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
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