Subclass | Feature | Description |
---|---|---|
Ancients | Heal yourself and all nearby allies for Proficiency Bonus + Paladin Level + Charisma Modifier hit points . Regain another Proficiency Bonus + Paladin Level + Charisma Modifier hit points next turn.
No effect on undead and constructs. | |
Devotion | Call upon your Oath to grant a vengeful aura that deals 1d4Radiant damage to anyone who hits them with a melee attack. | |
Vengeance | You or an ally's weapon attacks deal an additional + Charisma Radiant damage and can Daze enemies for 1 turn. | |
Oathbreaker | Steep an enemy in the darkness that churns within you. The target takes 1d4 + Charisma ModifierNecrotic damage each turn and Attack Rolls against it have Advantage. |
User:Toancaro/Paladin
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Subclass features[edit | edit source]
Subclass | Feature | Description |
---|---|---|
Ancients | Invoke primaeval forces to restrain an enemy. | |
Ancients | Channel your Oath using ancient words to Turn nearby fey and fiends.
The condition ends upon taking damage. | |
Devotion | Turn your weapon into a Sacred Weapon. It has a higher chance of hitting, and emits a bright light. | |
Devotion | Turn nearby fey and fiends. They are forced to flee and cannot come close to you.
The condition ends upon taking damage. | |
Vengeance | Frighten an enemy. They'll be easier to hit and cannot move. Fiends and undead have Disadvantage on this Saving Throw
On Save: Target is Slowed instead. | |
Vengeance | Gain Advantage on Attack Rolls against an enemy. | |
Oathbreaker | Use the power of your Oath to gain control over an undead creature. The undead will follow you around and attack your enemies.
The target's level must be lower than yours. | |
Oathbreaker | Let your darkest emotions burst forth as a menacing pulse to Frighten nearby enemies. |
Subclass | Feature | Description |
---|---|---|
Ancients | You and any nearby allies take only half the damage from spells. The aura disappears if you fall Unconscious. | |
Devotion | You and any nearby allies can't be Charmed. The aura disappears if you fall Unconscious. | |
Vengeance | If you hit an enemy with an Opportunity Attack, your movement speed increases by 4.5m / 15ft on your next turn.
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Oathbreaker | You and any nearby fiends (and undead) gain additional damage to melee weapon attacks equal to your Charisma Modifier. The aura disappears if you fall Unconscious. |
Common spells[edit | edit source]
Spells that are available for every subclasses of Paladin class.
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Bless | Enchantment | Cleric Paladin |
9m | Bless up to 3 creatures. They gain a +1d4 bonus to Attack rolls and Saving throws. | ||||||||
Command | Enchantment | Cleric Paladin |
18m | Command a creature to flee, move closer, freeze, drop to the ground or drop its weapon. The target must succeed on a Wisdom saving throw in order to resist the effects. | ||||||||
Compelled Duel | Enchantment | Paladin | 9m | Force an enemy to attack only you, giving it Disadvantage against other targets. | ||||||||
Cure Wounds | Evocation | Bard Cleric Druid Paladin Ranger |
1.5m | Heal a creature you can touch. | ||||||||
Divine Favour | Evocation | Paladin | 0 | Your prayer empowers you with divine radiance. Your weapons deal an additional 1d4Radiant damage. | ||||||||
Divine Smite | Paladin | Weapon Range | Your weapon emanates divine might as you strike, dealing an additional 2d8RadiantDRS damage. Deals an additional 1d8Radiant damage to Fiends and Undead. | |||||||||
Heroism | Enchantment | Bard Paladin |
1.5m | Make yourself or a target immune to Frightened and gain 5 Temporary Hit Points each turn. | ||||||||
Protection from Evil and Good | Abjuration | Cleric Paladin Warlock Wizard |
1.5m | Protect an ally against the attacks and powers of Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. The targets can't be Charmed, Frightened, or possessed by them[See Notes], and when these creatures attack it, they have Disadvantage. | ||||||||
