Paladin in Jordaheim | World Anvil

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.

You must have a Charisma score and a Strength score of 13 or higher in order to multiclass in or out of this class.
The Paladin Spell Slots per Spell Level
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Lay on Hands, Sacred Oath, Martial Training - - - - -
2nd +2 Spellcasting, Fighting Style, Paladin Errant 2 - - - -
3rd +2 Channel Divinity (2), Oath spells 3 - - - -
4th +2 Ability Score Improvement 3 - - - -
5th +3 Extra Attack 4 2 - - -
6th +3 Paladin Errant Improvement 4 2 - - -
7th +3 Sacred Oath feature 4 3 - - -
8th +3 Ability Score Improvement 4 3 - - -
9th +4 Channel Divinity (3), Abjure Foes 4 3 2 - -
10th +4 Aura of Courage 4 3 2 - -
11th +4 Paladin Errant Improvement 4 3 3 - -
12th +4 Ability Score Improvement 4 3 3 - -
13th +5 4 3 3 1 -
14th +5 Cleansing Touch 4 3 3 1 -
15th +5 Sacred Oath feature 4 3 3 2 -
16th +5 Ability Score Improvement 4 3 3 2 -
17th +6 Aura Expansion 4 3 3 3 1
18th +6 Channel Divinity (4) 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Sacred Oath feature 4 3 3 3 2
 

Class Features

 

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

Equipment

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

Martial Training

Your extensive physical training with the art of combat has allowed you to better utilize Combat Maneuvers, which are used to enhance attacks and provide martial utility in combat. You gain proficiency in a number of maneuvers of your choice, and you add your proficiency modifer to maneuver saves.
Number of proficent maneuvers = your proficiency bonus + your intelligence modifier
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

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.

Sacred Oath

Unlike Clerics who deticates directly to a divine domain, you swear the oath that binds you as a paladin. Each otah consists of a set of tenants that dicates how you should conduct yourself, virtues that sever to guide you to become a warrior of good. Straying from these tenats will however have consequesnses.

Your chocen oath grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

Oath Source
Ancients Player's Handbook
Conquest Xanathar's Guide to Everything
Crown Sword Coast Adventurer's Guide
Devotion Player's Handbook
Glory Mythic Odysseys of Theros
Tasha's Cauldron of Everything
Redemption Xanathar's Guide to Everything
Vengeance Player's Handbook
Watchers Tasha's Cauldron of Everything
Oathbreaker Dungeon Master's Guide
Open Sea D&D Beyond
Treachery Unearthed Arcana 26 - Paladin
Oath of the Watchers Unearthed Arcana 67 - Subclasses, Part 1
Guardian Angel RPathos (HomeBrew)

Fighting Style

At 2nd level, as a holy warrior, you adopt a particular style of fighting as your specialty. You gain one of the following Fighting Style Martial Feats of your choice: Blind Fighting, Interception, Defense, Geat weapon Fighting or Dueling.

Whenever you gain a Feat at later levels, you are able to pick another Fighting Style and gain its bonus.

Optionaly you can instead chose to learn two cantrips of your choice from the Divine spell list. Charisma is your spellcasting ability for them as seen in the Spellcasting Feature. You can replace one of these cantrips with another cantrip from the Cleric spell list if you perform a 8 hour Divine ritual.

Spellcasting

At 2nd level, you unlock the ability to draw on divine magic from the upper plains, due to you deciation to a virtue the sorce of the power holds. Through meditation and prayer, you are able to cast spells as a cleric does, except not to the same extent. The magic you utilise is of the Divine type. However, you can only memorise and prepair spells form the following schools:

  • Abjuration
  • Conjuration
  • Enchantment
  • Evocation
Practitioners of divine magic refers to spells as 'miracles', since they are made possible through otherworldly aid.

Spell Slots

The Paladin table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Memorised Spells

You are capable of memorising a number of spells equal to your Religion Skill Modifier (to a minimum of 0). The spells memorised can be of any level between 0 and 9.

To memorise a new spell, you need to spend 6 + 2 times spell level in hours partaking in a ritual/study session to learn and memorise the spell or exchange a spell that you memorised with a new spell. And the spell you are memorising to must be from a creature that also memorised it, or scripture containing information on the spell, such as a scroll or spell book.

Repaired Spells

You are also capable of preparing a number of spells equal to either your Charisma Modifier or half your Paladin level, witch ever is higher.

To be able to prepare spells, you need a spellbook, or a object that serves the function of a spellbook, and the ability to read and write in one language. This will serves as your repertoire of magic, through 1 hour of prayer and meditation with your spellbook you can change out one of your spells with another write in your book.

Spellbook Rules
Your spellbook

The spells that you add to your spellbook reflect the magic research you conduct on your own, insight into the power you draw from and how it can be used. To expand this knowledge you must seek out locations, people and powerful entities to learn from. Seeking out organisations dedicated to magic is a safe bet to find new spells. You could also discover a spell recorded on a scroll, the mural on the wall in a temple, or in a dusty tome from the corner of an old library.

