Paladin (5e Creature)

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Medium humanoid (any race), any lawful alignment

Armor Class 20 (plate, shield)
Hit Points 52 (8d8 + 16)
Speed 30 ft.

17 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 16 (+3)

Saving Throws Str +5, Con +4, Cha +5
Skills Athletics +5, Insight +2, Persuasion +5, Religion +4
Senses passive Perception 10
Languages Common plus any one other
Challenge 4 (1,100 XP)

Brave. The paladin has advantage on saving throws against being frightened.

Divine Smite. As a bonus action, the paladin can expend a spell slot to cause its melee weapon attacks to magically deal an extra 9 (2d8) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the paladin expends a spell slot of 2nd level or higher, the extra damage increases by 1d8 for each level above 1st. The damage increases by 1d8 if the target is an undead or a fiend.

Spellcasting. The paladin is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The paladin has the following paladin spells prepared:

1st level (4 slots): bless*, cure wounds, detect evil and good, heroism*, protection from evil and good
2nd level (2 slots): aid, lesser restoration, magic weapon*, protection from poison

*The paladin casts these spells on itself before combat.


Multiattack. The paladin can use its Turn Unholy. It then makes two melee attacks.

Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands.

Turn Unholy. Each fiend or undead that can see or hear the paladin within 30 feet of it must make a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the paladin's Turn Unholy for the next 24 hours.


Parry. The paladin adds 2 to its AC against one melee attack that would hit it. To do so, the paladin must see the attacker and be wielding a melee weapon.

A paladin, the bulwark of all that is good and right, Source

Knights of their respective orders and conduits of their grand deity; paladins stand in front of the enemy of their religion without any fear or care for death. Every paladin holds a code of honor or ethics that is dear to them, to break this code is to lose everything they stand for in life.
A paladin is often chosen by other respectable members or leaders to lead a small group or a contingent of warriors on a holy quest. They are often the best chosen for such a task due to them being more responsible than others.

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