Difference between revisions of "Paladin"

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Paladins are valiant warriors who gain divine favor through the embodiment of a sacred oath to a god or gods.
  
==Proficiencies==
+
==Paladins in Arthos==
'''Saving Throws:''' Wisdom, Charisma
+
''<blockquote><big>"I've never given it much thought as to why Elenora favors me so. I tend to leave the intellectualizing to the folks back at the temple, no offense intended; they do great work. Perhaps Elenora recognizes my forgiving nature, my willingness to elevate my duty of care above my personal feelings. Maybe she was really quite impressed by that stunt back in Vailisham, wherein I held off a dozen ghouls long enough for the entire village to evacuate. Or maybe Elenora is just a sucker for a cheery disposition and a pretty smile." laughs "I couldn't blame her."<br>
'''Skills:''' Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
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: ''—Tirgrant Westingbrooke, paladin of redemption</big></blockquote>
  
{| class="wikitable"
+
===Practice===
|-
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To become a paladin, one must first gain prominence within some kind of religious institution. Paladins will often get their start working as an [https://arthoslibrary.com/wiki/Cleric#Acolytes acolyte] while undergoing martial training on the side. Once they are deemed ready to do so, the paladin will swear an oath either to a [[Religion|deity]] directly or through an important figure acting as a middleman, typically a monarch. From then on the paladin is expected to embody their oath, be it loyalty, strength of moral character, or unyielding bravery. As validation for their virtue and piety, paladins are bestowed divine magics from their god.
! scope="row" rowspan="2"| Level
 