Copying a Spell into the Book. When you find a new spell, you can add it to your spellbook if you can spare the time to decipher and copy it. Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the caster who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Book. You can copy a spell from your own spellbook or your memory into another book. If you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. This also includes spells from your memory.

If you lose your spellbook. You are unable to prepare your spells, the spells you have prepared will be cast-able for the duration of 3 days. At the end of that time, any prepared spell will no longer be prepared for you, on account that their intricate castings slipped out of your mind.

If you want to make copies of your notes, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many practitioners of the magic arts keep backup spellbook in a safe place.

Spellcasting Ability

Charisma is your spellcasting ability for your paladin spells, since your holy power derives from the strength of your convictions. 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 + your faith modifier + your Charisma modifier

Spell attack modifier = + your faith modifier + your Charisma modifier

A Paladin is a warrior that adhere to a set list of oaths. It is through faith, and the discipline to hold true to it, that allow you to use divine magic. Battling the forces that seek to destroy you and what you hold dear will test your resolve, and in this struggle you must hold on to faith or fall. Your faith modifier cant be greater than 1,5 times your Proficiency Bonus.

Faith modifier

The stregnth of your faith affects the potency of your spells. When you first make a character or gain a level in the Paladin class, your faith bonus start a 0.

Gain faith

Any time you perform a deed or uphold a value that is considerd a virtue by your Oath, your faith bonus changes by +1. Your Faith bonus can't be greater than one and a half times your curent Proficiency Bonus.

Another way to increse your Faith is to atone or meditate. To do this, you can expend 1 hour performing a ritual where you expend hit dice to increase your faith. You roll the hit dice and if one of them rolls its maximum value, you gain +1 faith. You can perform this ritual once a day and roll a number of hit dice up to your wisdom modifier.

Loose faith

If you experience traumatic events that puts your faith in question, or you willingly stray from your teachings, roll a Wisdom save against a DC of 12 + current Faith Modifier. Failure will result in a -1 to your faith, a failure by 5 will result in a -2 to your faith.

Oath bound

How well you follow your and enact your Oath determines the scale of your power. Depending on the actions you take and how they adhere or stray from the tenace of your Oath, your may have your power revoked or embolden.

Oathbound Effect
Broken -10 to class level when determening spell slots,
or become a Oathbreaker
Falling -4 to class level when determening spell slots.
Straying -2 to class level when determening spell slots.
Disciplined No effect
Valiant Spells are upcasted by one level, or roll one additonal damage die for smite spells.
Paragon Spells are upcasted by two levels, or roll one additonal damage die for smite spells
Ritual Casting

You can cast a Paladin spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your paladin spells. An item dedicated to your faith will aid you in channelling magic, such as relics that were used or belonged to saints will also literal wonders.

Paladin Errant

Starting at 2nd level, you are able to dedicate to a certain type of errand paladin. Each errand seeks to follow the philosophy of their sworn oath in its own way.
Divine Ideals
"In the name of the ideal world."
  You channel divine power from the faith of your ideals that you hold true and good. This iron clad idealims is so profound that it have granted you power. It isnt from the gods this boon hails from, but from the consepts and idees that the gods allso serve to enforce. This power remains as long as your faith do.
Battle Priest
"In the name of ny god."
  You swear loyalty to a divine god and draw power from theird domain just like a Cleric. But the similarities ends there, for a cleric seeks spiritual enlightnement in prayer and meditation, a Battle Priest achives enlightend not at the foot of a shirne but in the midst of battle.
Mortal Fervour
"In the name of my people."
  You rely on faith like other paladins, but not on the heavely kind, but that of mortal kind. You carry the burdens of the mortal world your back, this determiantion alone have sparked a divine flame in your soul. Why follow a path set by the divine when you have your own.

Divine Ideals

Ideas that you hold close to your heart and soul grants you a much needed boost. If you preform a skill check that fits your ideals, you are able to add your Charisma modifier to the skill check (with a minimum of +1 bonus). You must be able to articulate how it fits your ideals if questioned.

Additionaly you know the Guidance Cantrip and it dosen't count against the number of spells that you have memorized.

If you forsake you ideals or have none, you dont gain either the cantrip and bonus.

Ideal Smite (2nd Level)

Starting at 2nd level, you are able to chose a Smite spell an have it become your ideal smite. The smite spell dont count against the number of spells that you can memorize. Your Ideal smite spell don't requier a bonus action to cast (Witch you would have taken immediately after hitting a creature with a melee weapon or an Unarmed Strike). If you want to change your Ideal Smite spell for another smite spell that you know, either from a scroll or your spell book, you need to perfom a ritual that takes 1 hour per level of the smite spell.

Aura of Protection(6th Level)

Starting at 6th level, you radiate a protective and invisible aura that extends 10 feet from you in every direction, but it doesn’t extend through Total Cover. Whenever you or a friendly creature within the aura 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.

A creature can be affected by multiple different auras. However if two paladins radiate the same aura, the creature can benefit from the strongest aura.

Divine Strikes(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.


