New Subclass Archetypes Document in Primatis | World Anvil

New Subclass Archetypes

This article contains new classes for this world.
 

Cleric: Godchosen Domain

Cleric: Godchosen Domain

Throughout the multiverse, there exists endless numbers of gods and deities that survey the lands they inhabit. The gods control a large number of domains and portfolios, and grant parts of their power to the priests and paladins. But what if there was a person who gained the blessings of several gods? or perhaps they were unable to chose and grants all gods their faith equally.
hit dice: 1d8
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 + your Constitution modifier per level after 1st
armor proficiencies: light armor, medium armor, shields
weapon proficiencies: simple weapons
tools: none
saving throws: Wisdom, Charisma
skills: Choose 2 from History, Insight, Medicine, Persuasion, and Religion.
starting equipment:
You start with the following items, plus anything provided by your background.


  • (a) a mace or (b) a warhammer (if proficient)
  • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a priest's pack or (b) an explorer's pack
  • A shield and a holy symbol
  • Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.
    spellcasting:
    As a conduit for divine power, you can cast cleric spells.  

    Cantrips

    At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.  

    Preparing and Casting Spells

    The Cleric table shows how many spell slots you have to cast your cleric 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.
    You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
    For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six 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 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 cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.  

    Spellcasting Ability

    Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
    Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
    Spell attack modifier = your proficiency bonus + your Wisdom modifier
     

    Ritual Casting

    You can cast a cleric 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 cleric spells.
    class features:

    Divine Domain

    Choose one domain related to your deity from the list of available domains. Each domain is detailed in their own feature, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level  

    Channel Divinity

    At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
    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 cleric spell save DC.
    Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.  
    Channel Divinity: 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. If the creature fails its saving throw, it is turned for 1 minute or until it takes any 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.  

    Ability Score Improvement

    When you reach 4th 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.
    If your DM allows the use of feats, you may instead take a feat.  

    Destroy Undead (CR 1/2)

    Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.  

    Channel Divinity

    Beginning at 6th level, you can use your Channel Divinity twice between rests.  

    Ability Score Improvement

    When you reach 8th 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.
    If your DM allows the use of feats, you may instead take a feat.  

    Destroy Undead (CR 1)

    Starting at 8th level, when an undead of CR 1 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.  

    Divine Intervention

    Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
    Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
    At 20th level, your call for intervention succeeds automatically, no roll required.  

    Destroy Undead (CR 2)

    Starting at 11th level, when an undead of CR 2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.  

    Ability Score Improvement

    When you reach 12th 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.
    If your DM allows the use of feats, you may instead take a feat.  

    Destroy Undead (CR 3)

    Starting at 14th level, when an undead of CR 3 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.  

    Ability Score Improvement

    When you reach 16th 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.
    If your DM allows the use of feats, you may instead take a feat.  

    Destroy Undead (CR 4)

    Starting at 17th level, when an undead of CR 4 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.  

    Channel Divinity

    Beginning at 18th level, you can use your Channel Divinity three times between rests.  

    Ability Score Improvement

    When you reach 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.
    If your DM allows the use of feats, you may instead take a feat.  

    Divine Intervention Improvement

    At 20th level, your call for intervention succeeds automatically, no roll required.
    subclass options:

    Domain Spells

    Each domain has a list of spells—its domain spells—that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
    If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.                                
    Cleric LevelSpells
    1st Dissonant Whispers, Heroism
    3rd Augury, Fortune's Favor
    5th Blink, Counterspell
    7th Fabricate, Find Greater Steed
    9th Dispel Evil and Good, Commune
     

    Nonaligned Divinity

    Being able to channel the power of multiple gods lets you use the powers of your channel divinity feature more times than others.
    Starting at 2nd level you can use your Channel Divinity an additional number of times equal to your proficiency bonus.
    Additionally, because of your neutrality, you can pick between multiple different Channel Divinities. When you gain this feature, pick two Channel Divinities from the available list. You learn two additional Channel Divnities at 5th, 11th, and 14th level. Each time you learn new channel divinities, you can also replace one channel divinity you know with a different one that you do not know.  

    Chosen of the Gods

    Your ability to channel the powers of gods lets you give additional effects whenever you use a channel divnity.
    Starting at 6th level, the range for channel divinities you know is doubled, unless it has a range of touch, in which case the range increases to 30 feet.  

    Potent Spellcasting

    Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.  