! scope="row" rowspan="2"| Proficiency<br>Bonus
 
! scope="row" rowspan="2"| Features
 
! scope="col" colspan="5"| Spell Slots per Spell Level
 
|-
 
! scope="col"| 1st
 
! scope="col"| 2nd
 
! scope="col"| 3rd
 
! scope="col"| 4th
 
! scope="col"| 5th
 
|-
 
! 1st
 
| 2
 
| Divine Sense, Lay on Hands
 
| -
 
| -
 
| -
 
| -
 
| -
 
|-
 
! 2nd
 
| 2
 
| Fighting Style, Spellcasting, Divine Smite
 
| 2
 
| -
 
| -
 
| -
 
| -
 
|-
 
! 3rd
 
| 2
 
| Divine Health, Sacred Oath
 
| 3
 
| -
 
| -
 
| -
 
| -
 
|-
 
! 4th
 
| 2
 
| Ability Score Improvement
 
| 3
 
| -
 
| -
 
| -
 
| -
 
|-
 
! 5th
 
| 3
 
| Extra Attack
 
| 4
 
| 2
 
| -
 
| -
 
| -
 
|-
 
! 6th
 
| 3
 
| Aura of Protection
 
| 4
 
| 2
 
| -
 
| -
 
| -
 
|-
 
! 7th
 
| 3
 
| Sacred Oath feature
 
| 4
 
| 3
 
| -
 
| -
 
| -
 
|-
 
! 8th
 
| 3
 
| Ability Score Improvement
 
| 4
 
| 3
 
| -
 
| -
 
| -
 
|-
 
! 9th
 
| 4
 
| -
 
| 4
 
| 3
 
| 2
 
| -
 
| -
 
|-
 
! 10th
 
| 4
 
| Aura of Courage
 
| 4
 
| 3
 
| 2
 
| -
 
| -
 
|-
 
! 11th
 
| 4
 
| Improved Divine Smite
 
| 4
 
| 3
 
| 3
 
| -
 
| -
 
|-
 
! 12th
 
| 4
 
| Ability Score Improvement
 
| 4
 
| 3
 
| 3
 
| -
 
| -
 
|-
 
! 13th
 
| 5
 
| -
 
| 4
 
| 3
 
| 3
 
| 1
 
| -
 
|-
 
! 14th
 
| 5
 
| Cleansing Touch
 
| 4
 
| 3
 
| 3
 
| 1
 
| -
 
|-
 
! 15th
 
| 5
 
| Sacred Oath feature
 
| 4
 
| 3
 
| 3
 
| 2
 
| -
 
|-
 
! 16th
 
| 5
 
| Ability Score Improvement
 
| 4
 
| 3
 
| 3
 
| 2
 
| -
 
|-
 
! 17th
 
| 6
 
| -
 
| 4
 
| 3
 
| 3
 
| 3
 
| 1
 
|-
 
! 18th
 
| 6
 
| Aura improvements
 
| 4
 
| 3
 
| 3
 
| 3
 
| 1
 
|-
 
! 19th
 
| 6
 
| Ability Score Improvement
 
| 4
 
| 3
 
| 3
 
| 3
 
| 2
 
|-
 
! 20th
 
| 6
 
| Sacred Oath feature
 
| 4
 
| 3
 
| 3
 
| 3
 
| 2
 
|}
 
  
==Abilities==
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===Protectorates of the Faithful===
 +
Many ordained paladins throughout Arthos are tasked at times in defensive roles. These paladins are trusted to watch over and, if necessary, fight for a [[places of worship|place of worship]] directly related to their [[religion]]. This place may be a church, a temple, a monastery, or even a [https://arthoslibrary.com/wiki/Druid#Druidic_Groves grove]. In times of religious persecution, paladins are at their most needed.
  
===Divine Sense===
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===Vassals===
 +
Any paladin swearing an oath to a king or queen may be expected to take up a military role in the form of a vassal. Vassals can either be found acting in high ranking military posts or as knights, riding together in elite units of allied paladins. [[Dimelivon|Dimelivean]] knights are world renown for their fiercely effective cavalry maneuvers.
  
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 celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). 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.
+
===Adventurers===
 +
It may not be obvious on its face, but paladins are a very natural fit for the role of an adventurer. Often their oaths task them with exploring Arthos, all the while exemplifying those virtues expected of them. It seems to be that the paladins who test their oaths in a variety of trials and environments are the ones who gain the most favor with their god, becoming very powerful in the process.
  
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.
+
==Resources==
 
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*[https://roll20.net/compendium/dnd5e/paladin#content Roll20 Compendium]
===Lay on Hands===
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*[https://www.dndbeyond.com/classes/paladin/ D&D Beyond]
 
 
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 x 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 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.
 
 
 
====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.
 
 
 
====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.
 
 
 
===Divine Smite===
 
 
 
Starting at 2nd level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each Spell Level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an Undead or a fiend.
 
 
 
===Spellcasting===
 
 
 
By 2nd level, you have learned to draw on Divine Magic through meditation and prayer to cast Spells as a Cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list.
 
 
 
====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 Charisma 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 Charisma 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====
 
 
 
Charisma is your spellcasting ability for your paladin Spells, since their power derives from the Strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma 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 Charisma modifier
 
Spell Attack modifier = your proficiency bonus + your Charisma modifier
 
 
 
====Spellcasting Focus====
 
 
 
You can use a holy Symbol as a spellcasting focus for your paladin Spells.
 
 
 
===Divine Health===
 
 
 
By 3rd level, the Divine Magic flowing through you makes you immune to disease.
 
 
 
===Sacred Oath===
 
 
 
When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose an oath, such as the Oath of Devotion.
 
 
 
Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath Spells and the Channel Divinity feature.
 
 
 
====Oath Spells====
 
 
 
Each oath has a list of associated Spells. You gain access to these Spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath Spells don’t count against the number of Spells you can prepare each day.
 
If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.
 
 
 
====Channel Divinity====
 
 
 
Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.
 
 
 
When you use your Channel Divinity, you choose which option to use. You must then finish a short or Long Rest to use your Channel Divinity again.
 
 
 
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.
 
