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Seelah

Castaguer93
Paladin
Equipment
Class Features You start with the following equpment, in addition to the
As a Paladin, you gain the following class features. equpment granted by your background:
Hit Dice: 1d10 per level (a) a martial weapon and a shield or (b) two martial
Hit Points at 1st Level: 10 + your Constitution modifier weapons
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution (a) five javelins or (b) any simple melee weapon
modifier per level after 1st (a) a priest's pack or (b) an explorer's pack
Chain mail and a holy symbol
Proficiencies
Armor: Light Armor, Medium Armor, Heavy Armor, Shields Alternatively, you may start with 5d4 x 10 gp to buy your
Weapons: Simple Weapons, Martial Weapons own equipment.
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose 2 from Athletics, Deception, Insight,
Intimidation, Medicine, Persuasion, and Religion

The Paladin
Level Proficiency Bonus Features Devotion 1st 2nd 3rd 4th 5th
1st +2 Diplomat's Cause, Divine Sense, Lay on Hands - — — — — —
2nd +2 Spellcasting, Light of Devotion, Divine Smite, Fighting Style 2 2 — — — —
3rd +2 Sacred Oath, Unyielding Faith, Subclass Smite 3 3 — — — —
4th +2 Ability Score Improvement 4 3 — — — —
5th +3 Extra Attack, Divine Smite Improvement 5 4 2 — — —
6th +3 Aura of Protection 6 4 2 — — —
7th +3 Sacred Oath Feature 7 4 3 — — —
8th +3 Ability Score Improvement 8 4 3 — — —
9th +4 Divine Smite Improvement, Channel Divinity (2/Rest) 9 4 3 2 — —
10th +4 Aura of Courage, Inspiring Cry 10 4 3 2 — —
11th +4 Righteous Strikes, Empowered Devotion, Magical Attacks 11 4 3 3 — —
12th +4 Ability Score Improvement 11 4 3 3 — —
13th +5 Divine Smite Improvement, Blessed Spellcaster 12 4 3 3 1 —
14th +5 Cleansing Touch, Sacred Restoration 12 4 3 3 1 —
15th +5 Sacred Oath Feature 13 4 3 3 2 —
16th +5 Ability Score Improvement 13 4 3 3 2 —
17th +6 Desperate Favor 14 4 3 3 3 1
18th +6 Heroic Stand, Aura Improvements 14 4 3 3 3 1
19th +6 Ability Score Improvement 15 4 3 3 3 2
20th +6 Sacred Oath Feature 15 4 3 3 3 2
Diplomat's Cause Spellcasting
Your convictions and beliefs lead you to travel far and wide, By 2nd level, you have learned to draw on divine magic
spreading the tenets of your oath as you do. This extends to through meditation and prayer to cast spells as a cleric does.
your preparedness for potential hostility, as you hold
steadfast against those who would wish you harm. You gain Preparing and Casting Spells
the following benefits: The Paladin table shows how many spell slots you have to
Donning and doffing armor only requires 1 minute, cast your paladin spells. To cast one of your paladin spells of
1st level or higher, you must expend a slot of the spell's level
regardless of the type of armor. or higher. You regain all expended spell slots when you finish
Donning and doffing a shield only requires an object a long rest.
interaction, rather than an action. You prepare the list of paladin spells that are available for
You have advantage on Wisdom (Insight) checks made to you to cast, choosing from the paladin spell list. When you do
determine if a creature is hostile toward you or your allies. so, choose a number of paladin spells equal to your Charisma
You can also speak, read, and write two additional modifier + half you paladin level, rounded down (minimum of
languages of your choice. one spell). The spells must be of a level for which you have
spell slots.
Divine Sense For example, if you are a 5th-level paladin, you have four
1st-level and two 2nd-level spell slots. With a Charisma of 14,
The presence of strong evil registers on your senses like a your list of prepared spells can include four spells of 1st or
noxious odor, and powerful good rings like heavenly music in 2nd-level, in any combination. If you prepare the 1st-level
your ears. As an action, you can open your awareness to spell cure wounds, you can cast it using a 1st-level or a 2nd-
detect such forces. For one minute, you know the location of level slots. Casting the spell doesn't remove it from your list
any celestial, fiend, or undead within 60 feet of you. of prepared spells.
