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Paladin (Variant) Class

Paladins are powerful martial fighters who gain magical abilities from their strong convictions. They often swear sacred oaths that define their path. As a paladin levels up, they gain features like Lay on Hands healing, spellcasting powered by their Anima, and abilities tied to their sacred oath like Channel Convictions. Their combat abilities are enhanced through Fighting Styles and features like Sacred Smite that add radiant damage to weapon attacks.

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0% found this document useful (0 votes)
127 views8 pages

Paladin (Variant) Class

Paladins are powerful martial fighters who gain magical abilities from their strong convictions. They often swear sacred oaths that define their path. As a paladin levels up, they gain features like Lay on Hands healing, spellcasting powered by their Anima, and abilities tied to their sacred oath like Channel Convictions. Their combat abilities are enhanced through Fighting Styles and features like Sacred Smite that add radiant damage to weapon attacks.

Uploaded by

Holden Brown
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Paladin (Variant)

Paladins are powerful martial comabatants who gain magical abilities from the strength of their convictions. Fulfilling the
archetype of a knight in shining armour, or a horseman of the apocalypse, paladins often swear sacred oaths, to which their
adherance defines their path.

The Paladin
Level Proficiency Bonus Features Anima Maximum Spell Level
1st +2 Lay on Hands, Fighting Style ─ ─
2nd +2 Spellcasting, Sacred Smite 4 1
3rd +2 Perfect Health, Sacred Oath 6 1
4th +2 Ability Score Improvement 8 1
5th +3 Extra Attack 10 2
6th +3 Aura of Protection 12 2
7th +3 Oath Feature 14 2
8th +3 Ability Score Improvement 16 2
9th +4 ─ 18 3
10th +4 Aura of Courage 20 3
11th +4 Sacred Strikes 22 3
12th +4 Ability Score Improvement, Aura of Protection Improvement 24 3
13th +5 Aura of Courage Improvement 26 4
14th +5 Cleansing Touch 28 4
15th +5 Oath Feature 30 4
16th +5 Ability Score Improvement 32 4
17th +6 Sacred Weapon 34 4
18th +6 Aura of Protection Improvement, Aura of Courage Improvement 36 4
19th +6 Ability Score Improvement 38 4
20th +6 Oath Feature 40 4

Class Features Equipment


You start with the following equipment, in addition to the
As a paladin, you gain the following class features equipment granted by your background:
Hit Points (a) One weapon of your choice and a shield of your choice
Hit Dice: 1d10 per paladin level or (b) two weapons of your choice
Hit Points at 1st Level: 10 + your Constitution modifier (a) Leather armour or (b) a chain shirt
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution (a) Diplomat's Pack or (b) Explorer's Pack
modifier per paladin level after 1st
Proficiencies
Armor: All Armour and shields
Weapons: All Weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Animal Handling, Athletics, Culture,
Deception, Insight, Intimidation, Medicine, Performance,
Persuasion
Lay on Hands Spellcasting
Starting at 1st level, your touch can heal wounds. You have a By 2nd level, your convictions have become so strong, they
pool of healing power that replenishes when you take a long allow you to channel your Anima into spells.
rest. With that pool, you can restore a total number of hit
points equal to your Paladin level × 5. Anima
As an action, you can touch a creature and draw power The paladin table shows how much Anima you have with
from the pool to restore a number of hit points to that which to cast your spells. To cast a spell you must expend an
creature, up to the maximum amount remaining in your pool. amount of Anima equal to the spell's level. You regain all
Alternatively, you can expend 5 hit points from your pool of expended Anima at the end of a long rest.
healing to cure the target of one disease or neutralize one
poison affecting it. You can cure multiple diseases and Preparing and Casting Spells
neutralize multiple poisons with a single use of Lay on You prepare the list of spells that are available for you to cast.
Hands, expending hit points separately for each one. When you do so, choose a number of spells equal to your
This feature has no effect on undead and constructs. Charisma modifier + half your Paladin level, rounded down
(minimum of one spell).
Fighting Style You can change your list of prepared spells when you finish
At 2nd level, you adopt a style of fighting as your specialty. a long rest. Preparing a new list of spells requires time spent
Choose one of the following options. You can't take a Fighting in meditation: at least 1 minute per spell level for each spell
Style option more than once, even if you later get to choose on your list.
again. Spellcasting Ability
Brutal Strike
Charisma is your spellcasting ability for your paladin spells,
Whenever you hit a creature with a melee weapon that you since their power derives from the strength of your
are wielding with two hands, you can attempt to drive the convictions. You use your Charisma whenever a spell refers
target back. If the target is Medium or smaller, it must make a to your spellcasting ability. In addition, you use your
Strength saving throw. The DC equals 8 + your proficiency Charisma modifier when setting the saving throw DC for a
bonus + your Strength modifier. On a failed save, the target is paladin spell you cast and when making an attack roll with
pushed 5 feet away from you. The weapon must have the two- one.
handed or versatile property for you to gain this benefit. Spell save DC = 8 + your proficiency bonus + your
Charisma modifier
Defense
Spell attack modifier = your proficiency bonus + your
While you are wearing armor, you gain a +1 bonus to AC. Charisma modifier

