Extended Paladin Levels (5e Class)

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Extended Paladin Levels[edit]

These are additional levels for the Paladin class. See Level 40 Expansion (5e Variant Rule) for more info.

Class Features

As a Paladin you gain the following class features.

Hit Points

Hit Dice: 1d10 per Paladin level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Paladin level after 1st

Proficiencies

Armor: None
Weapons: None
Tools: None
Saving Throws: None
Skills: None

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) None or (b) {{{item1b}}}

Table: The Paladin

Level Proficiency
Bonus
Features
1st +2 Demigod
2nd +2 Celestial Wrath
3rd +2 Improved Ability Score Improvement
4th +2 Ability Score Improvement, Aura of Power
5th +3
6th +3 Sacred Oath feature
7th +3 Divine Cleansing
8th +3 Ability Score Improvement, Improved Ability Score Improvement
9th +4 Aura of Life
10th +4 Sacred Oath feature
11th +4 Superior Divine Smite
12th +4 Ability Score Improvement, Extra Attack (2)
13th +5
14th +5 Improved Ability Score Improvement
15th +5 Sacred Oath feature
16th +5 Ability Score Improvement, Divine Flight
17th +6 Divine Power
18th +6 Aura Improvements
19th +6 Ability Score Improvement, Sacred Oath feature
20th +6 Justice of the Gods

Demigod[edit]

At 21st level, you begin to surpass the capabilities of regular mortals as you slowly become godlike, emulating the things that make you a paladin and transforming you into a minor deity in your own right. You’re creature type changes from humanoid to celestial, but you keep your subtype (i.e human or dragonborn). In addition, features and effects that normally can’t increase your ability scores above 20 can now increase your ability scores to a maximum of 24 instead.

From this point on, your physical features slowly change as you gain levels in this class. For example, your eyes might glow white whenever you cast a spell, your body might take on a permanent lighter tone eventually becoming pure white, or your hair might glow whenever one of your Channel Divinity options is in effect. These changes are slow, but by the time you have reached 40th level, you should exemplify several different physical manifestations of your power. Work with your DM to determine what these are and when they start showing up. Additionally, you cannot gain levels in any other class. Additionally, as you gain levels and overcome great challenges, the DM will grant you other features and traits at their discretion in relation to your celestialness, particularly one or more epic boons. Your AC and all saving throws also increase by 1.

Celestial Wrath[edit]

At 22nd level, your transformation into a divine being grants your divine smites a boost in power. Whenever you use a spell slot for your Divine Smite feature, the attack deals an additional 1d8 radiant damage, and another additional 1d8 to fiends and undead.

Improved Ability Score Improvement[edit]

When you reach 23rd level, and again at 28th and 34th level, you can increase one ability score of your choice by 3, or you can increase one ability score of your choice by 2 and another ability score of your choice by 1, or you can increase three ability scores of your choice by 1. As normal, you can’t increase an ability score above 24 with this feature.

Aura of Power[edit]

Starting at 24th level, you and each friendly creature within 30 feet of you gains a bonus to damage rolls equal to your Charisma modifier and the minimum that can be rolled for a Strength check or saving throw is that creature’s proficiency bonus + their Strength modifier. You must be conscious for creatures to gain these benefits

Divine Cleansing[edit]

At 27th level, your divine blood grants your healing powers extra effects. You can use both your Lay on Hands and your Cleansing Touch features in one action. Additionally, you can heal and cure diseases and neutralize poisons all at once with Lay on Hands (point costs remain the same), and Cleansing Touch can end any effect that the lesser restoration spell can.

Aura of Life[edit]

Starting at 29th level, you can use a bonus action to cause restorative energy to emanate from you. For the next minute, you and each friendly creature within 30 feet of you regains hit points at the start of each of your turns equal to your Charisma modifier. A creature must have at least 1 hit point to gain this benefit. Once used, you cannot use this feature again until you finish a short or long rest. If you fall unconscious, the duration of the effect is suspended until you regain consciousness.

Superior Divine Smite[edit]

At 31st level, you can channel your celestial nature to improve the destructive power of your attacks. Your Improved Divine Smite feature increases to 2d8 radiant damage.

Divine Flight[edit]

Starting at 36th level, you can manifest wings during your turn (no action required by you), increasing your current fly speed by your current speed. You can dismiss the wings at any time, no action required. (A creature without a fly speed has a fly speed of 0.)

When you gain this feature, you choose what appearance they take, if other creatures can see them, and if they are physical wings or ethereal projections of your power. For example, they may appear as massive, white, feathery wings; spectral skeletal wings that are only visible to creatures with evil alignments; tiny pink bat wings covered with glitter only visible to your friends; a pair of giant concrete bricks; hundreds of eyes floating in a pair of wing-like patterns; etc. Regardless of how they look, the chosen appearance becomes the true form of your wings. As an action while your wings are manifested, you may change the appearance of your wings until you dismiss them, but not whether they are visible nor if they are physical.

Conviction Power[edit]

At 37th level, your celestial nature enhances the strength of your conviction to your oath, granting you divine authority beyond what other mortals can understand. Your Strength, Constitution, and Charisma scores each increase by 2, to a maximum of 26; the minimum you can roll on any damage die for radiant damage is 3, And once per short rest you can use divine smite at the lowest level without expending a spell slot.

Aura Improvements[edit]

Starting at 38th level, the radius for all your auras increases to 60 feet.

Justice of the Gods[edit]

At 40th level, your transformation from mortal to god is complete. Your DM will grant you one boon from the list of Epic Boons in the Dungeon Master’s Guide after taking suggestions from you. In addition, you have Truesight out to a radius of 60 feet, and you always know when a creature within 60 feet of you tells a lie. You also gain sufficient power to grant divine powers to one creature, beginning your ascent to true godhood.