You know the type (celestial, fiend, or undead) of any being You can change your list of prepared spells when you finish
whose presence you sense, but not its identity (the vampire a long rest. Preparing a new list of paladin spells requires
Count Strahd von Zarovich, for instance). Within the same time spend in prayer and meditation: at least 1 minute per
radius, you also detect the presence of any place or object spell level for each spell on your list.
that has been consecrated or desecrated, as with the hallow
spell. While this ability is active, you can suppress the effects Spellcasting Ability
of consecreated or desecrated ground on any creatures of Charisma is your spellcasting ability for your paladin spells,
your choice within this radius. since their power derives from the strength of your
You can use this feature a number of times equal to 1 + convictions. You use your Charisma whenever a spell refers
your Charisma modifier. When you finish a long rest, you to your spellcasting ability. In addition, you use your
regain all expended uses. Charisma modifier when setting the saving throw DC for a
paladin spell you cast and when making an attack roll with
Lay on Hands one.
Your blessed touch can heal wounds. You have a pool of Spell save DC = 8 + your proficiency bonus + your
healing power that replenishes when you take a long rest. Charisma modifier Spell attack modifier = your proficiency
With that pool, you can restore a number of hit points equal bonus + your Charisma modifier
to your paladin level × 5. Spellcasting Focus
As an action, you can touch a creature and draw power You can use a holy symbol as a spellcasting focus for your
from the pool to restore a number of hit points to that paladin spells.
creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of Ritual Casting
healing to cure the target of one disease or neutralize one You can cast a paladin spell as a ritual if that spell has the
poison affecting it. You can cure multiple diseases and ritual tag and you have that spell prepared.
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.
Light of Devotion Fighting Style
At 2nd level, you are filled with pure belief for your cause. At 2nd level, you adopt a particular style of fighting as your
This is represented by Devotion, which allows you to specialty. Choose one of the following options. You can't take
enhance your abilities through the power of your will. the same Fighting Style option more than once, even if you
get to choose again.
Devotion
You have 2 Devotion, and you gain additional Devotion as you Blessed Warrior
level up, as shown in the paladin class table, to a maximum of You learn two cantrips of your choice from the cleric spell list.
15 at level 20. You can never have more Devotion than shown They count as paladin spells for you, and Charisma is your
on the table for your level. You regain all spent Devotion when spellcasting ability for them. Whenever you gain a level in this
you finish a long rest. class, you can replace one of these cantrips with another
cantrip from the cleric spell list.
Flexible Casting
You can use your Devotion to gain additional spell slots, or Blind Fighting
sacrifice spell slots to gain additional Devotion. You have blindsight with a range of 10 feet. Within that range,
Creating Spell Slots. You can transform unexpended you can effectively see anything that isn't behind total cover,
Devotion into one spell slot as a bonus action on your turn. even if you're blinded or in darkness. Moreover, you can see
The created spell slots vanish at the end of a long rest. The an invisible creature within that range, unless the creature
Creating Spell Slots table shows the cost of creating a spell successfully hides from you.
slot of a given level. You can only create spell slots of a level
for which you already have spell slots. For instance, when you Defense
reach 5th level in this class, you can create 2nd level spell While you are wearing armor, you gain a +1 bonus to AC.
slots.
Dueling
Creating Spell Slots When you are wielding a melee weapon in one hand and no
Spell Slot Level Devotion Cost other weapons, you gain a +2 bonus to damage rolls with that
1st 2 weapon.
2nd 3
Great Weapon Fighting
3rd 5 When you roll a 1 or 2 on a damage die for an attack you
4th 6 make with a melee weapon that you are wielding with two
hands, you can reroll the die and must use the new roll, even
5th 7 if the new roll is a 1 or a 2. The weapon must have the two-
handed or versatile property for you to gain this benefit.
Converting a Spell Slot to Devotion. As a bonus action
on your turn, you can expend one spell slot and gain an Interception
amount of Devotion equal to half the slot's level, rounded up. 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
Divine Smite to reduce the damage the target takes by 1d10 + your
Starting at 2nd level, you learn to channel your belief in your proficiency bonus (to a minimum of 0 damage). You must be
purpose and your connection to the divine to Smite those that wielding a shield or a simple or martial weapon to use this
stand in your way. You gain two Divine Smites - Radiant reaction.