Dueling Sacred Smite


When you are wielding a melee weapon in one hand and no Starting at 2nd level, when you hit a creature with a melee
other weapons, you gain a +2 bonus to damage rolls with that weapon attack, you can expend one Anima to deal 1d8
weapon. radiant damage to the target in addition to the weapon's
damage. You can expend an amount of Anima equal to your
Great Weapon Fighting proficiency bonus per attack.
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 Perfect Health
hands, you can reroll the die and must use the new roll. The By 3rd level, the Anima flowing through you makes you
weapon must have the two-handed or versatile property for immune to disease.
you to gain this benefit.
Power Attack Sacred Oath
When you make a melee attack, before you make the attack When you reach 3rd level, you swear the oath that binds you
roll, you can choose not to add your proficiency bonus to the as a paladin forever. Up to this time you have been in a
attack roll. If the attack hits, you add your proficiency bonus preparatory stage, committed to the path but not yet sworn to
to the attack's damage. You cannot do this if you are using the it. Now you take an oath.
finesse property of the weapon. Your choice grants you features at 3rd level and again at
7th, 15th, and 20th level. Those features include oath spells
Protection and the Channel Convictions feature.
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 Oath Spells
impose disadvantage on the attack roll. You must be wielding Each oath has a list of associated spells. You gain access to
a shield. 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.
Channel Convictions Sacred Weapon
Your oath allows you to channel your convctions to fuel At 17th level, you gain the ability to suffuse a weapon so fully
magical effects. Each Channel Convictions option provided with your essence, it gains extra power. Over the course of a
by your oath explains how to use it. When you use your short rest, you can perform a ritual to bind a single weapon to
Channel Convictions, you choose which option to use. You yourself. The weapon must be within your reach throughout
must then finish a short or long rest to use your Channel the ritual, at the conclusion of which you touch the weapon
Convictions again. Some Channel Convictions effects require and forge the bond.
saving throws. When you use such an effect from this class, Once you have bonded a weapon to yourself, if it is within
the DC equals your spell save DC. thirty feet of you, you can summon that weapon as a bonus
Ability Score Increase action on your turn, causing it to fly towards your hand,
taking the fastest path, moving around obstacles and
When you reach 4th level, and again at 8th, 12th, 16th and creatures in its path. If your sacred weapon is inside of an
19th level, you can increase one ability score of your choice object, or held by a greater power, this ability fails. You can
by 2, or you can increase two ability scores of your choice by only have one holy weapon at a time; if you attempt to bind a
1. As normal, you can't increase an ability score above 20 second weapon, the first weapon ceases to be bound.
using this feature. After the ritual is complete, your holy weapon gains a +1 to
attack and damage rolls, and your Sacred Strikes feature
Extra Attack deals 1d10 radiant damage while using it. Your sacred
Beginning at 5th level, you can attack twice, instead of once, weapon can be sensed as if it were consecrated or
whenever you take the Attack action on your turn. desecrated.
In addition, your sacred weapon is infused with one 5th
level spell that you choose during the ritual. You can cast this
Aura of Protection spell once per long rest without expending any Anima. You
Starting at 6th level, whenever you or a friendly creature can change this spell by performing the ritual again.
within 10 feet of you must make a saving throw, the creature
gains a bonus to the saving throw equal to your Charisma Sacred Oaths
modifier (with a minimum bonus of +1). You must be
conscious to grant this bonus. The range of this aura A paladin's oath defines them as a paladin. It is the ultimate
increases to 20 feet at 12th level, and to 30 feet at 18th level. statement of their convictions. Every paladin's oath differs
slightly, but there are similarities among some. These
Aura of Courage paladins tend to band together into an order, fighting together
Starting at 10th level, you and friendly creatures within 10 and sharing resources. Others choose to remain alone as
feet of you can't be frightened while you are conscious. The knight-errants.
range of this aura increases to 20 feet at 13th level, and to 30 Oath of Devotion
feet at 18th level.
The Oath of Devotion binds a paladin to the loftiest ideals of
Sacred Strikes justice, virtue, and order. Sometimes called cavaliers or white
By 11th level, you are so suffused with righteous might that knights, these paladins meet the ideal of the knight in shining