 
 
===Ability Score Improvement===
 
 
 
When you reach 4th level, and again at 8th, 12th, 16th, and 19th 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.
 
 
 
===Extra Attack===
 
 
 
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
 
 
 
===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.
 
 
 
===Aura of Courage===
 
 
 
Starting at 10th level, you and friendly creatures within 10 feet of you can't be Frightened while you are conscious.
 
 
 
At 18th level, the range of this aura increases to 30 feet.
 
 
 
===Improved Divine Smite===
 
 
 
By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an Attack, you add this damage to the extra damage of your Divine Smite.
 
 
 
===Cleansing Touch===
 
 
 
Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.
 
 
 
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a Long Rest.
 
 
 
===Sacred Oaths===
 
 
 
Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin’s Training. Some characters with this class don’t consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin’s heart.
 
 
 
====Oath of Devotion====
 
 
 
The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the Knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards.
 
 
 
Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.
 
 
 
====Tenets of Devotion====
 
 
 
Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.
 
 
 
* Honesty: Don’t lie or cheat. Let your word be your promise.
 
* Courage: Never fear to act, though caution is wise.
 
* Compassion: Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with Wisdom.
 
* Honor: Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
 
* Duty: Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
 
 
 
====Oath Spells====
 
 
 
You gain oath Spells at the paladin levels listed.
 
 
 
{| class="wikitable" border="1"
 
|+Table: Oath of Devotion Spells
 
|-
 
! Level
 
! Spells
 
|-
 
| 3rd
 
| Protection from Evil and Good, Sanctuary
 
|-
 
| 5th
 
| Lesser Restoration, Zone of Truth
 
|-
 
| 9th
 
| Beacon of Hope, Dispel Magic
 
|-
 
| 13th
 
| Freedom of Movement, Guardian of Faith
 
|-
 
| 17th
 
| Commune, Flame Strike
 
|}
 

Latest revision as of 18:04, 11 May 2021

Paladins are valiant warriors who gain divine favor through the embodiment of a sacred oath to a god or gods.

Paladins in Arthos

"I've never given it much thought as to why Elenora favors me so. I tend to leave the intellectualizing to the folks back at the temple, no offense intended; they do great work. Perhaps Elenora recognizes my forgiving nature, my willingness to elevate my duty of care above my personal feelings. Maybe she was really quite impressed by that stunt back in Vailisham, wherein I held off a dozen ghouls long enough for the entire village to evacuate. Or maybe Elenora is just a sucker for a cheery disposition and a pretty smile." laughs "I couldn't blame her."

—Tirgrant Westingbrooke, paladin of redemption

Practice

To become a paladin, one must first gain prominence within some kind of religious institution. Paladins will often get their start working as an acolyte while undergoing martial training on the side. Once they are deemed ready to do so, the paladin will swear an oath either to a deity directly or through an important figure acting as a middleman, typically a monarch. From then on the paladin is expected to embody their oath, be it loyalty, strength of moral character, or unyielding bravery. As validation for their virtue and piety, paladins are bestowed divine magics from their god.

Protectorates of the Faithful

Many ordained paladins throughout Arthos are tasked at times in defensive roles. These paladins are trusted to watch over and, if necessary, fight for a place of worship directly related to their religion. This place may be a church, a temple, a monastery, or even a grove. In times of religious persecution, paladins are at their most needed.

Vassals

Any paladin swearing an oath to a king or queen may be expected to take up a military role in the form of a vassal. Vassals can either be found acting in high ranking military posts or as knights, riding together in elite units of allied paladins. Dimelivean knights are world renown for their fiercely effective cavalry maneuvers.

Adventurers

It may not be obvious on its face, but paladins are a very natural fit for the role of an adventurer. Often their oaths task them with exploring Arthos, all the while exemplifying those virtues expected of them. It seems to be that the paladins who test their oaths in a variety of trials and environments are the ones who gain the most favor with their god, becoming very powerful in the process.

Resources