Smite, and one of your choice, detailed in the Divine Smites
section at the end of the class description. You learn one Protection
additional Divine Smite of your choice at 5th, 9th, 13th, and When a creature you can see attacks a target other than you
17th level. When you level up, you can choose one Divine that is within 5 feet of you, you can use your reaction to
Smite you know and replace it with another Divine Smite. impose disadvantage on the attack roll. You must be wielding
Some Divine Smite effects require saving throws. When a shield.
you use such an effect from this class, the DC equals your
paladin spell save DC.
When you hit a creature with a melee weapon attack, you
can expend one Devotion to Smite it, choosing one of the
Divine Smites you know to determine the effects of the
Smite.
Sacred Oath Channel Divinity: Harness Divine Power
When you reach 3rd level, you swear the oath that binds you You can expend a use of your Channel Divinity to fuel your
as a paladin forever. Up to this time you have been in a spells. As a bonus action, you touch your holy symbol, utter a
preparatory stage, committed to the path but not yet sworn to prayer, and regain one expended spell slot, the level of which
it. Now you choose from the list of available oaths. can be no higher than half your proficiency bonus (rounded
up). The number of times you can use this feature is based on
Your choice grants you features at 3rd level and again at the level you've reached in this class: 3rd level, once; 7th level,
7th, 15th, and 20th level. Those features include oath spells twice; and 15th level, thrice. You regain all expended uses
and the Channel Divinity feature. when you finish a long rest.
Oath Spells
Each oath has a list of associated spells. You gain access to Breaking Your Oath
these spells at the levels specified in the oath description. A paladin tries to hold to the highest standards of conduct,
Once you gain access to an oath spell, you always have it but even the most virtuous paladin is fallible. Sometimes the
prepared. Oath spells don't count against the number of right path proves too demanding, sometimes a situation calls
spells you can prepare each day. for the lesser of two evils, and sometimes the heat of emotion
If you gain an oath spell that doesn't appear on the paladin causes a paladin to transgress his or her oath.
spell list, the spell is nonetheless a paladin spell for you. A paladin who has broken a vow typically seeks absolution
from a cleric who shares his or her faith or from another
Subclass Smite
paladin of the same order. The paladin might spend an all-
Additionally at 3rd level, you learn an additional Divine Smite night vigil in prayer as a sign of penitence, or undertake a fast
granted to you by your Sacred Oath, as listed in the Subclass
Smites section at the end of the class description. This Smite or similar act of self-denial. After a rite of confession and
does not count against the number of Smites you know. forgiveness, the paladin starts fresh.
If a paladin willfully violates his or her oath and shows no
Channel Divinity sign of repentance, the consequences can be more serious. At
Your oath allows you to channel divine energy to fuel magical the DM's discretion, an impenitent paladin might be forced to
effects. Each Channel Divinity option provided by your oath abandon this class and adopt another, or perhaps to take the
explains how to use it.
When you use your Channel Divinity, you choose which Oathbreaker paladin option that appears in the Dungeon
option to use. You must then finish a short or long rest to use Master's Guide.
your Channel Divinity again.
Some Channel Divinity effects require saving throws. Unyielding Faith
When you use such an effect from this class, the DC equals
your paladin spell save DC. By 3rd level, the divine magic flowing through you empowers
Beginning at 9th level, you can use your Channel Divinity you in times of danger, and your faith shields you from harm.
twice between rests. When you finish a short or long rest, you You are immune to disease, and you have advantage on
regain your expended uses. saving throws made to resist the effects of poison.
Additionally, you have advantage on saving throws made to
resist being Frightened or Charmed.
Ability Score Improvement
When you reach 4th level, you can increase one ability score
of your choice by 2, or you can increase two ability scores of
your choice by 1. As normal, you can't increase an ability
score above 20 using this feature.
If your DM allows the use of feats, you may instead take a
feat.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Divine Smite Improvement
At 5th level, the divine might surging through your strikes
grows stronger. You learn an additional Divine Smite of your
choice, and your Divine Smites increase in effectiveness as
listed in their descriptions.
