🎲 D&D Companion

Paladin

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Secondary class โ€” requires 5 Cleric levels and 5 Fighter levels.

Requires 5 Cleric levels and 5 Fighter levels. A Paladin's alignment automatically becomes Lawful. Paladins draw their power from their deity, often the one they chose as a Cleric. Many Paladins take the path of nobility and serve others through tanking and healing, while many others take the path of justice and wreak divine havoc on evildoers. Paladins generally split their strengths between Health and charismatic skills. The warriors often follow up with Heavy Attack and Fortitude while casters often follow up with Spirituality.

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Nobility

cols A-C ยท levels 12-17 ยท 12 abilities
LvlCellAbilityCostRules
12A12Aura Of Thorns1 act1 action. You and all targets within 7 spaces are blessed with Thorns that deal 1d4 damage to melee attackers. Lasts until dismissed. Only 1 Aura per Paladin can be active at a time. Spirituality vs Will.
12B12Aura Of Purity1 act1 action. You and all targets within 7 spaces gain +4 Will against Charms and Haunts, and +4 Fortitude against Poison and Disease. Lasts until dismissed. Only 1 Aura per Paladin can be active at a time. Spirituality vs Will.
12C12Aura Of Nobility1 act1 action. You and all targets within 7 spaces are blessed with +3 to Intimidation and Persuasion. Lasts until dismissed. Only 1 Aura per Paladin can be active at a time. Spirituality vs Will.
13B13Shield Of Faith3 act3 actions. You bestow Holy energy onto a target within 5 spaces, granting them +2 to all Defenses. Lasts 5 turns. Spirituality vs Will.
Upgrades:
  1. Shield Of Faith + (L14) โ€” +5 to all Defenses.
14A14Judgment Of Control4 act4 actions. You judge a target within 15 spaces, dealing 2d8 Holy damage (doubled if Undead or Demon). That target can only attack you for 3 turns. A target can only have 1 Judgment at a time. Aggression vs Will.
14B14Judgment Of Severance4 act4 actions. You judge a target within 15 spaces, dealing 2d8 Holy damage (doubled if Undead or Demon) and knocking them away 10 spaces. That target cannot go within 5 spaces of an ally of your choice for 3 turns. A target can only have 1 Judgment at a time. Aggression vs Will.
14C14Judgment Of Weakness4 act4 actions. You judge a target within 15 spaces, dealing 2d8 Holy damage (doubled if Undead or Demon). That target's melee attacks only deal half damage for 3 turns. A target can only have 1 Judgment at a time. Aggression vs Will.
15B15Compelled Duel2 act2 actions. You command a target within 10 spaces to duel. If you or that target attack anyone other than each other, you must take the lesser of 2d20 rolls to do so. Lasts until one of you dies or until the end of battle. Aggression vs Will.
16A16Blessing Of Protection4 act4 actions. You bless yourself or an ally within 15 spaces, granting a field of protection that surrounds the area around them within 1 space. Enemies cannot move into this area. Lasts 3 turns. An ally can only have 1 Blessing at a time. Persuasion vs Will.
16B16Blessing Of Reflection4 act4 actions. You bless yourself or an ally within 15 spaces, granting immunity from all ranged projectiles, physical and magical. Lasts 3 turns. An ally can only have 1 Blessing at a time. Persuasion vs Will.
16C16Blessing Of Shielding4 act4 actions. You bless yourself or an ally within 15 spaces, granting +20 Temp HP. Lasts 3 turns. An ally can only have 1 Blessing at a time. Persuasion vs Will.
17B17Death Ward60 act60 actions. You perform a ritual on a target within 5 spaces. When an attack would kill that target, it instead breaks the Death Ward and leaves them at 1d10 HP. Lasts until Death Ward is dismissed or broken. Only 1 target can have a Death Ward per Paladin. Spirituality vs Will.

