Paladin
Base Class: Paladin

Where most Paladins swear their Oath to a divine cause or ideal, some swear an Oath to themselves, vowing to awaken their own inner power. Known as Mystics, these Paladins spend years in secluded places, unlocking the wondrous psionic power that lies dormant deep within their minds.

 

 

Level 3: Enlightened Spell

As a Magic action, you can expend one use of your Channel Divinity to Cast one of your Mysticism spells without the verbal component. 

Level 3: Psionic Smite

As a Magic action, you can expend one use of your Channel Divinity to Change a Divine Smite to a Psionic Smite. Bonus damage becomes psychic damage and until the beginning of your next turn, the creature's speed is halved and it cannot take reactions. 

Level 3: Oath of the Mysticism Spells

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

Oath of the Mysticism Spells

Paladin Level Spells
3 catapult , dissonant whispers 
5 detect thoughts, levitate
9 clairvoyance, slow
13 confusion, phantasmal killer
17 telekinesis, wall of force 

 

Level 7: Aura of Enlightenment

Aura of Enlightenment

Starting at 7th level, the wondrous psionic power of your mind shields your allies from hostile mental influence.

Creatures of your choice within your Aura of Protection gain the following benefits:

- Resistance to psychic and force damage.
- Advantage on saving throws against being charmed or frightened.

Level 15: Psionic Rebuke

Psionic Rebuke
Starting at 15th level, your mind protects you when physical defenses fail.

When a creature within your Aura of Protection hits you with an attack, it takes psychic damage equal to your Charisma modifier (minimum of 1). You must be conscious and not incapacitated to use this feature.

Level 20: Mystic Ascension

Mystic Ascension
At 20th level, you can unleash your full psionic potential and take on a luminous form.

As a bonus action, you gain the following benefits for 1 minute:

- You become translucent and emit bright light in a 5-foot radius and dim light for an additional 5 feet.
- You gain a flying speed equal to your walking speed.
- You gain immunity to psychic damage.
- You gain resistance to nonmagical bludgeoning, piercing, and slashing damage.
- You can move through creatures and objects as if they were difficult terrain. If you end your movement inside one, you are shunted to the nearest unoccupied space, taking 1d10 force damage for every 5 feet moved.

Once you use this feature, you must finish a long rest before using it again. If you have no uses remaining, you can expend a 5th-level spell slot to use this feature again.

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