Paladin (v.UA6)
Paladin (v.UA6)
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CREATING A PALADIN As guardians against the forces of wickedness, paladins
The most important aspect of a paladin character is the are rarely of any evil alignment. Most of them walk the
nature of his or her holy quest. Although the class features paths of charity and justice. Consider how your alignment
related to your oath don’t appear until you reach 3rd level, colors the way you pursue your holy quest and the
plan ahead for that choice by reading the oath manner in which you conduct yourself before gods and
descriptions at the end of the class. Are you a devoted mortals. Your oath and alignment might be in harmony, or
servant of good, loyal to the gods of justice and honor, a your oath might represent standards of behavior that you
holy knight in shining armor venturing forth to smite evil? have not yet attained.
Are you a glorious champion of the light, cherishing
everything beautiful that stands against the shadow, a Hit Points
knight whose oath descends from traditions older than Hit Dice: 1d10 per Paladin level.
many of the gods? Or are you an embittered loner sworn Hit Points at 1st Level: 10 + your Constitution modifier.
to take vengeance on those who have done great evil, Hit Points per Level after 1st: 1d10 (or 6) + your
sent as an angel of death by the gods or driven by your Constitution modifier.
need for revenge? The Gods of the Multiverse section lists
many deities worshiped by paladins throughout the Proficiencies
multiverse, such as Torm, Tyr, Heironeous, Paladine, Kiri- Saving Throws: Wisdom, Charisma
Jolith, Dol Arrah, the Silver Flame, Bahamut, Athena, Re- Skills: (choose two) from Athletics, Insight, Intimidation,
Horakhty, and Heimdall. Medicine, Persuasion, and Religion
How did you experience your call to serve as a paladin? Weapons: Simple Weapons and Martial Weapons.
Did you hear a whisper from an unseen god or angel while Tools: None
you were at prayer? Did another paladin sense the Profession: Select one profession of your choice.
potential within you and decide to train you as a squire? Armor Training: Light Armor, Medium Armor, Heavy
Or did some terrible event—the destruction of your home, Armor, Shields
perhaps—drive you to your quests? Perhaps you
stumbled into a sacred grove or a hidden elven enclave
Starting Equipment
and found yourself called to protect all such refuges of
As a 1st-level character, you start with the following
goodness and beauty. Or you might have known from
equipment, or you can forgo it and spend 150 GP on
your earliest memories that the paladin’s life was your
equipment of your choice.
calling, almost as if you had been sent into the world with
that purpose stamped on your soul.
Chain Mail Priest’s Pack
Holy Symbol Javelins (6)
Longsword Shield
9gp
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Paladin
Spell Slots per Spell Level
Level Prof. Class Features Feats Prepared 1st 2nd 3rd 4th 5th
Bonus Spells
Castigate, Lay on Hands, Class, General,
1st +2 2 2 - - - -
Spellcasting Racial
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Paladin Features you may start with Heroism and Searing Smite.
As a Paladin, you gain the following Class Features when The number of spells on your list increases as you
you reach the specified levels in this Class. These gain Paladin levels, as shown in the Prepared Spells
features are listed on the Paladin table. column of the Paladin table. Whenever that number
increases, choose additional spells from the Divine spell
1ST LEVEL: CASTIGATION list until the number of spells on your list matches the
number on the table. The chosen spells must be of a
Once per turn immediately after striking a target during an
level for which you have spell slots. For example, if
Attack Action, you can channel divine power to punish it
you’re a 5th-level Paladin, your list of prepared spells
with holy fire. Immediately after you damage a target using
can include six Divine spells of 1st or 2nd level, in any
a weapon or an Unarmed Strike, you can expend one
combination. If another Paladin feature gives spells that
charge of Castigation to deal Radiant damage to the
you always have prepared, those spells don’t count
target in addition to the weapon’s damage. The extra
against the number of spells on the list you prepare with
damage is a number of d4 equal to your Proficiency
this Spellcasting feature, but those spells otherwise
Bonus. The damage increases by 2d4 if the target is a
follow the rules in this feature.
Fiend or an Undead.
Changing Your Prepared Spells. Whenever you finish a
You have a number of uses of Celestial Radiance equal
Long Rest, you can replace one spell on your list with
to your Proficiency Bonus +1 and regain all expended
another Divine spell for which you have spell slots.
charges after finishing a Long Rest.
