Do you want to make a Paladin in DND 5e Roll20? Read this entire article to find out some information related to DND Paladin. You have to ensure that you do not miss any information.
As a Paladin, you are going to get the following Class Features.
Hit Points
- Hit Dice: 1d10 per Paladin level.
- Hit Points (at the first level): 10 + Your own constitution modifier.
- Hit Points (at the higher level): 1d10 + Your own constitution modifier per Paladin level after first level.
Starting Proficiencies
You are going to expert with the items below, in addition to any proficiencies given by your race/background.
- Armor: Light Armor, Heavy Armor, Shields, Medium Armor
- Weapons: Simple Weapons, Martial Weapons
- Tools: none
- Saving Throws: Charisma, Wisdom
- Skills: Select two from Athletics, Intimidation, Insight, Medicine, Persuasion, and Religion.
Starting Equipment
You are going to start with the Equipment below, in addition to the Equipment given by your background:
- A martial item, and a Shield or two martial items.
- Five javelins or any melee weapon.
- An Explorer’s Pack or a Priest’s Pack.
- The chain mail and a holy Symbol.
Table: The Paladin
Level | Proficiency Bonus | Features | Spell Slots per Spell Level | ||||
1st | 2nd | 3rd | 4th | 5th | |||
1st | +2 | Divine Sense, Lay on Hands | – | – | – | – | – |
2nd | +2 | Fighting Style, Divine Smite, Spellcasting | 2 | – | – | – | – |
3rd | +2 | Divine Health, Sacred Oath | 3 | – | – | – | – |
4th | +2 | The ability Score Improvement | 3 | – | – | – | – |
5th | +3 | Extra Attack | 4 | 2 | – | – | – |
6th | +3 | Aura of Protection | 4 | 2 | – | – | – |
7th | +3 | Sacred Oath feature | 4 | 3 | – | – | – |
8th | +3 | The ability Score Improvement | 4 | 3 | – | – | – |
9th | +4 | – | 4 | 3 | 2 | – | – |
10th | +4 | Aura of Courage | 4 | 3 | 2 | – | – |
11th | +4 | Improved Divine Smite | 4 | 3 | 3 | – | – |
12th | +4 | The ability Score Improvement | 4 | 3 | 3 | – | – |
13th | +5 | – | 4 | 3 | 3 | 1 | – |
14th | +5 | Cleansing Touch | 4 | 3 | 3 | 1 | – |
15th | +5 | Sacred Oath feature | 4 | 3 | 3 | 2 | – |
16th | +5 | The ability Score Improvement | 4 | 3 | 3 | 2 | – |
17th | +6 | – | 4 | 3 | 3 | 3 | 1 |
18th | +6 | The improvements of Aura | 4 | 3 | 3 | 3 | 1 |
19th | +6 | The ability of Score Improvement | 4 | 3 | 3 | 3 | 2 |
20th | +6 | The sacred oath feature | 4 | 3 | 3 | 3 | 2 |
Divine Sense
The attendance of strong evil registers on your Senses like a hazardous odor, and good rings like heavenly music in your ears. As an action, you are able to open your awareness to detect such forces. At the end of your next turn, you will be able to know the location of any fiend, Celestial, or Undead within 60 feet.
Then, you are going to know the type (fiend, celestial, or undead) of any being whose presence you sense, however not its identity (For example: the Vampire Count Strahd von Zarovich). Within the same radius, you are also able to detect the attendance of any place or object which has been consecrated or desecrated like the Hallow spell.
Lay on Hands
Your blessed touch will be able to heal wounds. You have a pool of Healing power which replenishes once you take a Long Rest. With that pool, you are able to restore a total number of Hit Points equal to your Paladin level x 5. As an action, you are able to 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.
Aside from that, you are able to issue five Hit Points from to heal the target of one disease. You are able to heal multiple diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one. For note: This feature has no effect on Undead and Constructs.
Fighting Style
At the second Level, you adopt a style of Fighting as your specialty. You will be able to select one of the options below. For note: You will not be able to take a Fighting Style option more than once, even if you later get to select again.
- Defense
While you are wearing armor, you are going to get a +1 bonus to AC with this defense fighting style.
- Dueling
Once you are wielding a melee weapon in one hand and no other Weapons, you are going to get a +2 bonus to damage Rolls with that weapon.
- Great Weapon Fighting
Once you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon which you are wielding with two hands, you are able to reroll the die and have to use the new roll. The weapon must have the Two-Handed or Versatile property for you to get this advantage.
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- Protection
Once a creature that you see attacks a target other than you who are within 5 feet of you, then you will be able to use your Reaction to enforce disadvantage on the Attack roll. You have to be wielding a Shield.
- Divine Smite
Starting at the second Level, once you hit a creature with a melee weapon Attack, you will be able to expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. For your information, 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. The damage will be able to increase by 1d8, if the target is a fiend or an undead.
- Spellcasting
By the second Level, you have already learned to draw on Divine Magic via the meditation and prayer to cast Spells as a Cleric does.
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