Paladin Feats
| Feat | Level | Prerequisites | Benefits |
|---|---|---|---|
| Awesome Smite | 6 | Wisdom 13+ | When using Divine Smite, spend a 2nd-level spell and force the foe to make a Con save or be stunned until the end of your next turn |
| Battle Clarity | 5 | After initiative, pick one visible creature, have adv. on attack rolls during your 1st turn; usable PB/LR | |
| Blessed Surge | 5 | Cast a paladin spell with a 1-action casting time as a bonus action; usable 1/SR | |
| Blinding Light | 5 | When you deal radiant damage with a spell or Divine Smite, take damage penalty = 2× PB, can force target to make a Wisdom saving throw or be blinded until start of your next turn; usable PB/LR | |
| Bulwark of Conviction | 5 | Have adv. on Str (Athletics) and Dex (Acrobatics) checks to resist being shoved or grappled, or to escape a grapple; if the foe fails, deal radiant damage = 1/2 level + Cha mod; also +1 ASI to Str or Dex | |
| Potent Smite | 5 | Charisma 13+ | When you use Divine Smite, you roll d10s in place of d8s; also +1 ASI to Wis or Cha |
| Protective Echoes | 1 | If you cast a defensive spell on yourself or another, while you concentrate you may take the Dodge action as a bonus action 1/round | |
| Shared Spell | 2 | When you cast a single-target spell on yourself, can share casting with ally if also valid target; usable 1/SR | |
| Smiting Shove | 1 | When attacking, may make a Smite-fueled shove attempt; add Cha mod to Athletics check; if shove succeeds, deal 1d8 + 1d8 per spell level radiant damage | |
| Step Between Life and Death | 5 | When ally within 30 ft. drop to 0 hp, as reaction can move your speed to them w/o opp.atks; if you reach ally, can cast touch spell or use Lay on Hands | |
| Unyielding Vanguard | 1 | When reduced to 1/2 hp or fewer, as reaction can gain resistance to bludgeoning, piercing and slashing damage until end of your next turn; usable 1/SR | |
| Warcaster's Instincts | 3 | After making Str/Dex/Con save against spell, retaliate against caster, deal force dmg = level + spell mod; usable 1/SR |
| Legend | |
|---|---|
| 1/SR | Usable once per short rest |
| adv. | advantage |
| ASI | Ability Score Increase |
| hp | hit points |
| PB/LR | Usable a number of times per long rest equal to your proficiency bonus |
Awesome Smite
You can channel divine power through your strikes in overwhelming ways.
Prerequisites: 6th level Paladin, Wisdom 13 or higher
Benefit: When you hit a creature with a melee weapon attack, you can use your Divine Smite ability and expend a 2nd-level or higher spell slot to channel divine force that stuns the target. If you do, the attack deals no Divine Smite damage. Instead the target must succeed on a Constitution saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or be stunned until the start of your next turn.
You can use this feature once per turn.
Battle Clarity
You have honed your awareness into a razor-sharp discipline, allowing you to act with absolute clarity in moments of danger.
Prerequisites: 5th level Barbarian, Fighter, Ranger, or Paladin
Benefit: When you roll initiative and are not surprised, you can choose one creature you can see. You have advantage on attack rolls against that creature until the end of your first turn in combat.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Blessed Surge
Your divine magic flows swiftly through you in moments of urgency.
Prerequisite: 5th level Paladin
Benefit: Once per short or long rest, when you cast a paladin spell that normally requires an action to cast, you can cast it as a bonus action instead.
Blinding Light
You've learned to wield divine light with precision— moderating its intensity to dazzle as well as destroy.
Prerequisites: 5th level Cleric or Paladin, able to deal radiant damage with a spell or ability
Benefits:
-
Increase your Wisdom or Charisma score by 1, to a maximum of 20.
-
When you deal radiant damage to a creature with a spell of 1st level or higher (or Divine Smite), you can choose to reduce the damage by twice your proficiency bonus. If you do, the target must make a Wisdom saving throw (DC = 8 + your Wisdom modifier + your proficiency bonus). On a failed save, the creature is blinded until the start of your next turn.