Spellcasting Ability. Charisma is your Spellcasting Ability
for your Paladin spells.
1ST LEVEL: LAY ON HANDS
Spellcasting Focus. You can use a Holy Symbol as a
Your blessed touch can heal wounds. You have a pool of
Spellcasting Focus for the spells you prepare for this
healing power equal to 5 times your Paladin level that
class.
replenishes when you take a Long Rest.
Spell Attack Modifier. To determine your spell attack
Healing Hands. As a Bonus Action, you can touch a
modifier, use the following formula (Proficiency Bonus +
creature (including yourself) and draw power from the
CHA modifier).
pool to restore a number of Hit Points to that creature up
Spell Save. To determine your spell save, use the
to the maximum amount remaining in your pool.
following formula (DC = 8 + Proficiency Bonus + CHA
Curative Hands. Alternatively, you may use a Bonus
modifier).
Action to spend 5 points from your pool to remove the
Poisoned condition from a target.
2ND LEVEL: FIGHTING STYLE
At 2nd level, you adopt a preferred style of fighting.
1ST LEVEL: SPELLCASTING
Choose one of the following options and gain the
You have learned to cast spells through prayer,
corresponding 1st level General Feat. You can’t take a
meditation, and devotion.
Fighting Style option more than once, even if you later get
Spell Slots. The Paladin table shows how many spell
to choose again at a higher level.
slots you have to cast your spells of 1st level and higher.
You may choose one of the following Fighting Styles:
To cast one of these spells, you must expend a slot of
Defense, Dueling, Great Weapon Fighting, Protection, or
the spell’s level or higher. You regain all expended spell
Shields.
slots when you finish a Long Rest.
Prepared Spells of 1st+ Level. You prepare the list of
2ND LEVEL: CASTIGATING SMITE
spells of 1st level and higher that are available for you to
You have learned how to weave magic into your
cast with this feature. To start, choose two 1st-level
castigation. You always have certain spells ready; when
spells from the Divine spell list. Rather than choosing,
you reach a Paladin level specified in the Smite Spells
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table, you thereafter always have the listed spells shown in the Channel Divinity column of the Paladin table.
prepared. If a Channel Divinity effect requires a saving throw, the DC
equals the Spell Save DC from this class’s Spellcasting
Smite Spells feature.
Paladin Level Spells Divine Sense. As a Bonus Action, you can open your
awareness to detect Celestials, Fiends, and Undead.
2nd Divine Smite, Thunderous Smite
For the next 10 minutes or until you are Incapacitated,
5th Shining Smite
you know the location of any creature of those types
9th Blinding Smite within 60 feet of yourself, and you know its creature
13th Staggering Smite type. Within the same radius, you also detect the
17th Banishing Smite presence of any place or object that has been
consecrated or desecrated, as with the Hallow spell.
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When you select your vow, you swear to seek out and put (minimum bonus of +1).
an end to all evil members of those creature types. You You may only have one active aura at a time. As a
must now add the following tenet to your Ideals: “You Bonus Action you may start, end, or switch between
must slay all evil [creature types] you encounter as long as auras. If another Paladin is present, a creature can only
you have a reasonable chance of success.” benefit from the same aura once per round with the
When you are fighting a creature you have sworn a vow creature entering the auras choosing which one effects it.
against, you gain the following: If there are multiple different aura’s active, each one
Improved Castigate. Roll Castigate damage at functions as normal. (8th 7th)
Advantage.
Improved Saves. You gain an additional +2 bonus to 8TH LEVEL: FIGHTING STYLE II
Saving Throws caused by creatures you have sworn a You may select an additional Fighting Style. (9th 8th)
vow against.
9TH LEVEL: AURA OF COURAGE
5TH LEVEL: EXTRA ATTACK You and your allies are immune to the Frightened
You can attack twice, instead of once, whenever you take condition while in your Aura of Protection. If a Frightened
the Attack action on your turn. ally enters the aura, that condition has no effect on that
ally while there.
5TH LEVEL: FAITHFUL STEED
You call on the aid of an otherworldly steed, granting you 10TH LEVEL: SUBCLASS FEATURE
the following abilities: You gain a feature from your Paladin Subclass.
