Paladin V2

Hit Points

Hit Dice: 1d10 per level
Hit Points at 1st level: 10 + Con mod
Hit Points at Higher levels: 1d10 + Con mod per level above 1st.

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two: Athletics, Insight, Intimidation, Medicine, Persuasion, Religion.

Equipment

  • Choose: a martial weapon and a shield; or two martial weapons
  • Choose: five javelins; or any simple melee weapon
  • Choose: a priest's pack; or an explorer's pack
  • Chain mail and a holy symbol
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Orisons Known
1st +2 Divine Sense 3 2+2 1 1st
2nd +2 Divine Smite, Sacred Orisons, Fighting Style 3 3+2 2 1st 2
3rd +2 Divine Aura, Sacred Oath 3 4+4 2 2nd 2
4th +2 Ability Score Improvement 4 5+4 2 2nd 2
5th +3 4 6+6 2 3rd 3
6th +3 4 7+6 2 3rd 3
7th +3 Sacred Oath feature 4 8+8 2 4th 4
8th +3 Ability Score Improvement 4 9+8 2 4th 4
9th +4 4 10+10 2 5th 5
10th +4 5 10+10 2 5th 5
11th +4 Improved Divine Smite 5 11+10 3 5th 5
12th +4 Divine Aura (Two auras), Ability Score Improvement 5 11+10 3 5th 6
13th +5 5 12+10 3 5th 6
14th +5 Cleansing touch 5 12+10 3 5th 6
15th +5 Sacred Oath feature 5 13+10 3 5th 7
16th +5 Ability Score Improvement 5 13+10 3 5th 7
17th +6 5 14+10 4 5th 7
18th +6 Divine Aura (30 feet) 5 14+10 4 5th 8
19th +6 Ability Score Improvement 5 15+10 4 5th 8
20th +6 Sacred Oath feature 5 15+10 4 5th 8

Divine Sense

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. Vou know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). 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.

Fighting Styles

At 2nd level, choose one of the following options. You can't choose the same style twice, even if you later get to choose again.

Defender: When wearing armor, you gain a +1 bonus to AC. When you are wielding a shield, you may use your reaction to impose disadvantage on an attack roll targeting another ally within 5 feet of you.

Dueling: When 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: When you roll a 1 or 2 on a damage die for an attack you make with a weapon held in two hands, you can reroll the die and must use the new roll, even if it a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Mariner: As long as you not wearing heavy armor or wearing a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.

Tunnel Fighter: As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Versatile Weapon Master: When wielding a versatile weapon in two hands, you have +1 to AC. When wielding a versatile weapon in one hand and your other hand isn't holding a weapon or a shield, your weapon has the Reach property.

Sacred Orisons

In your study of divine lore, you have unearthed sacred orisons, prayers of devotion that grant you divine strength.

At 2nd level, you gain two Sacred Orisons of your choice. When you gain certain paladin levels, you gain additional orisons of your choice.

Additionally, when you gain a level in this class, you can choose one of the orisons you know and replace it with another orison that you could learn at that level. A level prerequisite in an orison refers to paladin level, not character level.

Pact Magic

Cantrips: You know three cantrips of your choice from the Paladin v2 Spell List. You learn additional paladin cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Paladin table.

Spell Slots: The Paladin table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your paladin spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell cure wounds, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher: At 1st level, you know two 1st-level spells of your choice from the paladin spell list.

You learn a new paladin spell every time you gain a level from 2 through 9, as well as at level 19. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new paladin spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the paladin spells you know and replace it with another spell from the paladin spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability: Charisma is your spellcasting ability for your paladin spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

  • Spell save DC: 8 + Proficiency bonus + Charisma modifier
  • Spell attack modifier: Proficiency bonus + Charisma modifier

Spellcasting Focus: You may use a holy symbol as a spellcasting focus for your spells. Every deity or religion has at least one holy symbol, and you may use any associated with your religion. They are traditionally amulets or pendants, but can also be signet rings, insignias on a shield, or even a held banner. Whatever form they take, you must be able to take hold of the object and present it towards the target(s) of your spell.

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 per level of the slot expended. The damage increases by 2d8 if the target is an undead or a fiend.

Divine Aura

At 3rd level, you gain the ability to project an aura of divine power. You may project an aura as a bonus action, and it remains active until you switch auras as a bonus action, you end your current aura as a bonus action, or fall unconscious. You may have only one aura active at a time. Your aura extends out to a radius of 10 feet, centered on you.

At 12th level, you may have two auras active at the same time. At 18th level, your aura extends to 30 feet.

Divine Aura: Courage

At 3rd level, you may project an aura that grants you and allied creatures advantage on saves against being frightened. At 10th level, this aura instead grants immunity to such effects.

Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level Those features include oath spells and the Channel Divinity feature.

Aura of Protection

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.

At 18th level, the range of this aura increases to 30 feet.

Divine Mystery

At 11th level, your deity bestows upon you a magical secret called an mystery. Choose one 6th-level spell from the paladin spell list as this mystery.

You can cast your mystery spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more paladin spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Divine Mystery when you finish a long rest.

Improved Divine Smite

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. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.

Cleansing Touch

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.

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