Minor Paladin (5e Feat)
From D&D Wiki
Minor Paladin
You have practiced devotion to a god and sworn to use your mind, body, and soul to break down evil at its core; although you may not bear the full divine power and training of a true paladin, you do have similar sacred power. You gain the following benefits:
- Your Charisma score increase by 1, up to a maximum of 20.
- You can cast Detect Good and Evil once, without spending spell slots. Once you do so, you can't do it again until you finish a long rest.
- When you hit a creature with a melee weapon attack, you can cause additional damage equal to 2d8 radiant (3d8 if the target is a fiend or undead). You can't use this trait again until you finish a long rest. You can spend a 1st-level spell slot to use this trait again.
- You gain a pool of healing that has 15 points. As an Action, you can spend any amount of these points and restore hit points to a creature that is not a construct or an undead you touch equal to the number of points spent. 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 this trait, expending hit points separately for each one.
Back to Main Page → 5e Homebrew → Feats