Find Steed. You always have the Find Steed spell 11TH LEVEL: RESTORING TOUCH
prepared, and it doesn’t count against the number of
When you use the Curative Hands feature of Lay on
spells you can prepare. You can also cast the spell once
Hands, you now able to remove one or more of the
without expending a spell slot, and you regain the ability following conditions from the creature: Blinded, Charmed,
to do so when you finish a Long Rest.
Dazed, Deafened, Frightened, Paralyzed, or Stunned. You
When you cast this spell, its casting time is an Action.
must expend 5 Hit Points from the healing pool of Lay on
You can also cast the spell once without expending a Hands for each of these conditions you remove; those
Spell Slot, and you regain the ability to do so when you
points don’t restore Hit Points to the target.
finish a Long Rest.
12TH LEVEL: VOW OF SACRIFICE II
Mount Whisperer. When asked to make an Animal
You are ready to take a second vow to help purge the
Handling check in relation to a [Mountable] companion,
world of the enemies of the light. Select another vow from
do so at Advantage. You are never required to use a
the Vow of Sacrifice table.
Reaction to do so.
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14TH LEVEL: SUBCLASS FEATURE 19TH LEVEL: UNWAVERING AURA
You gain a feature from your Paladin Subclass. You are a paragon of all that is good which causes
evildoers to cower before you. You may now choose to
15TH LEVEL: HARNESS DIVINE POWER project an aura of pure white light that lights up everything
You can expend a use of your Channel Divinity to fuel around you within 120 feet in daylight. Evil creatures
your spells. As a Bonus Action, you touch your holy within the aura suffer a –2 penalty to d20 tests they make.
symbol, utter a prayer, and regain one expended spell This penalty also extends to any creatures you have taken
slot, the level of which can be no higher than half your an vow against. If you have taken a vow against a
Proficiency Bonus (rounded up). creature in your aura and it is also evil, it suffers a -4
penalty instead.
16TH LEVEL: ABJURE FOES
As a Magic action, you can expend one use of your 20TH LEVEL: SUBCLASS FEATURE
Channel Divinity to overwhelm foes with divine awe. As You gain a feature from your Paladin Subclass.
you present your Holy Symbol or weapon, you can target
a number of creatures equal to your Charisma modifier
(minimum of one creature) that you can see within 60 feet
of yourself.
Each target must succeed on a Wisdom saving throw or
have the Dazed and Frightened conditions
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Paladin Feats 2ND LEVEL
At every level that you gain a paladin feat, you can select
one of the following feats. You must satisfy any DIVINE CANTRIPS
prerequisites before selecting the feat. You have delved deeper than other paladins into the world
of divine magic. You may select 2 cantrips from the Divine
spell list. Each time you gain a level, you may swap one
1ST LEVEL
known cantrip for different one from the Divine spell list.
DIVINE GRACE
DOMAIN INITIATE
Trigger. An ally within sight fails a saving throw.
Repeatable. You must select a different domain that your
You call upon your deity’s grace to watch over and protect
deity has access to each time you select this feat.
your allies from harm. Once per Long Rest as a Reaction,
Your deity grants you access to the initial spells of
you cause an ally who failed a Saving Throw to reroll it.
one of their domains. Select one of your deity’s domains
They gain Advantage on the roll.
and gain the spells from its 1st tier. These spells are
always prepared and do not count against the number of
PREMONITION OF AVOIDANCE
prepared spells you may select.
Trigger. An attack hits you.
Your deity grants you limited foresight, warning you of
MERCY
dangers an instant before they occur. Once per Long Rest
Your lay on hands restores movement and restores your
as a Reaction, add your Proficiency Bonus to your AC
allies senses. Now, when you use your Lay on Hands, it
until the beginning of your next turn.
gains the following benefits:
REACTIVE HEALING
Healing Hands. A creature that gains at least 10 Hit
Trigger. An ally takes damage.
Points from your lay on hands gains a +10-foot bonus to
You channel divine energy to ensure an ally is restored.
their Speed for 1 minute.
Once per Long Rest as a Reaction, you heal a creature
Curative Hands. When you use curative hands, you also
within 30 feet of you a number of d6 equal to your
heal the target 5 Hit Points.
