Lord Paladin (5e Class)

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Lord Paladin[edit]

Prestige Class: Master of War[edit]

If the fighter is the common warrior taken to a heroic level who distinguishes himself from his peers by exceptional skill and talent, the master of war is the fighter taken to a superheoic, or even mythical level. Masters of war are living legends, and they are the unconquerable sun when battle is at hand.

Prerequisites[edit]

In order to advance as a master of war, you must meet the following prerequisites (in addition to the multiclassing prerequisites for your existing class):

To be a master of war you must have the talent to be exceptional at all forms of combat. Some weapons require a strong arm; others require grace and coordination. You must be peerless with both.

Masters of war must have a deep understanding of the theory and means of waging war on a personal, intellectual, and spiritual level.

  • 20th Level Fighter.

To call yourself a master of war you must have the experience to deserve the title. You must have seen and fought in enough armed conflicts to make a warrior a seasoned veteran a hundred times over, and as such you must possess at least 20 levels in fighter.

  • Defining Moment.

You must have defeated an irrationally unbeatable opponent through sheer skill at arms.

Class Features[edit]

Class Features

As a Lord Paladin you gain the following class features.

Hit Points

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

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Dexterity
Skills: None

Table: The Lord Paladin

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
21st +7 Divine Sense Improvement, Lay on Hands Improvement 4 3 3 3 2
22nd +7 Greater Ability Score Improvement, Second Wind Improvement 5 3 3 3 2
23rd +7 Widened Aura 6 3 3 3 2
24th +7 Greater Ability Score Improvement, Instant Kill (CR 4), First Strike 6 4 3 3 2
25th +8 Extra Attack (2), Superior Divine Smite 6 5 3 3 2
26th +8 Fast Movement, Greater Ability Score Improvement 6 5 4 3 2
27th +8 Instant Kill (CR 5), Perfect Form 6 5 5 3 2
28th +8 Greater Ability Score Improvement 6 5 5 4 2
29th +9 Aura Improvements, 6 5 5 5 3
30th +9 Greater Ability Score Improvement 6 5 5 5 4

Divine Sense Improvement[edit]

Beginning at 21st level, the range of your Divine Sense feature improves to 120 feet. Additionally, your Divine Sense becomes so refined that you no longer have any limitations on using it: You can use the feature an unlimited number of times, and it lasts until you choose to turn it off. You can turn off your Divine Sense, or turn it back on again on your turn without using an action.

Lay on Hands Improvement[edit]

Beginning at 21st level, your pool of healing power becomes dramatically deeper. The pool of hit points you can restore increases by 5 times your Paladin level, and it increases by 10 for every level of Lord Paladin.

Greater Ability Score Improvement[edit]

When you reach 22nd level, and again at 24th, 26th, 28th, and 30th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Unlike normal, you can increase an ability score above 20 using this feature.

Second Wind Improvement[edit]

Beginning at 22nd level, you have a much deeper well of stamina to draw upon when you use your second wind feature. The number of hit points you regain increases to 1d100 + your fighter level, including your levels in Master of War.

Aura Improvements[edit]

Starting at 23rd level, the range of your Aura of Courage and Aura of Protection increases to 100 feet.

At 29th level, the range of your auras increases to 300 feet.

Superior Divine Smite[edit]

At 25th level, the extra radiant damage provided by your Improved Divine Smite feature increases to 2d8.

Strike First[edit]

Strike First, Strike Hard. You’ve learned that in battle he who strikes first wins. At the 24 level Gain a bonus to your initiative roll equal to your Proficiency Bonus. In the case of Champion’s remarkable athlete this Bonus is added to the base of the 1/2 they receive.

Extra Attack[edit]

Beginning at 25th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

Fast Movement[edit]

At 26th level, your speed increases by 30 feet.

Perfect Form[edit]

Sometimes even the best fighters have "bad days" where an unpredictable opponent or the whims of fate cause their best-delivered attacks to miss. Starting at 27th level, that is no longer true for you. Whenever you make an attack roll, you can treat a d20 roll of 9 or lower as a 10.

Know Thyself[edit]

As a Fighter it is important to know thyself. If you have made it this far in the martial ways you are certainly superhuman, but more than that you have honed your ability to fight to the extreme. Beginning at the 28th level you receive a bonus based on the Fighter Subclass you chose

Battlemaster

You now have an additional 4 superiority die, and if you start initiative with none you gain an additional 2 die on top of the one you already receive. And one anyways if you have 1 or more

Champion

You now gain hp equal to your con mod*2+10 per round as long as you have a single hp left

Eldritch Knight

Now instead of a single bonus attack you may make two attacks upon two enemies in Melee range (ie two targets receive two attacks), or you may make two ranges attacks. Note you may not use Volley or sweeping attack



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