Paladin Profession in Novence Eternal | World Anvil

Paladin

Hit Dice: 1d10
HP Bonus: Ld6+L*CON OR L*(4+CON)
TP: 100
Feat Slots: 5

Proficiencies

Armor: Light Armor, Medium Armor, Heavy Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: WIS, CHA
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Abilities

Ultimate Ability: Immovable Chivalry

CC: Paladin | Rarity: Rare | UP: 50 | ZP: 1 | ZL: 0 | Cost: 3 TP
All allies are immune to damage for the next incoming attack.

Divine Sense

Level 1 | CC: Paladin | Rarity: Basic | Cost: 0 TP
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. 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.

Lay on Hands

Level 1 | CC: Paladin | Rarity: Basic | Cost: 3 TP
Your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest, equivalent to your Paladin level x2.

As an action, you can touch a creature and draw power from the pool to restore a number of Hit Dice of HP to that creature, up to the number of uses of Lay on Hands remaining. The amount restored is dependent on the target; a creature with a Hit Die of 1d4 will heal 1d4 per charge of Lay on Hands you expend on them.

Alternatively, you can expend 4 charges of Lay on Hands to decrement the stack count of one disease or poison affecting a target. You can affect multiple Diseases and Poisons with a single use of Lay on Hands, expending charges separately for each one.

This feature has no Effect on Undead and Constructs.

Fighting Style (Paladin)

Level 2 | CC: Paladin | Rarity: Basic | Cost: 1 TP
At 2nd Level, you adopt a style of Fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Defense
While you are wearing armor, you gain a +1 bonus to PC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +1D 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 melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
Once per round, when a creature you can see attacks a target other than you that is within 5 feet of you, you can use the Guard action as a free reaction in defense of the target. You must be wielding a shield.

Divine Smite I

Level 2 | REQ: Spellcasting | Rarity: Rare | Cost: 2 TP
Starting at 2nd Level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 2d8 for each Spell Level higher than 1st, to a maximum of 10d8. The damage increases by 2d8 if the target is an Undead or a fiend.

Spellcasting (Paladin)

Level 2 | CC: Paladin | Rarity: Basic | Cost: 10 TP
By 2nd Level, you have learned to draw on Divine Magic through meditation and prayer to cast Spells as a Cleric does.
Preparing and Casting Spells
The Paladin table shows how many Spell Slots you have to cast your Spells. To cast one of your Paladin Spells of 1st Level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.
You prepare the list of Paladin Spells that are available for you to cast, choosing from the Paladin spell list. When you do so, choose a number of Paladin Spells equal to your Charisma modifier + half your Paladin level, rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots.
For example, if you are a 5th-level Paladin, you have four 1st-level and two 2nd-level Spell Slots. With a Charisma of 14, your list of prepared Spells can include four Spells of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Paladin Spells requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list.
Spellcasting Ability
Charisma is your Spellcasting ability for your Paladin Spells, since their 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 Proficiency Bonus + your Charisma modifier
Spell Attack modifier = your Proficiency Bonus + your Charisma modifier
Spellcasting Focus
You can use a holy Symbol as a Spellcasting focus for your Paladin Spells.

Divine Health

Level 3 | Rarity: Legendary | Cost: 1 TP
The Divine Magic flowing through you makes you more resistant against disease. When afflicted with Diseased, you naturally halve the tier of the status effect each round.

Oath Spells

Level 3 | REQ: Spellcasting | CC: Paladin | Rarity: Uncommon | Cost: 7 TP
Gain access to a set of spells according to your Sacred Oath.

Channel Divinity (Paladin)

Level 3 | CC: Paladin | Rarity: Uncommon | Cost: 0 TP
Your oath allows you to channel divine energy to fuel magical Effects. Any ability that has "(CD)" in the title is an effect that ties into your Channel Divinity uses.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

Oath of Devotion: Sacred Weapon (CD)

Level 3 | REQ: Channel Divinity | Rarity: Uncommon | Cost: 2 TP
As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to Attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the Duration.
You can end this Effect on Your Turn as a free action. If you are no longer holding or carrying this weapon, or if you fall Unconscious, this Effect ends.

Oath of Devotion: Turn the Unholy (CD)

Level 3 | REQ: Channel Divinity | Rarity: Uncommon | Cost: 2 TP
As an action, you present your holy Symbol and speak a prayer censuring Fiends and Undead, using your Channel Divinity. Each fiend or Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take Reactions. For its action, it can use only the Dash action or try to Escape from an Effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Class Feat Slot I

Level 4 | CC: Paladin

Extra Attack I

Level 5 | CC: Paladin | Rarity: Rare | Cost: 5 TP
Beginning at 5th level, you can attack twice, instead of once, whenever you first take the Attack action on your turn.

Aura of Protection

Level 6 | Rarity: Legendary | Cost: 5 TP
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.

Oath of Devotion: Aura of Devotion

Level 7 | Rarity: Legendary | Cost: 4 TP
Starting at 7th level, you and friendly Creatures within 10 feet of you naturally halve stacks of Charmed each round while you are conscious.

Class Feat Slot II

Level 8 | CC: Paladin

Aura of Courage

Level 10 | Rarity: Legendary | Cost: 4 TP
Starting at 10th level, you and friendly Creatures within 10 feet of you naturally halve stacks of Frightened each round while you are conscious.

Divine Smite II

Level 11 |REQ: Divine Smite I | Rarity: Rare | Cost: 2 TP
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 2d8 radiant damage. If you also use your Divine Smite with an Attack, you add this damage to the extra damage of your Divine Smite.

Class Feat Slot III

Level 12 | CC: Paladin

Cleansing Touch

Level 14 | Rarity: Exotic | Cost: 6 TP
You gain a resource known as Cleansing Touch equivalent to 5 * CHA. You regain expended uses when you finish a long rest. You may use an action to end a spell or magical status effect on one willing creature that you touch. Doing so expends a number of uses of Cleansing Touch equivalent to the spell slot level of the spell, or the tier level of the magical status effect.

Oath of Devotion: Purity of Spirit

Level 15 | Rarity: Legendary | Cost: 4 TP
You are granted protection against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits:
-Creatures of those types have disadvantage on attack rolls against the target.
-The target is immune to Charmed, Frightened, Mind Control / Possession inflicted by them. If the target is already under one of the aforementioned effects by such a creature, the stack count is halved automatically each round, and the target has advantage on saving throws against the relevant effect/s.

Class Feat Slot IV

Level 16 | CC: Paladin

Boosted Aura

Level 18 | REQ: Aura of [X] | Rarity: Rare | Cost: 1 TP
The range of any Aura ability granted by the Paladin class or by a Sacred Oath increases to 30 feet.

Class Feat Slot V

Level 19 | CC: Paladin

Oath of Devotion: Holy Nimbus

Level 20 | Rarity: Rare | Cost: 3 TP
At 20th level, as an ability action, you can emanate an aura of sunlight. For 3 rounds, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 4d10 Radiant damage and gains a stack of Blind.
In addition, for the Duration, you have advantage on Saving Throws against Spells cast by Fiends or Undead.
Once you use this feature, you can't use it again until you finish a Long Rest.

Comments

Please Login in order to comment!