Aura of Protection
Starting at 6th level, whenever you or a friendly creature
within 10 feet of you must make a saving throw, the creature
gains a bonus to the saving throw equal to your Charisma
modifier (with a minimum bonus of +1). You must be
conscious to grant this bonus.
At 18th level, the range of this aura increases to 30 feet.
Sacred Oath Feature
At 7th level, you gain a feature granted to you by your Sacred
Oath.
Ability Score Improvement
When you reach 8th level, you can increase one ability score
of your choice by 2, or you can increase two ability scores of
your choice by 1. As normal, you can't increase an ability
score above 20 using this feature.
If your DM allows the use of feats, you may instead take a
feat.
Divine Smite Improvement
At 9th level, your divine might grows even further. You learn
an additional Divine Smite of your choice, and your Divine
Smites increase in effectiveness as listed in their
descriptions.
Channel Divinity (2/Rest)
Beginning at 9th level, you can use your Channel Divinity Empowered Devotion
twice between rests. When you reach 11th level, the Devotion that carries you
onward has suffused you so greatly that your Smites carry
Aura of Courage greater weight. When you use a Divine Smite, you can choose
to empower it, expending 2 Devotion rather than 1. An
Starting at 10th level, you and friendly creatures within 10 empowered Smite gains an additional effect, noted in the
feet of you can't be frightened while you are conscious. smite's description.
At 18th level, the range of this aura increases to 30 feet.
Magical Attacks
Inspiring Cry
Finally, at 11th level, you learn to blend your spellcasting and
Also at 10th level, your voice carries the weight of your divine fighting seamlessly into your combat style.
purpose, inspiring your allies to keep fighting. When you take Your weapon attacks count as magical for the purpose of
the Attack action, you can replace one attack with a rallying overcoming resistance and immunity to nonmagical attacks
shout. Choose a number of creatures that can hear you other and damage.
than yourself up to your Charisma modifier. The chosen Additionally, when you cast a spell with a casting time of 1
creatures gain a number of temporary hit points equal to 1d4 action, you may expend 2 Devotion to immediately take the
+ your Charisma modifier. attack action, though you may only make one attack with this
You can use this ability a number of times equal to your action.
Proficiency bonus, and you regain all expended uses when
you finish a long rest. Ability Score Improvement
Righteous Strikes When you reach 12th level, you can increase one ability score
of your choice by 2, or you can increase two ability scores of
By 11th level, you are so suffused with righteous might that your choice by 1. As normal, you can't increase an ability
all your melee weapon strikes carry divine power with them. score above 20 using this feature.
Whenever you hit a creature with a melee weapon, the If your DM allows the use of feats, you may instead take a
creature takes an extra 1d8 radiant damage. feat.
Divine Smite Improvement Desperate Favor
At 13th level, your pure divinity reaches its peak. You learn an At 17th level, you can call out for divine assistance when you
additional Divine Smite of your choice, and your Divine need it the most. As a bonus action on your turn, you may
Smites increase in effectiveness as listed in their expend 1 Devotion to regain an expended use of your
descriptions. Channel Divinity.
The cost of this ability increases by 1 Devotion each time
Blessed Spellcaster you use it, becoming 2 Devotion to use it a second time, 3
Also at 13th level, you've learned to access more divine magic Devotion for a third, and so on. The cost resets to 1 Devotion
from the wellspring inside of yourself, granting you access to when you finish a long rest.
divinity at the snap of your fingers. You learn two cantrips of
your choice from the cleric spell list. They count as paladin Heroic Stand
spells for you, and Charisma is your spellcasting ability for When you reach 18th level, the divine might that suffuses
them. Whenever you gain a level in this class, you can replace your entire being refuses to let you fall. When you would be
one of these cantrips with another cantrip from the cleric reduced to 0 hit points, you may choose to instantly expend 3
spell list. Devotion, regaining hit points equal to half your maximum hit
points, rounded up.
