

Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. You learn two cantrips of your choice from the cleric spell list. You can't take the same Fighting Style option more than once, even if you get to choose again. Fighting StyleĪt 2nd level, you adopt a particular style of fighting as your specialty. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
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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. Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. This feature has no effect on undead and constructs. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. With that pool, you can restore a total number of hit points equal to your paladin level × 5.Īs 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.Īlternatively, 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 have a pool of healing power that replenishes when you take a long rest. When you finish a long rest, you regain all expended uses.

You can use this feature a number of times equal to 1 + your Charisma modifier.

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. 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). 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. As an action, you can open your awareness to detect such forces. The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. Weapons: simple weapons, martial weapons Divine Sense When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.Īrmor: light armor, medium armor, shields MulticlassingĪbility Score Minimum: Strength 13, Charisma 13 (a) a priest's pack or (b) an explorer's packĪlternatively, you may start with 5d4 × 10 gp to buy your own equipment.(a) five javelins or (b) any simple melee weapon.(a) a martial weapon and a shield or (b) two martial weapons.You start with the following items, plus anything provided by your background. Skills: Choose 2 from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion. Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Paladin level after 1st ProficienciesĪrmor: light armor, medium armor, heavy armor, shields Hit Points at 1st Level: 10 + your Constitution modifier
