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Published by goroiamanuci, 2023-05-19 09:53:30

Legendary Paladin Full

Legendary Paladin Full

Legendary Classes Welcome to Legendary Classes! The next major update for Legendary Player Characters, a supplement for Dungeons and Dragons 5th Edition that intends to give rules for buffing up players so one on one games (1 DM and 1 Player) is much more possible! Now of course, let me start by saying the obvious: This class breaks all typical 5e balancing conventions, it should not be used in regular play, nor should it be compared to regular 5e classes. Legendary classes are meant to make a single player worth the equivalent of 3 players (Without just tripling damage output and HP) So it's going to be significantly more powerful than the regular version of the class. Why? Why would you use this? Why would you play D&D with two people when it's meant for a larger group? There's a myriad of reasons really, but below are a few good ones. It's easier to schedule and prepare for, instead of having to manage the schedules of six different people, you've reduced that total to two, making it much easier to arrange sessions for D&D. This helps with protagonist syndrome... In a normal campaign, no one player should outshine the others, and you'll often hear horror stories of players who try to take the spotlight... In solo games with one player and one DM, that is not a problem! The singular player can shine as bright as they want without worry of making other players feel useless. It can simply be a lot of fun. I've played solo games a lot with my partner, and before I began making Legendary Player Characters, it was... Really difficult to actually run encounters and make characters without things feeling really bad, because D&D isn't made for solo play. Of course as mentioned, there's far more reasons than just those three. If you don't think you'd like this, then that's perfectly fine! Solo play isn't for everyone. I personally prefer it and that's just how I play the game, everyone plays in their own way. For anyone else who prefers solo style or is interested in giving it a try, then this class and the full Legendary Player Characters document are right up your alley! Legendary Player Characters As mentioned to the left of this text, this is meant as a supplement for the Legendary Player Characters document. You can find the links to the full 105 page document below! Google Drive Homebrewery It is not mentioned in the class specifically, but this class does still use Legendary Actions. Nothing has been changed about the Legendary Action rules from the LPC document, and the legendary actions you can choose for this class can be found at the end of this document! Encounters When calculating encounters for a player with this class, consider them to be equivalent to three characters of the same level. I recommend using milestone leveling with this system, however if you do not and want to use XP, then you should reward a third of the xp they would normally gain (So they don't level rapidly) If the PC is using Auric Emotions or Signs of Labors in tandem with this class, treat them as three and a half characters. If they are using both in tandem with this class, treat them as four characters. Leveling Legendary Classes are special, even aside from their increased power. Their maximum level has been increased from 20 to 30, and not only that-but every legendary class will have rules for leveling beyond 30. To an infinite amount. Again I strongly recommend using milestone leveling, as I do not have a good experience total required for levels beyond 20 (Especially once you begin going into 31+) You can find what features the Legendary class gains for every level beyond 30 on the same page that their legendary actions are listed. Multiclassing Assume the following for multiclassing: You may multiclass as normal up to level 30. Once you hit level 31, you begin receiving the Leveling Beyond 30 features for your particular class. You do not receive any features they would receive at an earlier level. For example, a level 10 Legendary Rogue and level 20 Legendary Sorcerer wouldn't receive Legendary Sorcerer's 21-30 features when they begin leveling beyond 30, nor would they receive Legendary Rogue's 11-30 features.


Legendary Paladin Level Proficiency Bonus Features Tenets Sworn Smites Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Lay on Hands, Sacred Tenets, Semi Proficiencies 2 — — — — — — — — — — 2nd +2 Smite, Spellcasting 2 2 2 — — — — — — — — 3rd +2 Righteous Paradigm, Sect Teachings 2 2 3 — — — — — — — — 4th +2 Ability Score Improvement 2 2 4 2 — — — — — — — 5th +3 Extra Attack 2 3 4 2 — — — — — — — 6th +3 Aura of Protection 2 3 4 3 — — — — — — — 7th +3 Legendary Ability Score Improvement 2 3 4 3 — — — — — — — 8th +3 Ability Score Improvement, 3 4 4 3 2 — — — — — — 9th +4 Paradigm Feature, Sect Teachings (2) 3 4 4 3 3 — — — — — — 10th +4 Aspect Transformation 3 4 4 3 3 — — — — — — 11th +4 Divine Infusion (1d4) 3 5 4 3 3 1 — — — — — 12th +4 Ability Score Improvement 3 5 4 3 3 2 — — — — — 13th +5 Paradigm Feature, Sect Teachings (3) 3 5 4 3 3 2 — — — — — 14th +5 Cleansing Touch 4 5 4 3 3 3 1 — — — — 15th +5 Legendary Ability Score Improvement 4 5 4 3 3 3 2 — — — — 16th +5 Ability Score Improvement 4 6 4 3 3 3 2 — — — — 17th +6 Extra Attack (2), Penance 4 6 4 3 3 3 2 1 — — — 18th +6 Paradigm Feature, Sect Teachings (4) 4 6 4 3 3 3 2 1 — — — 19th +6 Prolonged Transformation (15 Rounds) 4 6 4 3 3 3 2 1 — — — 20th +6 Ability Score Improvement 5 6 4 3 3 3 2 1 1 — — 21st +7 Divine Provisions 5 7 4 3 3 3 2 1 1 — — 22nd +7 Penance (2) 5 7 4 3 3 3 2 1 1 — — 23rd +7 Divine Infusion (2d4), Legendary Ability Score Improvement 5 7 4 3 3 3 2 1 1 1 — 24th +7 Ability Score Improvement 5 7 4 3 3 3 2 1 1 1 — 25th +8 Paradigm Feature, Sect Teachings (5) 5 7 4 3 3 3 2 1 1 1 — 26th +8 Prolonged Transformation (20 Rounds) 6 8 4 3 3 3 2 1 1 1 1 27th +8 Penance (3) 6 8 4 3 3 3 3 1 1 1 1 28th +8 Ability Score Improvement 6 8 4 3 3 3 3 1 1 1 1 29th +9 Extra Attack (3) 6 8 4 3 3 3 3 2 1 1 1 30th +9 Paragon of Belief 6 8 4 3 3 3 3 2 2 1 1 Paladin Ability Score Upon gaining this class, you must select your Paladin Ability Score. This score can be either Wisdom or Charisma. Paladin Modifier If something refers to your Paladin Modifier, then that means it is referring to the modifier of your Paladin Ability Score. For example if your Paladin Ability Score was Charisma and your Charisma score was 17, your Paladin Modifier would be +3.


