Paladin
Base Class: Paladin

Paladin who swear an oath to Janus are sworn to protect others even at risk of their own safety regardless if they are strangers. But they also need to know when to have fun and let loose, as long as it won't bring harm to others.

They must follow these tenets.

  • Be willing to risk your life to protect others.
  • Live life to it's fullest so you have no regrets.
  • Know when to have fun.

Manifested Weapon

Manifested Weapon: The power of your Oath and Pact wound together in a crystallized form.

Your Manifested Weapon takes the form of a weapon you are proficient in and it's form cannot be changed into that of a different weapon.

It takes on the stats of the weapon form it takes and is classified as that type of weapon (longsword, axe, etc...)

Pacts

  • Pact of The Blade: Your manifested weapon does +1d6 Radiant or Necrotic (lv5 2d6, lv7 3d6, lv11 4d6)
  • Pact of The Tome:
  • Your manifested weapon acts as a spellcasting Focus, and you a gain 3 more cantrips and cast at will using your Charisma modifier and your manifested weapon as your spellcasting focus
  • Pact of The Chain: Your manifested weapon acts as a spiritual weapon and you can cast Find Familiar at 1st lv w/o a spell slot (no components) to change it into an animal from the Find Familiar list. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction. (you can up cast using a higher level spell slot)
Pact of The Blade

Your manifested weapon does +1d6 Radiant or Necrotic (lv5 2d6, lv7 3d6, lv11 4d6)

Pact of The Chain

Your manifested weapon acts as a spiritual weapon and you can cast find familiar at will (no components) to change into an animal from the Find Familiar list. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.

Pact of The Tome

Your manifested weapon acts as a spellcasting Focus, and you a gain 3 cantrips from any class and cast at will using your Charisma modifier and your manifested weapon as your spellcasting focus

Pacts 2

Pact of The Blade: If you successfully land an attack on a creature, using your bonus action you may attempt another attack with your manifested weapon but with no extra damage modifier on the damage roll

Pact of The Tomb: As an Action you can cast with your manifested weapon; Hex, Bane, or Bestow curse. The target will automatically fail their saving throw, but at the end of the turn the spell must be moved to a different target who then makes a saving throw

Pact of The Chain: You can communicate telepathically and share senses  with your familiar as long as they are on the same plane. Your Familiar also gain access to your spell list using your slots to cast.

Pact of The Blade

Your manifested weapon does +1d6 Radiant or Necrotic (lv5 2d6, lv7 3d6, lv11 4d6)

Pact of The Blade 2

If you successfully land an attack on a creature, using your bonus action you may attempt another attack with your manifested weapon but with no extra damage modifier on the damage roll

Pact Of The Chain

Your manifested weapon acts as a spiritual weapon and you can cast find familiar at will (no components) to change into an animal from the Find Familiar list. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.

Pact of the Chain 2

You can communicate telepathically and share senses  with your familiar as long as they are on the same plane. Your Familiar also gain access to your spell list using your slots to cast.

Pact of The Tome

Pact of The TomeYour manifested weapon acts as a spellcasting Focus, and you a gain 3 more cantrips and cast at will using your Charisma modifier and your manifested weapon as your spellcasting focus

Pact of The Tome 2

As an Action you can cast with your manifested weapon; Hex, Bane, or Bestow curse. The target will automatically fail their saving throw, but at the end of the turn the spell must be moved to a different target who then makes a saving throw

Pacts 3

  • Pact of The Blade 3: Once per turn when you hit an enemy with your manifested weapon you can chose to expend a spell slot to do +1d8 Force damage + 1d8 per spell slot level and you knock the target prone if they are huge or smaller
  • Pact of The Tomb 3: Using your Manifested Weapon you can now inscribe magical rituals on your Manifested Weapon. Choose two 1st-level spells that have the ritual tag from any class's spell list (the two needn't be from the same list). The spells appear on the Manifested Weapon and don't count against the number of spells you know. With your Manifested Weapon in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
  • Pact of The Chain 3When you cast find familiar, you infuse the summoned familiar with a measure of your granted divine power, granting the creature the following benefits:
      • The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.
      • As a bonus action, you can command the familiar to take the Attack action.
      • The familiar's weapon attacks are considered magical for the purpose of overcoming immunity and resistance to non-magical attacks.
      • When the familiar takes damage, you can use your reaction to grant it resistance against that damage

You may also take a previous Pact

Pact of The Blade

Your manifested weapon does +1d6 Radiant or Necrotic (lv5 2d6, lv7 3d6, lv11 4d6)

Pact of The Blade 2

If you successfully land an attack on a creature, using your bonus action you may attempt another attack with your manifested weapon but with no extra damage modifier on the damage roll

Pact of The Blade 3

Once per turn when you hit an enemy with your manifested weapon you can chose to expend a spell slot to do +1d8 Force damage + 1d8 per spell slot level and you knock the target prone if they are huge or smaller

Pact of The Chain

Your manifested weapon acts as a spiritual weapon and you can cast find familiar at will (no components) to change into an animal from the Find Familiar list. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.

