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Paladin Class DetailsClad in plate armor that gleams in the sunlight despite the dust and grime of long travel, a human lays down her sword and shield and places her hands on a mortally wounded man. Divine radiance shines from her hands, the man’s wounds knit closed, and his eyes open wide with amazement.A dwarf crouches behind an outcrop, his black cloak making him nearly invisible in the night, and watches an orc war band celebrating its recent victory. Silently, he stalks into their midst and whispers an oath, and two orcs are dead before they even realize he is there.Silver hair shining in a shaft of light that seems to illuminate only him, an elf laughs with exultation. His spear flashes like his eyes as he jabs again and again at a twisted giant, until at last his light overcomes its hideous darkness.Whatever their origin and their mission, paladins are united by their oaths to stand against the forces of evil.
Whether sworn before a god’s altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion. The Cause of RighteousnessA paladin swears to uphold justice and righteousness, to stand with the good things of the world against the encroaching darkness, and to hunt the forces of evil wherever they lurk. Different paladins focus on various aspects of the cause of righteousness, but all are bound by the oaths that grant them power to do their sacred work. Although many paladins are devoted to gods of good, a paladin’s power comes as much from a commitment to justice itself as it does from a god.Paladins train for years to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the sick and injured, to smite the wicked and the undead, and to protect the innocent and those who join them in the fight for justice.
Beyond the Mundane LifeAlmost by definition, the life of a paladin is an adventuring life. Unless a lasting injury has taken him or her away from adventuring for a time, every paladin lives on the front lines of the cosmic struggle against evil.
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Fighters are rare enough among the ranks of the militias and armies of the world, but even fewer people can claim the true calling of a paladin. When they do receive the call, these warriors turn from their former occupations and take up arms to fight evil. Sometimes their oaths lead them into the service of the crown as leaders of elite groups of knights, but even then their loyalty is first to the cause of righteousness, not to crown and country.Adventuring paladins take their work seriously. A delve into an ancient ruin or dusty crypt can be a quest driven by a higher purpose than the acquisition of treasure. Evil lurks in dungeons and primeval forests, and even the smallest victory against it can tilt the cosmic balance away from oblivion.
Creating a PaladinThe most important aspect of a paladin character is the nature of his or her holy quest. Although the class features related to your oath don’t appear until you reach 3rd level, plan ahead for that choice by reading the oath descriptions at the end of the class. Are you a devoted servant of good, loyal to the gods of justice and honor, a holy knight in shining armor venturing forth to smite evil? Are you a glorious champion of the light, cherishing everything beautiful that stands against the shadow, a knight whose oath descends from traditions older than many of the gods? Or are you an embittered loner sworn to take vengeance on those who have done great evil, sent as an angel of death by the gods or driven by your need for revenge?
The section lists many deities worshiped by paladins throughout the multiverse, such as Torm, Tyr, Heironeous, Paladine, Kiri-Jolith, Dol Arrah, the Silver Flame, Bahamut, Athena, Re-Horakhty, and Heimdall.How did you experience your call to serve as a paladin? Did you hear a whisper from an unseen god or angel while you were at prayer?
Did another paladin sense the potential within you and decide to train you as a squire? Or did some terrible event—the destruction of your home, perhaps—drive you to your quests? Perhaps you stumbled into a sacred grove or a hidden elven enclave and found yourself called to protect all such refuges of goodness and beauty. Or you might have known from your earliest memories that the paladin’s life was your calling, almost as if you had been sent into the world with that purpose stamped on your soul.As guardians against the forces of wickedness, paladins are rarely of any evil alignment.
Most of them walk the paths of charity and justice. Consider how your alignment colors the way you pursue your holy quest and the manner in which you conduct yourself before gods and mortals. Your oath and alignment might be in harmony, or your oath might represent standards of behavior that you have not yet attained.QUICK BUILDYou can make a paladin quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the noble background.
The Paladin Table LevelProficiencyBonusFeatures—Spell Slots per Spell Level—1st2nd3rd4th5th1st+2,—————2nd+2,2————3rd+2,3————4th+23————5th+342———6th+342———7th+343———8th+343———9th+4—432——10th+4432——11th+4433——12th+4433——13th+5—4331—14th+54331—15th+54332—16th+54332—17th+6—4333118th+64333119th+64333220th+643332BREAKING YOUR OATHA paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath.A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh.If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the DM’s discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option that appears in the Dungeon Master’s Guide. Class FeaturesAs a paladin, you gain the following class features.
Oath of DevotionThe 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 c oats of arms.TENETS OF DEVOTIONThough 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 cau tion 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 am ount of harm.Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just author ity over you. Channel DivinityWhen you take this oath at 3rd level, you gain the following two Channel Divinity options.Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity.
For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.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.Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions.
For its action, it can use only the action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the action. Oath SpellsYou gain oath spells at the paladin levels listed. Oath of Devotion Spells. Paladin LevelSpells3rd,5th,9th,13th,17th,Aura of DevotionStarting at 7th level, you and friendly creatures within 10 feet of you can’t be while you are conscious.At 18th level, the range of this aura increases to 30 feet.
Purity of SpiritBeginning at 15th level, you are always under the effects of a spell. Holy NimbusAt 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.Once you use this feature, you can’t use it again until you finish a long rest.
