they fall. So when you face a foe that leaves you feeling an inch tall? Take your inch and give them a mile!

Fell the Mighty. Power inevitably leads to corruption. Tear down injustices at the root.

Pride and Prejudice. People will make assumptions about your strength based on your appearance. Let them delude themselves into complacency. You’ll prove them wrong where it matters!

The Underhanded Way to the Upper Hand. Honor is an idea created to force the weak to give up their greatest weapons against the mighty. Do whatever it takes to bring down your foes - you can afford no less!

Oath Spells

You gain oath spells at the paladin levels listed.

For legal reasons, the following spells are not automatically available: Compelled Duel, Thunderous Smite. See the feat "DNDBeyond Won't Let Me Have Illegal Spell Lists" for a workaround.

Paladin Level Spells
3 compelled duel, thunderous smite
5 enlarge/reduce, pass without trace
9 blink, gaseous form
13 freedom of movement, greater invisibility
17 passwall, seeming

Channel Divinity

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

  • Colossus’ Shadow. As a bonus action, you can expend your Channel Divinity to shrink down to a diminutive size. For 1 minute, or until you end this transformation (no action required), your size changes to Tiny, and you can squeeze through a space as narrow as 1 inch wide. Any objects that you are holding or wearing also change size to accommodate you. While in this form, you have advantage on skill checks and saving throws made against being grappled or restrained. In addition, you gain a +5 bonus to your AC and attack rolls in this form, but the damage dice of any weapon that you use is reduced to 1.

  • Eye of the Needle. Immediately after you are hit by an attack, you can expend your Channel Divinity and your reaction to turn invisible and teleport up to 30 feet to a spot you can see. You remain invisible until the end of your next turn or until you attack, deal damage, or force a creature to make a saving throw.

Titan-Felling Aura

Starting at 7th level, you constantly emanate an air of sheer ferocity while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. When a creature within this area that is larger than you is hit by an attack, you can choose for the damage to be increased by 1d8. Once a creature takes this damage, it can’t take it again until the start of your next turn.

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

Shining Needlepoint

At 15th level, you grow even more adept at exploiting the weak points of your enemies. Once per turn, when you hit a creature with an attack, you can roll a d20. If the result was below your attack roll, the hit counts as a critical hit.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

Heaven's Piercer

At 20th level, you gain the ability to channel peerless precision as an action, giving you the following benefits for 1 minute:

  • Creatures have disadvantage on attacks made against you.
  • You have advantage on Dexterity saving throws and skill checks.
  • You gain a flying speed of 60 feet.

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

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