Cleansing Touch You can use this ability once, and you reagin the ability to
Beginning at 14th level, your touch can cure effects that do so when you finish a long rest.
befuddle the mind and curse the body. As an action, you can
end one spell on yourself or on one willing creature that you Expanded Aura
touch. You can also choose to end one spell on a creature that Also at 18th level, the range of your Aura of Protection, Aura
you restore hit points to using your Lay on Hands ability, and of Courage, and any auras granted to you by your Sacred
at the start of your turn, you may choose to expend 5 hit Oath are increased to 30 feet.
points from your Lay on Hands pool to instantly end a spell
affecting yourself. Ability Score Improvement
You can use this feature to end a spell on a creature a When you reach 19th level, you can increase one ability score
number of times equal to your Charisma modifier (a of your choice by 2, or you can increase two ability scores of
minimum of once). You regain expended uses when you finish your choice by 1. As normal, you can't increase an ability
a long rest.
score above 20 using this feature.
Sacred Restoration If your DM allows the use of feats, you may instead take a
feat.
Also at 14th level, your Lay on Hands becomes more
effective, and you learn to better utilize your restorative Sacred Oath Feature
powers in the heat of battle. When you take the attack action, At 20th level, you gain a feature granted to you by your
you may choose to replace one attack with a use of your Lay Sacred Oath.
on Hands feature. If you restore 5 or more hit points to a
creature with a single use of your Lay on Hands feature, you
may end any diseases and poisons affecting the creature of
your choice, as well as one of the following conditions:
Blinded, Deafened, Paralyzed, or Stunned.
Sacred Oath Feature
At 15th level, you gain a feature granted to you by your
Sacred Oath.
Ability Score Improvement
When you reach 16th level, you can increase one ability score
of your choice by 2, or you can increase two ability scores of
your choice by 1. As normal, you can't increase an ability
score above 20 using this feature.
If your DM allows the use of feats, you may instead take a
feat.
Thunderous Smite
Divine Smites Your weapon attack deals an additional 1d8 thunder damage
Divine Smites are powerful magical enchantments that to the target, and it is pushed up to 10 feet away from you.
empower a Paladin's strikes with divine magic. You choose the distance that the target is pushed. If the target
Some Smites specify a minimum paladin level. You can't is an object or a construct, it takes the maximum amount of
learn such a Smite until you have reached that level in the damage from this attack per die.
paladin class. This damage and the maximum distance pushed increase
Each Smite describes an additional effect caused by by 1d8 and 10 feet respectively when you reach 5th level
empowering the smite. You gain the ability to use this effect (2d8, 20 feet), 9th level (3d8, 30 feet), and 13th level (4d8, 40
when you reach 11th level in the paladin class. feet).
Empower. If the target is a creature, it is knocked prone,
Radiant Smite and must use all of its movement in order to stand up on its
Default turn.
Your weapon attack deals an additoinal 2d8 radiant damage
to the target. If the target is an undead or a fiend, it takes an Branding Smite
additional 1d8 radiant damage. Your weapon attack deals an additional 1d8 radiant damage
This damage increases by 1d8 when you reach 5th level to the target, and the next attack made against it before the
(3d8), 9th level (4d8) and 13th level (5d8). end of your next turn is made at advantage.
Empower. An undead or fiend hit by a Radiant Smite is This damage increases by 1d8 when you reach 5th level
considered vulnerable to radiant damage if it was not (2d8), 9th level (3d8), and 13th level (4d8).
resistant or immune. If the target is undead or fiend and Empower. If the target is a creature, bright radiance
resistant to radiant damage, you can ignore its resistance. surrounds it. It cannot benefit from being invisible, and the
first attack targeting the creature on a turn is done made at
Necrotic Smite advantage. This effect lasts until the end of your next turn.
Default
Your weapon attack deals an additional 2d8 necrotic damage Corrupting Smite
to the target. If the target is a celestial or a fiend, it takes an Prerequisite: 5th level
additional 1d8 necrotic damage. Your weapon attack deals an additional 1d8 necrotic damage
This damage increases by 1d8 when you reach 5th level to the target. Any creature that takes this damage can't regain
(3d8), 9th level (4d8) and 13th level (5d8). hit points until the start of your next turn.