You must choose to use this ability before you roll damage. You can use this feature a number of times equal to your proficiency bonus per long rest.
Bulwark of Conviction
Resolute and unyielding, you stand your ground against any force that seeks to move you— or those you protect.
Prerequisite: 5th level Paladin
Benefits:
-
Increase your Strength or Dexterity by 1, to a maximum of 20.
-
You have advantage on Strength (Athletics) and Dexterity (Acrobatics) ability checks saving throws made to resist being shoved or grappled, or escape a grapple. When a creature fails to shove or grapple you, you can use your reaction to deal radiant damage equal to 1/2 your level + your Charisma modifier.
Potent Smite
Your divine power strikes with greater force, overwhelming your enemies with radiant might.
Prerequisites: 5th level Paladin, Charisma 13 or higher
Benefit:
-
Increase your Wisdom or Charisma by 1, to a maximum of 20.
-
When you use your Divine Smite feature, you roll d10s instead of d8s for the radiant damage. This applies to each die normally rolled for Divine Smite, including the bonus die against fiends or undead.
Protective Echoes
Your magic is guided by ancestral intuition and subtle cues from unseen forces, shielding your body while your mind shapes the arcane.
Prerequisite: 1st level Paladin
Benefits:
-
Increase your Wisdom or Charisma score by 1, to a maximum of 20.
-
If you cast a spell on yourself or another that grants an AC bonus, damage resistance or causes enemy attacks to be made at disadvantage, while you concentrate on it you may take the Dodge action as a bonus action each round.
Shared Spell
Your protective magic extends instinctively to those beside you, and your presence reinforces the resolve of allies when they falter.
Prerequisites: 1st level Bard, Cleric, or Druid; or 2nd level Paladin
Benefits:
-
Increase your Wisdom or Charisma score by 1, to a maximum of 20.
-
Once per short or long rest, when you cast a single-target spell on yourself, you can also target one willing creature within 5 ft with the same spell, provided they are a valid target and the spell has no costly material component.
Smiting Shove
You can channel the force of your divine smite into a shove to drive your foes back or bring them low.
Prerequisite: 1st level Paladin
Benefit: When you take the Attack action, you can replace one of your attacks with a special shove fueled by divine power. As part of the shove attempt, you may expend a spell slot. If you do:
-
You add your Charisma modifier to the Strength (Athletics) check for the shove.
-
If the shove succeeds, the target takes radiant damage equal to 1d8, plus 1d8 for each level above 1st of the spell slot you expended.
You must declare the use of this feature before making the Athletics check.
Step Between Life and Death
When allies fall, you move with unwavering purpose to bring them back from the brink.
Prerequisite: 5th level Cleric or Paladin
Benefits:
-
Increase your Wisdom or Charisma score by 1, to a maximum of 20.
-
You can use this feature once per short or long rest. When a creature you can see within 30 ft of you drops to 0 hit points, you can use your reaction to move up to your speed toward that creature, without provoking opportunity attacks. If you end this movement within 5 ft of the creature, you can immediately use one of the following as part of the same reaction:
-
Cast a spell with a casting time of 1 action and a range of touch from the cleric or paladin spell list, or
-
Use your Lay on Hands feature to restore hit points to the fallen creature.
Unyielding Vanguard
You refuse to falter when wounded, enduring the worst of the battle through sheer divine resolve.
Prerequisite: 1st level Paladin
Benefit: When you are reduced to half your hit points or fewer, you can use your reaction to gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn. You can use this feature once per short or long rest.
Warcaster's Instincts
You've been burned, frozen, and disintegrated— but you're still standing. You've learned not just to endure magic, but to turn it against your enemies.
Prerequisites: 3rd level Cleric, Druid, Sorcerer, or Wizard
Benefits:
-
Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
-
Once per short rest, when you succeed on a Strength, Dexterity or Constitution saving throw against a spell of 1st level or higher, you can use your reaction to retaliate with disruptive force. The caster must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your spellcasting ability modifier) or take force damage equal to your level + your spellcasting ability modifier. They take no damage on a successful save.