A paladin vows to uphold justice and honesty, protect all the good things in the world against the advance of darkness, and pursue the forces of evil wherever they dwell. Each paladin focuses on different aspects of the same virtuous cause, but they are all bound by oaths that empower them to carry out their sacred task. Although many paladins consecrate themselves to the gods of good, the power of a paladin comes as much from his commitment to justice itself as from a god. Paladins train for years to learn the art of combat, mastering a wide variety of weapons and armor. Even so, their martial skills are secondary compared to the magic power they wield: power to heal the sick and wounded, to punish the wicked and the undead.
Hit Dice: 1d10 per Paladin level.
Hit points at first level: 10 + your Constitution modifier.
Hit Points at higher levels: 1d10 (or 6) + your Constitution modifier for each Paladin level after the first level.
Armor: All armor and shields
Weapons: Simple weapons, martial weapons
Salvation Rolls: Wisdom, Charisma
Skills: Choose two from Athletics, Intimidation, Medicine, Insight, Persuasion, and Religion
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 team or b) an explorer team
– chain mail and a holy symbol.
A strong evil presence manifests in your senses as a foul odor, and a strong benign presence as heavenly music in your ears. As an action, you can open your consciousness to detect such forces. Until the end of your next turn, you know the position of any celestial, hellish, or undead within 60 feet or less of you that is not in full cover. You know the type (heavenly, hellish, or undead) of any being whose presence you feel, but not their identity (the vampire Count Strahd von Zarovich, for example). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as if it were the Hallow spell .
You can use this trait a number of times a day equal to 1 + your Charisma modifier. When you finish a long rest, you recover all the spent uses.
Laying on of Hands
Your sacred touch can heal wounds. You have a reserve of healing power that recharges when you finish a long rest. With such a reservoir, you can reset 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 reservoir to heal the number of hit points you want on that creature. , being the maximum you can heal the number of hit points remaining in your reservation.
Alternatively, you can spend 5 hit points from your power pool to heal the target of an illness or neutralize a poison that affects him. You can heal multiple diseases and neutralize multiple poisons with a single use of Laying on of Hands, spending hit points separately for each disease or poison. This trait has no effect on constructs and undead.
At 2nd level, you adopt a combat style as your specialty. Choose one of the following options. You cannot choose a Combat Style more than once, even if you have a chance to choose again later Magic Missile.
While wearing armor, you gain +1 AC.
When you are holding a melee weapon in one hand and are not brandishing any other weapons, you gain a +2 damage bonus with that weapon.
Great Weapon Combat
When you roll a 1 or 2 on a damage die in an attack you make with a two-handed melee weapon, you can roll the die again and keep the new result. The weapon must have two-handed or versatile ownership in order for you to gain this benefit.
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 debuff on the attack roll. You must be wearing a shield.
At 2nd level, you have learned to use divine magic through meditation and prayer to cast spells just as a cleric would.
Prepare and cast spells
The Paladin table shows how many spell spaces you have to cast your spells. To cast one of these spells, you must spend a space of the same level or higher than the spell’s level. You recover all your spent spell spaces when you finish a long rest.
You must prepare the paladin spell list you have available to cast, choosing from the paladin spell list. When you do, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounding down (minimum one spell). Spells must be of a level for which you have spell spaces.
For example, if you are a level 5 paladin, you have four level 1 and two level 2 spell slots. With Charisma 14, your list of prepared spells can include four level 1 and 2 spells, in any combination. If you prepare the level 1 spell to heal wounds, you can cast it using a level 1 or level 2 space. Casting the spell does not 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 prepared spells requires you to spend some of your time in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Characteristics for casting spells
You know four level 1 spells you choose from the paladin’s spell list.
The Known Spells column in the paladin’s table shows when you learn more paladin spells of your choice. Each of these spells must be of a level for which you have spell spaces, as shown in the table. For example, when you reach level 3 in this class, you can learn a new level 1 or 2 spell.
Additionally, when you gain a level in this class, you can choose a paladin spell you already know, and replace it with another one from the list of paladin spells, which must be of a level for which you have spell spaces.
