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Paladin

Hit Points

Hit Dice: 1d10 per level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 + your Constitution modifier per level after 1st

Starting Proficiencies

You are proficient with the following items, in addition to any proficiencies provided by your race or background.

 

Armor: Light Armor, Medium Armor, Heavy Armor, shields

Weapons: simple Weapons, martial Weapons

Skills: Choose two from: Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

 

Starting Equipment

You start with the following items, plus anything provided by your background.

 

• (a) a martial weapon and a Shield or (b) two martial Weapons

• (a) five javelins or (b) any simple melee weapon

• (a) a Priest's Pack or (b) an Explorer's Pack

• Chain Mail and a holy Symbol

 

Alternatively, you may start with 5d4 x 10 gp to buy your own Equipment.

 

Attributes

Saving Throws: Wisdom, Charisma

Alignment: Lawful good only.

Magical Abilities: None, except as listed under ‘Features.’

Other Features

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. You 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.

 

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.

 

Divine Smite
Starting at 2nd level, when you hit a creature with a melee weapon Attack, you can deal radiant damage to the target, in addition to the weapon's damage. This can only be done three times before taking a Long Rest. The extra damage is 2d8 for a 3rd level Paladin, plus 1d8 for each level higher than 3rd, to a maximum of 5d8. The damage increases by 1d8 if the target is an Undead or a fiend.

Lay on Hands
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.

Divine Health
By 3rd level, the Divine Magic flowing through you makes you immune to disease.

 

Extra Attack

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

 

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.

 

Aura of Courage

Starting at 10th level, you and friendly creatures within 10 feet of you can't be Frightened while you are conscious.

 

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

 

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.


Ex-Paladins
A paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all paladin spells and abilities. At the GM’s discretion, an impenitent paladin might be forced to abandon this class and adopt another. She regains her abilities and advancement potential if she atones for her violations, as appropriate.

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