Legendary Classes

Welcome to Legendary Classes! The next major update for Legendary Player Characters, a supplement for Dungeons and Dragons 5th Edition that intends to give rules for buffing up players so one on one games (1 DM and 1 Player) is much more possible!

Now of course, let me start by saying the obvious: This class breaks all typical 5e balancing conventions, it should not be used in regular play, nor should it be compared to regular 5e classes.

Legendary classes are meant to make a single player worth the equivalent of 3 players (Without just tripling damage output and HP) So it's going to be significantly more powerful than the regular version of the class.

Why?

Why would you use this? Why would you play D&D with two people when it's meant for a larger group? There's a myriad of reasons really, but below are a few good ones.

  • It's easier to schedule and prepare for, instead of having to manage the schedules of six different people, you've reduced that total to two, making it much easier to arrange sessions for D&D.

  • This helps with protagonist syndrome... In a normal campaign, no one player should outshine the others, and you'll often hear horror stories of players who try to take the spotlight... In solo games with one player and one DM, that is not a problem! The singular player can shine as bright as they want without worry of making other players feel useless.

  • It can simply be a lot of fun. I've played solo games a lot with my partner, and before I began making Legendary Player Characters, it was... Really difficult to actually run encounters and make characters without things feeling really bad, because D&D isn't made for solo play.

Of course as mentioned, there's far more reasons than just those three. If you don't think you'd like this, then that's perfectly fine! Solo play isn't for everyone. I personally prefer it and that's just how I play the game, everyone plays in their own way.

For anyone else who prefers solo style or is interested in giving it a try, then this class and the full Legendary Player Characters document are right up your alley!


Legendary Player Characters

As mentioned to the left of this text, this is meant as a supplement for the Legendary Player Characters document. You can find the links to the full 168 page document below!

Google Drive

Homebrewery

It is not mentioned in the class specifically, but this class does still use Legendary Actions. Nothing has been changed about the Legendary Action rules from the LPC document, and the legendary actions you can choose for this class can be found at the end of this document!

Encounters

When calculating encounters for a player with this class, consider them to be equivalent to three characters of the same level.

I recommend using milestone leveling with this system, however if you do not and want to use XP, then you should reward a third of the xp they would normally gain (So they don't level rapidly)

If the PC is using Auric Emotions or Signs of Labors in tandem with this class, treat them as three and a half characters. If they are using both in tandem with this class, treat them as four characters.

Leveling

Legendary Classes are special, even aside from their increased power. Their maximum level has been increased from 20 to 30, and not only that-but every legendary class will have rules for leveling beyond 30. To an infinite amount.

Again I strongly recommend using milestone leveling, as I do not have a good experience total required for levels beyond 20 (Especially once you begin going into 31+)

You can find what features the Legendary class gains for every level beyond 30 on the same page that their legendary actions are listed.

Multiclassing

Assume the following for multiclassing:

  • You may multiclass as normal up to level 30.

  • Once you hit level 31, you begin receiving the Leveling Beyond 30 features for your particular class. You do not receive any features they would receive at an earlier level.

  • For example, a level 10 Legendary Rogue and level 20 Legendary Sorcerer wouldn't receive Legendary Sorcerer's 21-30 features when they begin leveling beyond 30, nor would they receive Legendary Rogue's 11-30 features.

Legendary Paladin
Level Proficiency
Bonus
Features Tenets
Sworn
Smites
Known
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Righteous Paradigm, Sacred Tenets, Semi Proficiencies 2
2nd +2 Aura, Smite, Spellcasting 2 2 2
3rd +2 Embodiment of Principle, Sect Teachings 2 2 3
4th +2 Ability Score Improvement 2 2 4 2
5th +3 Extra Attack 2 3 4 2
6th +3 Grand Aura, Paradigm Feature 2 3 4 3
7th +3 Legendary Ability Score Improvement 2 3 4 3
8th +3 Ability Score Improvement, 3 4 4 3 2
9th +4 Sect Teachings (2) 3 4 4 3 3
10th +4 Aspect Transformation, Paradigm Feature 3 4 4 3 3
11th +4 Divine Infusion (1d8), Embodiment Feature 3 5 4 3 3 1
12th +4 Ability Score Improvement 3 5 4 3 3 2
13th +5 Sworn Lethality (1d8) 3 5 4 3 3 2
14th +5 Grand Aura Improvement 4 5 4 3 3 3 1
15th +5 Legendary Ability Score Improvement,
Sect Teachings (3)
4 5 4 3 3 3 2
16th +5 Ability Score Improvement 4 6 4 3 3 3 2
17th +6 Extra Attack (2) 4 6 4 3 3 3 2 1
18th +6 Paradigm Feature 4 6 4 3 3 3 2 1
19th +6 Embodiment Feature, Sworn Lethality (2d8) 4 6 4 3 3 3 2 1
20th +6 Ability Score Improvement 5 6 4 3 3 3 2 1 1
21st +7 Sect Teachings (4) 5 7 4 3 3 3 2 1 1
22nd +7 Unyielding Aspect 5 7 4 3 3 3 2 1 1
23rd +7 Divine Infusion (2d8),
Legendary Ability Score Improvement
5 7 4 3 3 3 2 1 1 1
24th +7 Ability Score Improvement 5 7 4 3 3 3 2 1 1 1
25th +8 Sworn Lethality (3d8), Unyielding Aspect (2) 5 7 4 3 3 3 2 1 1 1
26th +8 Grand Aura Improvement, Paradigm Feature 6 8 4 3 3 3 2 1 1 1 1
27th +8 Embodiment Feature, Sect Teachings (5) 6 8 4 3 3 3 3 1 1 1 1
28th +8 Ability Score Improvement, Unyielding Aspect (3) 6 8 4 3 3 3 3 1 1 1 1
29th +9 Extra Attack (3) 6 8 4 3 3 3 3 2 1 1 1
30th +9 Paragon of Belief 6 8 4 3 3 3 3 2 2 1 1
Paladin Ability Score