Class Features Your Class gains the following features Hit Points Hit Dice: 2d10 Hit Points at 1st Level: 20 + two times your Constitution modifier Hit Points at Higher Levels: 2d10 (11) + two times your Constitution modifier per Paladin level after 1st. Proficiencies Armor: Light Armor, Medium Armor, Heavy Armor, Shields Weapons: Simple Weapons, Martial Weapons Tools: None Saving Throws: Strength/Charisma (Choose 1), Constitution/Wisdom (Choose 1) Skills: Choose 2 from Acrobatics, Athletics, History, Insight, Intimidation, Medicine, Persuasion and Religion Lay on Hands Upon choosing this class at 1st level, your blessed touch can restore 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 × 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. Sacred Tenets Additionally at 1st level, you have begun to swear tenets that dictate what code you follow as a Paladin. You start by swearing 2 tenets, the options of which can be found later in this document. You swear more tenets as you reach certain levels in the paladin class (As dictated in the Tenets Sworn column in the Paladin class table) Tenets sworn grant you benefts as listed in the tenets description, these benefits are improved while transformed by your Aspect (Detailed later) If you break a tenet (As detailed in the Breaking this Tenet section of the description) you lose all benefits of that tenet until you finish a long rest. If you break a tenet too many times in a short period of time, your DM may rule that you permanently lose that tenet and must select a new one to replace it. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) Chain Mail, (b) Scale Male or (c) Leather Armor (a) A Simple/Martial weapon and a shield or (b) 2 Simple/Martial weapons (a) A light crossbow and 20 bolts or (b) 2 Simple weapons with the light property (a) A dungeoneer's pack or (b) An explorer's pack Semi Proficiencies Additionally at 1st level, you choose a number of skills equal to the amount you normally get upon choosing your starting class (2 as a Paladin) you gain semi proficiency in these skills. Meaning you add half of your proficiency bonus (Rounded down) to checks made with them. Additionally, choose one saving throw you lack proficiency in. You gain the same bonus to rolls made for that particular saving throw. If you ever gain proficiency in a skill or saving throw you had semi-proficiency in, you may move your semi-proficiency to a new one of the same type. You only gain this feature if Paladin is the first class you choose. You can not have two instances of this feature from separate classes. Smite At 2nd level, you have begun to infuse your strikes with aspects of your cause. You learn 2 smites of your choice, the available options detailed later in this document. You learn more smites at the levels indicated in the Paladin class table. Whenever you hit with a melee weapon attack, you may expend a spell slot (The level of which is indicated in the smites description) to use the effects of the smite on the struck target. You may only use one smite per attack, but you may use smites on as many different attacks as you wish. Whenever you gain a level in this class, you may replace one smite you know with another. If a smite requires expending a spell slot of a higher level than your highest level spell slot, you can not learn it.


Spellcasting By 2nd level, you have learned to draw on divine magic through meditation and prayer just as a cleric does. Preparing and Casting Spells The Paladin table shows how many spell slots you have to cast your paladin 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 Paladin 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 2ndlevel 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 Your spellcasting ability is the same as your Paladin Ability Score. Spell save DC = 8 + your proficiency bonus + your Paladin modifier Spell attack modifier = your proficiency bonus + your Paladin modifier Spellcasting Focus You can use a holy symbol as a spellcasting focus for your paladin spells. Righteous Paradigm Once you reach 3rd level, you choose a Righteous Paradigm to which you follow. Your choice grants you features at certain levels in the Paladin class, as indicated in the Paladin class table. The options can be found later in this document. Sect Teachings Also at 3rd level, you begin to make use of special methods you learned in your training. You may choose a Combat Trait from the options listed later in this document. Some features have a level prerequisite, in order to choose that feature, you must have at least that many levels in the Paladin class. Upon reaching the following levels in this class, you may select an additional Combat Trait that you meet the prerequisites for: 9th Level, 13th Level, Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, 20th, 24th and 28th 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. Alternatively, you can choose a feat. When you reach 7th level and again at levels 15 and 23, you gain a Legendary Ability Score Improvement. You may either gain the benefits of a regular ASI as per the rules up above, or you may take a Legendary Feat, which are listed in the Legendary Player Characters document. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. When you reach certain levels in this class, the number of attacks you can make as part of your Attack action increases; at 17th level (3 attacks) and at 29th level (4 attacks)


Aura of Protection Upon reaching 6th level, your belief manifests in an aura around you. You and all creatures of your choice within 10- feet of you have a bonus to saving throws equal to your Paladin modifier (Minimum of 1) The range of this aura increases by 5-feet every 4 Paladin levels you gain after receiving this feature. Whenever you cast a spell or use an effect that affects an area around you (Such as the Crusader's Mantle or Spirit Guardian spells) You may choose to have the area they affect grow to match this auras size. Aspect Transformation Beginning at 10th level, you have begun to manifest aspects of your belief. At the start of your turn, you may either enter or exit your Aspect Transformation. Every Sacred Tenet you can swear has bonus effects that are only active while you are transformed by this feature. Some subclasses or combat traits may also augment your aspect in some way. Your transformation automatically ends if you start your turn dead or at 0 HP. This transformation can only be maintained for 10 rounds (1 minute) which is reset upon completing a long rest. If you end the transformation early, you maintain your remaining rounds for the ability and may re-enter it later if you so wish. Divine Infusion Once you reach 11th level, you are so suffused with righteous might that all of your strikes carry divinity within them. Whenever you hit with a melee weapon, the struck target suffers an additional 1d4 radiant damage. Upon reaching 23rd level, this damage is increased to 2d4. Cleansing Touch Beginning at 14th level, your touch can purify all. As an action you can end one spell on yourself or a willing creature that you can touch. You are able to use this feature even if something is preventing you from using your action (Although if you do you must target yourself and you are still unable to use your action that turn) You can use this feature a number of times equal to your Paladin modifier (Minimum of 1) You regain all expended uses upon completing a long rest. Penance Upon reaching 17th level, you are familiar with forgiveness. When you would lose the benefits of one of your tenets due to breaking it, you can instead choose to not lose it. Once you use this feature, you may not do so again until you complete a long rest. At 22nd level, you may use this feature a second time between long rests. At 27th level, you may use this feature a third time between long rests. Prolonged Transformation Once you reach 19th level, you are better at holding your aspect transformation. The amount of rounds you can maintain your Aspect Transformation for between rests is increased by 5 rounds (30 seconds) At 26th level, it is increased by another 5 rounds (For a total of 2 minutes) Divine Provisions Beginning at 21st level, you are able to use your magic to refuel your divinity. As an action you may expend a spell slot of any level, you restore expended energy in your Lay on Hands pool equal to 5 times the spell slots level. Your Lay on Hands pool energy total can't exceed its maximum. Paragon of Belief Finally at 30th level, you are a true pillar for others to look up to... You gain the following benefits: Your Aspect Transformation's available rounds are now reset upon completing a short or long rest. You gain a bonus to all saving throws equal to half your unbroken tenets sworn (Rounded down)


Paradigm of the Bulwark It doesn't matter if you have an almighty blade that could cut down anyone in a single strike if you yourself get cut down in a single strike. The paradigm of the bulwark strives to make sure its paladins are the immovable object that which their foes break upon. Skin of Steel Upon choosing this paradigm at 3rd level, no blow can truly hurt you. Whenever you suffer damage, you may use your reaction to expend any amount of points from your Lay on Hands pool. You reduce the amount of damage taken by an amount equal to two times the number of points you expended from your pool (Minimum of 0 damage taken) Durable Body Additionally at 3rd level, your body is used to punishment. Upon receiving this feature your hit point maximum is increased by 6. Everytime you gain a Paladin level after receiving this feature, your hit point maximum is increased by an additional 2 points. Holy Adaptation Beginning at 9th level, magic you expend can also be used for defense. Whenever you expend a spell slot of 3rd level or higher for any purpose, you may gain resistance to a damage type of your choice other than bludgeoning, piercing or slashing. The resistance gained from this feature lasts a number of minutes equal to the spell slots level. Lasting Defense Upon reaching 13th level, your defense is hard to outlast. You gain two additional reactions you can use each round, these additional reactions can only be used to use your Skin of Steel feature. True Adaptation At 18h level, you are truly adapted to any punishment. When you expend a spell slot of 6th level or higher, instead of using Holy Adaptation you may instead use this ability. You gain immunity to a damage type of your choice other than bludgeoning, piercing or slashing. This immunity lasts a number of rounds equal to half the spell slots level (Rounded up) Adamantine Bones Finally at 25th level, you are the ultimate defense. You suffer no bonus damage from critical hits.