Sanctuary | Abjuration | Cleric Paladin |
18m | You or an ally cannot be targeted until you attack or harm a creature. You can still take damage from area spells. Until the affected entity attacks or harms another creature, it cannot be targeted by enemy attacks. However, it can still take damage from spells that influence a larger area. | ||||||||
Searing Smite | Evocation | Paladin | Weapon Range | Your weapon flares with white-hot intensity. It deals, on top of weapon damage, an extra 1d6Fire damage and marks the target with Searing Smite. | ||||||||
Shield of Faith | Abjuration | Cleric Paladin |
18m | Surround a creature with a shimmering field of magic that increases its Armour Class by 2. | ||||||||
Thunderous Smite | Evocation | Paladin | STR | Weapon Range | Your weapon rings with thunder as you strike, pushing your target 3 m / 10 ft away and possibly knocking them Prone. | |||||||
Wrathful Smite | Evocation | Paladin | WIS | Weapon Range | Your weapon absorbs your wrath as you strike, possibly Frightening your target. |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Aid | Abjuration | Cleric Paladin |
0 | 9m | Bolster your allies with toughness and resolve to heal and increase their Hit Points maximum. | |||||||
Branding Smite | Evocation | Paladin | CON | Weapon Range | Your weapon gleams with astral radiance as you strike and possibly mark your targets with light, preventing it from turning Invisible.
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Lesser Restoration | Abjuration | Bard Cleric Druid Paladin Ranger |
1.5m | Cure a creature from Diseased, Poisoned, Paralysis, or Blinded. | ||||||||
Magic Weapon | Transmutation | Paladin Wizard |
1.5m | Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack rolls and Damage Rolls. | ||||||||
Protection from Poison | Abjuration | Cleric Druid Paladin Ranger |
1.5m | Touch a creature to grant it protection against Poisonous influences. You neutralize all Poisons that affect it, grant it Advantage on Saving throws against being Poisoned, and Resistance to Poison damage. |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Blinding Smite | Evocation | Paladin | CON | Weapon Range | Evoke a heavenly flare and possibly Blind your target | |||||||
Crusader's Mantle | Evocation | Paladin | 0 | 9m | Radiate a holy power that emboldens nearby allies. Their weapon attacks deal an additional 1d4Radiant damage. | |||||||
Daylight | Evocation | Cleric Druid Paladin Ranger Sorcerer |
18m | Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it. | ||||||||
Elemental Weapon | Transmutation | Paladin | 18m | Imbue a weapon with elemental power. It receives a +1 bonus to Attack rolls and Damage Rolls[See Notes], and deals an additional 1d4 damage of your choice. | ||||||||
Remove Curse | Abjuration | Cleric Paladin Warlock Wizard |
1.5m | Touch a creature or object to remove all Curses and Hexes affecting it. | ||||||||
Revivify | Necromancy | Cleric Paladin |
9m | 9m | Revive a companion. They return to life with 1 Hit point. | |||||||
Warden of Vitality | Evocation | Paladin | 0 | While this aura lasts, you can cast Bonus action to heal yourself or nearby allies by 2d6hit points. | as a
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Banishment | Abjuration | Cleric Paladin Sorcerer Warlock Wizard |
CHA | 18m | Temporarily Banish your target to another plane of existence. | |||||||
Death Ward | Abjuration | Cleric Paladin |
1.5m | Protect a creature from death. The next time damage would reduce it to 0 Hit Points, it remains conscious with 1 Hit Point left. |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Destructive Wave | Evocation | Paladin | CON | 9m | Create a shockwave of either divine or malevolent thunder that damages nearby creatures and possibly knocks them Prone. |
Subclass spells[edit | edit source]
Spells that are only available for a speficic subclass of Paladin class.
