Paladin
Base Class: Paladin

A master of psychic might

Level 3: Oath spells

You gain oath spells at the paladin levels listed. These spells are always prepared for you and don’t count against your number of prepared spells.

| Paladin Level | Spells |
|---------------|--------|
| 3rd | *Detect Evil and Good*, *Mind Sliver* |
| 5th | *Lesser Restoration*, *Hold Person* |
| 9th | *Counterspell*, *Dispel Magic* |
| 13th | *Banishment*, *Locate Creature* |
| 17th | *Wall of Force*, *Hold Monster* |

Level 3: Oath of Devotion 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 Devotion Spells
Paladin Level Spells
3 Protection from Evil and Good, Shield of Faith
5 Aid, Zone of Truth
9 Beacon of Hope, Dispel Magic
13 Freedom of Movement, Guardian of Faith
17 Commune, Flame Strike

Level 3: Sacred Weapon

When you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage.

The weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that.

You can end this effect early (no action required). This effect also ends if you aren’t carrying the weapon.

Level 7: Aura of Devotion

You and your allies have Immunity to the Charmed condition while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on that ally while there.

Chanel divinity smite the unclean

 

When you hit a creature with a melee weapon attack, you can use your Channel Divinity to deal additional psychic and radiant damage equal to 2d10 + your Charisma modifier.

 

The target must succeed on a Wisdom saving throw or become frightened of you for 1 minute. The target may repeat the saving throw at the end of each of its turns, ending the effect on a success.

 

Psychic fortress

 

As an action, you create a psychic barrier around you and your allies within 10 feet for 1 minute.

 

Creatures in the barrier gain resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws for the duration.

 

Smite the unclean

 

 

When you hit a creature with a melee weapon attack, you can use your Channel Divinity to deal additional psychic and radiant damage equal to 2d10 + your Charisma modifier.

 

The target must succeed on a Wisdom saving throw or become frightened of you for 1 minute. The target may repeat the saving throw at the end of each of its turns, ending the effect on a success.

 

Level 15: Smite of Protection

Your magical smite now radiates protective energy. Whenever you cast Divine Smite, you and your allies have Half Cover while in your Aura of Protection. The aura has this benefit until the start of your next turn.

Level 20: Holy Nimbus

As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Holy Ward. You have Advantage on any saving throw you are forced to make by a Fiend or an Undead.

Radiant Damage. Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus.

Sunlight. The aura is filled with Bright Light that is sunlight.

Level 7: Aegis of purity

You and friendly creatures within 10 feet of you gain advantage on saving throws against being charmed, frightened, or possessed.

 

Additionally, fiends and undead have disadvantage on attack rolls against any creature in this aura.

 

At 18th level, the aura radius increases to 30 feet.

 

Level 15: Nemesis smite

 

When you use your Divine Smite feature, you can expend one additional spell slot to empower it as a Nemesis Smite.

 

The target takes an additional 2d6 psychic damage and 2d6 radiant damage.

 

If the target is a fiend or undead, it must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be stunned until the end of your next turn.

 

Gate of incorruptibility

 

As an action, you can unleash your true psychic form. For 1 minute:

 

  • You gain a flying speed of 30 feet.
  • You gain resistance to all damage except force and radiant.
  • Once per turn when you hit a creature, it must make a Wisdom saving throw or be banished, as if by the banishment spell.
  • You and allies within 30 feet of you are immune to being charmed, frightened, or possessed.

 

 

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

 

Comments

Posts Quoted:
Reply
Clear All Quotes