Paladin Class Rules:
Paladin Class Rules:
Here is a brief introduction of the Paladin class. Be aware that some things are simply copied from sites. For those of you who are familiar with the D&D game, I will not be using skill bonuses, hit points, or dice. Know that I am trying to adapt these rules to make the powers as consistent as possible in the world of 'A Song Of Ice And Fire'. So take this information with lead feet as I will be updating the various rules as much as possible to fit the story. I will also publish in the future all the spells and its rules. The Paladin as early as level 2 may be able to use spells. We still have to get to that part. On the net, with a little bit of research, you can already find most of the things you want to know specifically.
From Level [1] acquires:
Skills
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Divine Sense:
The presence of strong evil registers in your senses as a noxious odor, and powerful good resonates in your ears as heavenly music. As an action, you can open your awareness to detect such forces. Until the end of your next turn, know the location of any celestial, demon, or undead within 60 feet of you that is not behind full cover. You know the type (celestial, demon, or undead) of any being whose presence you sense, but not its identity.
Impose your hands:
Your blessed touch can heal wounds. You have a pool of healing power that fills up when you rest for long periods of time. With this pool, you can restore a total number of hit points equal to your paladin level 5.
As an action, you can tap a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount left in your pool.
Alternatively, you can spend 5 hit points from your healing pool to cure the target of a disease or neutralize a poison that affects it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, spending hit points separately on each.
This trait has no effect on undead and constructs.
From Level [2]
Combat Style
At 2nd level, you adopt a fighting style as your specialty. Choose one of the following options. You cannot take a fighting style more than once, though you can choose again later.
Defense
When wearing armor, you gain a +1 bonus to AC.
Duel
When you wield a melee weapon in one hand and no other weapon, you gain a +2 bonus to saving throws with that weapon.
Fighting with Large Weapons
When you roll a 1 or a 2 on a damage die for an attack made with a melee weapon you are wielding two-handed, you may retract the die and must use the new roll. The weapon must have two-handed or versatile ownership for you to get this benefit.
Protection
When a creature you can see attacks a target other than you that is within 2 yards of you, you can use your reaction to impose a disadvantage on the attack roll. You must wield a shield.
Spells
At 2nd level, you have learned to tap into divine magic through meditation and prayer to cast spells as a cleric does. See Spell Rules for general spellcasting rules and the Spell List for the paladin's spell list.
Preparing and Casting Spells
The paladin table shows how many spell slots you have available to cast your paladin spells. To cast one of your paladin spells at 1st level or higher, you must spend one spell level slot or higher. You regain all spent spell slots when you finish a long rest.
For example, if you are a 5th-level paladin, you have four 1st-level spell slots and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four 1st or 2nd level spells, in any combination. If you prepare the 1st-level cure wounds spell, you may cast it using either a 1st-level or 2nd-level slot. Casting the spell does not remove it from your prepared spell list.
You can change your prepared spell list when you finish a long rest. Preparing a new paladin spell list requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Divine Strike
Starting at 2nd level, when you hit a creature with a melee attack, you can spend a spell slot to deal radiant damage to the target, in addition to weapon damage.
From Level [3] :
Divine Health
At 3rd level, the divine magic that flows through you makes you immune to disease.
Sacred Oath *
When you reach 3rd level, you take the oath that binds you as a paladin forever. Up to this point you have been in a preparatory phase, committed to the path but not yet sworn. Now choose the Oath of Devotion described at the end of the class description or one from another source.
Your choice grants you features at 3rd level and again at 7th, 15th, and 20th levels. These features include Oath Spells and the Channeling the Deity feature.
Oath Spells
Each oath has a list of associated spells. You will gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you will always have it ready. Oath spells do not count toward the number of spells you can prepare each day.
If you get an oath spell that doesn't appear on the paladin spell list, the spell is still a paladin spell for you.
Channeling Divinity
Your oath allows you to channel divine energy to power magical effects. Each Channel Divinity option provided by your oath explains how to use it.
When you use your Divinity Channel, you choose which option to use. You will then need to end a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use an effect of this class, the CD is equal to your paladin spell saving throw.
From Level [4] :
Improved Skill Score *.
You may give up this trait to take a talent of your choice.
From Level [5]:
Extra Attack
Starting at 5th level, you can attack twice, instead of once, each time you take the Attack action in your turn.
From Level [6]
Aura of Protection
Beginning at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
At 18th level, this aura's range increases to 30 feet.
From Level [11]
Improved Divine Strike
At 11th level, you are so imbued with the power of righteousness that all of your blows with melee weapons carry divine power. Whenever you strike a creature with a melee weapon, it takes extra radiant damage.
From Level [14]:
Purifying Touch
Starting at 14th level, you can use your action to end a spell on yourself or a willing creature you touch.
You can use this trait a number of times equal to your Charisma modifier (minimum once). You regain consumed uses when you end a long rest.
From Level [18]:
Aura Enhancements.
At 18th level, the range of your auras increases to 30 feet.
*Paladin: Oath of the Ancients
The Oath of the Ancients is as old as the race of elves and the rituals of druids. Sometimes called fey knights, green knights, or horned knights, paladins who take this oath take the side of light in the cosmic struggle against darkness because they love the beautiful and vital things in the world, not necessarily because they believe in the principles of honor, courage, and justice. They adorn their armor and clothing with images of things that grow - leaves, horns, or flowers - to reflect their commitment to preserving life and light in the world.
Source: Player's Handbook
Tenets of the Ancients
The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.
Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.
Shelter the Light. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
Preserve Your Own Light. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.
Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Ancients Spells
Paladin Level
Spells
3rd
Ensnaring Strike, Speak with Animals
5th
Moonbeam, Misty Step
9th
Plant Growth, Protection from Energy
13th
Ice Storm, Stoneskin
17th
Commune with Nature, Tree Stride
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Nature's Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
Turn the Faithless. You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
Aura of Warding
Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.
At 18th level, the range of this aura increases to 30 feet.
Undying Sentinel
Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.
Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.
Elder Champion
At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane.
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
At the start of each of your turns, you regain 10 hit points.
Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.
Once you use this feature, you can't use it again until you finish a long rest.