Paladins

Paladins are elite warriors who have sworn unbreakable holy oaths to fight evil. In addition to their weapons and armor, they wield divine powers and clerical spells.

## Class Starting Equipment

* Weapon and Shield OR two weapons. Available weapons: Battleaxe, Greataxe, Greatsword, Longsword, Morningstar, Rapier.
* Javelin ×5 OR a simple weapon (Spear, Club, Dagger, Handaxe, Javelin, Mace, Quaterstaff)
* Chain Mail and Holy Symbol (Amulet)
* Priest's Pack OR Explorer’s Pack

## Class Features

**Saving Throw Proficiencies ➜** Wisdom, Charisma

**Paladin Armor Proficiencies ➜** Light Armor, Medium Armor, Heavy Armor, Shield

**Paladin Weapon Proficiencies ➜** Simple Weapons, Martial Weapons

**Paladin Skills ➜** Choose 2 of these skills: Athletics, Insight, Intimidation, Medicine, Persuasion, Religion

**Divine Sense ➜** Reveals celestials, fiends, and undead.

**Healing Pool ➜** A pool of healing power – 5 points per paladin level.

**Lay on Hands ➜** Spend points from your healing pool to restore lost HP.

**Neutralize Poison ➜** Spend 5 points from your Lay on Hands healing pool to neutralize one poison.

**Cure Disease ➜** Spend 5 points from your healing pool to cure one disease.

## Higher Level Features

**Level 2**

* **Divine Smite ➜** When you hit a creature with a melee weapon, you can spend one spell slot to deal 2d8 additional radiant damage. +1d8 per slot level above 1st, +1d8 when hitting an undead or a fiend.
* **Paladin Spellcasting ➜** Can cast spells from the Paladin Spells list.
* **Fighting Style ➜** Choose a fighting style as a specialty:
	+ **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. You must use the new roll, even if it 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.

**Level 3**

* **Channel Divinity** ➜ Can use Channel Divinity actions once between rests.
* **Sacred Oaths** ➜ Select and swear the sacred oath that binds you as a paladin forever!

**Level 4**

* **Ability Score Choice** ➜ Choose between increasing your ability scores or gaining a bonus feat.

**Level 5**

* **Extra Attack** ➜ You can attack one more time, per combat turn, when you use the attack or shove.

**Level 6**

* **Aura of Protection** ➜ Grants a saving throw bonus to your surrounding allies, equal to your CHA modifier (min 1).

**Level 8**

* **Ability Score Choice** ➜ Choose between increasing your ability scores or gaining a bonus feat.

**Level 10**

* **Aura of Courage** ➜ You and allies within 2 cells cannot be frightened while you are conscious, At 18th level, the range becomes 6 cells.

**Level 11**

* **Improved Divine Smite** ➜ Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage, whether you are spending a spell slot to smite or not.

**Level 12**

* **Ability Score Choice** ➜ Choose between increasing your ability scores or gaining a bonus feat.

**Level 14**

* **Cleansing Touch** ➜ You can use your action to end one spell on yourself or on a willing creature you can touch. You can use this feature a number of times equal to your Charisma modifier and regain all uses when you finish a long rest.

**Level 16**

* **Ability Score Choice** ➜ Choose between increasing your ability scores or gaining a bonus feat.

## Sacred Oaths

These Paladin subclasses are granted at level 3.

### Oath of Devotion

Paladins who swear the Oath of Devotion uphold the loftiest ideals of justice, virtue, and order. They act with honor in pursuit of the greater good, hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards.

**Level 3**

* **Oath of Devotion Spells** ➜ In your list and always prepared:
	+ Level 3: Shield, Protect vs Evil & Good
	+ Level 5: Lesser Restoration, Aid
	+ Level 9: Dispel Magic, Revivify
	+ Level 13: Freedom of Movement, Guardian of Faith

* **Channel Divinity: Sacred Weapon ➜** Channel Divinity to bless one weapon. For 1 minute, add your Charisma modifier to hit with that weapon (minimum +1). The weapon also emits bright light over 4 cells and dim light over 4 more cells, and its attacks count as magical.

* **Channel Divinity: Turn the Unholy** ➜ Channel Divinity to force fiends and undead within 6 cells who can see you to flee unless they make a successful Wisdom saving throw.

**Level 7**

* **Aura of Devotion** ➜ Friendly creatures In the aura cannot be charmed while you are conscious.

**Level 15**

* **Purity of Spirit** ➜ You are always under the effects of Protection from Evil and Good.

### Oath of Motherland

Paladins who swear the Oath of the Motherland dedicate their lives to restoring the pre-Cataclysm world, undoing the land's decay, and bringing life back, despite its violent and volcanic nature. They reject the term "Badlands" in favor of "Motherland."

**Level 3**

* **Oath of Motherland Spells** ➜ In your list and always prepared:
	+ Level 3: Bane, Burning Hands
	+ Level 5: Branding Smite, Scorching Ray
	+ Level 9: Fireball, Dispel Magic

* **Channel Divinity: Fiery Wrath ➜** Channel Divinity to target one creature within 12 cells, dealing 2d6+paladin level fire damage and setting the target on fire. It can make a DC 10 Dexterity check to put out the fire, or sustain 1d6 more fire damage per turn for one minute.