all your melee weapon strikes carry sacred power with them. armor, acting with honor in pursuit of justice and the greater
Whenever you hit a creature with a melee weapon, the good. They hold themselves to the highest standards of
creature takes an extra 1d8 radiant damage. If you also use conduct, and some, for better or worse, hold the rest of the
your Sacred Smite with an attack, you add this damage to the world to the same standards. They hold angels – the perfect
extra damage of your Sacred Smite. servants of good – as their ideals, and incorporate images of
angelic wings into their helmets or coats of arms.
Cleansing Touch Oath Spells
Beginning at 14th level, you can use your action to end one You gain oath spells at the paladin levels listed.
spell on yourself or on one willing creature that you touch. Oath of Devotion Spells
You can use this feature a number of times equal to your Paladin Level Spells
Charisma modifier (a minimum of once). You regain
expended uses when you finish a long rest. 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
Channel Convictions Oath Spells
When you take this oath at 3rd level, you gain the following You gain oath spells at the paladin levels listed.
two Channel Convictions options.
Sacred Weapon: As an action, you can imbue one weapon Oath of the Fae Spells
that you are holding with positive energy, using your Channel Paladin Level Spells
Convictions. For 1 minute, you add your Charisma modifier 3rd Ensnaring Strike, Speak with Animals
to attack rolls made with that weapon (with a minimum
bonus of +1). The weapon also emits bright light in a 20-foot 5th Moonbeam, Misty Step
radius and dim light 20 feet beyond that. If the weapon is not 9th Plant Growth, Protection from Energy
already magical, it becomes magical for the duration. 13th Ice Storm, Stoneskin
You can end this effect on your turn as part of any other
action. If you are no longer holding or carrying this weapon,
or if you fall unconscious, this effect ends. Channel Convictions
Censure Evil: As an action, you speak a prayer censuring When you take this oath at 3rd level, you gain the following
fiends and undead, using your Channel Convictions. Each two Channel Convictions options.
fiend or undead that can see or hear you within 30 feet of you Faeform: As an action, you chant an evocation of trickery.
must make a Wisdom saving throw. If the creature fails its You conjure a perfect illusion of yourself in an unoccupied
saving throw, it is turned for 1 minute or until it takes space within 10 feet of yourself. The illusion lasts for 1
damage. minute. As a bonus action, you may move the illusion up to
A turned creature must spend its turns trying to move as 30 feet from its current location, so long as it remains within
far away from you as it can, and it can't willingly move to a 60 feet of you, dispelling if it leaves the area of effect.
space within 30 feet of you. It also can't take reactions. For its Creatures that see the illusion must make a Wisdom saving
action, it can use only the Dash action or try to escape from throw or they believe that the illusion is actually you. Attacks
an effect that prevents it from moving. If there's nowhere to and spells that target the illusion pass through the illusion.
move, the creature can use the Dodge action. Fae Curse: As an action, you chant an evocation of ill
fortune. A creature that you can see within 30 feet of you
Aura of Devotion must make a Charisma saving throw or it gains disadvantage
Starting at 7th level, you and friendly creatures within 10 feet on saving throws made against enchantment spells you cast
of you can't be charmed while you are conscious. for 1 minute.
At 18th level, the range of this aura increases to 30 feet.
Elder Magic
Purity of Spirit When you choose this oath at 3rd level, your spellcasting
Beginning at 15th level, you are always under the effects of ability becomes Wisdom and all class features that mention
the protection from evil and good spell. your Charisma modifier now use your Wisdom modifier
instead. Your spell save DC and spell attack bonus use your
Sacred Nimbus Wisdom modifier instead of your Charisma modifier.
At 20th level, as an action, you can emanate an aura of
sunlight. For 1 minute, bright light shines from you in a 30- Unarmoured Defense
foot radius, and dim light shines 30 feet beyond that. Starting at 3rd level, while you aren't wearing any armor or
Whenever an enemy creature starts its turn in the bright wielding a shield, your AC is equal to 10 + your Constitution
light, the creature takes 10 radiant damage. Modifier + your Wisdom Modifier.
In addition, for the duration, you have advantage on saving
throws against spells cast by fiends or undead. Aura of the Wild
Once you use this feature, you can't use it again until you Beginning at 7th level you and friendly creatures within 10
finish a long rest. feet of you gain advantage on saving throws against being
charmed and frightened. This aura increases to 30 feet at
Oath of the Fae 18th level.
Warriors who represent the spirits of the wilds, these Fae Mental Fortitude
