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Paladins

Paladins believe in a greater god and believe that the gods that clerics worship - Ikaia, Frej, Peilzrit and Nyissa - are false gods, since they rose to gods from mortality, and that their god is the only valid god. Paladins will therefore never multiclass as a cleric. Paladins believe strongly in justice and are usually lawful good.

Sects

Paladins' four primary churches are The Church of Berthe, The Church of Naess, The Church of Lothaire and The Church of Sofea.

The churches of Berthe, Naess and Lothaire are human churches, and thus have have a greater difference in their beliefs and practise to The Church of Sofea, which consists of aasimar, sun elves and moon elves, than to one another. In human churches, all the priests are male and the holy guard are all female. However, priests will still engage in combat when deemed necessary. These churches all allow priests to marry multiple women.

The Church of Naess is extremely powerful within Naess, possessing a strong relationship with the monarchy. This church is defined by it's beliefs that women need to be tempered and tamed, with practises that help to keep women humble.

Lothaire has a big problem with the undead, and so this is the primary focus of The Church of Lothaire, with it's priests and holy guard regularly going out on missions to keep the area safe.


Articles under Paladins


Paladins

hit dice: 1d10
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
armor proficiencies: All armour and shields
weapon proficiencies: Javelin, spear, light crossbow, greatsword, lance, longsword, shortsword, hand crossbow
tools: None
saving throws: Strength, Constitution
skills: Choose two from Athletics, Insight, Intimidation, Medicine, Pursuasion and Religion.
starting equipment:
spellcasting:

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 Constitution 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 our 1st evel and two 2nd level spell slots. With a Constitution 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

Spell save DC:

8 + your proficiency bonus + your Constitution modifier

Spell attack modifier:

your proficiency bonus + your Constitution modifier

class features:

Level 1

Warding Flare

You can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

 

Level 2

Divine Smite

When you hit a creature with a melee weapon attack, you can expend one paladin 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.

 

Channel Divinity

You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with one such effect: Turn Unholy.

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.

 

Turn Unholy (Channel Divinity)

As an action, you speak a prayer censuring fiends and undead. 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.

 

Level 4

Ability Score Improvement

You can increase on ability score of your choice by 2 or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature. You can choose instead to select a feat for your character. You gain this feature again when you reach 8th, 12th, 16th and 19th level.

 

Level 6

Aura of Protection

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, 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.

 

Level 8

Divine Strike

You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target.

 

Level 10

Divine Intervention

You can call on God 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 paladin level, God intervenes. The DM chooses the nature of the intervention; the effect of any paladin spell would be appropriate. If God intervenes, you can't use this feature again for a short moon. Otherwise, you can use it again after you finish a long rest.

subclass options:

Level 1

You have 1 class point.

You can spend class points on any features that you have unlocked and have not already selected. You must spend class points when you gain them, and cannot save them for future levels.

 

Optional Abilities

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 tht 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 can replenish 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 total 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 neutralise one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points seperately for each one.

This feature has no effect on undead and constructs.

 

War Priest

Your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

 

Defense

While you are wearing armour, you gain a +1 bonus to AC.

 

Dueling

When you are wielding a melee wepon 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. 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.

 

Holy Touch

When you touch an undead, you can cause damage to it. The undead must succeed on a Constitution saving throw, or take radiant damage equal to a d10 + your Wisdom modifier + your proficiency bonus.

 

Spellsword

When you use your action to cast a spell, you can use your bonus action to make a melee weapon attack and add your proificiency bonus on to this.

 

Level 3

You gain 2 class points.

 

Optional Abilities

Radiance of the Dawn (Channel Divinity)

You can harness sunlight, banishing darkness and dealing radiant damage to your foes.

As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

 

Guided Strike (Channel Divinity)

You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

 

Divine Health

The divine magic flowing through you makes you immune to disease.

 

Combat Inspiration

You learn to inspire others in battle. A creature you choose can roll a d6 and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll a d6 and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

 

Sacred Weapon (Channel Divinity)

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 part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

 

Preserve Life (Channel Divinity)

You can heal the badly injured.

