Paladin/Features

From Kronopolis and the Flat Plane

1st Level

Superlative Resolve

→ Superlative Resolve

You learn how to expend your divine power to make devastating holy strikes.

  • You learn one Divine Smite.
  • For each level (omitting 1st), you learn one new Divine Smite and may also increase an already known smite's tier level by one.
  • You may always change the damage type of a Divine Smite to any of your domains' damage type (if applicable).


2nd Level

Sacred Oath

  • You swear the oath that binds you as a paladin forever. Choose a path from the available oaths.
  • Your choice grants you features at 2nd level and again at 8th and 20th level.

2nd Level

Smite of Judgement
  • Smite of Judgement follows the same rules as any other smite, however, one rule should be applied. The chosen effect should be the most likely, and if not, at least reasonable. This means that a GM may disallow the use of Judgement of Death against a petty thief.
  • It gains a new tier at 5th and 11th level.

Effect Tier 1 Tier 2 Tier 3
Judgement of Death
Striking down heathens or lawbreakers. You deal an extra 1d8 necrotic damage for each spell slot level. You deal an additional extra 1d8 necrotic damage for each spell slot level. You deal an additional extra 1d8 necrotic damage for each spell slot level.
Judgement of Imprisonment
Hindering and stopping unlawful activity. On a hit, the target is restrained until the end of its next turn. Additionally, this attack is always non-lethal. On a hit, the target is stunned until the end of its next turn. The target is stunned until the end of your next turn.
Judgement of Protection
Securing the vicinity from chaos. On a hit, you gain the effect of Aura of Protection until the end of your next turn. If you already have it, add half your proficiency bonus to its effect. You gain the effect even if you miss the attack. If an ally is hit within range of your Aura of Protection, you may as a reaction move adjacent to that ally, swap places, and take the hit instead.
Judgement of Innocence
Saving those of lawful sort. You may give a creature within 5 meter temporary hit points equal to half the damage dealt of your attack. You may give a creature within 20 meters temporary hit points equal to half the damage dealt of your attack. You may restore or give a creature within 30 meters hit points or temporary hit points equal to half the damage dealt of your attack.

5th Level

8th Level

Aura of Truth
  • You and any creature within 5 meters of you must make a contested Will check if they try to deceive or lie. On a fail, a creature can't speak the deliberate lie, and can't tell a lie for 1 minute. You know if a creature succeeds or fails.
    • An affected creature is aware of the aura only if they fail, and can thus avoid answering questions to which it would normally respond with a lie.

11th Level

20th Level

Lawbringer
  • After a creature hits you with an attack or an opponent successfully affects you with a spell, you gain the following benefits until the end of your next turn:
  • If you would be affected by a spell of 5th level or lower, you can forego this temporary bonus to use your reaction to cast that same spell without expending spell points or needing it prepared. It is cast with your own spellcasting modifer.

Oath Smites

  • Each oath has an associated smite. You gain access to this smite at 2nd level and it gains a new tier at 5th and 11th level.
    • Oath smites don't count against the number of smites you can choose and increase tier in.

4th Level

Divine Aura

  • Your divine presence has an overwhelming effect on you and your companions. You may choose one Divine Aura:
Aura of Protection
  • You and friendly creature within 5 meters of you gains a bonus to contested checks against them equal to your Charisma modifier (with a minimum bonus of +1) and a bonus to AL equal to half your Charisma modifier (with a minimum bonus of +1).
Aura of Courage
  • You and friendly creature within 5 meters of you can't be frightened.
  • Whenever you or any friendly creatures within 5 meters of you score a critical hit or reduce a creature to 0 hit points, the creature gains temporary hit points equal to 1d6 + your Charisma modifier (minimum of 1 temporary hit point).
  • The creature's target must also succeed on a contested Will against your spell save DL or be frightened of the creature until the end of its next turn.
Aura of Vitality
  • You and friendly creatures within 2 meters of you has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.
  • You can use a bonus action to cause you or any friendly creature within 2 meters of you to regain 1d6 hit points.
Aura of Purity

8th Level

Sacred Oath Feature

Aura of Truth
  • You and any creature within 5 meters of you must make a contested Will check if they try to deceive or lie. On a fail, a creature can't speak the deliberate lie, and can't tell a lie for 1 minute. You know if a creature succeeds or fails.
    • An affected creature is aware of the aura only if they fail, and can thus avoid answering questions to which it would normally respond with a lie.

12th Level

Smite Improvement

  • You can choose to apply a smite after a hit has been confirmed.

16th Level

Aura Improvement

20th Level

Sacred Oath Feature

Lawbringer
  • After a creature hits you with an attack or an opponent successfully affects you with a spell, you gain the following benefits until the end of your next turn:
  • If you would be affected by a spell of 5th level or lower, you can forego this temporary bonus to use your reaction to cast that same spell without expending spell points or needing it prepared. It is cast with your own spellcasting modifer.