paladins embody the whims of the Wilds. Though many serve Starting at 15th level, when you are subjected to an effect that
archfey directly, many serve as intermediaries between the allows you to make a Wisdom saving throw to prevent a
Fae and those who rely on the spirits of the wild plains. harmful magical effect, you can use your reaction to gain
These warriors are sworn to preserve nature, serve the advantage on that save. You can use this feature a number of
spirits of the Fae, and protect those who respect the balance times equal to half your Wisdom modifier, rounded up. You
between man and the wilds. regain all expended uses after taking a short or long rest.
Fae Champion Aura of the Guardian
At 20th Level, you can use an action to channel your Starting at 7th level, you can shield your allies from harm at
connection to the wild magic of the Fae, emitting a small the cost of your own health. When a creature within 10 feet
amount of obscuring mist and surrounding yourself with of you takes damage, you can use your reaction to magically
Sylvan whispers. For a number of turns equal to your take that damage, instead of that creature taking it. This
Wisdom modifier, you gain the following benefits: feature doesn't transfer any other effects that might
accompany the damage, and this damage can't be reduced in
Your melee attacks now give the target disadvantage on any way.
the next attack roll they make. At 18th level, the range of this aura increases to 30 feet.
As a bonus action, you may teleport up to 30 feet from
your current position into an unoccupied space you can Protective Spirit
see. Starting at 15th level, a holy presence mends your wounds in
All hostile creatures within 30 feet of you are under the combat. You regain hit points equal to 1d6 + half your paladin
effects of the bane spell. level if you end your turn in combat with fewer than half of
You and all friendly creatures within 30 feet of you are your hit points remaining and you aren’t incapacitated.
under the effects of the bless spell.
After using this feature, you cannot use it again until you Emissary of Redemption
take a long rest. At 20th level, you become an avatar of peace, which gives you
the following benefits.
Oath of Redemption You have resistance to all damage dealt by other creatures
The Oath of Redemption sets a paladin on a difficult path, (their attacks, spells, and other effects).
one that requires a warrior to use violence only as a last Whenever a creature damages you, it takes radiant
resort. Paladins who dedicate themselves to this oath believe damage equal to half the amount it dealt to you.
that any person can be redeemed and that the path of If you attack a creature, cast a spell on it, or deal damage to
benevolence and justice is one that anyone can walk. These it by any means but this feature, neither benefit works against
paladins face evil creatures in the hope of turning them to the that creature until you finish a long rest.
light, and the paladins slay them only when such a deed will
clearly save other lives. Paladins who follow this path are Oath of Treachery
known as redeemers.
The Oath of Treachery is the path followed by paladins who
Oath Spells have forsworn other oaths or who care only for their own
You gain oath spells at the paladin levels listed. power and survival. Commonly known as blackguards, these
profane warriors are faithful only to themselves. Anyone
Oath of Redemption Spells desperate enough to follow one of these paladins does so
Paladin Level Spells because, while deceitful, these paladins command great
3rd Sanctuary, Sleep power. Those who follow them without falling prey to their
treachery hope to indulge in wanton violence and accumulate
5th Calm Emotions, Hold Person great treasure.
9th Counterspell, Hypnotic Pattern
13th Otiluke's Resilient Sphere, Stoneskin Oath Spells
You gain oath spells at the paladin levels listed.
Channel Convictions Oath of Treachery Spells
When you take this oath at 3rd level, you gain the following Paladin Level Spells
two Channel Convictions options.
Emissary of Peace: You can use your Channel Convictions 3rd Charm Person, Expeditious Retreat
to augment your presence with divine power. As a bonus 5th Invisibility, Mirror Image
action, you grant yourself a +5 bonus to Charisma 9th Gaseous Form, Haste
(Persuasion) checks for the next 10 minutes.
Rebuke the Violent: You can use your Channel 13th Confusion, Greater Invisibility
Convictions to rebuke those who use violence. Immediately
after an attacker within 30 feet of you deals damage with an
attack against a creature other than you, you can use your
reaction to force the attacker to make a Wisdom saving
throw. On a failed save, the attacker takes radiant damage
equal to the damage it just dealt. On a successful save, it
takes half as much damage.
Channel Convictions Icon of Deceit
When you take this oath at 3rd level, you gain the following At 20th level, you gain the ability to emanate feelings of
two Channel Convictions options. treachery. As an action, you can magically become an avatar