Upon gaining this class, you must select your Paladin Ability Score. This score can be either Wisdom or Charisma.

Paladin Modifier

If something refers to your Paladin Modifier, then that means it is referring to the modifier of your Paladin Ability Score.

For example if your Paladin Ability Score was Charisma and your Charisma score was 17, your Paladin Modifier would be +3.

Class Features

Your Class gains the following features

Hit Points


  • Hit Dice: 2d10
  • Hit Points at 1st Level: 20 + two times your Constitution modifier
  • Hit Points at Higher Levels: 2d10 (11) + two times your Constitution modifier per Paladin level after 1st.

Proficiencies


  • Armor: Light Armor, Medium Armor, Heavy Armor, Shields
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: None

  • Saving Throws: Strength/Charisma (Choose 1), Constitution/Wisdom (Choose 1)
  • Skills: Choose 2 from Acrobatics, Athletics, History, Insight, Intimidation, Medicine, Persuasion and Religion

Righteous Paradigm

1st/6th/10th/18th/26th Level Feature

Upon gaining this class, you choose a Righteous Paradigm that you follow, which represents your way of fighting. Your choice grants you features at certain levels in the Paladin class, as indicated in the Paladin class table. The options can be found later in this document.

Sacred Tenets

1st Level Feature

You have begun to swear tenets that dictate what code you follow as a Paladin. You start by swearing 2 tenets, the options of which can be found later in this document. You swear more tenets as you reach certain levels in the paladin class (As dictated in the Tenets Sworn column in the Paladin class table)

Tenets sworn grant you two benefits, one known as the Base Feature that grants you an always active boon. The other is known as the Aura Feature that amplifies your aura at 2nd level (You only gain your tenets Aura Feature once you reach 2nd level and gain your aura)

If you break a tenet (As detailed in the Breaking this Tenet section of the description) you lose all benefits of that tenet until you finish a long rest. If you break a tenet too many times in a short period of time, your DM may rule that you permanently lose that tenet and must select a new one to replace it.


Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Chain Mail, (b) Scale Male or (c) Leather Armor
  • (a) A Simple/Martial weapon and a shield or (b) 2 Simple/Martial weapons
  • (a) A light crossbow and 20 bolts or (b) 2 Simple weapons with the light property
  • (a) A dungeoneer's pack or (b) An explorer's pack





Semi Proficiencies

1st Level Feature

Choose a number of skills equal to the amount you normally get upon choosing your starting class (2 as a Paladin) you gain semi proficiency in these skills. Meaning you add half of your proficiency bonus (Rounded down) to checks made with them.

Additionally, choose one saving throw you lack proficiency in. You gain the same bonus to rolls made for that particular saving throw.

If you ever gain proficiency in a skill or saving throw you had semi-proficiency in, you may move your semi-proficiency to a new one of the same type.

You only gain this feature if Paladin is the first class you choose. You can not have two instances of this feature from separate classes.

Aura

2nd Level Feature

Your belief begins to manifest in an aura around you. This aura stretches out in an area 5-feet around you, and it gains special effects depending on your active Tenets. If a tenet is broken, your aura loses that tenets benefit until you restore your broken tenet.

The range of this aura increases by 5-feet every 4 Paladin levels you gain after receiving this feature.

Whenever you cast a spell or use an effect that affects an area around you (Such as the Crusader's Mantle or Spirit Guardian spells) You may choose to have the area they affect grow to match this auras size.

Smite

2nd Level Feature

You learn 2 smites of your choice, the available options detailed later in this document. You learn more smites at the levels indicated in the Paladin class table.

Whenever you hit with a melee weapon attack, you may expend a spell slot (The level of which is indicated in the smites description) to use the effects of the smite on the struck target. You may only use one smite per attack, but you may use smites on as many different attacks as you wish.

Whenever you gain a level in this class, you may replace one smite you know with another. If a smite requires expending a spell slot of a higher level than your highest level spell slot, you can not learn it.

Spellcasting

2nd Level Feature

You have learned to draw on divine magic through meditation and prayer just as a cleric does.

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 paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Paladin 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 prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Your spellcasting ability is the same as your Paladin Ability Score.


Spell save DC = 8 + your proficiency bonus +
your Paladin modifier

Spell attack modifier = your proficiency bonus +
your Paladin modifier

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your paladin spells.


