Paladin
Whether sworn before a god's altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin's oath is a powerful bond.
Only followers of the Light may take this class.
Career
Qualifications
You must have both a Charisma and Strength score of 13 or higher to enroll in this class.
Career Progression
Level 1 - Learn the ability Divine Sense which allows you to sense the presence of strong evil like a bad stench. The number of times you can use this is equal to 1 + your Charisma modifier and is restored each day.
Learn the ability Lay on Hands Once per day you can heal one creature based on your paladin level x 5. Alternatively, you can expend 5 of your own hit points to cure a target of disease or neutralize poison.
You must also select to specialize in a fightint style just like the Fighter. However, note that a Paladin does not wield long-range weapons.
Level 2 - Gain the ability to cast one Paladin spell via prayer to the Light. Your spells rely on your Charisma stat, not Wisdom.
You learn Divine Smite where you can expend your spell slot to add radiant damage to your attack. This extra damage is determine by 2d8 for a level 1 spell slot + 1 additional d8 for every additional spell level. In addition, the damage increases by 1d8 if you are attacking an undead or cursed creature.
Level 3 - You learn Divine Health which renders you immune to disease.
You choose your specialization via Oath from: ancients, conquest, crown, devotion, redemption, vengeance, and oathbreakers. Each oath has associated spells which do not count against your spell slots you can use each day.
Operations
Tools
As a paladin, you gain the following class features.
Hit Points
Hit Dice: 1d10 per paladin level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st
Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
Materials
You start with the following equipment, in addition to the equipment granted 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
Type
Religious
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