Paladin
Base Class: Paladin

[D&D 2024]

The most martially gifted among the devout can occasionally be convinced by their cohort to best serve the divine by being the best trained combatant and inspiring leader they can become. An emphasis on weapons skill, tactical prowess, and inspiring others to their best efforts is the essence of their oath. For these few, their duty and honor is to champion life and liberty.

TENETS OF ARMS AND AEGIS

Cut Away the Darkness.
Act decisively — with courage, compassion, honor, and wisdom — but act neither rashly nor selfishly.

Shield the Light.
Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.

Be the Light.
Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.

 

Oath Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Arms and Aegis Spells table, you thereafter always have the listed spells prepared.

Oath of Arms and Aegis Spells
Paladin Level Spells
3 Protection from Evil and Good, Sanctuary
5 Lesser Restoration, Zone of Truth
9 Beacon of Hope, Mass Healing Word
13 Freedom of Movement, Guardian of Faith
17 Commune, Flame Strike

 

Vows to Deeds

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

Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Turn the Opposition. As an action, using your Channel Divinity, you present your holy symbol and speak a prayer censuring those hostile to you or your cause. Each creature of your choice that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

 

Aura of Resolve

You and your allies while in your Aura of Protection now have Advantage on Wisdom (Insight) and Wisdom (Perception) skill checks generally and Wisdom saving throws specifically to avoid the Charmed condition. If a Charmed ally enters the aura, that condition has no effect on that ally while there.

Your Aura of Protection will grow to 20-feet in size when you reach level 10 and to 30-feet at level 18.

 

Additional Fighting Style

At 7th level, you can choose a second option from the Fighting Style class feature.

Archery

You gain a +2 bonus to attack rolls you make with Ranged weapons.

Blind Fighting

You have Blindsight with a range of 10 feet.

Defense

While you’re wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class.

Dueling

When you’re holding a Melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon

Great Weapon Fighting

When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.

Interception

When a creature you can see hits another creature within 5 feet of you with an attack roll, you can take a Reaction to reduce the damage dealt to the target by 1d10 plus your Proficiency Bonus. You must be holding a Shield or a Simple or Martial weapon to use this Reaction.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can take a Reaction to interpose your Shield if you’re holding one. You impose Disadvantage on the triggering attack roll and all other attack rolls against the target until the start of your next turn if you remain within 5 feet of the target

Thrown Weapon Fighting

When you hit with a ranged attack roll using a weapon that has the Thrown property, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren’t already adding it to the damage.

Unarmed Fighting

When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to 1d6 plus your Strength modifier instead of the normal damage of an Unarmed Strike. If you aren’t holding any weapons or a Shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 Bludgeoning damage to one creature Grappled by you.

 

Two Extra Attacks

Beginning at 15th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

 

Avatar of Victory

At 20th level, you gain the ability to harness extraordinary leadership prowess.

  • Creatures of the types aberration, celestial, elemental, fey, fiend, and undead have Disadvantage on attack rolls against you.
  • You and friendly creatures within 30 feet of you can’t be Charmed while you're not unconscious.
  • Once per long rest, as an action, you and your allies within 30 feet of you are under the effects of a Crusader’s Mantle spell for 1 minute.

Previous Versions

Name Date Modified Views Adds Version Actions
9/21/2024 6:38:50 PM
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2.0.0
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