Name | Subclass | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Bane | Vengeance | Enchantment | Bard Cleric |
9m | Up to 3 creatures receive a -1d4 penalty to Attack rolls and Saving throws. | ||||||||
Ensnaring Strike | Ancients | Conjuration | Ranger | m | Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring your target. Ensnared creatures cannot move and take 1d6Piercing damage at the start of each turn. An ally can use their Help Action to try and tear away the vines. | ||||||||
Hellish Rebuke | Oathbreaker | Evocation | Warlock | DEX | m | React to your next attacker with flames that deal 2d10Fire damage. | |||||||
Hunter's Mark | Vengeance | Divination | Ranger | 18m | Mark a creature as your quarry to deal an additional 1d6Weapon damage whenever you hit it with a weapon attack. If the target dies before the spell ends, you can use to mark a new creature. | ||||||||
Inflict Wounds | Oathbreaker | Necromancy | Cleric | 1.5m | Putrefy a creature with Necrotic energy filling your hands. | ||||||||
Speak with Animals | Ancients | Divination | Bard Druid Ranger |
0m | Gain the ability to comprehend and communicate with beasts. |
Name | Subclass | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Crown of Madness | Oathbreaker | Enchantment | Bard Sorcerer Warlock Wizard |
WIS | 18m | Instill madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied. | |||||||
Darkness | Oathbreaker | Evocation | Sorcerer Warlock Wizard |
18m | Create a cloud of magical darkness that Heavily Obscures and inflicts Blind to creatures within. Creatures cannot make ranged attacks into or out of it. | ||||||||
Hold Person | Vengeance | Enchantment | Bard Cleric Druid Sorcerer Warlock Wizard |
18m | Hold a humanoid enemy still. They can't Move, Act, or React. Attacks from within Range: 3 m / 10 ft are always Critical Hits. At the end of each turn, the affected creature can make a Wisdom Saving throw to end this condition. | ||||||||
Misty Step | Ancients Vengeance |
Conjuration | Sorcerer Warlock Wizard |
18m | Surrounded by silver mist, you teleport to an unoccupied space you can see. | ||||||||
Moonbeam | Ancients | Evocation | Druid | 18m | 1m | Call down a silvery beam of pale light that deals 2d10Radiant damage to any creatures that enters it or starts its turn in the light. You can use an Action to move the beam 18 m / 60 ft. On a successful Constitution Saving throw, targets still take half damage.
Duration: 10 turns When cast, the spellcaster gains the following ability:
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Silence | Devotion | Illusion | Bard Cleric Ranger |
18m | Create a sound-proof sphere. All within are Silenced and Immune to Thunder damage. |
Name | Subclass | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Animate Dead | Oathbreaker | Necromancy | Cleric Wizard |
3m | Animate a corpse to create an undead servant while not in combat. | ||||||||
Beacon of Hope | Devotion | Abjuration | Cleric | 0m | 9m | Your allies will regain the maximum Hit Points possible when healed. They also gain Advantage on Wisdom Saving throws and Death Saving Throws. | |||||||
Bestow Curse | Oathbreaker | Necromancy | Bard Cleric Wizard |
WIS | 1.5m | Curse a creature with your touch. The curse either bestows Disadvantage on Ability checks and Saving throws, Disadvantage on Attack rolls, lets you deal additional damage to the target, or robs it of its Actions. The effect of the curse is based on the variant selected, and lasts for 10 turns. | |||||||
Haste | Vengeance | Transmutation | Sorcerer Wizard |
9m | Target yourself or an ally to become Hastened. The creature has a +2 bonus to Armour Class, Advantage on Dexterity Saving throws, its Movement Speed is doubled, and can take one additional Action per turn. | ||||||||
Plant Growth | Ancients | Transmutation | Bard Druid Ranger |
18m | Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their Movement Speed quartered.
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Protection from Energy | Ancients Vengeance |
Abjuration | Cleric Druid Ranger Sorcerer Wizard |
1.5m | Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage. |