Embodiment of Principle

3rd/11th/19th/27th Level Feature

Upon gaining this feature, you choose an Embodiment to represent yourself. This choice represents the type of paladin you are, and how you wield your powers. Your choice grants you features at certain levels in the Paladin class, as indicated in the Paladin class table. The options can be found later in this document.

Sect Teachings

3rd/9th/15th/21st/27th Level Feature

Whenever you gain this feature, you may choose a Combat Trait from the options listed later in this document. Some features have a level prerequisite, in order to choose that feature, you must have at least that many levels in the Paladin class.

Ability Score Improvement

4th/8th/12th/16th/20th/24th/28th Level Feature

When you gain this feature, 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. Alternatively, you can choose a feat.

When you reach 7th level and again at levels 15 and 23, you gain a Legendary Ability Score Improvement. You may either gain the benefits of a regular ASI as per the rules up above, or you may take a Legendary Feat, which are listed in the Legendary Player Characters document.

Extra Attack

5th/17th/29th Level Feature

You can attack twice, instead of once, whenever you take the Attack action on your turn.

When you reach certain levels in this class, the number of attacks you can make as part of your Attack action increases; at 17th level (3 attacks) and at 29th level (4 attacks)

Grand Aura

6th/14th/26th Level Feature

Upon gaining this feature, you must choose one of three Grand Auras. Your choice improves at levels 14 and 26.

Aura of Destruction

An aura to amplify yours and others destructive capabilities.

6th Level - You and all creatures of your choice within your auras range gain a bonus to all weapon damage rolls equal to your Paladin modiifer (Minimum of 1)

14th Level - You and all creatures of your choice within your auras range have your critical hit range increased by 1 (From 20 to 20-19 for example)

26th Level - You and all creatures of your choice within your auras range gain a bonus to all weapon attack rolls equal to your Paladin modiifer (Minimum of 1)

Aura of Protection

An aura to defend yourself and others against all kinds of harmful effects

6th Level - You and all creatures of your choice within your auras range gain a bonus to all saving throws equal to your Paladin modifier (Minimum of 1)

14th Level - Whenever you or another creature of your choice within your aura would make a saving throw to avoid damage and they would still suffer damage on a successful saving throw, they instead suffer no damage on a successful saving throw, and half damage on a failed saving throw.

26th Level - Once per turn when a creature would fail a saving throw within your aura, you may use your reaction to cause them to succeed. If multiple creatures within your aura made the saving throw at once, this applies to all of them.

Aura of Talent

An aura to bestow yourself and others with luck and skill.

6th Level Feature - You and all creatures of your choice within your aura gain a bonus to all ability checks equal to your Paladin modifier (Minimum of 1)

14th Level Feature - Whenever you or a creature of your choice within your aura would roll a 1 on an ability check, attack roll or saving throw, that creature can reroll the die, using the new result even if it is a 1.

26th Level Feature - Whenever you or a creature of your choice within your aura rolls a 20 on an ability check, they may roll another d20 and add its results to the ability check (This feature can keep triggering so long as the creature keeps rolling 20s)

Subsequent d20's do not add your modifier to the dice roll.


Aspect Transformation

Beginning at 10th level, you have begun to manifest aspects of your belief. You have a number of Aspect Fuel equal to your level in this class. At the start of your turn, you may expend one Aspect Fuel in order to enter your Aspect Transformation.

Your transformation automatically ends if you start your turn dead or at 0 HP.

When you start your turn while in your transformation, you must expend another Aspect Fuel in order to keep it going. If you do not expend this fuel or do not have any remaining, your transformation ends.

Whenever you finish a short rest, you regain expended Aspect Fuel equal to half your level in this class (Rounded down) When you finish a long rest, you regain all expended Aspect Fuel.

Transformation Benefits

You have a number of points equal to 1 + One third of your level in this class (Rounded down) Whenever you finish a long rest, you may distribute these points amongst the below boons to determine what effects you gain during your Aspect Transformation.

For every point put into a boon, you gain a +1 to that boons ability score and its maximum while transformed. You also gain an additional effect.

Boon of Charisma

You gain a bonus to all Charisma checks and saving throws equal to the number of points in this boon.

Boon of Constitution

For every point in this boon, choose a damage type other than Bludgeoning, Piercing or Slashing (You choose when you put the points in the boon) You gain resistance to the chosen damage type, if you already have resistance to it, you instead gain immunity.

Boon of Dexterity

All bludgeoning, piercing and slashing damage you take is reduced by 3 times the number of points in this boon.

Boon of Intelligence

You gain a bonus to all Intelligence checks and saving throws equal to the number of points in this boon.

Boon of Strength

Your carrying capacity is multiplied by 1 + the number of points in this boon.

Boon of Wisdom

You gain a bonus to all Wisdom checks and saving throws equal to the number of points in this boon.

Divine Infusion

11th/23rd Level Feature

You are so suffused with righteous might that all of your strikes carry divinity within them. Whenever you hit with a melee weapon, the struck target suffers an additional 1d8 radiant damage.

Upon reaching 23rd level, this damage is increased to 2d8.

Sworn Lethality

13th/19th/25th Level Feature

When you damage a creature with a Smite, you may cause the smite to deal an additional 1d8 damage, this damage is of the same type as the smites damage. Once you use this feature, you cannot do so again until you start of your next turn.

