Skills. Choose 2 from Athletics, Insight, Intimidation, Medicine, Persuasion, Religion.
Starting 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
SRD 5.1, p.31 · OGL 1.0a
Paladin level table (D&D 2014)
Level
Proficiency bonus
What you gain
1
+2
WIS & CHA saves; choose 2 skills; Divine Sense; Lay on Hands (pool = 5 × Paladin level). Spellcasting begins at L2 (CHA, prepared = CHA mod + half Paladin level, rounded down). Proficiencies (SRD 5.1 p.30): Armor: All armor, shields. Weapons: Simple weapons, martial weapons. Equipment (SRD 5.1 p.30): 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
Divine Health (immune to disease); Channel Divinity (1 use per short or long rest). Sacred Oath: Oath of Devotion.
4
+2
ASI: distribute +2 across abilities (or take a Feat).
5
+3
L5 Paladin (SRD 5.1 p.30, 32): +6 HP avg. Extra Attack (attack twice whenever you take the Attack action).
6
+3
Aura of Protection (+CHA to saves within 10 ft)
7
+3
Devotion: Aura of Devotion (allies immune to charm)
8
+3
ASI: distribute +2 across abilities (or take a Feat).
9
+4
No new class features at 9th level (you gain a 3rd-level spell slot).
10
+4
Aura of Courage
11
+4
Improved Divine Smite (+1d8 radiant on all melee weapon hits).
12
+4
ASI: distribute +2 across abilities (or take a Feat).
13
+5
-
14
+5
L14 Paladin (SRD 5.1 p.30, 32): +6 HP avg. Cleansing Touch (action: end one spell on yourself or on one willing creature you touch; CHA modifier uses, minimum 1, regained on a long rest).
15
+5
Devotion: Purity of Spirit (always under the effects of Protection from Evil and Good).
16
+5
ASI: distribute +2 across abilities (or take a Feat).
17
+6
-
18
+6
Aura Expansion (30 ft)
19
+6
ASI: distribute +2 across abilities (or take a Feat).
20
+6
Devotion: Holy Nimbus (action 1/long rest: aura of 30 ft radiant)
As an action, until the end of your next turn you know the location of any celestial, fiend, or undead within 60 ft of you that is not behind total cover, and you know its type 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. Uses = 1 + CHA mod, and you regain all expended uses when you finish a long rest.
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.
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.
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.
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options: Defense, Dueling, Great Weapon Fighting, or Protection. You can't take a Fighting Style option more than once, even if you later get to choose again. (SRD 5.1 p.31)
Channel divine energy directly from your deity or oath to fuel magical effects. When you use your Channel Divinity, you choose which effect to create — a cleric chooses Turn Undead or an effect determined by their domain; a paladin chooses an option granted by their oath. You must then finish a short or long rest to use your Channel Divinity again; when you finish a short or long rest, you regain all expended uses. Some Channel Divinity effects require saving throws; when you use such an effect from this class, the DC equals your spell save DC.
Divine HealthLevel 3
By 3rd level, the divine magic flowing through you makes you immune to disease.
When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose an oath, such as the Oath of Devotion. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.
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 AttackLevel 5
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Aura of ProtectionLevel 6
Whenever you or a friendly creature within 10 ft of you (30 ft at L18) must make a saving throw, the creature gains a bonus to the saving throw equal to your CHA modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
Aura of CourageLevel 10
You and friendly creatures within 10 ft of you can't be frightened while you are conscious. At L18 the range of this aura increases to 30 ft.
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. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.
Cleansing TouchLevel 14
As an action, end one spell on yourself or on one willing creature that you touch. Uses = CHA mod (a minimum of once), and you regain expended uses when you finish a long rest.
A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath. A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh. If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the GM's discretion, an impenitent paladin might be forced to abandon this class and adopt another.
Hit Dice: 1d10 per fighter level (SRD 5.1 p.24) / paladin level (p.30) / ranger level (p.35). Hit Points at 1st Level: 10 + your Constitution modifier. Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level / paladin level / ranger level after 1st. A character can spend one or more Hit Dice at the end of a short rest, up to the character's maximum number of Hit Dice, which is equal to the character's level. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest (p.87).
Each oath has a list of associated 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.
Sacred Oaths. Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin's training. Some characters with this class don't consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin's heart. The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.
Aura of DevotionLevel 7
You and friendly creatures within 10 ft of you can't be charmed while you are conscious. At L18 the range of this aura increases to 30 ft.
Purity of SpiritLevel 15
Always under effects of Protection from Evil and Good.
Action: you emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-ft radius and dim light shines 30 ft beyond that. Whenever an enemy creature starts its turn in the bright light, it takes 10 radiant damage. 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.
Channel Divinity (action): imbue one weapon you are holding with positive energy. For 1 minute you add your CHA modifier to attack rolls made with that weapon (with a minimum bonus of +1), and it emits bright light in a 20-ft radius and dim light 20 ft 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, and it ends if you are no longer holding or carrying the weapon or if you fall unconscious.
Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets. Honesty. Don't lie or cheat. Let your word be your promise. Courage. Never fear to act, though caution is wise. Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom. Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm. Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
Channel Divinity (action): each fiend or undead that can see or hear you within 30 ft of you must make a WIS saving throw. On a failed save 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 ft 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, it can use the Dodge action.
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