Battle Priest

You seek for a purpose, one who would guide you on a path where you can enact the tenants of your oath. Through prayers and rituals dedicated to entities of the outer planes, otherworldly wisdom has ben bestowed onto you. Add your Wisdom modifier to your paladin level for calculating the total of your lay on hands pool.

Additionally you are able to cast divine spells from all schools, and you are optionaly able to use your Wisdom modifier as the ability modifer for spell casting.

Divine power (2nd Level)

Starting at 2nd level, you are able to draw from your lay on hands pool and enhance your spell slots. You can use unexpended lay on hand hit points to convert a spell slot into a higher level spell slot with the use of a bonus action on your turn. For every 10 points of your lay on hands used, the spell slots level goes up by 1. When enhancing a spell slot, you can do so to a level no higher than half your character level (rounded up). The highest level spell slot can be enhanced to is 9.

As a bonus action on your turn, you can expend one spell slot and gain a number of lay on hand hit points equal to the slot's level x 5.

Aura of Sanctity(6th Level)

Starting at 6th level, you sanctified senses radiate a invisible aura of healing that extends 10 feet from you in every direction, but it doesn’t extend through Total Cover. Any creature that you can see and is within you aura is able to be affected by your lay on Hands feature, even if you aren't touching them. Additonaly, you are able to use lay on ahnds with a bonus action as long as you restore a number of hitpints equal to or les than your wisdom bonus + your proficiensy bonus.

A creature can be affected by multiple different auras. However if two paladins radiate the same aura, the creature can benefit from the strongest aura.

Might of Faith(11th Level)

By 11th level, your convition is so strong that it enboldens your ability to fight. Whenever you deal damage to a creature through a spell, you add your Charisma or Wisdom modifier to damage rolls.

You allso add your Charisma or Wisdom modifier to damage to the first creature you hit on each of your turns with a weapon attack.


Mortal Fervour

Your mortal fervour have granted you clarity bordering on the divine, without the need to relie on a higher entity or idea to grant you power. While it is a fraction of what others can wield, this is yours alone to use. You dont gain any spellslots as shown in the class table, insted you gain a number of Ki Points equal to your Paladin level.

You are able to use these points to cast spells. To cast a spell, you spend a number of ki points equal to the spells level +1. The maximum amount of ki points you can spend on casting spells in a term is equal to your Proficiency Bonus.

When you spend a Ki Point, it is unavailable until you finish a short or long rest, at the end of which you restore all your expended Ki. You must spend at least 30 minutes of the rest meditating to regain your Ki Points.

Fervoured Discipline(2nd Level)

Starting at 2nd level, when ever you hit a target with a attack that affected by a smite spell, you are able to roll a Concentration check. If you succeed on the save, the smite spell dose not end with the attack. The Concentration DC is 10 or half the damage you deal from the attack, witch ever is higher.

Additionally, if you were to fail a Concentration save, you are able to use a reaction to spend 1 Ki point to roll again. Potentialy causing the Concentration save to succeed.

Aura of retribution(6th Level)

Starting at 6th level, you determination radiate an invisible aura that extends 10 feet from you in every direction, but it doesn’t extend through Total Cover. If any creature hostile to you that makes a saving throw, the creature takes a penalty to the saving throw equal to your Charisma modifier (with a minimum penalty of -1). You must be conscious to inflict this penalty.

Extra attack (x2)(11th Level)

By 11th level, the number of attacks increases to three.


Oath Spells

At 3rd level, The oath you have sworn to has a list of spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.

If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

Channel Divinity

At 3rd level, you can channel divine energy directly from the Outer Planes, using that energy to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this Channel Divinity, you choose which effect to create from among those you have from this class.

You have 2 Charges of Channel Divinity, 3 at 9th level and 4 at 18th level (Cleric levels counts as well). You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

If a Channel Divinity effect requires a saving throw, the DC equals the Spell Save DC from this class’s Spellcasting feature.
Channel Divinity: Divine Sense.

As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. 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.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Abjure Foes

Starting at 9th level, using a action, you can expend one use of your Channel Divinity to overwhelm foes with divine awe. As 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 make a Wisdom saving throw. On a failed save, the target has the Dazed and Frightened conditions for 1 minute or until it takes any damage. On a successful save, the target has the Dazed condition for 1 minute or until it takes any damage.

Aura of Courage

Starting at 10th level, radiate a encouraging invisible aura that extends 10 feet from you in every direction, but it doesn’t extend through Total Cover. You and your allies in the aura are immune to the Frightened condition while in your Aura of Courage. If a Frightened ally enters the aura, that condition is suppressed while the ally is there.

Cleansing Touch

Beginning at 14th level, when you use Lay on Hands on a creature, you can also remove one or more of the following conditions from the creature:

  • Blinded
  • Charmed
  • Dazed
  • Deafened
  • Frightened
  • Paralyzed
  • Stunned
You must expend 5 Hit Points from the healing pool of Lay on Hands for each of these conditions you remove; those points don’t also restore Hit Points to the creature.

Aura Expansion

At 17th level, the range of all your aura increases to 30 feet, unless stated otherwise.