This only amplifies the initial damage of the smite, any secondary damage that occurs later is not amplified.

At 19th level, this increases to 2d8 additional damage. At 25th level, this increases to 3d8 additional damage.

Unyielding Aspect

22nd/25th/28th Level Feature

Choose Bludgeoning, Piercing or Slashing damage. While transformed by your Aspect Transformation, you have immunity to nonmagical damage of the chosen type, and resistance to the damage type in general.

At 25th level, you may choose another option from those three to gain these benefits for. At 28th level, you gain these benefits for the third and final damage type.

Paragon of Belief

30th Level Feature

You gain the following benefits:

  • At the end of each of each of your turns while you are not transformed by your Aspect Transformation, your regain one expended Aspect Fuel.

  • You gain a bonus to all saving throws equal to half your unbroken tenets sworn (Rounded down)

  • Once per turn when you hit with an applicable weapon attack, you may use a 1st level smite of your choice (You do not need to know the smite in order to use it) If you do so, you do not expend a spell slot in order to use this smite (It is considered to have had a 1st level spell slot expended for it) If you use this, you may still empower that weapon attack with another smite if you so wish.

Righteous Paradigm

A Paladins Righteous Paradigm is their subclass, and represents the way they fight in combat. They choose their paradigm at 1st level, and gain features then and again at levels 6, 10, 18 and 26

Subclasses

All subclasses can be found below

Bulwark (Page 9) - Paladins of this paradigm become the shield upon which their foes crumble.

Godbound (Page 10) - Paladins of this paradigm have taken on the powers of their deity much more closely than other paladins have.

Pugilist (Page 11) - Paladins of this paradigm arm themselves with ranged weaponry to smite from afar.

Sacred Blood (Page 12) - Paladins of this paradigm have been blessed with sacred blood, giving them sorcerous powers.

Spellblade (Page 13) - Paladins of this paradigm focus on casting more often and with greater intensity.

Warrior (Page 14) - Paladins of this paradigm enhance their martial abilities to an advanced level.


Embodiment of Principle

A Paladins Embodiment of Principle is not a subclass, rather it functions similarly to a Warlocks pact boon or a Clerics aspect of faith. This is a "secondary subclass" so to speak that represents the type of paladin you are, and how you choose to wield your powers. They choose their embodiment at 3rd level, and gains features then and again at levels 11, 19 and 27

It's important to keep in mind that it is very possible for a paladins embodiment to change. A paladin who falls from the way of virtue may claim the title of Blackguard or Oathbreaker when they were originally something else for example.

Embodiments

All embodiments can be found below

Avenger (Page 15) - Paladins of this embodiment are vengeful beings who seek revenge for themselves or others.

Blackguard (Page 16) - Paladins of this embodiment are evil and either serve dark masters or are the dark master themselves.

Exorcist (Page 17) - Paladins of this embodiment are hunters of the supernatural and seek to defend others from the cold grips of the extraplanar.

Goldguard (Page 18) - Paladins of this embodiment seek to facilitate free trade and the flow of gold, whether that flows to themselves or not depends on the paladin.

Greenknight (Page 19) - Paladins of this embodiment protect nature and wield its powers to protect it and the innocent.

Hellknight (Page 20) - Paladins of this embodiment are law enforcers that care about nothing more than quelling the fires of chaos.

Kingslayer (Page 21) - Paladins of this embodiment are revolutionaries and freedom fighters who lash out against corrupt regimes.

Oathbreaker (Page 22) - Paladins of this embodiment have broken their vows, whether for good or evil it does not matter, they now wield dark powers for their own desires.

Throneguard (Page 23) - Paladins of this embodiment are dedicated heavily to their kingdom or some other settlement, they are loyal followers to the leader of said settlement.

Paradigm of the Bulwark

It doesn't matter if you have an almighty blade that could cut down anyone in a single strike if you yourself get cut down in a single strike. The paradigm of the bulwark strives to make sure its paladins are the immovable object that which their foes break upon.

Skin of Steel

1st Level Feature

Whenever you suffer damage, you may use your reaction to expend a hit die. Roll it, adding your Constitution modifier as normal. You reduce the amount of damage taken by an amount equal two times the result rolled.

In addition to this feature, whenever you finish a long rest, you regain all expended hit die, rather than only half of them.

Durable Body

1st Level Feature

Upon receiving this feature your hit point maximum is increased by 2. Everytime you gain a Paladin level after receiving this feature, your hit point maximum is increased by an additional 2 points.

Holy Adaptation

6th Level Feature

Whenever you expend a spell slot of 1st level or higher for any purpose, you may gain resistance to a damage type of your choice other than bludgeoning, piercing or slashing.

The resistance gained from this feature lasts until the end of your next turn. If you expended a spell slot of 3rd level or higher, it instead lasts a number of minutes equal to the spell slots level.

Lasting Defense

10th Level Feature

You gain two additional reactions you can use each round, these additional reactions can only be used to use your Skin of Steel feature.

True Adaptation

18th Level Feature

When you expend a spell slot of 6th level or higher, instead of using Holy Adaptation you may instead use this ability.