Paradigm of the Exorcist The supernatural is both powerful and dangerous, innocent people often get caught in the crossfire of their destructive path. Paladins who follow this Paradigm dedicate themselves to studying and taking care of these forces. Investigative Mind Upon choosing this paradigm at 3rd level, your mind is truly that of an exorcists. You gain proficiency in the History and Investigation skills. If you already have proficiency in one of these skills, you instead gain expertise. Otherworldly Exterminator Additionally at 3rd level, your ability to deal with the otherworldly is bolstered. Whenever you hit an Aberration, Celestial, Elemental, Fey, Fiend or Undead with a melee weapon attack, you may use a Smite you know without expending a spell slot. The chosen smite must have a minimum level of 1st, and you are considered to have expended a 1st level spell slot for it. You may use this feature a number of times equal to your Paladin modifier (Minimum of 1) You regain all expended uses upon completing a long rest. Supernatural Ward Upon reaching 9th level, you are extremely resilient to the supernatural. You and all creatures of your choice within your auras range have a bonus on saving throws against supernatural effects equal to half your proficiency bonus (Rounded down) Examples of such effects would be things such as a Succubus' charm, a Ghosts possession, ect. A "supernatural effect" can best be described as a non-spell effect from an Aberration, Celestial, Elemental, Fey, Fiend or Undead. Your DM may rule that an ability from a creature may be considered a supernatural effect (Such as a Warlock using a non-spell ability) This feature does not apply to spells cast from supernatural sources (Such as a Pit Fiend casting fireball) Superior Exteriminator At 13th level, your ability to cut down the otherworldly improves. When using Otherworldly Exteriminator, you may now use any smite with a minimum level of 2nd or 3rd. Additionally, all smites used from Otherworldly Exteriminator are considered to have had a spell slot of 3rd level expended for their usage, rather than 1st. Otherworldly Experience Beginning at 18th level, the supernatural can never truly have the upperhand against you. Whenever you finish a short or long rest, you may gain the benefits of the Protection from Evil and Good spell until you complete a short or long rest (Ignoring the usual 10 minute duration) You choose which creature type it affects upon completing the rest. The spell does not require concentration when gained through this feature, however it can still be dispelled. True Banisher Finally at 25th level, you know how to send the beyond back to where they came from. You learn the Banishment spell and it does not count against your spells known, you also learn Banishing Smite and it does not count againast your smites known. Whenever you use Banishing Smite, you always banish a creature to a harmless demiplane regardless of their HP (Otherworldly creatures can still only be banished to their home plane of existence if they are reduced to half their hit point maximum or less by the smite)


Paradigm of the Pugilist Weapons can be extremely useful when it comes to combat, in fact they are basically required... But you won't always have weapons, will you? Paladins who follow this Paradigm have sworn that their fists are mightier than any weapon, and they dedicate themselves to honing their unarmed abilities. Brawler Upon choosing this paradigm at 3rd level, you are a brawler at heart. You gain the following benefits: Your unarmed strikes have a damage die of 1d4, every 4 Paladin levels you gain after receiving this feature, the die increases by 1 step (From 1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, and 1d10 to 1d12) Whenever you make an unarmed strike while holding no weapon, shield or spellcasting focus, you gain a +2 bonus to the damage roll. You may use your Strength modifier instead of Dexterity for the purposes of calculating your AC. Upon reaching 6th level in the Paladin class, your unarmed strikes are considered to be magical for the purposes of overcoming resistances and immunity to damage. Athletes Physique Additionally at 3rd level, your body is used to immense physical exertion. You gain proficiency in the Athletics skill, if you already had this proficiency you instead gain expertise. Additionally, you have advantage on saving throws against gaining exhaustion nonmagically. Beat Down Once you reach 9th level, you are more accustomed to delivering a righteous smacking. When you take the attack action and your only weapon attacks are unarmed strikes, you may make an additional unarmed strike as apart of the same action. Infused Body Beginning at 13th level, your transformation causes your body to shine brighter than before. While under your Aspect Transformation, your divine infusion damage die is a d8 instead of a d4. This only applies if the attack was an unarmed strike. Self Defense At 18th level, you are able to retaliate when others would harm you. When a creature within 5-feet of you hits you with a melee attack, you may use your reaction to make an unarmed strike against them. You are unable to use any smites you know for this unarmed attack. Wild Holy Blow Finally at 25th level, you are able to throw all caution to the wind for an almighty strike. Once per round when you use a Smite you know on an unarmed strike, you may use the maximum damage possible for the smite instead of rolling. If you do so, melee attack rolls have advantage on you until the start of your next turn.


Paradigm of the Spellblade Divine magic runs through all paladins, not all make use of it to its fullest, but it is there for all... Paladins apart of this paradigm however? They seek to explore this nature of themselves to its fullest, to get the most out of their magic that they possibly can. Unleashed Miracles Upon choosing this archetype at 3rd level, spells and weapons are like the same thing to you. When you take the attack action, you may also cast a paladin spell that has a casting time of 1 action and cast it as apart of the same action. If you cast a spell through this feature, you must expend two slots of the level at which you wish to cast it at-not just one. Expanded Magic Additionally at 3rd level, the world of magic is more open to you. Whenever you would learn a Paladin spell, you may also choose from the Cleric spell list. These spells are still considered Paladin spells for you. Additionally, you learn 2 cantrips of your choice from any classes spell list. They are considered Paladin spells for you. Whenever you gain a level in this class, you may exchange one or both of the cantrips for other cantrips. Holy Recovery Once you reach 9th level, you are more easily able to regain lost magic. When you finish a short rest, you may regain any number of expended spell slots with a collective level no greater than your proficiency bonus. Once you use this feature, you may not do so again until you complete a long rest. Fast Prayer Beginning at 13th level, you are able to change your spells on the fly. As an action you may swap one Paladin spell you have prepared for another of your choice. You may use this feature a number of times equal to your Paladin modifier (Minimum of 1) You regain all expended uses upon completing a long rest. Improved Holy Recovery At 18th level, your enhanced recovery grows even stronger. The collective level of spell slots you can recover with Holy Recovery is now equal to two times your proficiency bonus. Restorative Magic Finally at 25th level, your magic fuels you at all times. Whenever you expend a spell slot for any purpose, you recover HP equal to 3 times the spell slots level.


Paradigm of the Warrior Every paladin is a warrior in one way or another, but those who declare themselves apart of this paradigm..? They go above and beyond. Training themselves to be the pinnacle of martial combat. Martial Mastery Upon choosing this paradigm at 3rd level, you have begun to emulate the skills of fighters. You learn three maneuvers of your choice from the Fighter class and have three mastery die that you can use to fuel these maneuvers. You may apply a maneuver to any weapon attack you make, however you can only apply one maneuver per attack. To use a maneuver, you must expend a mastery die and roll it. You regain all expended mastery die upon completing a short or long rest. If a maneuver has a DC, the DC is equal to 8 + Your Strength mod + Your proficiency bonus. Whenever you gain a level in this class, you may exchange one maneuver you know for another. All other rules can be found in the full Legendary Fighter class document. Better Learning Beginning at 9th level, your mastery over combat grows. You gain two more mastery die and learn two new maneuvers from the Fighter class. Superior Combat Once you reach 13th level, your ability to assert your mastery grows. Your mastery die are now d6's instead of d4's. You also learn two maneuvers of your choice from the Fighter class. Growth of Combat At 18th level, your mastery over combat continues to grow. Your mastery die are now d8's instead of d6's, you also gain two additional mastery die. Master of Combat Finally at 25th level, you have reached the pinnacle of combat a Paladin can achieved. Your mastery die are now d10's instead of d8's, and you learn 1 advanced maneuver of your choice. You ignore the weapon tier requirement for this maneuver, however you must be using the weapon type required to use it. Fighter Class For ease of access, below you can find the links to the Legendary Fighter class which contains all of the maneuvers you may choose! Homebrewery Google Drive If you are viewing this document on google drive, clicking those links will not work. Instead, copy paste the link below this note. https://drive.google.com/file/d/1pEUbcoTrr_kWBd1ao5k9hgwMHRCLb- -H/view?usp=sharing