Conjure Duplicate: As an action, you create a visual of deceit, gaining the following benefits for 1 minute:
illusion of yourself that lasts for 1 minute, or until you lose
your concentration (as if you were concentrating on a spell). You are invisible.
The illusion appears in an unoccupied space of your choice If a creature damages you on its turn, it must succeed on a
that you can see within 30 feet of you. The illusion looks Wisdom saving throw (DC equal to your spell save DC) or
exactly like you; it is silent; it is your size, is insubstantial, and you control its next action, provided that you aren’t
doesn’t occupy its space; and it is unaffected by attacks and incapacitated when it takes the action. A creature
damage. As a bonus action on your turn, you can move the automatically succeeds on the save if the creature is
illusion up to 30 feet to a space you can see, but the illusion immune to being charmed.
must remain within 120 feet of you.
For the duration, you can cast spells as though you were in If you have advantage on an attack roll, you gain a bonus
the illusion’s space, but you must use your own senses. to its damage roll equal to your paladin level.
Additionally, when both you and your illusion are within 5
feet of a creature that can see the illusion, you have Once you use this feature, you can’t use it again until you
advantage on attack rolls against that creature, given how finish a long rest.
uncanny the illusion is.
Poison Strike: You can use your Channel Divinity to make Oath of the Moon
a weapon deadlier. As a bonus action, you touch one weapon
or piece of ammunition and conjure a special poison on it. A paladin who swears the Oath of the Moon strives to keep
The poison lasts for 1 minute. The next time you hit a target peace, balance, and harmony. These paladins live to stop
with an attack using that weapon or ammunition, the target chaos and disorder from spreading and are expected to
takes poison damage immediately after the attack. The embody these ideals. They hold themselves to the code of the
poison damage equals 2d10 + your paladin level, or 20 + your Oath of the Moon to the letter and hold others to that same
paladin level if you had advantage on the attack roll. code of honor. Their armor and weapons are usually adorned
with a crescent moon and ornate silver ornaments depicting
Aura of Treachery peaceful society and law and order.
Starting at 7th level, you emanate an aura of discord, which
gives you the following benefits. Oath Spells
Cull the Herd You have advantage on melee attack rolls You gain oath spells at the paladin levels listed.
against any creature that has one or more of its allies within Oath of the Moon Spells
5 feet of it. Paladin Level Spells
Treacherous Strike If a creature within 5 feet of you
misses you with a melee attack, you can use your reaction to 3rd Faerie Fire, Hex
force the attacker to reroll that attack against a creature of 5th Moonbeam, Zone of Truth
your choice that is also within 5 feet of the attacker. The
ability fails and is wasted if the attacker is immune to being 9th Beacon of Hope, Remove Curse
charmed. You can use this ability three times, and regain 13th Locate Creature, Guardian of Faith
expended uses of it when you finish a short or long rest.
Channel Convictions
Blackguard's Escape When you take this oath at 3rd level, you gain the following
Starting at 15th level, you gain the ability to slip away from two Channel Convictions options.
your foes. Immediately after you are hit by an attack, you can Silvered Irises: As an action, you may touch a creature to
use your reaction to turn invisible and teleport up to 60 feet give them an additional 60 feet of darkvision for 10 minutes.
to a spot you can see. You remain invisible until the end of Moon Glow: As an bonus action, you may cover your
your next turn or until you attack, deal damage, or force a martial melee weapon in a thin gray smoke like aura. Your
creature to make a saving throw. Once you use this feature, attacks with that weapon gain the ranged property of 30/120
you must finish a short or long rest before you can use it feet and deal force damage instead of the weapon's regular
again. damage for 1 minute.
Fake Light
Starting at 7th level, as a bonus action, you can make a 30ft
sphere of magical darkness around you that only you may see
through. It lasts until the start of your next turn, and you
regain use this feature after you finish a short or long rest. At
18th level, the range of fake light increases to 60 feet.
Moon Cloak Unatural Composure
Starting at 15th level, you are now cloaked in magical Starting at 15th level, you are able to sustain yourself with
darkness. When you are not in sunlight, you receive a +1 magic for long periods of time. You gain the following
bonus to AC. benefits.
Additionally, you gain proficiency in the Stealth skill, and
you add double your proficiency bonus to checks you make You no longer require food or water.
with the skill. You can go one week without rest.