You gain immunity to a damage type of your choice other than bludgeoning, piercing or slashing. This immunity lasts a number of rounds equal to half the spell slots level (Rounded up)

Adamantine Bones

26th Level Feature

You suffer no bonus damage from critical hits.


Paradigm of the Godbound

Paladins derive their power from their conviction and devotion to their cause, not from any specific deity. Paladins of this paradigm however have pledged themselves to a deity and carry out that deities will with zeal.

Lay on Hands

1st Level Feature

You gain the Lay on Hands combat trait, but instead of your pool being equal to 3 times your level, it is equal to 5 times your level. For ease of use, the ability is detailed below:

You have a pool of healing power 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.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Selecting the combat trait increases this pool by 5 times your level rather than 3 times your level.

Godsworn

1st Level Feature

You gain the Faith in the Divine tenet and it does not count against your tenets sworn. You do not lose its benefits if you break it (Or if you haven't broken it if you are an Oathbreaker)

Divine Conversion

6th Level Feature

As an action, you may choose a level of expended spell slot that you have (Such as 6th) You must expend a number of points from your Lay on Hands pool equal to 5 times the spell slots level, if you do, you regain one expended spell slot of that level.

Additionally as an action, you may expend a spell slot of any level to regain Lay on Hands pool points equal to 5 times the spell slots level.

Channel Divinity

10th/18th/26th Level Feature

You know 2 Channel Divinity options from the Cleric class. You have one Channel Divinity usage which you may use to fuel any of these options. Once you do so, you cannot do so again until you complete a long rest.

At 18th and 26th level, you learn an additional Channel Divinity option and gain one more usage of it.

The link to the Cleric classes homebrewery document can be found here.

Paradigm of the Pugilist

Weapons can be extremely useful when it comes to combat, in fact they are basically required... But you won't always have weapons, will you? Paladins who follow this Paradigm have sworn that their fists are mightier than any weapon, and they dedicate themselves to honing their unarmed abilities.

Brawler

1st Level Feature

You gain the following benefits:

  • Your unarmed strikes have a damage die of 1d4, every 4 Paladin levels you gain after receiving this feature, the die increases by 1 step (From 1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, and 1d10 to 1d12)

  • Whenever you make an unarmed strike while holding no weapon, shield or spellcasting focus, you gain a +2 bonus to the damage roll.

  • You may use your Strength modifier instead of Dexterity for the purposes of calculating your AC.

  • Upon reaching 6th level in the Paladin class, your unarmed strikes are considered to be magical for the purposes of overcoming resistances and immunity to damage.

Athletes Physique

1st Level Feature

You gain proficiency in the Athletics skill, if you already had this proficiency you instead gain expertise.

Additionally, you have advantage on saving throws against gaining exhaustion nonmagically.


Beat Down

6th Level Feature

When you take the attack action and your only weapon attacks are unarmed strikes, you may make an additional unarmed strike as apart of the same action.

Infused Body

10th Level Feature

While under your Aspect Transformation, your divine infusion damage die is a d12 instead of a d8. This only applies if the attack was an unarmed strike.

Self Defense

18th Level Feature

When a creature within 5-feet of you hits you with a melee attack, you may use your reaction to make an unarmed strike against them.

You are unable to use any smites you know for this unarmed attack.

Wild Holy Blow

26th Level Feature

Once per round when you use a Smite you know on an unarmed strike, you may use the maximum damage possible for the smite instead of rolling.

If you do so, melee attack rolls have advantage on you until the start of your next turn.

Paradigm of the Sanctified

Divine magic courses through your veins like a flood, emulating the fire that courses through a sorcerers veins. Paladins of this paradigm gain sorcerous abilities which they use in tandem with their martial skills.

Divine Manifestation

1st Level Feature

You learn 2 Arcane Manifestations of your choice from the Sorcerer class. You may use them as a Sorcerer would. Your Manifestation Range if 5-feet. If the range of your aura is greater than this, use the range of your aura instead.

The link to the Sorcerer classes homebrewery document can be found here.

Sorcery Points

1st Level Feature

You have a pool of Sorcery points equal to two times your level in this class, you may use these points to empower your Arcane Manifestations as a Sorcerer would, and you may also use them to fuel later features from this subclass.

You regain all expended Sorcery points upon completing a long rest.

Metamagic

6th Level Feature

You learn two Metamagic options from the Sorcerer class. You may use them as a Sorcerer would, expending your Sorcery points to fuel them.

Flowing Manifestation

10th Level Feature

Once per round, when you use a Smite you know, you may trigger an Arcane Manifestation of your choice. You are unable to empower this manifestation with Sorcery points however.

Mighty Flow

18th Level Feature

When you use Flowing Manifestation, the manifestation used is considered to have been empowered with a number of Sorcery points equal to the level the smite was used at.

Unlimited Flow

26th Level Feature

You may now use Flowing Manifestation as many times per round as you wish (You still cannot empower them with Sorcery points however, excluding Mighty Flow)


Paradigm of the Spellblade

Divine magic runs through all paladins, not all make use of it to its fullest, but it is there for all... Paladins apart of this paradigm however? They seek to explore this nature of themselves to its fullest, to get the most out of their magic that they possibly can.