Tenets It is important to keep in mind that breaking your tenets is heavily subjective. For example if you ruin the hopes of bandits by not allowing them to rob you, that isn't breaking your Spark Hope tenet. A fair degree of common sense is needed when it comes to what is considered "Breaking a Tenet" and what isn't. Some tenets directly contradict each other (Such as Douse the Flame of Hope and Spark Hope) Technically you are allowed to take ones that contradict each other, but it is ill advised since one of them will often end up being disabled. Actions over Promises Words only hold as much weight as you give them. They are meaningless if you are unable to act on them... Be known by your great deeds, not just empty promises. When you would make an attack roll or ability check, you may grant yourself advantage on the roll. You may not use this feature again until 5 minutes have passed from when you last used it. Aspect. While transformed by your aspect, you may use this feature once per turn. Breaking this Tenet. This tenet is broken when you make promises without taking proper moves to make good on those promises. Be Extraordinary What is the point of life if you cannot be stylish and otherwise breathtaking to behold? It is better to fight as flamboyantly and well dressed as possible than be clad in a foot of steel. While not wearing armor or wielding a shield, your AC is equal to 16 + Your Paladin modifier (Maximum of 2, for a total of 18 AC) Aspect. While transformed by your aspect, this AC bonus is increased by 2. Breaking this Tenet. This tenet is broken when you favor efficiency over vanity, donning heavy armor or wearing unflattering things are examples of this. Be Fearless Fear is a weapon, but it is only as powerful a weapon as you allow it to be. By being brave against even the most threatening of foes, you strip them of this power. You have advantage on saving throws against being frightened, and the maximum time you can be frightened by an individual source is 1 minute. Aspect. While transformed by your aspect, you are immune to being frightened. Breaking this Tenet. This tenet is broken when you willingly act cowardly or refuse to face a challenge you could reasonably accomplish. Blood of Companionship Friendship is the strongest force in existence. To turn your back on a friend or break a vow you made is the darkest sin imaginable. You have advantage on attack rolls against a target if you or the target is within 5-feet of a creature friendly to you. Aspect. While transformed by your aspect, you and creatures of your choice within range of your aura have resistance to the first instance of damage they take each turn. There must be a friendly creature within 5-feet of them to benefit from this ability. Breaking this Tenet. This tenet is broken when you willingly break a promise or betray a friend. Break the Chains Creatures are born free and they must die free as well. Where there is slavery or discrimination, set them free. Where there is choking, brutal restrictions, loosen them. Provided you are uninterrupted for 1 minute, you are able to free yourself or a creature within reach from any nonmagical restraints such as rope or manacles. Aspect. While transformed by your aspect, you cannot be grappled nor restrained. Breaking this Tenet. This tenet is broken when you take away someones freedom or make no effort to free those not free. Compassion for all Where kindness is lacked, show compassion and aid those in need. When someone is in desperate need of a second chance-give it to them. For every point of healing you expend from your Lay on Hands pool to heal a creature other than yourself, they recover 2 HP and you recover 1 HP. Aspect. While transformed by your aspect, you may now target any creature within range of your aura with Lay on Hands. Breaking this Tenet. This tenet is broken when you willingly are needlessly cruel to someone. Devoted to a Grander Cause You were born for your purpose, whatever that may be. You have renounced a normal life, and hold little to no earthly possessions, family, or honors. Whenever you make an attack roll, ability check or saving throw you may choose to make the roll at advantage. In order to do so, the triggering roll must help you achieve your grander cause in some way. You may use this feature 3 times, you regain all expended uses upon completing a long rest. Aspect. While transformed by your aspect, you may use this feature once per round without expending a usage. Breaking this Tenet. This tenet is broken when you cling onto possessions that won't help your cause, or act in your own interests that aren't for your cause.


Dignity and Grace You aren't a savage and you must make sure you always remain above that. You have a reputation to uphold after all. Whenever you fail a Wisdom or Charisma ability check or saving throw, you may choose to succeed instead. Once you use this feature, you may not do so again until you complete a long rest. Aspect. While transformed by your aspect, you may expend 25 HP from your Lay on Hands pool (No action required) to regain usage of this feature. Breaking this Tenet. This tenet is broken when you act uncivilized. Douse the Flame of Hope Hope is a powerful thing, it is not enough to merely defeat an enemy... You must show them there is no hope, you must destroy them so completely that they never wish to rise again. When you hit a creature afflicted with any negative condition (Such as prone, stunned or frightened) with a melee weapon attack, you may reroll up to three of the damage die, taking the new results rolled. Aspect. While transformed by your aspect, the amount of dice you can roll from this feature is increased to 6. Breaking this Tenet. This tenet is broken when you are overly merciful, or allow hope to flourish. Encourage Innocence All life is born in an innocent and good state, but they are easily corrupted by the negativity around them. You must protect the innocence from being corrupted. You are immune to being possessed, and as an action, you may touch a possessed creature or object to end the possession. The creature possessing them is ejected in an unoccupied space within 5-feet of you. Aspect. While transformed by your aspect, you and all creatures of your choice within range of your aura are immune to disease, and are cured of any ongoing diseases they may have. Breaking this Tenet. This tenet is broken when you take no action to prevent good from being corrupted. Ends Justify the Means It doesn't matter if you have to do horrible things on the path to achieving a grand goal. If people get hurt in the short term but they'll be better off in the long term, it's fine. When you damage a creature with a smite that doesn't deal poison damage, you may turn the smites damage into poison damage to increase its damage by 1 additional damage die. Aspect. While transformed by your aspect, it is instead increased by 2 additional damage die. Breaking this Tenet. This tenet is broken when you let your conscious get in the way of doing what'll end in the greater good. Eternal Tests Every challenge is but another test to prove yourself, you must face these tests and hardships with courage, and encourage those around you to do the same. When you make an attack against a creature whose CR or Level exceeds yours by at least your proficiency bonus, you may add half your Paladin modifier (Rounded down, Minimum of 1) to your attack and damage rolls. Aspect. While transformed by your aspect, the bonus from this feature is instead equal to your Paladin modifier (Minimum of 1) and you receive the benefit against any creature that is a legendary creature (Regardless of CR/Level) Breaking this Tenet. This tenet is broken when you willingly back off from a potential challenge.