Servitude

cols E-G ยท levels 11-17 ยท 14 abilities
LvlCellAbilityCostRules
11F11Lay On Hands9 act9 actions. You heal yourself or a target next to you to full health. Any negative effects like fear, curses, poisons, armor reduction, etc. is all removed. You cannot use this spell again until after a long rest. Spirituality vs Will.
12E12Aura Of Healing1 act1 action. You and all targets within 7 spaces are blessed with healing 1d4 HP each turn. Lasts until dismissed. Only 1 Aura per Paladin can be active at a time. Spirituality vs Will.
12F12Aura Of Alacrity1 act1 action. You and all targets within 7 spaces are blessed with advantage on all Intelligence rolls. Lasts until dismissed. Only 1 Aura per Paladin can be active at a time. Spirituality vs Will.
12G12Aura Of Speed1 act1 action. You and all targets within 7 spaces are blessed with +2 Move actions. Lasts until dismissed. Only 1 Aura per Paladin can be active at a time. Spirituality vs Will.
13F13Call Steed24 act24 actions. You call a spirit that takes the form of an animal or vehicle to a nearby space. It will follow your every command, though its only function is to travel (up to 3 spaces per action, depending on the vehicle/animal chosen). Any Piloting/Driving or Animal Handling penalties while riding this spirit are reduced to 0. Lasts 1 hour. Spirituality.
14E14Judgment Of Chains4 act4 actions. You judge a target within 15 spaces, dealing 2d8 Holy damage (doubled if Undead or Demon). That target is slowed to 1 Move action for 3 turns. A target can only have 1 Judgment at a time. Aggression vs Will.
14F14Judgment Of Incompetency4 act4 actions. You judge a target within 15 spaces, dealing 2d8 Holy damage (doubled if Undead or Demon). That target cannot make any attacks other than their Basic Attack for 3 turns. A target can only have 1 Judgment at a time. Aggression vs Will.
14G14Judgment Of Misery4 act4 actions. You judge a target within 15 spaces, dealing 2d8 Holy damage (doubled if Undead or Demon) and magnetizing them to their closest ally. The two targets are stuck together for 3 turns. A target can only have 1 Judgment at a time. Aggression vs Will.
15E15Heroism3 act3 actions. You bestow Holy energy onto a target within 3 spaces, removing and making them immune to haunt and intimidate effects. Lasts 5 turns. Persuasion vs Will.
Upgrades:
  1. Heroism + (L16) โ€” Removes and prevents charm and persuasion effects as well.
15F15Sacred Protection3 act3 actions. You encase a target within 10 spaces in a holy bubble that absorbs all damage and negative effects. Lasts until your next turn. Spirituality vs Will.
16E16Blessing Of Levity4 act4 actions. You bless an ally within 15 spaces, granting a holy connection to you. During this time, half the damage that they take (after armor reduction) will be done to you instead. Lasts 3 turns. An ally can only have 1 Blessing at a time. Persuasion vs Will.
16F16Blessing Of Displacement4 act4 actions. You bless an ally within 15 spaces, granting them Displacement. They may use Displacement to instantly switch spaces with you, and Displacement will be removed. Lasts 5 turns or until used. An ally can only have 1 Blessing at a time. Persuasion vs Will.
16G16Blessing Of Vigor4 act4 actions. You bless yourself or an ally within 15 spaces, granting 6 extra actions. This ally cannot receive another Blessing until they have used all extra actions. Persuasion vs Will.
17F17Call Greater Steed24 act24 actions. Requires Call Steed. You call a spirit that takes the form of an animal or vehicle to a nearby space. This animal or vehicle can be capable of flying, underwater and space travel. Any Piloting/Driving or Animal Handling penalties while riding this spirit are reduced to 0. Lasts 1 hour. Spirituality.

Justice

cols I-K ยท levels 12-17 ยท 12 abilities
LvlCellAbilityCostRules
12I12Aura Of Willpower1 act1 action. You and all targets within 7 spaces are blessed with +2 Will and can move while casting spells. Lasts until dismissed. Only 1 Aura per Paladin can be active at a time. Spirituality vs Will.
12J12Aura Of Aggression1 act1 action. You and all targets within 7 spaces are blessed with +3 Light Attack and Heavy Attack. Lasts until dismissed. Only 1 Aura per Paladin can be active at a time. Spirituality vs Will.
12K12Aura Of Might1 act1 action. You and all targets within 7 spaces are blessed with +2 damage to physical attacks. Lasts until dismissed. Only 1 Aura per Paladin can be active at a time. Spirituality vs Will.
13J13Consecrate4 act4 actions. The ground within 3 spaces of you becomes holy. Enemies in this area take 1d8 Holy damage each turn, doubled if they are a Demon or Undead. Lasts 4 turns. Spirituality vs Will.
14I14Judgment Of Exclusion4 act4 actions. You judge a target within 15 spaces, dealing 2d8 Holy damage (doubled if Undead or Demon). That target has -3 Armor and all Defenses for 3 turns. A target can only have 1 Judgment at a time. Aggression vs Will.
14J14Judgment Of Fury4 act4 actions. You judge a target within 15 spaces, dealing 5d8 Holy damage (doubled if Undead or Demon). That target cannot be the victim of another Judgment for 3 turns. Aggression vs Will.
14K14Judgment Of Retribution4 act4 actions. You judge a target within 15 spaces, dealing 2d8 Holy damage (doubled if Undead or Demon). That target takes 1d4 damage (bypassing armor) whenever they attack you or an ally for 3 turns. A target can only have 1 Judgment at a time. Aggression vs Will.
15J15Destructive Wave5 act5 actions. Holy energy ripples outward from you, hitting all targets within 6 spaces. Targets hit take 3d6 Holy damage (doubled if Undead or Demons) and are either pushed away or pulled toward you 2 spaces (you choose). Spirituality vs Will.
16I16Blessing Of Concentration4 act4 actions. You bless yourself or an ally within 15 spaces, granting +4 accuracy to all ranged or magical attacks. Lasts 3 turns. An ally can only have 1 Blessing at a time. Persuasion vs Will.
16J16Blessing Of Power4 act4 actions. You bless yourself or an ally within 15 spaces, granting them either an extra 1d6 damage or a 1-turn extension to their magical attacks. Lasts 3 turns. An ally can only have 1 Blessing at a time. Persuasion vs Will.
16K16Blessing Of Righteousness4 act4 actions. You bless yourself or an ally within 15 spaces, granting them an extra 1d4 Holy damage to attacks. Holy damage bypasses armor and is doubled for Undead and Demons. Lasts 3 turns. An ally can only have 1 Blessing at a time. Persuasion vs Will.
17J17CrusadeXX actions. Attack a target next to you for 2W damage. If there is another target within 2 spaces, move to them and do the same. You may continue this until all available targets within 2 spaces have been attacked. You are Stunned on your next turn. Weapon vs Fortitude.