Unleashed Miracles

1st Level Feature

When you take the attack action, you may also cast a paladin spell that has a casting time of 1 action and cast it as apart of the same action.

If you cast a spell through this feature, you must expend two slots of the level at which you wish to cast it at-not just one.

You can only cast cantrips using this feature a number of times equal to your Paladin modifier (Minimum of 1) You regain all expended uses upon completing a long rest.

Expanded Magic

1st Level Feature

Whenever you would learn a Paladin spell, you may also choose from the Cleric spell list. These spells are still considered Paladin spells for you.

Additionally, you learn 2 cantrips of your choice from any classes spell list. They are considered Paladin spells for you. Whenever you gain a level in this class, you may exchange one or both of the cantrips for other cantrips.

Holy Recovery

6th Level Feature

When you finish a short rest, you may regain any number of expended spell slots with a collective level no greater than your proficiency bonus.

Once you use this feature, you may not do so again until you complete a long rest.

Fast Prayer

10th Level Feature

As an action you may swap one Paladin spell you have prepared for another of your choice.

You may use this feature a number of times equal to your Paladin modifier (Minimum of 1) You regain all expended uses upon completing a long rest.

Improved Holy Recovery

18th Level Feature

The collective level of spell slots you can recover with Holy Recovery is now equal to two times your proficiency bonus.

Restorative Magic

26th Level Feature

Whenever you expend a spell slot for any purpose, you recover HP equal to 3 times the spell slots level.

Paradigm of the Warrior

Every paladin is a warrior in one way or another, but those who declare themselves apart of this paradigm..? They go above and beyond. Training themselves to be the pinnacle of martial combat.

Martial Mastery

1st Level Feature

You learn three maneuvers of your choice from the Fighter class and have three mastery die that you can use to fuel these maneuvers.

You may apply a maneuver to any weapon attack you make, however you can only apply one maneuver per attack. To use a maneuver, you must expend a mastery die and roll it. You regain all expended mastery die upon completing a short or long rest.

If a maneuver has a DC, the DC is equal to 8 + Your Strength or Dexterity mod + Your proficiency bonus.

Whenever you gain a level in this class, you may exchange one maneuver you know for another.

All other rules can be found in the full Legendary Fighter class document.

Better Learning

6th Level Feature

You gain two more mastery die and learn two new maneuvers from the Fighter class.


Superior Combat

10th Level Feature

Your mastery die are now d6's instead of d4's. You also learn two maneuvers of your choice from the Fighter class.

Growth of Combat

18th Level Feature

Your mastery die are now d8's instead of d6's, you also gain two additional mastery die.

Master of Combat

26th Level Feature

Your mastery die are now d10's instead of d8's, and you learn 1 advanced maneuver of your choice.

You ignore the weapon tier requirement for this maneuver, however you must be using the weapon type required to use it.

Fighter Class

For ease of access, below you can find the links to the Legendary Fighter class which contains all of the maneuvers you may choose!

Homebrewery

Google Drive

Avenger Embodiment

Recommended Alignment: Any

It is said that when you embark on a journey of revenge, you should dig two graves. Paladins of this embodiment have recognized that they'll need to dig a lot more graves than that because they intend to kill a lot of people. These paladins are sworn to revenge and will stop at nothing to achieve it.

Declare Nemesis

3rd Level Feature

As a bonus action, you may either speak out the name of a creature you are aware of, or you can choose a creature within your line of sight. Regardless of which one you chose, that creature becomes your Nemesis. You gain the following benefits against your Nemesis:

  • All of your weapon attacks against them deal 1d6 additional damage. You also gain this bonus damage against any creature loyal or who serves your Nemesis.

  • As a bonus action once every hour, you may learn their exact location provided you are on the same plane of existence. If you are not on the same plane of existence, you learn which one they are on.

  • You have advantage on checks made to track them or intimidate them.

A creature remains your Nemesis until they die or you declare a new one. If you declare a new one while your old one lives, you suffer a number of d6's in psychic damage equal to the original Nemesis' CR/Level. This damage cannot be reduced by any means.

Bonus Tenet

3rd Level Feature

Choose a tenet from the list below, the chosen tenet does not count against your tenets sworn. Otherwise, it functions exactly as your tenets normally would.

Bonus Tenet Options: Actions over Promises, Be Fearless, Break the Chains, Devoted to a Grander Cause, Ends Justify the Means, Eye for an Eye, Fight the Greater Evil, Give no Mercy, Hide no More, Oppose Inequality and Threat to All.


Aspect of the Avenger

11th Level Feature

While transformed by your aspect, you gain the following features:

  • Wings sprout from your back, granting you a flying speed equal to two times your walking speed.

  • When a creature enters your aura for the first time on their turn or starts their turn in it, they must succeed on a Wisdom saving throw or be Frightened until it takes damage or 1 minute passes (Whichever comes first)

  • You have advantage on attack rolls against frightened creatures.

Relentless Avenger

11th Level Feature

When you hit a creature with an attack of opportunity, you can choose to follow the creature. For the rest of the current turn, whenever the creature who you struck moves, you may choose to move as well, following 5-feet behind them.