Eye for an Eye Everyone must face a punishment fit for their crime. Thieves may lose a hand, while a murderer would lose their life. When a creature hits you with a weapon attack, you gain a +1 bonus to attack rolls against them until the start of your next turn. This bonus can stack with itself. Aspect. While transformed by your aspect, this bonus is instead +2. Breaking this Tenet. This tenet is broken when you inflict a punishment too tame or too extreme for a persons crime. Fight Fair No matter the foe, it is not a true fight if you use underhanded tactics. If you are above them, you must do something to even the playing field. You can not have disadvantage on attack rolls against targets, disadvantage still cancels out advantage you may have however. Creatures targeting you with attacks also receive this benefit. Aspect. While transformed by your aspect, you are immune to the bonus damage from critical hits. However, your critical hits do not deal bonus damage either. Breaking this Tenet. This tenet is broken when you fight underhandedly or don't give weaker foes some kind of advantage. Fight the Greater Evil When left with the decision to fight a lesser or greater evil, it is always right to choose the greater evil. When an evil aligned creature forces you to make a saving throw, you may make it with advantage. You may use this feature a number of times equal to 1 + Your Paladin modifier (Minimum of 2) You regain all expended uses upon completing a long rest. Aspect. While transformed by your aspect, if an evil aligned creature of your choice starts its turn within your auras range, they suffer radiant damage equal to your Paladin modifier (Minimum of 1) Breaking this Tenet. This tenet is broken when you choose to ignore a greater evil. Give no Mercy When facing those who would offer others no mercy, they should not receive mercy in turn. When you hit a target with a critical hit, the target suffers an additional 2d8 radiant damage (This damage is not amplified by the critical hit) Aspect. While transformed by your aspect, your critical hit range is increased by 1 (From 20 to 20-19 for example) Breaking this Tenet. This tenet is broken when you show mercy to those who do not deserve it. Hide no More Shapechangers and illusions are all across the world, those that would change or otherwise hide their form... They must be rooted out and revealed for the true people they are. Whenever you make a check to see through an illusion, you may add your Paladin modifier (Minimum of 1) to the check (Your DM may add this bonus secretly) Aspect. While transformed by your aspect, at the start of each of your turns, shapechangers within your aura must make a Charisma saving throw against your Paladin DC, on a failed saving throw they are reverted to their true form. Breaking this Tenet. This tenet is broken when you change or disguise or own form in some way. Hone the Body Your body is like raw stone, it can be worked and worked and worked to eventually reach a much more perfect state. You gain a bonus to Acrobatics and Athletics checks equal to your Paladin modifier (Minimum of 1) Aspect. While transformed by your aspect, your jump distance is tripled and you have advantage on Acrobatics and Athletics checks. Breaking this Tenet. This tenet is broken when you willingly let your body waste away and don't attempt to grow stronger. Honor of Combat Those who take up arms in war are worthy of being called sister or brother. Show immense respect to anyone who challenges you to martial combat. Once per turn when you would miss a creature with an attack roll, you can choose to reroll the attack against them. If you do so, that creature has advantage on their next attack roll against you. Aspect. While transformed by your aspect, whenever you use a legendary action to make an attack, you may make the attack at advantage. Breaking this Tenet. This tenet is broken when you disrespect a warrior or fight in an underhanded way. Law is Final Laws are made to protect people and keep society functioning. To disobey the law is the worst sin imaginable. You may take the dash action as a bonus action, you must end this movement closer to a ceature than you began it. Aspect. While transformed by your aspect, you may cast the Command spell as a bonus action and without expending a spell slot. Breaking this Tenet. This tenet is broken when you willingly disobey the law or allow someone to get away with disobeying it.


Life is Sacred All life, no matter what they have chosen to do with it, is precious. To take away life for any reason is a dark sin. You may make any damage you deal nonlethal, whether it is ranged, a spell, ect. Aspect. While transformed by your aspect, creatures within your auras range cannot receive failed death saving throws by any means. Breaking this Tenet. This tenet is broken when you willingly kill a creature. Not a Weapon You are not a weapon to inflict carnage. You should strive to do as much good as possible while inflicting the least amount of possible harm. Unless given a reason to be hostile towards you, creatures are naturally indifferent towards you. Aspect. While transformed by your aspect, you have resistance to all damage. When you damage a creature in any way, you lose these resistances until the start of your next turn. Breaking this Tenet. This tenet is broken when you willingly choose violence even when there may be other options. Nothing is Free Every act of kindness or favor you perform should not be free, you should always know well what your reward for the act will be, and decide whether it is worth it or not. You have advantage on checks made to haggle or negotiate a transaction or deal. Aspect. While transfromed by your aspect, whenever a creature makes an attack against you, they must sacrifice at least 1 silver piece, which disintegrates into the void. If they do not do so, they make their attack with disadvantage. This applies to every individual attack a creature makes against you. Breaking this Tenet. This tenet is broken when you perform a favor or act of kindness without any kind of payment in return. Oppose Inequality All are born equal, thus ideas such as racism and sexism fester on the world like a disease, you must stand against this inequality and fight for what is right. When a creature who is racist or discriminatory (DM discretion) damages you, you may halve all of the damage taken from that instance. You may do so a number of times equal to your proficiency bonus, regaining all expended uses upon completing a long rest. Aspect. While transformed by your aspect, whenever you make an attack against a creature who is racist or discriminatory (DM discretion) You may add half your Paladin modifier (Rounded up) to the attack and damage rolls. Breaking this Tenet. This tenet is broken when you act discriminatory in any way. Overcome Failure Even if you fall, you must always rise again. Even if things seem bleak, you must always be willing to overcome your past shortcomings. Whenever you fail a saving throw imposed on you by a hostile creature, you gain advantage on the next saving throw you make before the end of your next long rest. Aspect. While transformed by your aspect, instead of gaining advantage on your next saving throw before the end of your next long rest; you automatically succeed on your next saving throw before the end of your next long rest. Breaking this Tenet. This tenet is broken when you willingly give up or lose faith in yourself. Penance for Failure If your foes wreak havoc upon the world, it is because you failed to stop them. You must fix and bring restitution to those harmed by their misdeeds. Once per round when you take the attack action against a target and fail to hit them with any attack, you may make an additional attack against them. Aspect. While transformed by your aspect, you may still make this additional attack if you only hit with a single attack. Breaking this Tenet. This tenet is broken when you don't attempt to fix the misdeeds of your enemies.


