Harness Divine Power (Optional)
At 2nd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.
Note: Implemented as is through the script extender specifically. Also is setup through the script extender and is a part of the Cleric config to enable or disable as desired.Martial Versatility (Optional)
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.
Note: Similar to Harness Divine Power.Cleansing Touch
Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
Note: Implemented mostly as is but not certain of a few instances that could be off and it specifically clears all effects rather than just one as it does RAW. Let me know of any issues arising out of it.
On a separate note, all of the aura improvements to be 9m/30 feet have also been implemented but currently requires the script extender. Will look into an alternate version for non-SE users.Oath Spells
You gain oath spells at the paladin levels listed.
Note: Implemented largely as is with Commune with Nature being replaced with Insect Plague (tentatively as I'll replace it with 5e Spell's Commune with Nature with next update) and Tree Stride with Wall of Stone at 17th level.Undying Sentinel
Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.
Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.
Note: Implemented mostly as is without it being a choice in the matter but can kind of set it up as a toggle (can't as a reaction/interrupt I'm afraid) if that's desired. Also none of the old age and magical aging since those aren't a thing.Elder Champion
At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane.
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
Once you use this feature, you can't use it again until you finish a long rest.
Note: Implemented as is with as an automatically enabled toggle passive that can change the applicable Paladin spells added to the base game and through 5e Spells from an action to a bonus action and vice versa if needed.Oath Spells
You gain oath spells at the paladin levels listed.
Note: Implemented mostly as is with Commune being replaced with Greater Restoration at 17th level.Purity of Spirit
Beginning at 15th level, you are always under the effects of a Protection from Evil and Good spell.
Note: Implemented as is as an interrupt/reaction.Holy Nimbus
At 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.
Note: Implemented as is.Oath Spells
You gain oath spells at the paladin levels listed.
Note: Implemented as is.Supernatural Resistance
At 15th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Note: Implemented as is.Dread Lord
At 20th level, you can, as an action, surround yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d10 psychic damage. Additionally, you and any creatures of your choosing in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.
While the aura lasts, you can use a bonus action on your turn to cause the shadows in the aura to attack one creature. Make a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + your Charisma modifier.
After activating the aura, you can't do so again until you finish a long rest.
Note: Implemented as is. Also comes with a toggle to remove the VFX since I felt like it might be a bit much for some haha.Oath Spells
You gain oath spells at the paladin levels listed.
Note: Implemented mostly as is with Scrying substituted with Banishing Smite at 17th level.Soul of Vengeance
Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.
Note: Implemented as is as an interrupt/reaction.Avenging Angel
At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
Once you use this feature, you can't use it again until you finish a long rest.
Note: Implemented as is.
Paladin Features
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