Paladin
Paladins get their power from the wrath of Tiamat to smite the wicked and the evil who stray from good.
Level | Proficiency Bonus | Features | Experience Points |
---|---|---|---|
1st | +2 | Divine Sense, Lay On Hands | 0 |
2nd | +2 | Fighting Style, Spellcasting, Divine Smite | 300 |
3rd | +2 | Sacred Oath, Divine Health, Channel Divinity | 1,000 |
4th | +2 | Ability Score Improvement | 3,000 |
5th | +3 | Extra Attack | 6,000 |
6th | +3 | Aura of Protection | 10,000 |
7th | +3 | Sacred Oath Feature | 20,000 |
8th | +3 | Ability Score Improvement | 40,000 |
9th | +4 | - | 60,000 |
10th | +4 | Aura of Courage | 80,000 |
11th | +4 | Improved Divine Smite | 100,000 |
12th | +4 | Ability Score Improvement | 120,000 |
13th | +5 | - | 140,000 |
14th | +5 | Cleansing Touch | 160,000 |
15th | +5 | Sacred Oath Feature | 180,000 |
16th | +5 | Ability Score Improvement | 200,000 |
17th | +6 | - | 225,000 |
18th | +6 | Aura Improvement | 250,000 |
19th | +6 | Ability Score Improvement | 300,000 |
20th | +6 | Sacred Oath Feature | 350,000 |
Class Information.
- Hit Dice. 1d10 per paladin level
- 1st Level Hitpoints. 10 + your Constitution modifier
- Higher Level Hitpoints. 1d10 (or 6) + your Constitution modifier per paladin level after 1st
- Armor Proficiencies. Light Armor, Medium Armor, Heavy Armor, and Shields
- Weapon Proficiencies. Simple Weapons and Martial Weapons.
- Tool Proficiencies. None
- Saving Throw Proficiencies. Wisdom and Charisma
- Skill Proficiencies. Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
- Equipment. A Simple or Martial Weapon, a Shield or a Simple or Martial Weapon, five Javelins or a Simple Weapon, an Equipment Pack, Chain Mail, and a Holy Symbol
Divine Sense. Starting at 1st level, 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 aberration, highling or undead within 60 feet of you that is not behind total cover. You know the type (aberration, highling or undead) of any being whose presence you sense, 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. 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. Also starting at 1st level, your blessed touch can heal wounds. 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 × 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.
Fighting Style. At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Whenever you gain a level in this class you can swap a Fighting Style you have with one you do not have with one you could have learned from this feature.
- Blessed Warrior You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.
- Blind Fighting. You have blindsight with a range of 10 feet. If you already have blindsight it increases the range of your blindsight by 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- 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 and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
- 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.
- Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Spellcasting. You gain the ability to cast spells at 2nd level.
- Spellcasting Ability. Charisma
- Spell Save DC. 8 + Your Proficiency Bonus + Your Charisma Modifier
- Spell Attack Bonus. Proficiency Bonus + Your Charisma Modifier
- Spellcasting Focus. A Holy Symbol
- Spell Learning Method. Whenever you finish a long rest, you prepare a number of spells equal to your paladin level + your Charisma modifier from the paladin spell list. You can cast these spells using your spell slots until the end of your next long rest.
Level | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|
2nd | 2 | - | - | - | - |
3rd | 3 | - | - | - | - |
4th | 3 | - | - | - | - |
5th | 4 | 2 | - | - | - |
6th | 4 | 2 | - | - | - |
7th | 4 | 3 | - | - | - |
8th | 4 | 3 | - | - | - |
9th | 4 | 3 | 2 | - | - |
10th | 4 | 3 | 2 | - | - |
11th | 4 | 3 | 3 | - | - |
12th | 4 | 3 | 3 | - | - |
13th | 4 | 3 | 3 | 1 | - |
14th | 4 | 3 | 3 | 1 | - |
15th | 4 | 3 | 3 | 2 | - |
16th | 4 | 3 | 3 | 2 | - |
17th | 4 | 3 | 3 | 3 | 1 |
18th | 4 | 3 | 3 | 3 | 1 |
19th | 4 | 3 | 3 | 3 | 2 |
20th | 4 | 3 | 3 | 3 | 2 |