Paladin

Melee Tank Healer

A heavily armored half-channeler who spends spell slots on Divine Smite and adds Charisma to the saving throws of nearby allies.

Basics

Hit die · d10
Ability · STRand CHA
Saves · WIS/ CHA
Channeling · slots
Rift Affinity · half-channeler

Identity

The Paladin is a half-channeler whose conduit is a sworn oath. Spells, auras and smites all run through the oath, and breaking it has mechanical consequences as well as narrative ones. Paladins wear heavy armor and fight at the front, healing and protecting the allies beside them. The Sacred Oath chosen at 3rd level decides what the Paladin defends and what it hunts.

Proficiencies

Armor · light, medium, heavy, shields
Weapons · simple, martial
Skills · choose 2 from Athletics, Insight, Intimidation, Medicine, Persuasion, Religion

Channeling

How it comes · Prepared — chosen from the class list each long rest
Ability · CHA
Prepared per long rest · channeling modifier + half class level, rounded up (minimum 1)

Half-channeler progression, spell slots begin at Paladin level 2. Prepared spell count = Charisma modifier + half Paladin level (rounded up; minimum 1). Spell save DC = 8 + proficiency bonus + Charisma modifier. Oath spells granted by your Sacred Oath are always prepared and do not count against your prepared limit.

Level Progression

  • L1
    Divine Sense

    As an action, you can sense strong Rift-marked entities within 60 feet of you that are not behind total cover. You learn whether each is consecrated, corrupted, undead, fey, infernal or Rift-aberrant, and you detect any consecrated or desecrated place or object in range. You can use this feature a number of times equal to 1 + your Charisma modifier per long rest.

    Lay on Hands

    You have a pool of healing equal to your Paladin level × 5 hit points. As an action, you can touch a creature and restore hit points from this pool, drawing from the pool point-for-point. Alternatively, you can spend 5 points from the pool to cure one disease or neutralize one poison affecting the creature. The pool refreshes on long rest.

  • L2
    Fighting Style

    Choose one Fighting Style: Defense (+1 AC while wearing armor), Dueling (+2 damage with a one-handed weapon and no other weapon), Great Weapon Fighting (reroll 1s and 2s on weapon damage dice) or Protection (with a shield, use your reaction to impose disadvantage on an attack against an ally within 5 feet).

    Spells

    You cast spells through your sworn oath, drawing on Rift Energy. You gain spell slots as a half-channeler, starting at this level. You prepare spells from the Paladin spell list, plus your Oath spells, which are always prepared once you choose your Oath at 3rd level. Your spell save DC is 8 + your proficiency bonus + your Charisma modifier.

    Divine Smite

    When you hit a creature with a melee weapon attack, you can expend one spell slot to deal additional radiant damage to the target. The damage is 2d8 for a 1st-level slot, plus 1d8 for each slot level above 1st, to a maximum of 5d8 (for a slot of 4th level or higher). The damage increases by 1d8 if the target is a fiend or undead.

  • L3 Subclass feature
    Sacred Oath

    Choose the Sacred Oath you swear: Honor, Piety, Retribution, the Beyond, the Ebon Creed, the Knight, the Nine, the Slayer, the Sovereign, the Warden or the Warden of the Wylds. A Paladin who has already broken an oath takes the Oathbreaker instead. Your Oath grants features now and at 7th, 11th, 15th and 18th level. You have one use of Spell Divinity, regained when you finish a short rest, to spend on the options your Oath gives you.

    Divine Health

    You are immune to disease.

  • L4 ASI / Feat
  • L5
    Extra Attack

    You can attack twice, instead of once, whenever you take the Attack action on your turn.

  • L6
    Aura of Protection

    You and friendly creatures within 10 feet of you add your Charisma modifier (minimum +1) to all saving throws. The aura is active while you are conscious.

  • L7 Subclass feature
  • L8 ASI / Feat
  • L9
    Oathbound Guard

    When an ally within 5 feet of you is hit by an attack you can see, you can use your reaction to reduce the damage it takes by 1d10 + your Charisma modifier. You take the amount it was reduced by yourself, before your own resistances. You can use this a number of times equal to your Charisma modifier per long rest, minimum one.

  • L10
    Aura of Courage Capstone

    You and friendly creatures within 10 feet of you cannot be Frightened while you are conscious.

  • L11 Subclass feature
    Improved Divine Smite

    Whenever you hit a creature with a melee weapon attack, the creature takes an extra 1d8 radiant damage. This applies whether or not you also expend a spell slot for Divine Smite.

  • L12 ASI / Feat
  • L13
    Spell Divinity (2 uses)

    You have two uses of Spell Divinity, regained when you finish a short rest.

  • L14
    Cleansing Touch

    As an action, you can touch a willing creature (including yourself) and end one spell-imposed effect on it: Charmed, Frightened, Poisoned or another spell effect the GM allows. You can use this feature a number of times per long rest equal to your Charisma modifier (minimum 1).

  • L15 Subclass feature
  • L16 ASI / Feat
  • L17
    Spell Divinity (3 uses)

    You have three uses of Spell Divinity, regained when you finish a short rest.

  • L18 Subclass feature
    Greater Aura

    The range of your Aura of Protection and Aura of Courage increases to 30 feet. Both auras also apply to mounted allies and to creatures inside the same vehicle as you, within that 30-foot range.

  • L19 ASI / Feat
  • L20
    Oath Apotheosis Capstone

    Your Sacred Oath capstone feature, gained at 18th level, can now be used twice between long rests.

Subclasses (12)

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