Pact of The Chain 2

You can communicate telepathically and share senses  with your familiar as long as they are on the same plane. Your Familiar also gain access to your spell list using your slots to cast.

Pact of The Chain 3

When you cast find familiar, you infuse the summoned familiar with a measure of your granted divine power, granting the creature the following benefits:

    • The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.
    • As a bonus action, you can command the familiar to take the Attack action.
    • The familiar's weapon attacks are considered magical for the purpose of overcoming immunity and resistance to non-magical attacks.
    • When the familiar takes damage, you can use your reaction to grant it resistance against that damage

Pact of The Tome

Your manifested weapon acts as a spellcasting Focus, and you a gain 3 more cantrips and cast at will using your Charisma modifier and your manifested weapon as your spellcasting focus

Pact of The Tome 2

As an Action you can cast with your manifested weapon; Hex, Bane, or Bestow curse. The target will automatically fail their saving throw, but at the end of the turn the spell must be moved to a different target who then makes a saving throw

Pact of The Tome 3

Using your Manifested Weapon you can now inscribe magical rituals on your Manifested Weapon. Choose two 1st-level spells that have the ritual tag from any class's spell list (the two needn't be from the same list). The spells appear on the Manifested Weapon and don't count against the number of spells you know. With your Manifested Weapon in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.

Pacts 4

Pact of The Blade 4: Your Manifested Weapon is now entwined with silver and on a hit you may choose to cast Blindness/Deafness 

Pact of The Tomb 4: Should one of your allies fall below 1hp you can stab them with your Manifested Weapon. The creature regains 1hp + apply Lay on Hands for free

Pact of The Chain 4: Your Familiar gains Truesight of 90ft and Blindsight of 10ft

Pact of The Blade

Your manifested weapon does +1d6 Radiant or Necrotic (lv5 2d6, lv7 3d6, lv11 4d6)

Pact of The Blade 2

If you successfully land an attack on a creature, using your bonus action you may attempt another attack with your manifested weapon but with no extra damage modifier on the damage roll

Pact of The Blade 3

Once per turn when you hit an enemy with your manifested weapon you can chose to expend a spell slot to do +1d8 Force damage + 1d8 per spell slot level and you knock the target prone if they are huge or smaller

Pact of The Blade 4

Your Manifested Weapon is now entwined with silver and on a hit you may choose to cast Blindness/Deafness

Pact of The Chain

Your manifested weapon acts as a spiritual weapon and you can cast find familiar at will (no components) to change into an animal from the Find Familiar list. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.

Pact of The Chain 2

You can communicate telepathically and share senses  with your familiar as long as they are on the same plane. Your Familiar also gain access to your spell list using your slots to cast.

Pact of The Chain 3

When you cast find familiar, you infuse the summoned familiar with a measure of your granted divine power, granting the creature the following benefits:

    • The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.
    • As a bonus action, you can command the familiar to take the Attack action.
    • The familiar's weapon attacks are considered magical for the purpose of overcoming immunity and resistance to non-magical attacks.
    • When the familiar takes damage, you can use your reaction to grant it resistance against that damage

Pact of The Chain 4

Your Familiar gains Truesight of 90ft and Blindsight of 10ft

Pact of The Tome

Your manifested weapon acts as a spellcasting Focus, and you a gain 3 more cantrips and cast at will using your Charisma modifier and your manifested weapon as your spellcasting focus

Pact of The Tome 2

As an Action you can cast with your manifested weapon; Hex, Bane, or Bestow curse. The target will automatically fail their saving throw, but at the end of the turn the spell must be moved to a different target who then makes a saving throw

Pact of The Tome 3

Using your Manifested Weapon you can now inscribe magical rituals on your Manifested Weapon. Choose two 1st-level spells that have the ritual tag from any class's spell list (the two needn't be from the same list). The spells appear on the Manifested Weapon and don't count against the number of spells you know. With your Manifested Weapon in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.

Pact of The Tome 4

Should one of your allies fall below 1hp you can stab them with your Manifested Weapon. The creature regains 1hp + apply Lay on Hands for free

Divine Chaos

Immediately after you cast Divine Smite, you choose to roll to create an effect Wild Magic Surge table. 

r/UnearthedArcana - A true d100 wild magic surge table! Expanded from the base wild magic table, this wild magic table has been formatted for ease of use, clarity, and flexibility in any game: it's vanilla friendly! More info in the comments.r/UnearthedArcana - A true d100 wild magic surge table! Expanded from the base wild magic table, this wild magic table has been formatted for ease of use, clarity, and flexibility in any game: it's vanilla friendly! More info in the comments.