Pursue Perfection In combat, appearance and reputation, you must be perfect. You cannot settle for less. As an action, you may grant yourself a bonus to an ability score and its maximum of your choice equal to half your Paladin modifier (Rounded down, minimum of 1) You must choose a score other than your Paladin ability score, and this bonus lasts for 1 hour. Once you use this feature, you may not do so again until you complete a long rest. Aspect. While transformed by your aspect, one ability score and its maximum of your choice is increased by an amount equal to your Paladin modifier (Minimum of 1) You must choose a score other than your Paladin ability score. Breaking this Tenet. This tenet is broken when you don't pursue something that would further better yourself. Remain Vigilant When your senses falter is when your foes will go in for the kill, you must always remain on guard and ready to fight back. You cannot be surprised, and you gain a bonus to initiative rolls equal to your Paladin modifier (Minimum of 1) Aspect. While transformed by your aspect, you have Truesight with a range equal to your auras range. Breaking this Tenet. This tenet is broken when you allow your enemies to surprise you. Resist Temptations There are many temptations in the world that would attempt to stray you off of righteousness, you must ignore these temptations and push forwards with what is right. You have advantage on saving throws against being charmed, and the maximum time you can be charmed by an individual source is 1 minute. Aspect. While transformed by your aspect, you are immune to being charmed. Breaking this Tenet. This tenet is broken when you willingly give into a temptation that would betray your morals. Rule with an Iron Fist Your word is absolute, there shall be no dissenters or rebellion against you. Those who obey your word should be rewarded, while those who disobey it should be punished. You gain a bonus to Deception and Intimidation checks equal to your Paladin modifier (Minimum of 1) Aspect. While transformed by your aspect, if a creature starts its turn within your auras range at half its hit point maximum or less, they are frightened of you until the end of their turn. While frightened of you from this feature, they can still move towards you, but do so at half their normal movement speed. Breaking this Tenet. This tenet is broken when you willingly allow someone to disobey you and go unpunished. Seek Knowledge The mind is what makes us unique as people, you must seek to expand your mind and learn as much as you can. You gain a bonus to Arcana and History checks equal to your Paladin modifier (Minimum of 1) Aspect. While transformed by your aspect, you may ask one yes or no question (No action required) Upon which you receive a truthful answer, if a yes or no would be misleading, you may instead receive a short phrase. Once you ask this question, you may not do so again until you complete a long rest. Breaking this Tenet. This tenet is broken when you pass up an opportunity to learn. Shelter the Light There is beauty, goodness, love, laughter in this world... You must stand against the wickedness that would attempt to smother this and take it away. You and creatures of your choice within 10-feet of you cannot be blinded or deafened by magical effects. If your auras range is greater than this, use your auras range instead. Aspect. While transformed by your aspect, good aligned creatures other than yourself within range of your aura are immune to all damage. Once a creature affects another creature in any way (Whether it be an attack, spell, ect) This effect ends, and they cannot benefit from it again until they complete a short or long rest. Breaking this Tenet. This tenet is broken when you willingly allow evil to harm the innocent without taking any actions to stop it. Spark Hope Where hope is lost, when everything seems bleak and impossible... Ignite the spark of hope within people, show them that there is no use in giving up. Whenver you would be reduced to 0 HP, you may expend a spell slot of any level to regain HP equal to 5 times its level (No action required) Aspect. While transformed by your aspect, the healing from this feature is instead equal to 10 times the spell slots level. Breaking this Tenet. This tenet is broken when you spread despair or ruin the hopes of people. Strength Above All Nothing matters more than ones strength. The weak should bow to the stronger ones, and if someone stronger rises to defeat them, they must rise to reclaim their throne. Whenever you would make a Charisma check, you may use your Strength modifier for the check instead. Aspect. While transformed by your aspect, creatures of your choice with a Strength score equal to half of yours (Rounded down) or less treat the area your aura affects as difficult terrain. Breaking this Tenet. This tenet is broken when you allow weakness to blossom in people, or take no action against a weak leader.


Take Responsibility Your actions have consequences, whether they be good or bad. It is your duty to accept these consequences and not run from them. While telling the truth (And not embellishing it) You have advantage on checks made to make people believe you. Aspect. While transformed by your aspect, whenever a creature would attempt to leave your auras range, you may force them to make a Charisma saving throw. On a failed saving throw, they are unable to leave your auras range. Once a creature succeeds on this saving throw, they cannot be affected by this feature until they complete a long rest. Breaking this Tenet. This tenet is broken when you attempt to deny responsibility for something you are responsible for. Think Before you Act Instincts and emotions are dangerous things to rely on, they can get you and those around you hurt. You must think before everything you do. You have resistance to psychic damage. Aspect. While transformed by your aspect, you are immune to psychic damage. Breaking this Tenet. This tenet is broken when you act on instinct or emotion rather than logically. Threat to All You have sworn yourself against a specific kind of creature, and you must hunt them down to the ends of the earth to destroy them. Choose a creature type other than humanoid or three humanoid races (Such as goblins, orcs and gnolls) The chosen creatures are your sworn enemy. Your melee weapon attacks deal additional damage equal to half your proficiency bonus (Rounded down) to your sworn enemy. This bonus damage is radiant damage. Aspect. While transformed by your aspect, the bonus damage from this feature is instead equal to your proficiency bonus. Breaking this Tenet. This tenet is broken when you do not attempt to eliminate your sworn enemy. Unmoving as the Mountain When you make a decision, you should always stand by it. While some would call it being stubborn, you know it to be your belief in the decision you have made. If you have not moved since the start of your last turn, creatures can not move you against your will. Aspect. While transformed by your aspect, you are immune to effects that would banish you or teleport you against your will. Breaking this Tenet. This tenet is broken when you admit you were wrong about something you said in the past or go back on a past decision. Words of Virtue Words are a powerful thing, never use them for evil or to besmirch the good name of the truth. You gain a bonus to Insight and Persuasion checks equal to your Paladin modifier (Minimum of 1) Aspect. While transformed by your aspect, you know when you hear a lie. Breaking this Tenet. This tenet is broken when you willingly lie. Worth of Oneself What is the point of living if you don't care for yourself? You are not a mere tool or a cog in the wheel, if you die on the inside, that's worse than dying on the outside. Other creatures cannot command you to do things against your will, such as via the Command or Suggestion spell. If the effect charms you, it does not stop it from charming you, but the creature cannot order you to take specific courses of actions. Aspect. While transformed by your aspect, you cannot be knocked prone against your will. Breaking this Tenet. This tenet is broken when you lose faith in yourself or diminish your own self worth.


Smites Below you can find the list of smites available to you to choose once you gain the feature at 2nd level. You may use a smite whenever you hit with a melee weapon attack (Including unarmed strikes) In order to use a smite, you must expend a spell slot, some of which require a spell slot of a specific level or higher. A smite is empowered when you use a spell slot of a higher level than their minimum to use it. Banishing Smite Minimum Slot Level. 5th Your attack deals an additional 3d10 force damage to the target, if this damage reduces them to half their hit point maximum or lower, they are banished to a harmless demiplane. They are incapacitated while banished, and return to the space they previously occupied at the end of your next turn (Or in the closest unoccupied space if their previous space has since been occupied) If the creature is not native to the plane of existence you are currently on and they would be banished by this effect, instead of a harmless demiplane they are sent to their home plane. A creature banished by this effect is unable to return to the plane they were banished from for 24 hours. Empower. The target suffers an additional 1d10 force damage for each spell slot level beyond 5th. Additionally, the duration outsiders are prevented from returning to the plane they were banished from is increased. 7 days (6th level), 30 days (7th level), 365 days (8th level), or until you die (9th level) Blinding Smite Minimum Slot Level. 3rd Your attack deals an additional 3d8 radiant damage to the target and they are Blinded until the end of your next turn. Empower. The target suffers an additional 1d8 radiant damage for each spell slot level beyond 1st. Branding Smite Minimum Slot Level. 1st Your attack deals an additional 1d8 radiant damage to the target and brands them until the end of your next turn. While a creature is branded, they shed dim light in a 5-foot radius around them and cannot become invisible. Additionally while branded, the first attack made against them each turn is made with advantage. Empower. The target suffers an additional 1d8 radiant damage for each spell slot level beyond 1st. Distracting Smite Minimum Slot Level. 4th Your attack deals an additional 4d8 thunder damage to the target. If the target is concentrating on a spell, their concentration immediately ends. Empower. The target suffers an additional 1d8 thunder damage for each spell slot level beyond 1st. Divine Smite Minimum Slot Level. 1st Your attack deals an additional 2d8 radiant damage to the target. If the target is a fiend or undead, they suffer an additional 1d8 radiant damage. Empower. The target suffers an additional 1d8 radiant damage for each spell slot level beyond 1st. Explosive Smite Minimum Slot Level. 2nd Your attack deals an additional 2d8 fire damage to the target. All creatures other than you within 10-feet of the target suffer half of this fire damage. Empower. The target suffers an additional 1d8 fire damage for each spell slot level beyond 2nd.