* **Channel Divinity: Fiery Presence** ➜ Channel Divinity to blind opponents within 12 cells who fail a Dexterity save. Creatures with darkvision or better sight in darkness have disadvantage. Blindness lasts 1d4 turns.

**Level 7**

* **Volcanic Aura** ➜ Friendly creatures in the aura gain fire resistance and +1 to AC.

**Level 15**

* **Heart of Lava** ➜ Your skin is covered with stone scales providing immunity to fire damage and reduces any slashing/bludgeoning/piercing damage that you take by 5.

### Oath of Tirmar

Paladins who swear the Oath of Tirmar belong to an old order descended from the Tirmarian Inquisition. Obsessed with their arch-enemies, the legendary Sorr-Akkath, they conduct their rituals in the old language of Tirmar, and hold grudges from the time of the Cataclysm a thousand years ago.

**Level 3**

* **Oath of Tirmar Spells** ➜ In your list and always prepared:
	+ Level 3: Sleep, Shield
	+ Level 5: Hold Person, Blindness
	+ Level 9: Daylight, Slow

* **Bonus Language ➜** When you take the Oath of Tirmar, you acquire the Tirmarian language.

* **Channel Divinity: Golden Speech** ➜ Channel Divinity to gain advantage on Persuasion and Intimidation checks for one hour.
* **Channel Divinity: Scourge of the Hidden** ➜ Channel Divinity to deal 1d6 additional radiant damage on attacks which hit opponents with either natural shapeshifting or darkvision (2d6 if both). The effect lasts for 1 minutes.

**Level 7**

* **Aura of Truth** ➜ Friendly creatures in the aura gain superior darkvision and +2 Perception.

**Level 15**

* **Sorak's Bane** ➜ When you use a melee weapon to attack an enemy who has either darkvision or natural shapeshifting, you can use your bonus action to perform an additional melee attack. This additional attack also receives bonus damage equal to your Charisma modifier.

### Oath of Judgment (Lost Valley DLC)

No sin should be overlooked, no matter how small - although punishment must also fit the crime. Relentless in their pursuit of justice, those who decide to stand in their way better be prepared.

**Level 3**

* **Oath of Judgement Spells** ➜ In your list and always prepared:
	+ Level 3: Guiding Bolt, Protection vs Evil & Good
	+ Level 5: Enhance Ability, Hold Person
	+ Level 9: Hypnotic Pattern, Haste
* **Channel Divinity: Weight of Justice ➜** You can use your bonus action to Channel Divinity to pour your determination into your weapon. When you hit your target with the next melee weapon attack, they must make a successful Charisma saving throw or become restrained for up to 1 minute. The target can repeat a Charisma saving throw at the end of each of their turns to end the effect.
* **Channel Divinity: Purge Corruption ➜** You can use your bonus action to Channel Divinity to remove one of the negative conditions (Blinded, Deafened, Paralyzed or Poisoned) from an ally within 6 cells of you.

**Level 7**

* **Aura of Righteousness** ➜ While not incapacitated, you constantly emanate a 2-cells radius aura. All allies (including yourself) within it deal an additional amount of damage equal to your proficiency modifier when making weapon attacks (same damage type than the weapon used to make the attack).

**Level 15**

* **Retribution** ➜ Whenever an enemy within 6 cells deals damage to you, you can use your reaction to chastise them. They must make a Wisdom saving throw against your spellcasting ability, taking 2d8 + CHA modifier psychic damage (half on a successful save).

## Paladin Spells

### Spell List

Paladin spell list enumerates all the spells the character can cast. Whether they have it memorized or just want to cast it from a scroll, the spell needs to be on their spell list. Some spells are only available to a specific sub-class (as stated in brackets in the list below).

**Spell Level 1**

* Bane (Oath of the Motherland only)
* Bless
* Burning Hands (Oath of the Motherland only)
* Cure Wounds
* Detect Evil and Good
* Detect Magic
* Divine Favor
* Guiding Bolt (Oath of Judgment only)
* Heroism
* Protect vs Evil & Good
* Shield (Oath of Devotion and Oath of Tirmar only)
* Shield of Faith
* Sleep (Oath of Tirmar only)

**Spell Level 2**

* Aid
* Blindness (Oath of Tirmar only)
* Branding Smite
* Enhance Ability (Oath of Judgment only)
* Hold Person (Oath of Tirmar and Oath of Judgment only)
* Lesser Restoration
* Magic Weapon
* Protection from Poison
* Scorching Ray (Oath of the Motherland only)

**Spell Level 3**

* Create Food
* Daylight
* Dispel Magic
* Haste (Oath of Judgment only)
* Hypnotic Pattern (Oath of Judgment only)
* Fireball (Oath of the Motherland only)
* Remove Curse
* Revivify
* Slow (Oath of Tirmar only)

**Spell Level 4**

* Banishment
* Blight (Oath of Judgment only)
* Death Ward
* Dreadful Omen (Oath of Tirmar only)
* Fire Shield (Oath of the Motherland only)
* Freedom of Movement (Oath of Devotion only)
* Guardian of Faith (Oath of Devotion only)
* Phantasmal Killer (Oath of Tirmar only)
* Wall of Fire (Oath of the Motherland only)

### Spell Slots per Spell Level

The table below shows how many spell slots per Spell Level you can cast at each Paladin level. To cast a spell, you must use a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.