Paladin
Base Class: Paladin

The Restriction paladin is a stalwart paladin who forgoes the use of traditional spells in favor of harnessing sheer physical prowess to uphold justice and protect the innocent. Armed with unbreakable resolve and exceptional martial skills, Restriction paladins charge into battle with unmatched confidence, striking fear into the hearts of their enemies.

These paladins have mastered advanced combat techniques and possess an innate ability to withstand immense punishment. By channeling the divine essence through their bodies, they unleash powerful physical attacks that can shatter armor and crumble defenses. Their unwavering discipline and mastery of the art of war allow them to excel in close-quarters combat, where they fight with unrelenting strength and precision.

Restriction paladins are dedicated protectors, using their impressive combat abilities to shield allies from harm. Their presence on the battlefield is both inspiring and fearsome, as they lead the charge with unmatched valor and strike down foes with devastating blows.

credit to Game Masters Domain

Oath Spells

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

Oath of Restriction Spells
Paladin Level Spells

3rd

shield of faith, searing smite

5th

mirror image, magic weapon

Channel Divinity

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

Heavenly Body: As a bonus action, you expel magic from your body for 1 minute. For the duration, you cannot cast spells of any level, but you add half your proficiency bonus (rounded down) to your attack and damage rolls.

Divine Sight: As an action, you sharpen your senses beyond normal humanoid capacity. You gain blindsight out to a range of 60 feet and have advantage on Perception checks for 10 minutes.

Channel Divinity: Divine Sight

As an action, you sharpen your senses beyond the normal humanoid capacity. You gain Blindsight out to a range of 60 feet, and have advantage on perception checks for ten minutes.

Channel Divinity: Heavenly Body

As a bonus action, you expel magic from your body for 1 minute. For the duration, you cannot cast spells of any level, but you add half your proficiency bonus (rounded down) to your attack and damage rolls.

Heavenly Restriction

You take a vow to fully abandon spellcasting, outside of spells that are granted by magical items.  You can no longer prepare spells, and lose access to any spells already prepared, or given by any other spellcaster feature, reacial feature, or feat. In exchange, you can choose two heavenly boons, and gain their benefits until you choose a different one with this feature at the end of a short or long rest. When you reach level 15 in this class you can choose one additional boon from this list.

Athletic Soul

You add your Charisma modifier to Athletics and Acrobatics checks.

Divine Recovery

As a bonus action regain hit points equal to half of your paladin level plus your strength modifier per level of the spell slot expended.

Elemental Resistance

Choose one damage type: bludgeoning, piercing, slashing, acid, cold, fire, lightning, poison, or thunder. You gain resistance to that damage type until you choose a different one at the end of a long rest.

Empowered Smite

Your Divine Smite deals d10s instead of d8s.

Fated Precision

Your weapon attacks score a critical hit on a roll of 19 or 20.

Focused Resistance

As a reaction when making a Strength, Dexterity, or Constitution saving throw, you can gain advantage on the roll.

Last Light

At the start of each of your turns, you regain hit points equal to your Charisma modifier if you have no more than half of your hit points left. You do not gain this benefit if you are at 0 hit points.

Relentless Pursuit

Your speed increases by 20 feet, and you can Dash as a bonus action.

Titan’s Endurance

As a bonus action, double your carrying capacity and jump distance by 10 minutes.

Unshakable Guard

As a reaction increase your AC by your Charisma modifier until the end of your next turn.

Magical Rejection

Your body has expelled all magical energy from itself and has gained protection from magic and curses. You can add your proficiency bonus to any saving throw you make against a spell or magical effect. Additionally, you ignore all class, race, and level requirements on the use of magic items, and whenever you attune to a cursed item you can make a Charisma saving throw with a DC based on its rarity, on a successful save you attune to the item, but are unaffected by the curse, and you can attune to up to five magic items at once.

Item Rarity Curse resistance
Uncommon 10
Rare 13
Very Rare 17
Legendary 20
Artifact 25

Heavenly Seal

As an action, you invoke your vow against magic, pushing your body far beyond its natural limits. For 1 minute, you gain the following benefits:

  • Your Strength, Dexterity, and Constitution scores each become 25.
  • You gain the benefits of all Heavenly Boons, regardless of your current selection.
  • You can expend a paladin spell slot of 2nd level or lower to make one additional weapon attack per level of the spell slot expended (no action required).
  • You gain resistance to damage from spells of 5th level or lower.

At the end of the 1-minute duration, you are overwhelmed by the exertion. You cannot move or take actions until the end of your next turn.

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
4/6/2025 10:18:12 PM
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