Paladin
Base Class: Paladin

Physical Combatants, indestructible forces on the battlefield and absolute units that few can even phase. Juggernauts know few equals when it comes to physical prowess. 

Rolling Guard

If you move at least 30 feet on your turn:

  • You gain +2 AC until the start of your next turn.
  • You have advantage on saving throws against effects that would reduce your speed or knock you prone.

Rising Current

Your movement speed increases by 10 feet and you can dash as a bonus action

Riptide Rush

If you move at least 15 feet before attacking:

  • You may take the Attack action at any point during that movement.
  • The first creature you hit cannot take reactions until the start of its next turn.

Raging Torrent

When you take the Attack action:

You may replace one attack with Torrent Blows:

  • Make three attack rolls.
  • Each deals weapon die + half your Strength modifier (rounded up).
  • You may target different creatures within reach.

These attacks count as weapon attacks for Technique Dice.

Violent Vector

If you move at least 20 feet straight toward a creature and hit it with a melee attack:

  • Add 2d10+profieciency bonus damage.
  • The creature must succeed on a Strength saving throw or be knocked prone.

This replaces Chokeslam Dash.

Rapid Reactions

You gain advantage on Dexterity saving throws.

If you succeed on a Dexterity save that would deal half damage on success, you instead take no damage.

Surge

When you move at least 20 feet before making a melee attack, you enter a violent collision state.

Until the end of your turn:

  • Each melee weapon attack you make deals an additional 3d6 damage.

If you used the Dash action this turn, increase the bonus damage to 5d6 per attack.

Flowing Strikes

When you score a critical hit with a melee weapon attack:

  • You may immediately make one additional melee weapon attack.

If that attack also critically hits, you may repeat this effect.

Jumping Slam

When you fall at least 10 feet and strike a creature with a melee weapon attack:

  • You deal an additional 1d10 damage per 10 feet fallen (maximum 10d10).
  • All creatures within 5 feet of the target must succeed on a Strength saving throw or fall prone.
  • You take no fall damage from this fall.

Flowing Assault

When you reduce a creature to 0 HP:

  • You may immediately move up to half your speed.
  • If you reach another creature, you may make one weapon attack.

No per-turn limit.

You chain kills in mob fights.(please I love this)

Tidal Ascendance

If you move at least 50 feet on your turn:

  • You gain resistance to all physical damage until the start of your next turn.
  • Enemies have disadvantage on opportunity attacks against you.

Cataclysmic Charge

When you Dash:

  • You may move through enemy spaces without provoking opportunity attacks.
  • Each creature you pass through must make a Strength saving throw.
  • On a failure:
    • Takes 4d12 damage

Each creature can only be affected once per turn.

Colossus

Your Strength and Constitution increases by 4 (To a maximum of 24)