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Paladin

Spellcasting
2nd level paladin feature, which replaces the Spellcastimg feature

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 Wisdom
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 Wisdom 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. Wisdom is your spellcasting ability for your paladin spells, since their
power derives from the strength of your faith. You use your Wisdom whenever a spell refers
to your spellcasting ability. In addition, you use your Wisdom 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 Wisdom modifier


Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus. You can use a holy symbol as a spellcasting focus for your paladin
spells.

Sworn Inquisition
2nd level paladin, which replaces the Divine Smite feature

Starting at 2nd level, when you roll initiative or as a bonus action on your turn, you can
designate a target as the target of an inquisition. Whenever you hit a target of an inquisition,
you deal an additional 1d4 radiant damage. If that creature has an opposing alignment to
yours (chaotic against lawful, and good against evil), you deal an additional 1d4.
Additionally, you know if that creature has the spellcasting, or innate spellcasting feature.
You can use this feature a number of times equal to your proficiency bonus, and regain all
spent uses at the end of a long rest.
Improved Inquisition
11th level paladin, which replaces the Improved Divine Smite feature

By 11th level, you are so suffused with righteous might that all your weapon strikes carry
divine power with them. Whenever you hit a creature with a melee weapon, the creature
takes an extra 1d4 radiant damage.

Ranger

Call for Hunt


1st level ranger feature

Starting at 1st level, you can quickly measure the danger of a situation and designate a
target to eliminate. Whenever you roll initiative, or as a bonus action you can choose a target
within 30 feet as a hunted target. A target stays hunted for 1 minute, or until it dies.
When you hit a hunted target, you deal an additional 1d4 weapon damage. Additionally, you
have advantage on ability checks made to track your hunted target.
While you have a hunted target, you cannot cast hunter's mark on the same target. You can
use this feature a number of times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.
Starting at 6th level, this damage dice increases to 1d6, and increases to 1d8 at 14th level.

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