Homebrew
This is a rare paladin indeed. They have become entangled with something ancient. This paladin is one who has started themself along a path that can take them to many places. It is all a measure of the paladin who chooses to walk this path.
How will the beast manifest for you?
hit dice:
1d10 per paladin level
hit points at 1st level:
10 + your Constitution modifier
hit points at higher levels:
1d10 (or 6) + your Constitution modifier per paladin level after 1st
armor proficiencies:
All armor, shields
weapon proficiencies:
Simple weapons, martial weapons
tools:
None
saving throws:
Wisdom, Charisma
skills:
Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) a martial weapon and a shield or (b) two martial weapons
(a) five javelins or (b) any simple melee weapon
(a) a dungeoneer’s pack or (b) an explorer’s pack
Chain mail and a text guide
spellcasting:
Preparing and Casting Spells
The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of spells that are available for you to cast, choosing from the paladin or warlock spell list. When you do so, choose a number of spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in meditation to restore your sanity: at least 1 minute per spell level for each spell on your list.
You can use known spells without preparing them. However each spell used costs bits of your sanity. You can use this feature a number of times equal to 1 + your Charisma modifier. This feature is not connected to your spell slots. After expending all of your sanity points you are mentally unstable and must succeed a Wisdom saving throws every four hours until you complete a long rest. This feature resets after a long rest. Due to your current mental instability you also roll at disadvantage on Intelligence, Wisdom, and Charisma based rolls (with the exception of Intimidation, combat-related rolls for Charisma, and the Wisdom saving throws every four hours). The saving throws must exceed a score of 10 to succeed. If you fail three Wisdom saving throws in a row your mind is lost to the shade and you go on a rampage attacking anyone nearby until you are rendered unconscious or killed.
Spellcasting Ability
Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use a spellcasting focus for your paladin spells.
class features:
Otherworldly Instinct
Your instincts guide you, you have come to notice the nature of others. As an action, you can sense the nature of others and their intentions. Until the end of your next turn, you can sense the motives and general nature of any being within 60 feet of you that is not behind total cover. This also allows you to sense the presence of nearby concealed creatures as a result. Though you do not know the exact location of concealed creatures, only that they are there. If you roll a 19-20 while focusing on a singular target, you can read the mind of the intended target. You can also sense the energy of the area within 60 feet of you. Provided that the area has less than ten people in it, unless you roll a natural 20. Any more than that and it will become too hard to distinguish. These senses allow you to distinguish the nature of the area and sometimes the general feeling of certain past events if they were particularly impactful. For example, if an area radiates a particular sort of magical or primal energy. Ex. Chaos, good, evil, despair, rage, joy, etc. If certain feelings are strong enough you may be able to distinguish sorts of events that have happened within an area. Ex. A battle, an impactful event, a grand celebration, etc.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Shadowed Touch
With the ancient energies running through your veins, you gain the ability to cast a bizarre version of the paladin's Lay on Hands. Your touch has the power to generate a shadowy rot and cure the wounds of those you choose. You have a pool of energy that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.
As an action, you can 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.
Additionally, you can expend 5 points from your pool to deal a touch attack to an enemy with a DC 10 Constitution save + half your paladin level with a minimum of 1. On a failure, the enemy is afflicted with a shadowy rot where contact has been made. The rot gradually eats away at the afflicted area, causing it to crumble and waste away in a powdery ashy substance. The enemy takes 1d6 damage per round for 3 rounds, while on a success the rot is neutralized. The enemy can attempt the saving throw once at the start of each of their turns until the rot stops. After the rot has stopped the damaged area takes on a singed black hardened appearance but will not bleed. The wound will take twice as long to heal as a normal injury.
Fighting Style
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Phantom Guard
When an ally within 15 feet of you is about to receive damage, you can use your reaction to animate a shadow copy in front of them to receive the damage in their stead equal to 1d10 per paladin level.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Spellcasting
By 2nd level, you have learned to draw on magic through your otherworldly connection to that mysterious old energy to cast spells.
Dark Smite
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal force damage to the target, in addition to the weapon’s damage. 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 increases by 1d8 if you have expended all of your sanity points, to a maximum of 6d8.
Beastial Resilience
By 3rd level, the otherworldly magic flowing through you makes you immune to disease.
Ancient Bond
When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the primal oath detailed at the end of the class description.
Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Savage Conduit feature.
Oath Spells
Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.
If you gain an oath spell that doesn’t appear on the paladin or warlock spell list, the spell is nonetheless a paladin spell for you.
Savage Conduit
Your oath allows you to channel primal energy to fuel magical effects. Each option provided by your oath explains how to use it.