You have advantage on Constitution saving throws from
Moon Aura magic.
Starting at 20th level, You give off an soothing aura around Deathly Presence
you for 20 feet. All creatures of your choice withing the aura Starting at 20th level, as an action, you can emanate an aura
gain darkvison with a range of 60ft, and have advantage of heavy shadows around yourself. For 1 minute, your aura
against being charmed, frightened, and petrified. flairs out around you, protecting you from harm while
hampering other creatures, granting you the following
Oath of Death features:
A paladin belonging to the Oath of the Death strives to keep At the start of your turn, you gain temporary hit points
balance and harmony. Many are said to embody darkness and equal to your paladin level.
death itself. They hold themselves to the code of the Oath of Any creature that starts their turn with 10 feet of you has
the Death to the letter and are widely know to seek out disadvantage on saving throws from magic and has their
creatures who break the natural cycle of life and death. Their movement speed reduced by half until the start of their
armor and weapons are usually all black depicting death and next turn.
sometimes contain traces of silver depicting order.
You regain use of this feature after you finish a long rest.
Oath Spells
You gain oath spells at the paladin levels listed. Oath of the Horseman
Oath of Death Spells Paladins who swear this oath are forces of destruction and
Paladin Level Spells conquest. Often just called horsemen, these paladins owe
3rd Protection from Evil and Good, Hex
allegience to nobody, but can be bought for protection, or to
conquer other kingdoms. Their methods are not subtle, and
5th Blindness/Deafness, Darkness often leave a trail of scorched earth in their wake.
9th Nondetection, Speak with Dead
Oath Spells
13th Banishment, Blight You gain oath spells at the paladin levels listed.
Channel Convictions Oath of the Horseman Spells
When you take this oath at 3rd level, you gain the following Paladin Level Spells
two Channel Convictions options. 3rd Inflict Wounds, Longstrider
Forestall Life: As an action, you may invoke the right of
death, preventing certain creatures from forestalling their 5th Find Steed, Heat Metal
death. Any creature of your choice within 60 feet of you take 9th Haste, Fear
1d6 necrotic damage and may not be healed for 1 hour. This 13th Find Greater Steed, Freedom of Movement
damage increases by 1d6 when you reach 5th level(2d6), 11th
level(3d6), and 17th level(4d6).
Protection from Death: Before you see the outcome of the Channel Convictions
roll, you may gain advantage on a death saving throw. When you take this oath at 3rd level, you gain the following
two Channel Convictions options.
Shadow Smite Summon Warhorse: You summon your faithful horse to
When you choose this oath, you may choose to deal necrotic your side, it appears within 5 feet of you. It uses the warhorse
damage instead of radiant damage with your Sacred Smite. statistics with the following changes:
It has an AC of 16.
Withering Aura Its intelligence is 6.
Beginning at 7th level, at the start of each of your turns, It speaks Abyssal but is able to communicate with its rider
creatures of your choice within 10 feet of you have their even if they do not share a language.
Constitution score decreased by 1d4. This decrease ends if The horse refuses to act in combat unless it is being
the creature is not within the aura at the start of your next ridden.
turn. If the creature's Constitution score is reduced to 0 by It can move and stand still on water and leaves small
this feature, they wither away and die. hoofprints of fire.
At 18th level, the range of this aura increases to 30 feet and The horse gains 1 extra hit dice for each level in this class
the reduction increases to 1d6. after 3rd.
Once you gain access to the find steed and find greater steed
spells, you can instead apply these changes to any mount you
can summon and said mount will be summoned with this
divinity option.
Fiery Beast: You can use your channel divnity to allow
your horse to engage in combat for one minute. As a bonus
action. Your horse acts on your turn for one minute and is
able to use all its attacks like normal but the damage type of
these attacks changes to fire damage.
Everlasting Rider
Starting at 15th level you don't need to sleep, drink, or eat,
though you are able to ingest food and drink if you desire. You
also don't age.
Slaughter
Starting at 20th level as an action, you can become slaughter
incarnate, gaining the following benefits for 1 minute.
Your first attack each turn does extra damage based on
how much your mount moved. The extra damage is 1d6
for every 10 feet moved in a straight line at a maximum of
10d6
You can use the Dash action as a bonus action on each of
your turns.
You and your mount are under the effect of the blur spell
Once you use this feature, you can't use it again until you
finish a long rest.

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