    Divine Medium

    Your connection with the gods increases the possiblity of one of these gods answering your calls in a desperate situation.
    Starting at 14th level, whenever you use your divine intervention feature, you need to roll a number equal to or lower than twice your cleric level. Additionally, the time you are unable to use divnie intervention after a success is decreased to 3 days, instead of 7.
    However, not knowing which god might answer can have its down-sides. The gods might all interpret your plea in their own ways. Whenever you use your divine intervention, some gods might twist the effects that you request to have unintended consequenses. For example if you use your divine intervention, asking to defeat an enemy, a god of law might send a divine messenger to aid you in battle, while a god of destruction might cause a damaging effect in an area, possible hurting friends and allies.  

    Magical Flexibility

    At 17th level, you choose four spells from the Druid, Sorcerer, Warlock, and Wizard spell lists. You must have a spell avaialable from each class, and the spells must be from one of each of the following levels: 6th, 7th, 8th, and 9th. If a spell is available to multiple classes, you choose which spell list it is counted as coming from.
    You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.
    LevelProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
    1+2Spellcasting, Domain Spells32
    2+2Channel Divinity (1/rest), Nonaligned Divinity33
    3+2342
    4+3Ability Score Improvement443
    5+3Destroy Undead (CR 1/2)4432
    6+3Channel Divinity (2/rest), Chosen of the Gods4433
    7+344331
    8+3Ability Score Improvement, Destroy Undead (CR 1), Potent Spellcasting44332
    9+4443331
    10+4Divine Intervention543332
    11+4Destroy Undead (CR 2)5433321
    12+4Ability Score Improvement5433321
    13+554333211
    14+5Destroy Undead (CR 3), Divine Medium54333211
    15+5543332111
    16+5Ability Score Improvement543332111
    17+6Destroy Undead (CR 4), Magical Flexibility5433321111
    18+6Channel Divinity (3/rest)5433321111
    19+6Ability Score Improvement5433322111
    20+6Divine Intervention Improvement5433322211
     

    Monk: Way of the Fleet Foot

    Monk: Way of the Fleet Foot

    The Monastic Tradition of the Fleet Foot disciplines its monks on channeling their ki into raw speed. Speed is offense; it is defense- speed is perfection.
    hit dice: 1d8
    hit points at 1st level: 8 + your Constitution modifier
    hit points at higher levels: 1d8 + your Constitution modifier per level after 1st
    armor proficiencies: none
    weapon proficiencies: simple weapons, shortswords
    tools: any one type of artisan's tools or any one musical instrument of your choice
    saving throws: Strength, Dexterity
    skills: Choose 2 from Acrobatics, Athletics, History, Insight, Religion, and Stealth.
    starting equipment:
    You start with the following items, plus anything provided by your background.

  • (a) a shortsword or (b) any simple weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • 10 darts
  • Alternatively, you may start with 5d4 gp to buy your own equipment.
    spellcasting:
    class features:

    Unarmored Defense

    Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.  

    Martial Arts

    Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.
    You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield.
  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
  • Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama).  

    Ki

    Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.
    You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.
    When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
    Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
    Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

    Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
    Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
    Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.  

    Unarmored Movement

    Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.
    At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.  

    Deflect Missiles

    Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
    If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack (range 20/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.  

    Ability Score Improvement

    When you reach 4th 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.   If your DM allows the use of feats, you may instead take a feat.  

    Slow Fall

    Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.  

    Extra Attack

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

    Disrupting Strike

    Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt to disrupt their ki. The target must succeed on a Constitution saving throw or be Disrupted until the end of your next turn.  

    Ki-Empowered Strikes

    Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.  

    Evasion

    At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.  

    Stillness of Mind

    Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.  

    Ability Score Improvement

    When you reach 8th 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.   If your DM allows the use of feats, you may instead take a feat.  

    Unarmored Movement improvement

    At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.  

    Purity of Body

    At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.  

    Ability Score Improvement

    When you reach 12th 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.   If your DM allows the use of feats, you may instead take a feat.  

    Tongue of the Sun and Moon

    Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.  

    Diamond Soul

    Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.   Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.  

    Timeless Body

    At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.  

    Ability Score Improvement

    When you reach 16th 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.   If your DM allows the use of feats, you may instead take a feat.  

    Empty Body

    Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.   Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.  

    Ability Score Improvement

    When you reach 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.   If your DM allows the use of feats, you may instead take a feat.  

