Paladin
Base Class: Paladin

These paladins serve a two-fold purpose, the first being to ensure that a local community remains faithful to the correct deity. The second purpose of these enforcers of the faith is to root out any sedition that they find within a local community, executing those who they believe to be worshipping the wrong deity.

Level 3: Oath of Zeal Spells

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

Oath of Zeal Spells
Paladin Level Spells
3 Divine Favor, Hellish Rebuke
5 Spiritual Weapon, Zone of Truth
9 Fear, Slow
13 Blight, Death Ward
17 Geas, Insect Plague

Level 3: Fanatic Smite

You can use your Channel Divinity as a reaction when you use your Divine Smite on a creature. If that creature is devoted to a different god than yourself, you deal an extra 2d8 damage with your smite. In order for this Channel Divinity to work, the creature that you use your Divine Smite on must be intelligent enough to worship a deity and be aware of your deity’s existence.

Sense Faith

You can use your Channel Divinity as an action in order to sense others who share your faith as well as those who don’t. All creatures within 30 feet must succeed a Wisdom saving throw or you learn which gods they are devoted to, if any. If a creature succeeds its saving throw, it appears to you that they are devoted to whatever god you are devoted to.

Level 7: Inquisitor's Healing

You gain the ability to use your Lay on Hands on any creature within 30 feet so long as they are devoted to the same god as you.

Level 15: Devoted to Faith

At 15th level, you and any creature within your Aura of Courage that is devoted to the same god you are, cannot be charmed.

Level 20: Undying Zeal

At 20th level, as an action you can choose to enter a state of righteous fury for 1 minute.

So long as you are in this state, you can see what gods, if any, that any creatures in 60 feet worship. If the creature is intelligent enough to worship a god and is aware of your god’s existence, though worships a different god than your own, you gain advantage on all attack rolls against them and have resistance against all damage that they do to you.

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

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