When you use Savage Conduit, you choose which option to use. You must then finish a short or long rest to use the ability again.
Some Savage Conduit effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
Aura of Ferocity
Starting at 6th level, whenever any enemy creature is within 10 feet of you they must make a Wisdom saving throw or fall into a Frightened state with you as the object of their fear. You must be conscious to create this effect.
At 18th level, the range of this aura increases to 30 feet.
Aura of Might
Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Improved Dark Smite
By 11th level, you are so suffused with primal energy that all your melee weapon strikes carry that ancient power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 force damage.
Ancient Vigor
Beginning at 14th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Aura Improvements
At 18th level, the range of your auras increase to 30 feet.
subclass options:
Oath of the Beast
This paladin has sworn themself to something strange and perhaps even beyond normal understanding. They have become connected to a path and a power that takes the shape of their desire. They have desired power and traded something of themself in the process. The line they walk is a fine one between their true nature and madness. It is up to the paladin whether they will fall or rise on this path. But they have chosen this path and it is not one that they can leave upon choosing to walk it.
Oath Spells
You gain oath spells at the paladin levels listed.
3rd: Inflict Wounds, Dissonant Whispers
5th: Darkness, Phantasmal Force
9th: Fear, Clairvoyance
13th: Dominate Beast, Greater Invisibility
17th: Dominate Person, Telekinesis
Savage Conduit
- Spectral Summons
Squirming, ebony tentacles fill a 20-foot square on the ground that you can see within range. For the one minute, or until the caster's concentration is broken, these tentacles turn the ground in the area into difficult terrain.
When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage per two paladin levels (Ex. 2d6 at level 3) and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 1d6 per two paladin levels bludgeoning damage.
A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.
- Battle Instinct
You can use your primal instincts to strike with supernatural accuracy. When you make an attack roll, you can use this ability to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Aura of Untamed Prowess
Starting at 7th level you, and any allies within 10 feet of you, gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.
At 18th level, the range of this aura increases to 30 feet.
Phantom Domain
Starting at 14th level, you can plunge a creature into an illusory realm. This skill can be activated in one of two ways as an action.
1. Choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your paladin spell save DC. On a failed save, it is charmed or frightened by this illusion (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.
2. You can activate this skill as a field 15 feet around you. However, it affects both allies and enemies alike. Those caught within the field must make a Wisdom saving throw against your paladin spell save DC. On a failed save, they are charmed or frightened by this illusion (your choice) for one minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the affected individuals take any damage.
Until this illusion ends, the individual, or individuals, affected thinks it is lost in a shadowy misty realm, the appearance of which you choose. The affected can see and hear only itself, you, and the illusion. Though they can only see you if you want them to.
You must finish a short or long rest before you can use this feature again.
Unearthly Beast
At 20th level, you gain the ability to take on an extraordinary form. As an action, you can magically take on a beastial form, gaining the following benefits for 1 minute:
An area within thirty feet of you acts as your domain. You can form visual illusions within the field and roll with advantage on attack rolls.
You have resistance to all damage.
When you take the Attack action on your turn, you can make one additional attack as part of that action.
Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
Once you use this feature, you can’t use it again until you finish a long rest.
| | | Spell | Slots | Per | Spell | Level |
---|
Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th |
1st | +2 | Otherworldly Instinct, Shadowed Touch | - | - | - | - | - |
2nd | +2 | Fighting Style, Spellcasting, Dark Smite | 2 | - | - | - | - |
3rd | +2 | Beastial Resilience, Ancient Bond | 3 | - | - | - | - |
4th | +2 | Ability Score Improvement | 3 | - | - | - | - |
5th | +3 | Extra Attack | 4 | 2 | - | - | - |
6th | +3 | Aura of Ferocity | 4 | 2 | - | - | - |
7th | +3 | Oath of the Beast Feature | 4 | 3 | - | - | - |
8th | +3 | Ability Score Improvement | 4 | 3 | - | - | - |
9th | +4 | - | 4 | 3 | 2 | - | - |
10th | +4 | Aura of Might | 4 | 3 | 2 | - | - |
11th | +4 | Improved Dark Smite | 4 | 3 | 3 | - | - |
12th | +4 | Ability Score Improvement | 4 | 3 | 3 | - | - |
13th | +5 | - | 4 | 3 | 3 | 1 | - |
14th | +5 | Ancient Vigor | 4 | 3 | 3 | 1 | - |
15th | +5 | Oath of the Beast Feature | 4 | 3 | 3 | 2 | - |
16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | - |
17th | +6 | - | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Aura Improvements | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Oath of the Beast Feature | 4 | 3 | 3 | 3 | 2 |