    Perfect Self

    At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.
    subclass options:

    Swift Soul

    3rd-level Fleet foot feature   At level 3, you gain the following abilities: When you take the Dash action, you may use Flurry of Blows as a Bonus Action without spending Ki. When you hit a creature with one of the attacks granted by this feature, it must succeed on a Strength Save against your Ki save DC or be knocked prone or be pushed 15 feet away from you (your choice)   Your Step of the Wind technique no longer requires Ki Usage and you can spend 1 Ki to Longstrider on yourself, without components.  

    Improved Unarmored Movement

    3rd-level Fleet foot feature   Upon following this Monastic Tradition at level 3, your movement speed increases by 10 feet. It increases by another 10 feet at level 10, and again at level 17.  

    Overrun

    6th-level Fleet foot feature   At level 6, when you take the dash action, as part of the action, you may attempt to overrun a creature and move through its space, after moving at least 20 feet in a straight line towards the creature. As part of the dash action make an unarmed strike against the creature.   On a hit, the creature takes bludgeoning damage equal to one roll of your martial art die + your Str or Dex modifier (your choice), plus another martial art die per additional 10 feet feet beyond the 20 you ran beforehand (maximum 6 martial art die). You then move through the creature's space stopping in a unoccupied within 5 feet of the creature.  

    Hasty Steps

    11th-level Fleet foot feature   Starting at 11th Level, You can use your ki flow to make yourself quicker than the wind. You can spend 4 ki points to cast the haste spell on yourself, without components.  

    Godlike Alacrity

    17th-level Fleet foot feature   At 17th level, you have reached the apotheosis of speed. As a reaction you can spend 9 ki points to immediately take an extra turn, interrupting the current turn. During this turn other creatures cannot take reactions, you have advantage on all attack rolls and ability checks using strength or dexterity and any strength or dexterity saving throw caused by your monk features are made at disadvantage.
    LevelProficiency BonusFeaturesMartial ArtsKi PointsUnarmored Movement
    1+2Unarmored Defense, Martial Arts1d4
    2+2Ki, Unarmored Movement1d41+10 ft.
    3+2Deflect Missiles, Improved Unarmored Movement, Swift Soul1d43+20 ft.
    4+3Ability Score Improvement, Slow Fall1d44+20 ft.
    5+3Extra Attacks, Stunning Strike1d65+20 ft.
    6+3Ki-Empowered Strikes, Overrun1d66+25 ft.
    7+3Evasion, Stillness of Mind1d67+25 ft.
    8+3Ability Score Improvement1d68+25 ft.
    9+4Unarmored Movement Improvement1d69+25 ft.
    10+4Purity of Body1d810+40 ft.
    11+4Hasty Steps1d811+40 ft.
    12+4Ability Score Improvement1d812+40 ft.
    13+5Tongue of Sun and Moon1d813+45 ft.
    14+5Diamond Soul1d814+45 ft.
    15+5Timeless Body1d815+45 ft.
    16+5Ability Score Improvement1d816+45 ft.
    17+6Godlike Alacrity1d1017+55 ft.
    18+6Empty Body1d1018+60 ft.
    19+6Ability Score Improvement1d1019+60 ft.
    20+6Perfect Self1d1020+60 ft.
     

    Paladin: Oath of War

    Paladin: Oath of War

    Whether they fight for tyranny or freedom, justice or power, life or death, all combatants have something that bins them all together: a cause to fight for. Something to ignite their passions and convince them that something is worth giving their life for. By swearing this oath, you exist to create great battles and moments of glory. Because, in war, true heroes emerge and bring great honor to all those around them.
    hit dice: 1d10
    hit points at 1st level: 10 + your Constitution modifier
    hit points at higher levels: 1d10 + your Constitution modifier per level after 1st
    armor proficiencies: light armor, medium armor, heavy armor, shields
    weapon proficiencies: simple weapons, martial weapons
    tools: none
    saving throws: Wisdom, Charisma
    skills: Choose 2 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 × 10 gp to buy your own equipment.
    spellcasting:
    By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list.  
    Preparing and Casting Spells
    The Paladin table shows how many spell slots you have to cast your paladin 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.

    class 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.  

    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 × 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 Smite

    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 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.  

    Fighting Style

    At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.  
    Defense
    While you are wearing armor, you gain a +1 bonus to AC.  
    Dueling
    When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 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
    When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.  

