Paladin Guardian

Paladin Guardians are noble warriors who excel in protecting their allies with powerful area-of-effect buffs. They use their divine abilities to bolster the defenses and morale of their companions while delivering devastating smites to their enemies, ensuring victory through both protection and offense.

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Paladin Guardians are perfect for players who enjoy supporting their team while also being formidable in combat. Their AoE buffs enhance the party's survivability, making them invaluable in tough encounters. Players will find satisfaction in balancing between shielding allies and smiting foes with divine power.

Paladin Guardian Features By Level

Divine Smite

At 1st level, The first creature you hit on each of your turns with an attack takes extra damage equal to your Spellcasting modifier. The extra damage is Otherworldly; you choose the type of damage when you gain this feature.


You know all smite spells from the martial spell list.

Holy Light

At 3rd level, As a bonus action, You can heal yourself and all allies within 10 feet of you for (PM)d8 + SM. Enemies within 5 feet of you must succeed on a Fortitude saving throw or take Radiant damage equal to the amount you heal.

Aura of Divinity

At 7th level, You and allies within 10 feet of you can reroll 1d6 and keep the higher number on all attack rolls, skill checks, and saving throws. 

Aura of the Valiant Heart

At 9th level, You and allies within 15 feet of you gain temporary hit points equal to your Spellcasting modifier at the start of each of their turns. Allies in your aura including you, cannot be feared, charmed, or frightened while they have temporary hit points.

Lay on Hands

At 12th level, (Recharge 6) As an action, you can heal an ally for an amount equal to your Paladin level removing one crowd control. This can remove a 10th level of exhaustion from a recently fallen ally as long as it is used before combat ends.

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At 14th level, Placeholder

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At 17th level, Placeholder

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Paladin Guardian Features

Level 1

Divine Guidance

At 1st level, You and allies within 15 feet of you can add a d4 to all attack rolls, skill checks, and saving throws. In addition, your attacks deal an additional 1d6 + your Paladin level radiant damage on hit.


In addition, you know lesser smite and greater smite from the martial spell list.


When you cast a spell, you can make a History skill check (once per round).


The feature’s damage increases by 1d6 when you reach 6th level (2d6), 10th level (3d6), 14th level (4d6), and 18th level (5d6).

Level 3

Lay On Hands

At 3rd level, once every 3 rounds you can heal an ally for an amount equal to your paladin level, for 3 rounds the creature gains a bonus to saving throws equal to your proficiency modifier.

Level 7

Aura of the Valiant Heart

At 7th level, you and allies within 15 feet of you gain temporary hit points equal to your Charisma modifier at the start of each of their turns.

Level 11

Aura of Empowerment

At 11th level, you and allies within 15 feet of you gain a bonus to damage equal to your Charisma modifier on attack rolls. Allies heal for the additional damage dealt on hit.

Level 15

Blessings of the Gods

At 15th level, allies within 15 feet of you gain a bonus to Armor, Skill Checks, and Saving throws equal to your proficiency modifier.

Standard Gear

Optional Starting Equipment

Standard Starting Class Equipment

2 health potions.

A backpack with 10 rations, tent & bedroll, cooking utensils, mess kit, tinderbox, 3 torches, roper and a waterskin.


1 Uncommon Item.

Choose 1 armor and 1 accessory that your class is proficient in.

Choose 2 weapons your class is proficient in.

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