Paladin
Base Class: Paladin

Fight the Greater Evil. Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.

No Mercy for the Wicked. Ordinary foes might win my mercy, but my sworn enemies do not.

By Any Means Necessary. My qualms can’t get in the way of exterminating my foes.

Restitution. If my foes wreak ruin on the world, it is because I failed to stop them.

Level 3: Oath of Vengeance Spells

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

Oath of Devotion Spells
Paladin Level Spells
3 bane, hunter’s mark
5 hold person, misty step
9 haste, protection from energy
13 banishment, [spells]dimension door/spells]
17 hold monster, scrying

Channel Divinity

You gain the following two Channel Divinity options.

Abjure Enemy

As an action, choose one creature you can see within 60 feet. That creature must make a Wisdom saving throw.

  • Fiends or undead have disadvantage on the save.

  • On a failure:

    • Speed becomes 0

    • The creature is frightened of you for 1 minute

  • On a success:

    • Speed is halved

    • No frightened condition

The creature can repeat the save at the end of each of its turns.


Vow of Enmity

As a bonus action, choose one creature you can see within 10 feet.
You gain advantage on attack rolls against that creature for 1 minute, or until it drops to 0 HP or you fall unconscious.

Level 7: Relentless Avenger

When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack as part of the same reaction. This movement doesn’t provoke opportunity attacks.

Level 15: Soul of Vengeance

When the creature affected by your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature, if it’s within range.

Level 20: Avenging Angel

As an action, you can transform into an avenging angel for 1 hour:

  • You gain a 60-foot fly speed

  • Enemies within 30 feet must make a Wisdom save or become frightened for 1 minute

  • A frightened creature repeats the save at the end of its turn

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

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