You can only follow natural movement with this however, you cannot follow teleportation or similar abilities using this feature.

Against the Whole World

19th Level Feature

When your Nemesis or a creature loyal to them hits you with an attack, you may immediately make a weapon attack against them. Against your Nemesis, this can only trigger once per round. Against any other creature, this cannot be used against them until you complete a long rest.

Order of Importance

27th Level Feature

You can now have as many Nemesis declared at once as you wish, however, when you declare a Nemesis, you can choose for them to be your Ultimate Nemesis. You can only ever declare one Ultimate Nemesis. You gain the following benefits against your Ultimate Nemesis:

  • All of your weapon attacks against them deal 4d6 additional damage.

  • You always know their exact location, regardless of what plane each of your are on.

  • If you kill them, they can never return to life. Conversely however, if they kill you, you can never return to life.

Blackguard Embodiment

Recommended Alignment: Any Evil

While an Oathbreaker can break their tenets for good reasons, these paladins maintain their tenets but wield them in wicked ways. They corrupt the pure tenets into nefarious ones, and they wield the evil tenets with perverse joy. This embodiment is perfect for the archetypal evil paladin.

Dark Touch

3rd Level Feature

You have a pool of energy equal to 10 times your Level in this class. Whenever you hit a target with a weapon attack or as a bonus action while touching a creature or object, you may expend a number of points from this pool no greater than 3 times your level in this class.

The target of the weapon or touch suffers additional necrotic damage equal to the expended points. If the target was an object, this damage is doubled, and it cannot be immune or resistant to the damage.

This pool replenishes upon completing a long rest.

Bonus Tenet

3rd Level Feature

Choose a tenet from the list below, the chosen tenet does not count against your tenets sworn. Otherwise, it functions exactly as your tenets normally would.

Tenet Options: Be Extraordinary, Douse the Flame of Hope, Dignity and Grace, Eye for an Eye, Give no Mercy, Hone the Body, Never Fall, Nothing is Free, Rule with an Iron Fist and Strength Above All.


Aspect of the Blackguard

11th Level Feature

While transformed by your aspect, you gain the following features:

  • Damage you deal cannot be healed by any means except completing a long rest.

  • For every 1 point expended from your Dark Touch pool, you deal 2 damage instead of 1.

  • You have resistance to nonmagical bludgeoning, piercing and slashing damage. Damage from silvered weapons ignores this resistance.

Vile Blade

11th Level Feature

Whenever you use a Smite, you may convert all of the damage to necrotic damage (Even if it already dealt necrotic damage) If you do so, your attack deals an additional 2 necrotic damage for every damage die the smite had (This only applies to the initial damage, not any subsequent damage)

Unholy Defense

19th Level Feature

You have resistance to bludgeoning, piercing and slashing damage. If you are transformed by your Aspect, you gain immunity to nonmagical bludgeoning, piercing and slashing damage. Damage from silvered weapons ignores both the resistance and immunity.

Once you gain the Unyielding Aspect feature and apply it to a damage type, silvered damage no longer ignores your resistance/immunity to that damage type.

Diabolical Damage

27th Level Feature

Whenever you deal necrotic damage, you can instead turn it into a special damage type known as Diabolical Damage. No creature can be resistant or immune to diabolical damage, nor can they reduce it by any means.
















Exorcist Embodiment

Recommended Alignment: Any

The supernatural is both powerful and dangerous, innocent people often get caught in the crossfire of their destructive path. Paladins who embody the exorcist hunt down and slay fiends, aberrations, undead and all other sorts of extraplanar monsters.

Otherworldly Exterminator

3rd Level Feature

Whenever you hit an Aberration, Celestial, Elemental, Fey, Fiend or Undead with a melee weapon attack, you may use a Smite you know without expending a spell slot.

The chosen smite must have a minimum level of 1st, and you are considered to have expended a 1st level spell slot for it.

You may use this feature a number of times equal to your Paladin modifier (Minimum of 1) You regain all expended uses upon completing a long rest.

Bonus Tenet

3rd Level Feature

Choose a tenet from the list below, the chosen tenet does not count against your tenets sworn. Otherwise, it functions exactly as your tenets normally would.

Tenet Options: Actions over Promises, Be Extraordinary, Be Fearless, Devoted to a Grander Cause, Encourage Innocence, Fight the Greater Evil, Hide no More, Life is Sacred, Never Fall, Resist Temptations, Remain Vigilant, Rip and Tear, Shelter the Light, Spark Hope and Threat to All.
















Aspect of the Exorcist

11th Level Feature

While transformed by your aspect, you gain the features detailed below against the following creature types: Aberrations, Celestials, Elementals, Fey, Fiends and Undead.

  • Creatures of the affected creature types have disadvantage on attack rolls against you.

  • You cannot be charmed, frightened or possessed by a creature of an affected creature type (If you already were, the effect immediately ends)

  • Creatures of the affected types suffer an additional 1d12 damage whenever you use a Smite against them.

Otherworldly Experience

11th Level Feature

Whenever you finish a short or long rest, you may gain the benefits of the Protection from Evil and Good spell until you complete a short or long rest (Ignoring the usual 10 minute duration)

You choose which creature type it affects upon completing the rest. The spell does not require concentration when gained through this feature, however it can still be dispelled.