Sacred Oath[edit]

Oath of Devotion[edit]

Improved Channel Divinity

At 26th level, your channel divinity options are improved. You may now use your Channel Divinity twice between long rests or short rests. Your Sacred Weapon lasts for two minutes and does not end when you drop your weapon, and Turn the Unholy affects fiends and undead within 60 feet and lasts for two minutes and the turned creatures can’t willingly move within 60 feet of you.

Aura of Sanctity

Beginning at 30th level, you and friendly creatures within 30 feet of you take half damage from necrotic and poison damage while you are conscious.

Divine Spirit

At 35th level, your very soul becomes celestial in nature, not just your body. You cannot be dispelled of the effects of spells unless you wish to be, and you have advantage on Wisdom and Charisma saving throws.

Angelic Savior

At 39th level, your Holy Nimbus ability grows in power. It lasts for 2 minutes, has a 60-foot radius for both light levels, deals 20 radiant damage, and you automatically succeed on saving throws against spells and other magical effects cast by fiends and undead.

Oath of the Ancients[edit]

Improved Channel Divinity

At 26th level, your channel divinity options are improved. You may now use your Channel Divinity twice between long rests or short rests. Your Nature’s Wrath can affect up to two creatures within 20 feet of you, and your Turn the Faithless affects fey and fiends within 60 feet, lasts for 2 minutes, and the turned creatures can’t willingly move within 60 feet of you.

Aura of Elemental Vitality

Beginning at 30th level, you and creatures within 30 feet of you have resistance to your choice of cold, fire, or lightning damage while you are conscious. You choose the damage type each time you finish a short or long rest.

Deathless Guardian

Starting at 35th level, when you are reduced to 0 hit points and are not killed outright, you can change your current hit points to one third your hit point maximum instead. Once you use this feature, you can’t do so again until you finish a long rest.

Additionally, for every five years that pass, you only age one.

Undefeated Ancient

At 39th level, your celestial essence embodies the transformation you undergo as part of your Elder Guardian feature. You may use the feature an additional time between long rests, and you may consume both uses in the same action to triple the quantity of hit points you regain from the feature each turn as well as the radius for which creatures have disadvantage on saving throws against your paladin spells and Channel Divinity options.

Oath of Vengeance[edit]

Improved Channel Divinity

At 26th level, your channel divinity options are improved. You may now use your Channel Divinity twice between long rests or short rests. Your Abjure Enemy affects up to two creatures within 120 feet of you and its effects last for 2 minutes; and your Vow of Enmity affects up to two creatures within 20 feet of you, lasts for 2 minutes, and does not end if they fall unconscious.

Dauntless Vigilantes

Starting at 30th level, your divine blood enhances your supernatural focus, helping you prevent your foes from ever escaping your wrath. When you hit a creature with any attack as part of your reaction, you may force the creature to fall prone. Creatures one or two sizes larger than you can make a Strength saving throw against your spell save DC to avoid falling prone, creatures two sizes larger make the save with advantage, and creatures three or more sizes larger are immune to this effect. You can use this feature a number of times equal to your Strength modifier (minimum 1), and you regain all expended uses when you finish a long rest.

Spirit of Revenge

Starting at 35th level, those under the influence of your Channel Divinity options are subject to the worst of your wrath, even as you begin to find peace within yourself. You can use your action to make one melee weapon attack against a creature within 5 feet of you that is under the effect of one of your Channel Divinity options. If that attack hits, it deals maximum damage and is a critical hit. You can use this feature a number of times equal to your Wisdom modifier (minimum 1), and you regain all expended uses when you finish a long rest.

Redeeming Nimbus

At 39th level, your angelic avenger form from your Avenging Angel feature gains strength and new abilities as you get closer to ascending to godhood. You gain the following benefits while in your angelic form, which now lasts for 10 minutes: Your fly speed is 120 feet instead; any creature within 5 feet of you that hits you with a melee weapon attack grants you an additional reaction and provokes an opportunity attack from you; the radius for your aura of fear increases to 60 feet, and once during each of your turns when you hit a creature with a melee weapon attack, you can deal an additional 3d8 radiant damage.

Oathbreaker[edit]

Improved Channel Divinity

At 26th level, your channel divinity options are improved. You may now use your Channel Divinity twice between long rests or short rests. Your Control Undead may target up to two undead creatures within 60 feet of you, and the effect only ends if you use this Channel Divinity option again; and your Dreadful Aspect affects creatures of your choice up to 60 feet away, lasts 2 minutes, and an affected creature must end its turn more than 60 feet away from you to attempt the saving throw.

Aura of Vitriol

Beginning at 30th level, you can radiate pure vileness that harms even the soul. During the duration of your Aura of Life, at the start of each of your turns, each creature of your choice within 30 feet of you takes necrotic damage equal to your cha modifier. Creatures dealt damage this way cannot regain hit points until they finish a long rest.

Unholy Resistance

At 35th level, you gain resistance to necrotic and radiant damage, and you are immune to poison damage and to be being poisoned. In addition, you no longer suffer the ill effects of the first 3 stages of exhaustion.

Light's Bane

At 39th level you truly embody all that is dark and impure about the world as you approach godhood. The aura of gloom from your Dread Lord feature instead lasts 2 for minutes, reduces bright and dim light in a 60-foot radius to darkness, grants you the ability to see in magical darkness as though it were bright light out to the same radius, and extinguishes or dispels both nonmagical sources of light and magical sources of light created by spells of 3rd level or lower within the radius. Creatures frightened by you instead take 5d12 psychic damage, and a target hit by the shadows takes necrotic damage equal to 4d12 + your Charisma modifier.



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