{"name":"Paladin","overview":"A 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\u2019s power comes as much from a commitment to justice itself as it does from a god.[br]\r\nPaladins 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.","hitdice":"d10","hitpointsfirstlevel":"10 + Con mod","hitpointsathigherlevels":"6 + Con mod","armorproficiencies":"All armor, shields","weaponproficiences":"Simple weapons, Martial weapons","tools":"None","savingthrows":"Wis, Cha","skills":"Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion.","spellcasting":"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.\r\n[center]Spell save DC = 8 + your proficiency bonus + your Charisma modifier[\/center]\r\n[center]Spell attack modifier = your proficiency bonus + your Charisma modifier[\/center]\r\n\r\nPaladins can learn Cleric cantrips.  At first level they start with just one. Starting at second level, Paladins know as many Cleric cantrips as their proficiency bonus.\r\n\r\nYou 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.\r\n\r\nYou 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.\r\n\r\n You regain all expended spell slots when you finish a long rest.\r\n","equipment":"[ul][li](a) a martial weapon and a shield or (b) two martial weapons[\/li]\r\n[li](a) five javelins or (b) any simple melee weapon[\/li]\r\n[li](a) a priest\u2019s pack or (b) an explorer\u2019s pack[\/li]\r\n[li]Chain mail and a holy symbol[\/li][\/ul]","features":"[h2]Divine Sense[\/h2]\r\nThe 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.[br]\r\nYou 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.\r\n[h2]Lay on Hands[\/h2]\r\nYour 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.[br]\r\nAs 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.[br]\r\nAlternatively, 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.[br]\r\nThis feature has no effect on undead and constructs.\r\n[h2]Divine Smite[\/h2]\r\nStarting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon\u2019s 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.\r\n[h2]Divine Health[\/h2]\r\nBy 3rd level, the divine magic flowing through you makes you immune to disease.\r\n[h2]Extra Attack[\/h2]\r\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n","subclasses":"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\u2019s training. Som e characters with this class don\u2019t 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\u2019s heart.\r\n\r\nChoose from: Oath of Devotion, Oath of the Ancients, Oath of Vengeance, Oath of the Crown (SCAG), Oath of Conquest (Xan), or Oath of Redemption (Xan).","tabledata":"","tags":"","isShared":"1","templateId":"25","blockId":"20426"}