Spell-less Paladin

Yunru

Banned
Banned
12--Divine Sense, Lay on Hands
224d8Fighting Style, Smite Dice
324d8Divine Health, Sacred Oath
424d8ASI
535d8Extra Attack
635d8Aura of Protection
735d8Sacred Oath Feature
835d8ASI
946d8Power Smite
1046d8Aura of Courage
1146d8Divine Smite
1246d8ASI
1357d8Spring of Life
1457d8Cleansing Touch
1557d8Sacred Oath Feature
1657d8ASI
1768d8Improve Smite Dice
1868d8Aura Improvements
1968d8ASI
2068d8Sacred Oath Feature
[TD="width: 86"] Level [/TD] [TD="width: 86"] Proficiency [/TD] [TD="width: 86"] Dice [/TD] [TD="width: 183"] Features [/TD]

Smite Dice:

Starting at 2nd level, you have a number of Smite Dice as described in the Paladin table. You can spend these dice on a variety of Smites when you hit a creature with an attack, but only one die per attack. At the end of a Short or Long Rest you regain any spent Smite Dice.
  • Flaming Smite: When you use this Smite, it deals fire damage equal to the Smite Die. At the start of each of its turns until a minute passes, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the effect ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.
  • Thunder Smite: Your weapon rings with thunder that is audible within 300 feet of you, and the attack deals extra thunder damage to the target equal to twice the Smite Die. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
  • Astral Smite: Your weapon gleams with astral radiance as you strike. The attack deals extra radiant damage to the target equal to the Smite Die, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until a minute passes.

Power Smite: Starting at 10th level, when you hit a creature with an attack, you can spend two dice per attack.

Spring of Life: You can cast the Aura of Life or Aura of Purity spell at its lowest level. Once you use this ability you can't use it again until you finish a Long Rest. Starting at 17th level, you regain use of this ability after you finish a Short or Long Rest.

Improve Smite Dice: Starting at 17th level, you can spend three dice per attack.


Nicht so keen on Spring of Life, but it's simpler than having it in non-spell form. The Smite does less at any one time, but is far more sustainable.
 

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Not sure if it is balanced or not, but looks good to me. I prefer doing more damage on an attack to making more attacks. This is a paladin I would be interested in playing.
 

What's your objective in writing a spell-less paladin? When people talk about wanting a spell-less ranger, it's usually because they don't picture the ranger as having magical abilities. But this paladin of course still has magical abilities, so you must have a different goal in mind.

Please don't take this as a challenge or objection; I'm genuinely curious. And knowing the objective tends to help in evaluating how well the objective was accomplished.

EDIT: I will say, though, that one thing you might want to look at is modifying the Sacred Oaths, since the Oaths in the PHB give bonus spells.
 
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