Paladin in Cynkard | World Anvil
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Paladin

Restricted races: Drakon, Felis, Mamoona, Reptonian. Volken

As Paladin, you are a resolute warrior against Chaos and evil, and a stalwart defender of Law. You might resemble the “knight in shining armor,” or you might be a grim, deadly veteran of the dark and desperate war against the foul powers of Chaos. In either case, you are wholly dedicated to the eradication of Chaos and the protection of civilization. You defend the weak from tyranny, fight injustice where you find it, and hunt down those who are tainted with the demonic mark of Chaos. Most Paladins are members of an order of knights, or are attached to the service of a temple of Law, although some of them operate as “knights errant,” following the guidance of higher powers toward the places where Law battles Chaos.

Detect Evil

Paladins may cast the Detect Evil spell as a cantrip.

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 times 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 affecting it. You can cure multiple diseases with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.

Paladin Spells

You prepare divine spells much as a cleric does (see chapter 10). The spells available are listed on the cleric spell list in chapter 11. The table that follows shows the number of spells you may prepare and cast after a long rest. You prepare spells through prayer to your deity or deities.
Spell Slots
Level 0 1st 2nd 3rd 4th
1 2 1
2 3 1
3 3 2
4 3 2
5 3 2
6 3 3
7 3 3 1
8 4 3 1
9 4 3 1
10 4 3 2
11 4 3 2
12 4 3 2
13 4 3 2 1
14 4 3 2 1
15 4 3 2 2
16 4 3 2 2
17 4 4 2 2
18 4 4 3 2
19 4 4 3 2 1
20 4 4 3 2 1
Your caster level is equal to your paladin level divided by 3 (rounded down, to a minimum of 1).
Wisdom is your spellcasting ability for casting paladin spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.
Spell save DC = 10 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Cantrips: Paladins know all of the 0-level spells, also known as cantrips, listed for their class but can only prepare a limited number of them, after a long rest, as noted on the table above. These spells are treated like any other spell, but are not expended when cast and may be used again.
Spellcasting Focus: You can use a holy symbol (found in chapter 5) as a spellcasting focus for your paladin spells.

Immunity to Disease

Starting at 2nd level, you are immune to all diseases, whatever their origin.

Aura of Courage

Starting at 3rd level, you are immune to all fear effects. In addition, you grant all allies within 30’ your Divine Grace (see below) bonus to all saves versus charm and fear. If you are incapacitated your allies lose this bonus.

Divine Grace

Starting at 3rd level, your god’s favor grants you a +2 bonus to all saving throws. This bonus increases by 1 at paladin levels 8, 13, and 18.

Paladin’s Mount

Upon reaching 4th level, you gain the service of an unusually intelligent, tough, and loyal steed to serve you in your crusade against evil. This mount is usually a warhorse (for a Medium-sized paladin) or a war pony (for a Small-sized paladin). This mount has an Intelligence score of 6 and maximum hit points.
War ponies are similar to warhorses, but are of Medium size, have a speed of 50’, and deal 2d4+4 points of damage with their hooves.
If your mount dies, you may not summon another mount for a year and a day.

Turn Undead

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw, with a DC of 10 + your spell attack bonus (see chapter 10). Those that fail their save are turned for 10 rounds (1 minute). Turned undead flee from you by the best and fastest means available to them. If they cannot flee, they cower, unable to attack but able to defend themselves. You cannot attack turned creatures without breaking the turning effect. Other characters can attack them, in any fashion, without breaking the turning effect.
Undead with a Challenge Rating (CR) equal to or less than your paladin level divided by 4 may be destroyed rather than turned (rounding all fractions down).
Example: At level 4 you may destroy up to CR 1 undead, at level 8 you may destroy up to CR 2 undead, and so on.
This ability may be used 2 times per long rest. At levels 5, 10, 15, and 20 you gain an additional use of this ability.

Extra Attack

You gain the ability to make more than one attack when you take an Attack action. At level 5 you may make 1 extra attack per round. At levels 10 you may make two extra attacks per round.
Level Extra Attacks per Round
5-9 1 per round
10-20 2 per round
Credit: Dimitry Below
Ability Requirements: Strength 13, Wisdom 13, and Charisma 13
Hit Die Type: d10
Alignment: Lawful good
Weapons Proficiencies: Any
Armor Proficiencies: Any armor and shield
Skill Proficiencies: Religion plus any 2 of the following: Animal Handling, Athletics, Craft (any), History, Insight, Medicine, Nature, Profession (any), or Survival
Level Proficiency Bonus Class Features
1 +2 Detect Evil, Paladin Spells
2 +2 Immunity to Disease
3 +2 Aura of Courage, Divine Grace (+2)
4 +2 Paladin’s Mount, Turn Undead
5 +3 Extra Attack (1)
6 +3
7 +3
8 +3 Divine Grace (+3)
9 +4
10 +4 Extra Attack (2)
11 +4
12 +4
13 +5 Divine Grace (+4)
14 +5
15 +5
16 +5
17 +6
18 +6 Divine Grace (+5)
19 +6
20 +6

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