Empower. An undead or fiend hit by Necrotic Smite is This damage increases by 1d8 when you reach 5th level
considered vulnerable to necrotic damage if it was not (2d8), 9th level (3d8), and 13th level (4d8).
resistant or immune. If the target is celestial or fiend and Empower. If the target would regain hit points, it would
resistant to necrotic damage, you can ignore its resistance. instead take necrotic damage equal to the amount of hit
points it would regain. This effect lasts until the end of your
Searing Smite next turn.
Your weapon attack deals an additional 1d8 fire damage to
the target and causes the target to ignite in flames. At the
start of each of its turns, the target takes 1d8 fire damage,
until the target or a creature within 5 feet of it uses an action
to put out the flames, or if some other effect douses the
flames (such as the target being submerged in water).
The initial damage increases by 1d8 when you reach 5th
level (2d8), 9th level (3d8), and 13th level (4d8).
Empower. The fire damage dealt by this effect ignores
resistance to fire damage, and treats immunity to fire damage
as resistance.
Banishing Smite
Prerequisite: 9th level
Your weapon attack deals an additional 1d8 force damage to
the target. If the target is a creature, it makes a Charisma
saving throw. If it fails, it vanishes into a harmless demiplane.
While there, it is incapacitated. At the end of your next turn,
the target returns to the space it left, or in the nearest
unoccupied space if that space is occupied.
This damage increases by 1d8 when you reach 5th level
(2d8), 9th level (3d8), and 13th level (4d8).
Empower. If the target is a creature native to a different
plane of existence than you're on, the target disappears,
returning to it's home plane.
Staggering Smite
Prerequisite: 9th level
Your weapon attack deals an additional 1d8 psychic damage
to the target. If the target is a creature, they must make a
Wisdom saving throw against your Paladin spell save DC. If it
fails, it suffers disadvantage on attack rolls and ability checks
until the end of its next turn.
This damage increases by 1d8 when you reach 5th level
(2d8), 9th level (3d8), and 13th level (4d8).
Empower. If the target is a creature, it has disadvantage on
the Wisdom saving throw and it can't take reactions until the
end of its next turn.
Crashing Smite
Your weapon attack deals an additional 1d8 lightning damage
to the target, and each creature within 15 feet of the target
takes damage equal to half of the lightning damage dealt to
the target.
The initial damage increases by 1d8 when you reach 5th
level (2d8), 9th level (3d8), and 13th level (4d8).
Empower. Creatures within 15 feet of the target take the
full amount of lightning damage dealt to the target.
Chilling Smite
Your weapon attack deals an additional 1d8 cold damage to
the target. Additionally, until the end of the creature's next
turn, it's speed is reduced by 10ft.
This damage increases by 1d8 when you reach 5th level
(2d8), 9th level (3d8), and 13th level (4d8).
Empower. Until the end of the target's next turn, it can
choose to use either an action or a bonus action, not both,
and cannot take reactions.
Commanding Smite
Subclass Smites Oath of Crown
Upon reaching level 3 and choosing your Divine Domain, you Your weapon attack deals an additional 1d8 damage to the
learn an additional Divine Smite from your subclass, which target, and it has disadvantage on attack rolls against
does not count against the number of Smites you know. creatures other than you until the end of its next turn.
The damage of the smite increases by 1d8 when you reach
Fateful Smite 5th level (2d8), 9th level (3d8) and 13th level (4d8).
Oath of Destiny Empower. The target has disadvantage on attack rolls
Your weapon attack deals an additional 1d8 damage to the against creatures other than you for 1 minute. It can make a
target, and you may choose a creature other than you within Wisdom saving throw at the end of each of its turns to end
60 feet of you to gain a Luck point. If this Luck point has not this effect on itself.
been used by the end of your next turn, it fades.
The damage of the smite increases by 1d8 when you reach Rebuking Smite
5th level (2d8), 9th level (3d8) and 13th level (4d8). Oath of Redemption
Empower. You gain a Luck point in addition to the creature Your weapon attack deals an additional 1d8 radiant damage
of your choice. to the target, and it must make a Wisdom saving throw. If it
fails, each time it makes an attack roll on its next turn, it
Courageous Smite takes radiant damage equal to your Charisma modifier.