Proficiency Bonus. Reactive Healing will prevent a target
from going Unconscious and gaining Exhaustion.
SHIELD BLOCK
Trigger. You take damage from a physical weapon.
BLESSED ARMOR Using divine power, you snap your shield into place to
Trigger. You take elemental damage. ward off a blow. Once per Long Rest as a Reaction, you
You flood your armor with divine energy to ward off the gain Damage Resistance to physical damage equal to
effects of elemental magic. Once per Long Rest as a your shields AC + your Proficiency Bonus x2 until the end
Reaction, your armor grants you Damage Resistance to of the current initiative.
one elemental damage type of your choice until the
beginning of your next turn. You gain an amount of
Damage Resistance equal to your armors’ AC-10 + your
4TH LEVEL
Proficiency Bonus.
BRIGHTSHIELD
Requirements. Wielding a shield.
SUPERIORITY
Trigger. An adjacent creature misses you with an attack.
You know you are superior to all others and scoff at
Your shield is charged with holy power causing your
anyone who would alter your mental state. Once per Long
enemies to know your divine wrath. Once per Long Rest
Rest as a Reaction, you may reroll a failed d20 Test.
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as an Reaction, when an adjacent enemy misses you with 6TH LEVEL
an attack, you cause your shield to burn with divine
radiance. The shield burns the attacker for a number of d4 DOMAIN JOURNEYMAN
equal to your Proficiency Bonus + your CHA modifier Repeatable: You must select a different domain your
Radiant damage unless they make a DEX saving throw deity has access to each time you select this feat.
against your Spell Save DC. Prerequisites. Domain Initiate (Paladin CF2)
The damage die increase by one step at 11th level (d6). Through your conviction, you have glimpsed the deeper
secrets of your deity’s domain. You gain all of the domain
EYE FOR AN EYE spells from the 2nd tier of that domain’s spell list and they
Trigger. An adjacent creature hits you with an attack. are always prepared. You may only select a domain you
Bloodshed begets bloodshed as you drag your enemy have already been granted access to through the domain
toward oblivion. Once per Long Rest when an adjacent initiate feat.
creature hits you with an attack, as a Reaction you
voluntarily increase the amount of damage you take by MERCIFUL RESPITE
half (rounded down). Immediately after, make an attack Prerequisites. Mercy (Paladin CF2)
against the triggering creature at Advantage. Healing Hands. Your Lay on Hands now blesses the
If your attack hits and does damage, and the creature is attacks of those you touch. Once per Long Rest when
no more than one size larger than you, the creature’s turn your Lay on Hands heals a creature for at least 15 hit
ends immediately. points, they gain Advantage on their next attack. If they
hit they also do additional Radiant damage equal to your
RESTORATIVE RUSH Proficiency Bonus + CHA modifier.
Trigger. An ally within your Speed is Charmed, Dazed, Curative Hands. Once per Long Rest you may use
Feared, Poisoned, or Stunned. Curative Hands without expending any Hit Points from
You rush to aid an ally when they need your divine light your healing pool. You remove all applicable conditions
the most. Once per Long Rest as a Reaction to a friendly on the target.
creature within 15 feet gaining one of the triggering
conditions, you move into adjacency with them and heal SHIELD WARDEN
them a number of d4 equal to your Proficiency Bonus + Requirements. Wielding a shield.
your CHA modifier. You then cure the triggering condition. Trigger: An adjacent creature has been hit by an attack.
This movement does not trigger Opportunity Attacks. You also use your shield to protect your allies. Once per
Long Rest as a Reaction, you give an adjacent ally
INTERPOSING STRIKE Damage Resistance equal to equal to your shields AC +
Trigger. An enemy within your Speed attacks an ally. your Proficiency Bonus x2 until the end of the current
Once per Long Rest as a Reaction, you move up to your initiative.
Speed into adjacency with the triggering creature and
suffer any damage the attack would have done to your
ally. You then make a single attack against that enemy.
SHIELD OF LIFE
Trigger. You take damage from a creature.
Once per Long Rest you may use your Reaction to
summon a brightly glowing radiant shield to protect you
from your enemies. Select a damage type except Radiant
or Psychic. Reduce the damage of the selected type to 0
and gain Hit Points equal to your level + CHA modifier.
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