Jolting Smite Minimum Slot Level. 1st Your attack deals an additional 1d8 lightning damage to the target and they aren't able to use reactions until the end of their next turn. Empower. The target suffers an additional 1d8 lightning damage for each spell slot level beyond 1st. Lethargic Smite Minimum Slot Level. 3rd Your attack deals an additional 2d8 cold damage to the target and makes them lethargic until the end of its next turn. While lethargic, the targets speed is halved and it can only take an action or bonus action on its turn-not both. Empower. The target suffers an additional 1d8 cold damage for each spell slot level beyond 3rd. For every three spell slot levels beyond 3rd, the lethargy lasts an additional round. Melting Smite Minimum Slot Level. 2nd Your attack deals an additional 4d4 acid damage to the target. Additionally, the targets AC is reduced by 1 until the end of your next turn. Empower. The target suffers an additional 2d4 acid damage for each spell slot level beyond 2nd. For every two spell slots levels beyond 2nd, the AC reduction is increased by 1. Numbing Smite Minimum Slot Level. 1st Your attack deals an additional 1d8 cold damage to the target. Additionally, the target has its speed reduced by 10- feet until the end of its next turn. Empower. The target suffers an additional 1d8 cold damage and its speed is reduced by an additional 5-feet for each spell slot level beyond 1st. Profane Smite Minimum Slot Level. 1st Your attack deals an additional 2d8 necrotic damage to the target. If the target is a celestial or fey, they suffer an additional 1d8 necrotic damage. Empower. The target suffers an additional 1d8 necrotic damage for each spell slot level beyond 1st. Searing Smite Minimum Slot Level. 1st Your attack deals an additional 1d6 fire damage to the target and ignites it. While ignited, the target suffers 1d6 fire damage at the start of each of their turns. This lasts until the target or a creature within 5-feet of them uses their action to put out the fire, or if some other effect douses the flames (Such as being submerged in water) Empower. For every even leveled spell slot beyond the first, the initial damage is increased by 1d6. For every odd leveled spell slot beyond the first, the ignition damage is increased by 1d6. Siphoning Smite Minimum Slot Level. 1st Your attack deals an additional 1d8 necrotic damage to the target. You recover hit points equal to half the necrotic damage dealt (Rounded down) Empower. The target suffers an additional 1d8 necrotic damage for each spell slot level beyond 1st. Staggering Smite Minimum Slot Level. 4th Your attack deals an additional 4d6 psychic damage to the target. The target also suffers disadvantage on all attack rolls, ability checks and saving throws until the end of its next turn. Empower. The target suffers an additional 1d6 psychic damage for each spell slot level beyond 1st. Terrifying Smite Minimum Slot Level. 1st Your attack deals an additional 1d6 psychic damage to the target and they are Frightened of you until the end of their next turn. Empower. The target suffers an additional 1d6 psychic damage for each spell slot level beyond 1st. Thunderous Smite Minimum Slot Level. 1st Your attack deals an additional 1d6 thunder damage to the target and pushes them up to 10-feet away from you in a straight line. Empower. The target suffers an additional 1d6 thunder damage and may be pushed up to 10-feet further away for each spell slot level beyond 1st. Toxic Smite Minimum Slot Level. 1st Your attack deals an additional 2d6 poison damage and the target is Poisoned until the end of their next turn. Empower. The target suffers an additional 1d6 poison damage for each spell slot level beyond 1st. Vorpal Smite Minimum Slot Level. 8th Your attack deals an additional 6d8 magical slashing damage to the target. If you rolled a 20 on the attack roll for the weapon attack, you cut off one of the creatures heads. The creature dies if it cannot survive without its lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with the weapon used. Empower. If used with a 9th level spell slot, the target suffers an additional 2d8 magical slashing damage, and their head is also cut off if you rolled a 19 on the attack roll for the weapon attack.


Combat Traits Below you will be able to find the features you are able to select from your Sect Teachings feature at levels 3, 9, 13, 18 and 25. Blessed Warrior You learn 2 cantrips of your choice from the cleric spell list. They count as Paladin spells for you, and whenever you gain a level in this class, you may exchange one of these cantrips for another from the cleric spell list. Additionally, when you take the attack action on your turn, you may substitute one of these attacks for casting a cantrip learned from this feature. The cantrip chosen cannot deal damage if cast through this feature. Colossus Toppler When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. Deeper Well The amount of hit points stored within your Lay on Hands pool is increased by an amount equal to 2 times your Paladin level (So now it would be equal to 7 times your Paladin level) You may select this trait multiple times, increasing the amount stored appropriately (To 9 times Paladin level, then 11 times Paladin level, ect) Divine Marksman Any Paladin feature that requires attacking or hitting with a melee weapon (Such as Smites or Divine Infusion) May now also be used when attacking or hitting with a ranged weapon. Divine Sense Choose three creature types from the following list: Aberration, Celestial, Elemental, Fey, Fiend and Undead. As a bonus action you may open your senses to detect creatures from one of your chosen creature types. Until the end of your next turn, you know the exact location of any creature of the chosen type within 60-feet of you that is not behind total cover. You know the creature type 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. While under your Aspect Transformation, this feature is always active. You may use this feature a number of times equal to your Paladin modifier (Minimum of 1) You regain all expended uses upon completing a long rest. Do No Evil Prerequisite: You do not have "Speak No Evil" Paladin spells you cast no longer require somatic components, however spells that do not have verbal components gain verbal components. Dual Wielder When you engage in two weapon fighting, you may make your offhand attack as apart of your attack action rather than as a bonus action. If you do so, you are unable to use your bonus action to make any sort of attack. Additionally, you may add your ability modifier to your offhand attack if you were not already. Duelist When you are wielding a melee weapon in one hand and no other weapons, you gain a bonus to that weapons damage rolls equal to half your proficiency bonus (Rounded up)


Forceful Shot When using a Shortbow or Longbow, you may use your Strength modifier instead of your Dexterity modifier. When attacking with a bow while using this feature, you have a -1 penalty to your attack rolls with them; however you also have a +2 bonus to damage rolls with them. 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, even if the new roll is a 1 or a 2. The weapon must have the twohanded or versatile property for you to gain this benefit. Horde Breaker Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. Offensive Shields You gain proficiency with shields as a martial melee weapon, which deals 1d6 bludgeoning damage on a hit. If a shield has a magical bonus to its AC, that bonus is also applied to its attack and damage rolls. On a successful hit with a shield, instead of dealing damage you may push them up to 5-feet away from you. Resilient Body Your HP maximum increases by an amount equal to four times your level in this class. Everytime you gain a Paladin level, your maximum HP increases by an additional 4 HP. You may select this trait multiple times. Sightless Warrior You have blindsight with a range equal to 5 times your proficiency bonus in feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. Solemnly Swear You swear an additional tenet, as per your Sacred Tenet feature. This tenet does not count against your tenets sworn, however it follows all other rules for the feature as normal (It can still be broken as normal) You may select this trait multiple times. Speak No Evil Prerequisite: You do not have "Do No Evil" Paladin spells you cast no longer require verbal components, however spells that do not have somatic components gain somatic components. Steed Caller You can cast the Find Steed spell without expending a spell slot. After you do so, you may not do so again until you complete a long rest. Versatile Warrior While wielding a single weapon with the versatile property and no shield, you gain the following benefits depending on whether you are wielding it in one or two hands. One Hand. You gain a +2 bonus to your Armor Class. Two Hands. You gain a +3 bonus to the weapons damage rolls. Aura of Alacrity Prerequisite: 9th Level Your walking speed increases by 10-feet. When a willing creature starts its turn within range of your aura you may increase their walking speed by 10-feet until the end of their turn. Aura of the Sentinel Prerequisite: 9th Level When you roll initiative, you gain a bonus to the roll equal to your Paladin modifier (Minimum of 1) You may also grant this bonus to any willing creature within range of your aura. Relentless Avenger Prerequisite: 9th Level When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke attacks of opportunity. Aura of Hate Prerequisite: 13th Level You and all evil aligned creatures within your aura gain a bonus to damage rolls equal to your Paladin modifier (Minimum of 1) a creature can benefit only from one of these auras at a time. Aura of Warding Prerequisite: 18th Level You and all creatures of your choice within your aura have resistance to damage from spells.


