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Class Paladin
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Divine Sense:
(Level 1)
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. -
Lay on Hands:
(Level 1)
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature. up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs. -
Fighting Style:
(Level 2)
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
- Defense: (Level 2) While you are wearing armor, you gain a +1 bonus to AC.
- Dueling: (Level 2) When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting: (Level 2) When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit
- Protection: (Level 2) When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Blessed Warrior: You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.
- Blind Fighting: You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- Interception: When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
- Divine Smite: (Level 2) Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
- Divine Health: (Level 3) By 3rd level, the divine magic flowing through you makes you immune to disease.
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Ability Score Improvement:
(Level 4)
When you reach 4th level you can gain a feat, increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
- (Level 8) When you reach 8th level, get another Ability Score Improvement.
- (Level 12) When you reach 12th level, get another Ability Score Improvement.
- (Level 16) When you reach 16th level, get another Ability Score Improvement.
- (Level 19) When you reach 19th level, get another Ability Score Improvement.
- Extra Attack: (Level 5) Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
- Aura of Protection: (Level 6) Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
- Aura of Courage: (Level 10) Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.
- Improved Divine Smite: (Level 11) By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.
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Cleansing Touch:
(Level 14)
Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest. - Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion.
- Harness Divine Power (optional): (Level 3) You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.
- Martial Versatility (optional): (Level 4) Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.
Modifiers
- weapon_proficiency: simple
- weapon_proficiency: martial
- armor_proficiency: light
- armor_proficiency: medium
- armor_proficiency: heavy
- armor_proficiency: shield
Variable Text Display
Modifiers
| Modifies | Value | Reason | Level Req'd | Connected to | Edit |
|---|---|---|---|---|---|
| weapon_proficiency | simple | class feature | Class: Paladin | ||
| weapon_proficiency | martial | class feature | Class: Paladin | ||
| armor_proficiency | light | class feature | Class: Paladin | ||
| armor_proficiency | medium | class feature | Class: Paladin | ||
| armor_proficiency | heavy | class feature | Class: Paladin | ||
| armor_proficiency | shield | class feature | Class: Paladin |