Oath of Heroism (UA)THIS IS PLAYTEST CONTENTThe material in this article is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by final game design and editing. They aren’t officially part of the game and aren’t permitted in D&D Adventurers League events.If we decide to make this material official, it will be refined based on your feedback, and then it will appear in a D&D book.The Oath of Heroism is an affirmation of a destined path, one laid out for you by divine hands.
For whatever reason, a god or a group of gods has included you in their machinations. You are not a reluctant hero, but one who fully embraces the idea that great deeds are yours to achieve. You train diligently, sculpting your body and refining your skills so you’re ready when destiny calls.TENETS OF HEROISMThe tenets of the Oath of Heroism reflect a paladin’s commitment to fulfilling their calling as a hero worthy of legend.Actions over Words. Strive to be known by deeds not words.Challenges Are but Tests.
Every hardship serves to challenge your abilities and harden your resolve.Embrace Destiny. You didn’t choose this path, but it’s yours to walk. And it will carry you into legend.Hone the Body. Disco bees level 378.
Like raw stone, your body must be worked so its potential can be realized. Oath SpellsYou gain oath spells at the paladin levels listed in the Oath of Heroism Spells table. See the class feature for how oath spells work. Oath of Heroism Spells Paladin LevelSpells3rd,5th,9th,13th,17th,Channel Divinity3rd-level Oath of Heroism featureYou gain the following two Channel Divinity options.
See the class feature for how Channel Divinity works.Peerless Athlete. You can use your Channel Divinity to augment your athleticism with divine favor. As a bonus action, you gain advantage on all Strength and Dexterity checks for the next 10 minutes.Legendary Strike. You can use your Channel Divinity as a bonus action to guide your attacks: for 1 minute, your weapon attacks score a critical hit on a roll of 19 or 20 on the d20. Mighty Deed7th-level Oath of Heroism featureYour actions on the battlefield can supernaturally bolster your allies and demoralize your enemies.
Whenever you score a critical hit or reduce a creature to 0 hit points, you can choose one or more creatures that you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). All the chosen creatures are affected by one of the following effects of your choice:. The creature gains temporary hit points equal to 1d6 + your Charisma modifier (minimum of 1 temporary hit point). The creature must succeed on a Wisdom saving throw against your spell save DC or be of you until the start of your next turn.Once you use this feature, you can’t use it again until the start of your next turn. Glorious Defense15th-level Oath of Heroism featureYour blessed glory on the battlefield can misdirect an attack.
When a creature you can see hits you with an attack roll, you can use your reaction to gain a bonus to AC against that attack, potentially causing it to miss you. The bonus equals your Charisma modifier (minimum of +1).
If the attack misses, you can make one weapon attack against the attacker as part of this reaction. Living Myth20th-level Oath of Heroism featureYou can now empower yourself with the legends—whether true or exaggerated—told of your great deeds. As a bonus action, you gain the following benefits for 10 minutes:. You are blessed with otherworldly comeliness, gaining advantage on all Charisma checks.
Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead. If you fail a saving throw, you can use your reaction to succeed instead.Once you use this feature, you can’t use it again until you finish a long rest. Oath of the Watchers (UA)THIS IS PLAYTEST CONTENTThe material in this article is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by final game design and editing. They aren’t officially part of the game and aren’t permitted in D&D Adventurers League events.If we decide to make this material official, it will be refined based on your feedback, and then it will appear in a D&D book.Paladins who vow the Oath of the Watchers seek to protect the mortal realm from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats.
Paladins who follow the Watchers’ oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one’s surroundings is as natural as wearing armor in battle.TENETS OF THE WATCHERSA paladin who assumes the Oath of the Watchers swears to safeguard the mortal realm from otherworldly threats.Vigilance. The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.Loyalty.
Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty.Discipline. You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond. Oath Spells3rd-level Oath of the Watchers featureYou gain oath spells at the paladin levels listed in the Oath of the Watchers table. See the Sacred Oath class feature for how oath spells work.
Oath of the Watchers Spells. Paladin LevelSpells3rd,5th,9th,13th,17th,Channel Divinity3rd-level Oath of the Watchers featureYou gain the following Channel Divinity options. See the class feature for how Channel Divinity works.Watcher’s Will. You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, all the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.Abjure the Extraplanar.
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You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each elemental, fey, fiend, or aberration within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. For its action, it can use only the action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the action.
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Aura of the Sentinel7th- and 18th-level Oath of the Watchers featureYou emit an aura of alertness while you aren’t. When you and any creature of your choice within 10 feet of you rolls initiative, you each gain a bonus to initiative equal to your Charisma modifier (minimum of +1).At 18th level, the range of this aura increases to 30 feet. Vigilant Rebuke15th-level Oath of the Watchers featureYou’ve learned how to magically chastise anyone who dares cast unwanted spells at you and your wards.
Whenever you or a creature you can see within 30 feet of you succeeds on a saving throw against a spell, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the spellcaster. Mortal Bulwark20th-level Oath of the Watchers featureYou manifest a spark of your deity’s power in defense of your sacred oath. As a bonus action, you gain the following benefits for 1 minute:. You gain in a 120-foot radius.
You have advantage on attack rolls against elementals, fey, fiends, and aberrations. When you hit a creature with an attack and deal damage to it, you can also force it to make a Charisma saving throw. On a failed save, the creature is magically banished to its native plane of existence if it’s currently not there.
On a successful save, the creature can’t be banished by this feature for 24 hours.Once you use this bonus action, you can’t use it again until you finish a long rest.
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