Oath of Devotion, Oath of Glory The damage of the smite increases by 1d8 when you reach
Your weapon attack deals an additoinal 1d8 radiant damage 5th level (2d8), 9th level (3d8) and 13th level (4d8).
to the target, and you gain temporary hit points equal to 1d8 Empower. If the damage of this smite reduces a creature
+ your Charisma modifier. to 0 hit points, you may choose to knock them unconscious,
The damage of the smite increases by 1d8 when you reach rather than killing them. If you do so, all hostile creatures
5th level (2d8), 9th level (3d8) and 13th level (4d8). that can see you must make a Wisdom saving throw or have
Empower. You instead gain temporary hit points equal to disadvantage on all attack rolls until the end of their next
2d8 + double your Charisma modifier. turn.
Runic Smite
Oath of Ancients, Oath of Watchers
Your wepon attack deals an additional 1d8 force damage to
the target, and it has disadvantage on the next saving throw it
makes before the start of its next turn.
The damage of the smite increases by 1d8 when you reach
5th level (2d8), 9th level (3d8) and 13th level (4d8).
Empower. The target has disadvantage on all saving
throws it makes before the start of its next turn.
Wrathful Smite
Oath of Vengeance, Oath of Conquest
Your weapon attack deals an additional 1d8 psychic damage
to the target, and it must make a Wisdom saving throw or be
Frightened of you for 1 minute. As an action on its turn, the
target can steel its resolve to end this effect on itself.
The damage of the smite increases by 1d8 when you reach
5th level (2d8), 9th level (3d8) and 13th level (4d8).
Empower. When the target uses an action to end the effect
on itself, it must make a new Wisdom saving throw. On a
failure, it remains frightened.
Dreadful Smite
Oathbreaker
Your weapon attack deals an additional 1d8 necrotic damage
to the target, and the target is cursed by your ire. Choose one
ability - the target has disadvantage on ability checks made
using the chosen ability. This effect lasts for 1 minute, and a
target can only have one abilisty score cursed at a time.
The damage of the smite increases by 1d8 when you reach
5th level (2d8), 9th level (3d8) and 13th level (4d8).
Empower. While cursed by this mark, the target takes an
extra 1d8 necrotic damage any time you use a Divine Smite
to deal additional damage to it.
Credits
Other Subclasses
Class Created by:
If your Subclass does not have a Subclass Smite
Pirca (Class Design, Homebrewery Design)
listed in this document, speak to your DM. Work
Alex (Balance, Additional Smite Design)
with them to determine what your Subclass Smite
will be - such as by choosing one of the Subclass Art Credits:
Smites listed here, modifying an existing Smite to "Seelah", by Castaguer93
fit your subclass, or creating a new Smite. https://www.deviantart.com/castaguer93/art/Seelah-
526439388
"Golden Sun and Crescent Moon", by Adobe
https://tinyurl.com/4esf24n4
"Sun Blade", belongs to WotC
https://www.dndbeyond.com/magic-items/4774-sun-blade
This is a Paired Class Revision "Ring of Protection" belongs to WotC
This version of the Paladin class is meant to be https://www.dndbeyond.com/magic-items/4726-ring-of-
used alongside the Ranger: Primal Revision. These protection
classes are designed to complement each other in "Holy Symbol of Ravenkind", belongs to WotC
their mechanics, and act as counterparts to one from Curse of Strahd
another. "Knight", by He Xiaosong
https://www.artstation.com/artwork/L2wPnA
Read Ranger: Primal Revision Here!
"Necklace of Prayer Beads", belongs to WoTC
https://www.dndbeyond.com/magic-items/4684-necklace-
of-prayer-beads
"Godless Shrine", by Jenn Ravenna
https://www.instagram.com/p/BnoYoeSBdTc/?hl=en
"Holy Paladin", by Casondra Logan
https://www.artstation.com/artwork/Ldxml
"Sun Paladin", by Gaia Cafiso
https://www.artstation.com/artwork/RnK5Gr
"Homebrewery Stains", by Aeron Drake
https://www.reddit.com/user/AeronDrake/

Created with The Homebrewery:


https://homebrewery.naturalcrit.com/
Paladin: Divine Revision is unofficial Fan Content permitted
under the Fan Content Policy. Not approved/endorsed by
Wizards. Portions of the materials used are property of
Wizards of the Coast. ©Wizards of the Coast LLC.

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