Eldritch Gift

You can choose 3 warlock cantrips to add

Channel Divinity

Using a use of Channel Divinity, Flip a coin

Heads: You can cast Summon Celestial

Tails: You cast Summon Abjuration 

Chaos Initiate

You roll 1d20 immediately after you cast Divine Smite. If you roll a 20, roll on the Wild Magic Surge table to create a magical effect.

Wild Magic Surge
1d100 Effect
01–04 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
05–08 A creature that is Friendly toward you appears in a random unoccupied space within 60 feet of you. The creature is under the DM’s control and disappears 1 minute later. Roll 1d4 to determine the creature: on a 1, a Modron Duodrone appears; on a 2, a Flumph appears; on a 3, a Modron Monodrone appears; on a 4, a Unicorn appears. See the Monster Manual for the creature’s stat block.
09–12 For the next minute, you regain 5 Hit Points at the start of each of your turns.
13–16 Creatures have Disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
17–20 You are subjected to an effect that lasts for 1 minute unless its description says otherwise. Roll 1d8 to determine the effect: on a 1, you’re surrounded by faint, ethereal music only you and creatures within 5 feet of you can hear; on a 2, your size increases by one size category; on a 3, you grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode from your face and vanish; on a 4, you must shout when you speak; on a 5, illusory butterflies flutter in the air within 10 feet of you; on a 6, an eye appears on your forehead, granting you Advantage on Wisdom (Perception) checks; on an 7, pink bubbles float out of your mouth whenever you speak; on an 8, your skin turns a vibrant shade of blue for 24 hours or until the effect is ended by a Remove Curse spell.
21–24 For the next minute, all your spells with a casting time of an action have a casting time of a Bonus Action.
25–28 You are transported to the Astral Plane until the end of your next turn. You then return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
29–32 The next time you cast a spell that deals damage within the next minute, don’t roll the spell’s damage dice for the damage. Instead use the highest number possible for each damage die.
33–36 You have Resistance to all damage for the next minute.
37–40 You turn into a potted plant until the start of your next turn. While you’re a plant, you have the Incapacitated condition and have Vulnerability to all damage. If you drop to 0 Hit Points, your pot breaks, and your form reverts.
41–44 For the next minute, you can teleport up to 20 feet as a Bonus Action on each of your turns.
45–48 You and up to three creatures you choose within 30 feet of you have the Invisible condition for 1 minute. This invisibility ends on a creature immediately after it makes an attack roll, deals damage, or casts a spell.
49–52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
53–56 You can take one extra action on this turn.
57–60 You cast a random spell. If the spell normally requires Concentration, it doesn’t require Concentration in this case; the spell lasts for its full duration. Roll 1d10 to determine the spell: on a 1, Confusion; on a 2, Fireball; on a 3, Fog Cloud; on a 4, Fly (cast on a random creature within 60 feet of you), on a 5, Grease; on a 6, Levitate (cast on yourself); on a 7, Magic Missile (cast as a level 5 spell); on an 8, Mirror Image; on a 9, Polymorph (cast on yourself), and if you fail the saving throw, you turn into a Goat; on a 10, See Invisibility.
61–64 For the next minute, any flammable, nonmagical object you touch that isn’t being worn or carried by another creature bursts into flame, takes 1d4 Fire damage, and is burning.
65–68 If you die within the next hour, you immediately revive as if by the Reincarnate spell.
69–72 You have the Frightened condition until the end of your next turn. The DM determines the source of your fear.
73–76 You teleport up to 60 feet to an unoccupied space you can see.
77–80 A random creature within 60 feet of you has the Poisoned condition for 1d4 hours.
81–84 You radiate Bright Light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you has the Blinded condition until the end of its next turn.
85–88 Up to three creatures of your choice that you can see within 30 feet of you take 1d10 Necrotic damage. You regain Hit Points equal to the sum of the Necrotic damage dealt.
89–92 Up to three creatures of your choice that you can see within 30 feet of you take 4d10 Lightning damage.
93–96 You and all creatures within 30 feet of you have Vulnerability to Piercing damage for the next minute.
97–00 Roll 1d6: On a 1, you regain 2d10 Hit Points; on a 2, one ally of your choice within 300 feet of you regains 2d10 Hit Points; on a 3, you regain your lowest-level expended spell slot; on a 4, one ally of your choice within 300 feet of you regains their lowest-level expended spell slot; on a 5, you regain all your expended Lay On Hands charges; on a 6, all the effects of row 17–20 affect you simultaneously.

Chaos Adept

You gain some control over the surges of Janus' magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

Lucky Break

When you expend any Lay On Hands charges roll a d20, on a 20 the charges you just used are instantly restored

Previous Versions

Name Date Modified Views Adds Version Actions
1/22/2026 11:25:14 PM
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5e
Coming Soon
1/29/2026 4:22:50 AM
8
1
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Coming Soon

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