Base Class: Paladin
You have sworn yourself to a spirit and bound yourself to act as its anchor to the mortal world. It dwells within your equipment, and gifts you boons of power in return. As you strengthen yourself, your Inhabitant's power grows alongside you.
Level 3: Oath of the Inhabitant 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 Inhabitant Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Ancestral Communion, Binding Pledge |
| 5 | At Your Side, Spiritual Weapon |
| 9 | Harvest Moonglow, Spirit Guardians |
| 13 | Divination, Mordenkainen's Faithful Hound |
| 17 | Alustriel's Mooncloak, Yolande's Regal Presence |
Level 3: Domicile
A Spiritual Companion.
Your Inhabitant is the source of your power. Abandon it, and your Oath is broken. When you complete a Long Rest, or as a Bonus Action if you expend one of your uses of Channel Divinity, you designate an attuned magic item as the Domicile for your Inhabitant to reside within.
Source of Power.
When you gain the Aura of Protection feature, its emanation originates from your Domicile instead of yourself. You gain the benefits of your Aura of Protection even when you are not within its area.
The Domicile.
Your attunement with this item acts as the link between your Inhabitant and yourself, and you gain one of the following benefit depending on its type:
Armor
The Inhabited armor gains a bonus to Armor Class equal to one fifth of your Paladin level (rounded up), unless it already had this bonus or a better one.
Weapon
The Inhabited weapon gains a bonus to attack and damage rolls equal to one fifth of your Paladin level (rounded up) made with the weapon, unless it already had this bonus or a better one.
Wondrous Item
You may add a bonus equal to one fifth of your Paladin level (rounded up) to the attack rolls, damage rolls, and Save DCs of the Wondrous Items, or spells cast or focused through them, that do not use your Proficiency Bonus. This benefit does not stack with Caster Attunement items.
Level 7: Open to Guests
Once per Long Rest. as a Bonus Action, you can open your Domicile to those close to you. When you activate this ability, and at the start of each of your turns for the next minute, one ally of your choice within your Aura of Protection gains the effects of your Domicile benefits until the start of your next turn. You may regain a use of this ability by expending one use of your Channel Divinity or a Level 2 or higher spell slot.
Level 15: Draining Smite
When you Smite a target using a spell slot, your Inhabitant is able to drain it of some of its power to bolster your defenses. The following Domicile effects are negatively applied to the target until the end of your next turn, and you gain temporary hit points equal to the damage dealt by the attack. You may use this feature a number of times equal to your Charisma modifier each long rest.
- If your Domicile is armor, the target's AC is reduced
- If your Domicile is a weapon, the target's attack and damage rolls are reduced.
- If your Domicile is a Wonderous Item, the save DCs of the target's spells and abilities, spell attack rolls, spell damage rolls, and their bonus to checks for abilities that require them are reduced.
Level 20: Life Debt Repaid
Once per long rest, the first time you would drop to 0 hit points or die, your Inhabitant takes charge and intercedes. Until two of your turns have passed you transform into an Inhabited Paladin as it takes you as its Domicile, and you gain temporary hit points equal to your Constitution Modifier multiplied by your Charisma Score. You are considered stabilized and conscious while in this form, then fall unconscious and must begin to make death saving throws as normal when it ends. This form ends early if you are healed or if its granted temporary hit points drop to 0. Your Inhabitant is able to use any of your Spellcasting features, but is not considered proficient with your weapons.
While inhabited:
- You are immune to Radiant damage and gain a fly/hover speed equal to your movement speed
- One time while inhabited, at the start of your turn, you may end your attunement to one magic item and replace it with another that you deem necessary for your survival.
- As a reaction, when an ally is harmed within your Aura of Protection, you may reach out through the Border Ethereal to protect it. The triggering damage is reduced by an amount of d4s equal to your Charisma modifier. If the damage is reduced to zero, the attacker takes radiant damage equal to the reduction amount that ignores resistance and immunity.
- You may make an Etheric Rend. It is a +3 melee spell attack with a 10ft reach, dealing 1d8 force plus 3d8 radiant damage. This damage ignores resistance.
- You are immune to any spells, effects, abilities, or conditions that would reduce or prevent your movement through the Material Plane.
-
You emanate a Revitalizing Aura. Creatures of your choice other than yourself within your Aura of Protection gain the first applicable benefit from the following at the beginning of their turn:
- A creature at 0 hit points is stabilized
- A stabilized creature regains 1 hit point
- Any other creature gains 2d10 temporary hit points
Previous Versions
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1/31/2026 5:14:25 PM
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21
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2/9/2026 7:09:24 PM
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29
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0.5
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2/12/2026 1:17:12 AM
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58
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0.625
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2/12/2026 1:19:38 AM
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55
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0.75
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2/25/2026 9:07:50 PM
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66
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0.875
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2/25/2026 10:09:46 PM
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66
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.95
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