    Divine Health

    By 3rd level, the divine magic flowing through you makes you immune to disease.  

    Ability Score Improvement

    When you reach 4th 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.
    If your DM allows the use of feats, you may instead take a feat.  

    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.  

    Ability Score Improvement

    When you reach 8th 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.
    If your DM allows the use of feats, you may instead take a feat.  

    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.  

    Ability Score Improvement

    When you reach 12th 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.
    If your DM allows the use of feats, you may instead take a feat.  

    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.  

    Ability Score Improvement

    When you reach 16th 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.
    If your DM allows the use of feats, you may instead take a feat.  

    Aura improvements

    At 18th level, the range of your Aura of Protection increases to 30 feet.  

    Ability Score Improvement

    When you reach 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.
    If your DM allows the use of feats, you may instead take a feat.  

    Sacred Oath feature

    At 20th level, you gain a feature granted to you by your Sacred Oath.
    subclass options:

    Oath of War

    Whether they fight for tyranny or freedom, justice or power, life or death, all combatants have something that bins them all together: a cause to fight for. Something to ignite their passions and convince them that something is worth giving their life for. By swearing this oath, you exist to create great battles and moments of glory. Because, in war, true heroes emerge and bring great honor to all those around them.
    Tenets of War
    In order to create glory and experience, the following code must be adhered to.
    Violence Versus War. War is grand and glorious. Killing someone in an alley or poisoning their wine is not. Know the difference, and ensure you do not cross the line.
    The Front Lines Await. There is no honor in waiting behind a barricade. Wade into battle and let your foes taste your fury.
    Always be Prepared. Those who let their guard down die before they find glory. Always be ready to fight.
    Fight the Worthy. You seek opponents, not victims. Your weapon should only bathe in the blood of those that deserve a glorious death.

    Oath Spells

    Paladin Level Spells
    3rd Shield of Faith, Zephyr Strike
    5th Find Steed, Spiritual Weapon
    9th Aura of Vitality, Crusader's Mantle
    13th Fire Shield, Guardian of Faith
    17th Dominate Person, Steel Wind Strike
     

    Channel Divinity

    Starting at 3rd level, you gain the following Channel Divinity optins.  
    Channel Divnity: Improved Warfare
    As an action, you can use your Channel Divinity to glean information on a target within 60 feet of you. You learn the creature's type and what damage resistances, immunities, or vulnerabilities it has, if any.  
    Channel Divinity: Champion of War
    As a bonus action, you can use your Channel Divinity to bless a creature other than you within 30 feet of you with the power of battle. The creature has advantage on attack rolls until the end of its next turn.  

    Aura of Glory

    Starting at 7th level, you and friendly creatures within 10 feet of you subtract your Charisma modifier from any bludgeoning, piercing, slashing damage they take (a minimum of -1).
    At 18th level, the range of this aura increases to 30 feet.  

    Tides of Battle

    Starting at 15th level, your energy in combat is everlasting. When you use your Divine Smite using a spell slot of 3rd level or higher, you can regain one expended spell slot. The slot you regain must be of a level lower than the spell slot you use and can't be higher than 2nd level.
    You can only regain a number of spells slots equal to your charisma modifier, you regain the number of uses on a long rest.  

    Angel of Honor

    At 20th level, you can use your action to take the form of an avatar of battle. For 1 minute, you gain the following benefit:
  • You gain 20 temporary hit points at the start of your turn.
  • You can make an additional attack whenever you take the Attack action.
  • Your Strength score increases by 4, to a maximum of 24.
  • Once you use this feature, you can't do so again until you finish a long rest.
    LevelProficiency BonusFeatures1st2nd3rd4th5th
    1+2Divine Sense, Lay on Hands
    2+2Divine Smite, Fighting Style, Spellcasting2
    3+2Divine Health, Sacred Oath, Channel Divinity3
    4+3Ability Score Improvement32
    5+3Extra Attack42
    6+3Aura of Protection43
    7+3Aura of Glory43
    8+3Ability Score Improvement43
    9+4432
    10+4Aura of Courage432
    11+4Improved Divine Smite433
    12+4Ability Score Improvement433
    13+54331
    14+5Cleansing Touch4331
    15+5Tides of Battle4332
    16+5Ability Score Improvement4332
    17+643331
    18+6Aura Improvements43331
    19+6Ability Score Improvement43332
    20+6Angel of Honor43332

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