As an action, you evoke healing energy that can restore a number of hit points equal to five times your paladin level. Choose any cretures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half its hit point maximum. You can't use this feature on an undead or a construct. This ability can be used once between each long rest.

 

Abjure Enemy (Channel Divinity)

As an action, you speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.

On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed.

On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.

 

Vow of Enmity (Channel Divinity)

As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

 

Torch-Bearer

Mundane light sources you hold will illuminate through magical darkness up to half of their normal range, and allied creatures within the light gain advantage against being frightened.

 

Born to the Saddle

Your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.

Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

 

Level 7

You gain 1 class point.

 

Optional Abilities

War God's Blessing (Channel Divinity)

When a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

 

Improved Flare

You can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.

 

Blessed Healer

The healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.

 

Relentless Avenger

Your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks.

 

Holy Purity

Your blessed body becomes immune to poison damage, disease and the poisoned condition. You can also remove those conditions in any creature you touch by using an action on your turn.

 

Level 11

You gain 1 class point.

 

Optional Abilities

Divine Smite

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. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.

 

Level 14

You gain 1 class point.

 

Optional Abilities

Cleansing Touch

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.

 

Divine Strike

The extra damage of your divine strike increases to 2d8.

 

Level 15

You gain 1 class point.

 

Optional Abilities

Purity of Spirit

You are always under the effects of a protection from evil spell.

 

Level 20

You gain 1 class point.

 

Optional Abilities

Supreme Healing

When you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For eample, instead of restoring 2d6 hit points to a creature, you restore 12.

 

Avatar of Battle

You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

 

Aura of Protection

The range of your Aura of Protection increases to 30 feet.

 

Divine Intervention

Your call for intervention succeeds automatically, no roll required.

 

Holy Nimbus

As an action, you can emanate an aura of sunlight. For 1 minute, 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 10 radiant damage.

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.

 

Avenging Angel

You can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

 
  • Wings sprout from your back and grant you a flying speed of 60 feet.
  • You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.
 

Once you use this feature, you can't use it again until you finish a long rest.

 

Blessed

You gain the following benefits:

 
  • You are immune to divine intervention and other divine effects provoked directly by a god, unless you choose to be affected.
  • Creatures cannot prevent you from reducing them to 0 hit points by means of features, spells, or magical effects.
 

Paladin Table

LevelClass PointsAbilitiesOptional Abilities1st2nd3rd4th5th
11Warding FlareDivine Sense, Lay on Hands, War Priest, Defense, Dueling, Great Weapon Fighting, Protection, Torch-Bearer, Holy Touch, Spellsword---------------
21Spellcasting, Divine Smite, Channel Divinity, Turn Unholy (Channel Divinity)---2------------
33---Radiance of the Dawn (Channel Divinity), Guided Strike (Channel Divinity), Divine Health, Combat Inspiration, Sacred Weapon (Channel Divinity), Preserve Life (Channel Divinity), Abjure Enemy (Channel Divinity), Vow of Emnity (Channel Divinity), Born to the Saddle3------------
43Ability Score Improvement---3------------
53------42---------
63Channel Divinity Improvement, Aura of Protection---42---------
74---War God's Blessing (Channel Divinity), Improved Flare, Blessed Healer, Relentless Avenger, Holy Purity43---------
84Ability Score Improvement, Divine Strike---43------
94------432------
104Divine Intervention---432------
115---Divine Smite Improvement433------
125Ability Score Improvement---433------
135------4331---
146---Cleansing Touch, Divine Strike Improvement4331---
157---Purity of Spirit4332---
167Ability Score Improvement---4332---
177------43331
187Channel Divinity Improvement---43331
197Ability Score Improvement---43332
208---Supreme Healing, Avatar of Battle, Aura of Protection Improvement, Divine Intervention Improvement, Holy Nimbus, Avenging Angel, Blessed43332

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