1st L e v e l Ble s s C e r e m o n y C o m m a n d C o m p elle d D u el Cure Wounds Detect Evil and G o o d D e t e c t M a gic D e t e c t P ois o n a n d Dis e a s e Divin e F a v o r H e alin g W o r d H e r ois m P r o t e c tio n fr o m E vil a n d G o o d P u rify F o o d a n d D rin k S hield o f F ait h 2 n d L e v e l Ai d Fin d S t e e d G e n tle R e p o s e L e s s e r R e s t o r a tio n L o c a t e O bje c t M a gic W e a p o n P r a y e r o f H e alin g P r o t e c tio n fr o m P ois o n W a r din g B o n d Z o n e o f T r u t h 3rd L e v e l Au r a o f Vit alit y B e a c o n o f H o p e C r e a t e F o o d a n d W a t e r C r u s a d e r's M a n tle D a ylig h t Dis p el M a gic Ele m e n t al W e a p o n M a gic Cir cle R e m o v e C u r s e R e vivify S pirit G u a r dia n s S pirit S h r o u d 4 t h L e v e l Au r a o f Life Au r a o f P u rit y B a nis h m e n t D e a t h W a r d Fin d G r e a t e r S t e e d G u a r dia n o f F ait h L o c a t e C r e a t u r e Sic k e nin g R a dia n c e 5 t h L e v e l Cir cle o f P o w e r C o m m u n e C o n t a c t O t h e r Pla n e D a w n D e s t r u c tiv e W a v e Dis p el E vil a n d G o o d Fla m e S t rik e G e a s H allo w H oly W e a p o n R ais e D e a d S u m m o n C ele s tial 6th Level Blade Barrier Find the Path Forbiddance Guards and Wards Harm Heal Heroes' Feast Planar Ally Sunbeam True Seeing Word of Recall 7th Level Conjure Celestial Divin e W o r d D r e a m o f t h e Blu e V eil Forcecage Plane Shift Power Word Pain Resurrection Symbol Temple of the Gods 8th Level An tip a t h y/S y m p a t h y D e mipla n e D o min a t e M o n s t e r Glib n e s s H oly Au r a M a z e Mig h t y F o r t r e s s P o w e r W o r d S t u n S u n b u r s t T ele p a t h y 9 t h L e v e l Bla d e o f Dis a s t e r Imprisonment Invulnerability Mass Heal Power Word Heal True Resurrection


Legendary Actions Here you will find the Legendary actions that only a Paladin of the appropriate level can learn (If a Paladin specific Legendary action requires 2 actions, you must be a level 11 Paladin to know it for example) Cleanse Cost: 2 Legendary Actions You cast Remove Curse on yourself, expending a spell slot as normal. You do not need to have it prepared to use this ability. Divine Charge Cost: 1 Legendary Action Before the end of your next turn, the next time you expend a spell slot to use a Smite you know, the spell slot expended is considered to have been 1 level higher. This ability does not stack with itself. Helping Hand Cost: 1 Legendary Action You expend any amount of energy from your Lay on Hands pool to heal yourself or a creature within reach. Leveling Beyond 30 Here you can find what the Legendary Paladin gains for every level beyond 30 they are! It is intentional that their proficiency bonus stops increasing. Every 4 levels beyond 30 (34, 38, ect) a legendary paladin gains a regular ASI. Every third ASI a legendary paladin would gain after level 30 (42, 54, 66 ect) is instead a legendary ASI. Every odd level (31, 33, 35, 37 ect) you gain 1 Divine Ether. Whenever you would expend a Paladin spell slot, you may instead expend an equal amount of Divine Ether. You recover all Divine Ether upon completing a long rest. Every even level (32, 34, 36, 38 ect) you gain a +1 to one ability score of your choice. Your HP increases as per normal. Your new ability score maximums for Strength, Wisdom and Charisma is equal to your Paladin level if they were not already higher. Oathbreaker Variant Given how Oaths were turned into tenets with this legendary class, Oathbreaker is a fair amount more difficult to implement. Below you can find the very simple variant to make your paladin an Oathbreaker. Break the Bonds. You choose your tenets as normal, however unlike a normal paladin who loses the power of the tenets if they break them-you only gain their benefits if you break them. In order to benefit from a tenet, you must have broken it within the past 7 days. If you have not, you lose the benefits of it. As soon as you break that tenet, you regain its benefits. At DM discretion you may both decide that this feature only applies to some of your tenets and not others.


Changelog Version 1.0.1 (April 13th 2023) A very minor update that every legendary class is receiving, increasing their hit points Hit die is now 2d10, you now add double your Constitution modifier for each level. Version 1.0 (December 20th 2022) The fourth legendary class and the first release of Paladin Released with 5 Subclasses: Bulwark, Exorcist, Pugilist, Spellblade and Warrior Released with 36 tenets Released with 18 smite options Released with 23 Combat Traits Released with 3 Legendary Actions


Credits and Thanks! Artist Credit I am no artist, just someone with a lot of homebrew ideas and a vague ability in graphic design. All artwork I use in this document is credited below, please show respects to the artist and if the original artist sees this and feels I did not properly credit them/does not wish for their artwork to be used, contact me at u/Zellorea and I will rectify this as soon as possible. Cover Art by Chenbin Zheng on Artstation! Art on Spellcasting page by Randy Vargas (vargasni) on Artstation! Art on Aura of Protection/Paragon of Belief page by Petar Penev DNAVENOM on Artstation! Art on Paradigm of the Bulwark page by Nguy Ngan on Artstation! Art on Paradigm of the Exorcist page by Lunaner on Deviantart! Art on Paradigm of the Pugilist page by Alex Flores on Artstation! The art is used as God Fist Lee Sins splash art for the game League of Legends, which is owned by Riot Games. Art on Paradigm of the Spellblade page by Luan Nguyen on Artstation! Art on Paradigm of the Warrior page by Cookie on Artstation! Art on 2nd Tenet page by Dante Liu on Artstation! Art on 4th Tenet page by Jason Nguyen on Artstation! Art on 6th Tenet page by Dante Liu on Artstation! Art on 1st Smite page by Bokun An on Artstation! Art on 1st Combat Traits page by Atey Ghailan on Artstation! Stain Credit In all of my homebrew I use watercolor stains created by u/flamableconcrete aka Jared Ondricek. These brews and PDFs would not look nearly as nice without his creations, so huge thank you to him! You can find all stains I use on his website, watercolors.giantsoup.com. Other Homebrew You may recognize me for other homebrews such as the Siphoner class and my project to turn every league of legends champion into a subclass, if you want to be alerted as soon as all of those are publically available, join the discord! https://discord.gg/c4T35TqbqT Patron Thanks! This homebrew was supported for by my patrons on https://www.patreon.com/Zellorea. If you wish to support me or encourage me to make more things like this or update this in the future, that's the best way to do it! A thank you to my current supporting patrons! Their names are listed below as a show of my immense appreciation towards them. Savior: Amelia Strange Renowned Hero: InsaneInsanity Mercenary: Deathknight Folk Hero: Nate Meyer Folk Hero: O-5 25


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