Charisma is the spellcasting characteristic for your paladin spells, as its power derives from the strength of your convictions. You use your Charisma every time a spell references your spellcasting characteristic. In addition, you use your Charisma to determine the DC of the saving throw of your paladin spells and when you make an attack roll with one of them.
Spell Salvage CD = 8 + your proficiency bonus + your Charisma
modifier Spell attack modifier = your proficiency bonus + your Charisma modifier
You can use a holy symbol as a spellcasting focus for your paladin spells.
Starting at level 2, when you hit a creature with a melee attack, you can spend any spell slot to deal radiant damage to the target, in addition to weapon damage. This additional damage is 2d8 for a level 1 spell slot, plus 1d8 for each level above 1, up to a maximum of 5d8. Damage is increased by 1d8 if the target is undead or hellish.
At 3rd level, divine magic flowing through you makes you immune to disease.
When you reach level 3, you take the oath that identifies you as a paladin until the end of your days. Until now, you have been in a preparatory phase, dedicated to the path but not totally dedicated to it. You now choose between the Oath of Devotion, the Oath of Elders, and the Oath of Vengeance, all of which are detailed at the end of the class description.
Your choice grants you class traits at level 3, and again at level 7, level 15, and level 20. These traits include Oath Spells and Channel Divinity.
Also You Can Read
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 ready. Oath spells do not count towards the number of spells you can prepare per day. If you gain access to an oath spell that does not appear on the paladin’s spell list, that spell also counts as a paladin spell for you.
Your oath allows you to channel divine energy to create magical effects. Each oath explains how to use the various Channel Divinity options it grants. When you use Channel Divinity, you choose which option to use. You must then finish a short or long break to be able to use Channel Divinity again. Some effects of Channel Divinity require saving rolls. When you use one of these effects, the DC equals the save DC of your paladin spells.
When you reach the 4th level, and again at the 8th, 12th, 16th, and 19th level, you can increase a characteristic score of your choice by 2, or you can increase two characteristic scores of your choice by 1. As a general rule, you cannot increase a characteristic score above 20 using this trait.
Starting at level 5, you can attack twice, instead of once, when you use the Attack action on your turn.
Aura of Protection
Starting at level 6, each time you or a friendly creature 10 feet or less from you must make a saving throw, the creature gains a saving throw bonus equal to your Charisma modifier (minimum +1). You must be aware to be able to grant this bonus.
At level 18, the range of the aura is increased to 30 feet.
Aura of Courage
Starting at level 10, neither you nor friendly creatures 10 feet or less from you can be scared while you are conscious.
At level 18, the range of the aura is increased to 30 feet.
Improved Divine Punishment
Starting at level 14, you are so imbued with the force of justice that all of your melee attacks are accompanied by divine power. Whenever you hit a creature with a melee weapon, the creature takes an additional 1d8 of radiant damage. If you also use your Divine Punishment with the attack, add this damage to the additional damage of Divine Punishment.
Starting at level 14, you can use your action to dispel a spell that is affecting you or a creature that willingly lets itself be touched by you. You can use this trait a number of times a day equal to your Charisma modifier (minimum once). Recover all spent uses when you finish a long rest.
Becoming a paladin implies fulfilling a few vows that commit the paladin to the cause of justice, to a path of active fight against evil. The final oath, which he takes when he reaches level 3, is the culmination of the paladin’s training. Some characters with this class do not consider themselves true paladins until they reach level 3 and take this oath. For others, the declaration of this oath is nothing more than a formality, the way of making official what in the heart of that paladin has always been true.
Break your Oath: A paladin always tries to be a role model, but even the most virtuous of them is fallible. Sometimes the right path turns out to be too demanding, sometimes a situation requires choosing the lesser of two evils, and sometimes the passion for his duty leads a paladin to transgress his oath.
A paladin who has broken one of his vows usually seeks absolution from a cleric who shares his faith, or from another paladin of the same order. The paladin may spend a sleepless night dedicated to prayer as a token of penance, or undergo fasting or another similar act of self-denial. After a rite of confession and forgiveness, the paladin starts from scratch.
If a paladin voluntarily breaks his code and shows no signs of regret, the consequences can be more serious. At the DM’s discretion, an unrepentant paladin may be forced to leave this class and choose another, or perhaps choose the Perjuro Paladin option listed in the DM’s Guide.