Base Class: Paladin
You trade the abilty to cast most offensive spells for being able to beat the shit out of some heretics.
Level 3: Hardened Hands - Level 3
Similiar to a monk, you can replace the normal damage of your Unarmed Strikes with a d6. The die size increases as you level up, becoming one size larger on levels 7, 15 and 20.
However, because of your crudish nature you are able to cast only healing and smite spells.
Level 3: Handy Smite - Level 3
Your Divine Smite becomes an ability, meaning it has charges and doesn't consume spell slots.
The number of charges equals your proficiency bonus, a Short Rest recharges one use and Long Rest all of them.
Also, your Divine Smites don't cast an Action or a Bonus Action
Level 7: More Smites - Level 7
When you roll Initiative, you gain 1 charge of your Divine Smite ability.
Level 15: Even more Smites - Level 15
When you take a Short Rest, or when you roll Initiative, you regain half of your uses of Divine Smite, rounded up.
Level 7: Crunchy Fists - Level 7
If you roll a crit on an Unarmed Strike, the extra roll does full damage.
If you roll a crit on an Unarmed Strike and cast a Smite spell afterwards, the extra damage only applies to the Unarmed Strike. The spell crits like normal.
Level 20: Most Smites - Level 20
Your regain all your charges of Divine Smite when you take a Short or Long Rest, and half of your uses, rounded up, when you roll Initiative.
When you kill an enemy with a Divine Smite, you don't expend a use of it.
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Posted Dec 5, 2025If anyone sees this, and thinks it's weak or op, please comment your suggestions and help me make this more balanced, because i want to use it sometime in the future, thanks!