Superior Exteriminator

19th Level Feature

When using Otherworldly Exteriminator, you may now use any smite with a minimum level of 2nd or 3rd.

Additionally, all smites used from Otherworldly Exteriminator are considered to have had a spell slot of 3rd level expended for their usage, rather than 1st.

True Banisher

27th Level Feature

You learn the Banishment spell and it does not count against your spells known, you also learn Banishing Smite and it does not count againast your smites known.

Whenever you use Banishing Smite, you always banish a creature to a harmless demiplane regardless of their HP (Otherworldly creatures can still only be banished to their home plane of existence if they are reduced to half their hit point maximum or less by the smite)


Goldguard Embodiment

Recommended Alignment: Any Lawful/True Neutral

Gold keeps not just the world turning, but the whole multiverse turning. Nearly every plane of existence has some sort of currency, and paladins of this embodiment seek to make sure that commerce flows properly.

Greedy Strikes

3rd Level Feature

For every item you are attuned to, you gain a +1 bonus to attack and damage rolls.

Bonus Tenet

3rd Level Feature

Choose a tenet from the list below, the chosen tenet does not count against your tenets sworn. Otherwise, it functions exactly as your tenets normally would.

Tenet Options: Be Extraordinary, Devoted to a Grander Cause, Dignity and Grace, Hone the Body, Law is Final, Never Fall, Nothing is Free, Resist Temptations, Remain Vigilant, Seek Knowledge and Think Before you Act.

Aspect of the Goldguard

11th Level Feature

While transformed by your aspect, you gain the following features:

  • When you enter your transformation or as a bonus action on subsequent turns, you may choose one magic item within your aura. That magic item has its magical effects suppressed until you use this feature again or you are no longer transformed by your aspect. You cannot suppress the effects of an artifact or sentient item.

  • When you enter your transformation and at the start of each of your turns while transformed, you gain 1 temporary hit point for every 10 gold on your person or within your aura. The temporary hit points gained cannot exceed double your Paladin level.


Personal Stash

11th Level Feature

You gain access to a personal demiplane that you may deposit any coins you have on your person into. Only coins can exist within the demiplane, nothing else can enter it. No creature can access the demiplane nor steal from it. If you die, a portal to the demiplane opens in a space within 5-feet of your body, and remains open until it is empty or you return to life.

Whenever you make a transaction, you may immediately pull out the needed gold from your demiplane provided there is enough in there.

Gold Magic

19th Level Feature

As an action, you may regain an expended spell slot by expending gold pieces equal to fifty times the spell slots level multiplied by itself (1st level would be 50 gold, 2nd level would be 200 gold, 3rd level would be 450 gold, ect)

The gold pieces must be on your person or within your Personal Stash.

Attunement Tax

27th Level Feature

As an action, you may touch a magic item of legendary rarity or lower that no creature is attuned to and attune to it without using an attunement slot. If you do so, you must immediately pay an amount of gold based on the items rarity (Refer to the table below)

You must also make this payment at the end of every hour, if you are unable to do so/you refuse to do so, your attunement ends.

Attunement Tax
Item Rarity Gold Cost
Common 1 gold piece
Uncommon 100 gold pieces
Rare 1500 gold pieces
Very Rare 5000 gold pieces
Legendary 10,000 gold pieces

The gold pieces must be on your person or within your Personal Stash.

Greenknight Embodiment

Recommended Alignment: Any Good

Paladins of this embodiment care little for abstract concepts like honor or justice, rather they care deeply for resonant sentiments like joy, kindness and beauty. Some also refer to this as the "Fey Knight" or "Horned Knight" embodiment, due to the fey powers many of this embodiment wield.

Ancient Vines

3rd Level Feature

As a bonus action, you may cause spectral vines to extend and attempt to ensnare a creature within your aura. That creature must succeed on a Strength or Dexterity saving throw (Its choice) or be Restrained until the end of its next turn.

Bonus Tenet

3rd Level Feature

Choose a tenet from the list below, the chosen tenet does not count against your tenets sworn. Otherwise, it functions exactly as your tenets normally would.

Tenet Options: Battle the Plague, Be Fearless, Compassion for All, Encourage Innocence, Life is Sacred, Never Fall, Shelter the Light, Spark Hope, Take Responsability, Think Before you Act and Words of Virtue.

Aspect of the Greenknight

11th Level Feature

While transformed by your aspect, you gain the following features:

  • When you use Ancient Vines, you may target a number of creatures within your aura up to your Paladin modifier (Minimum of 1) You can target the same creature multiple times, if you do so, the DC is increased by 4 for each time you targeted them beyond the first.

  • At the start of each of your turns, you regain hit points equal to half your Paladin level (Rounded down)

  • Paladin spells of a level equal to or lower than your proficiency bonus that have a casting time of 1 action may be cast as a bonus action instead.


Aura of Warding

11th Level Feature

You and all creatures of your choice within your aura have resistance to damage from spells.

Timeless Body

19th Level Feature

You stop aging altogether, you suffer none of the drawbacks of old age, cannot be aged magically and you cannot die of old age.

Additionally, when you suffer damage from a weapon attack, you may reduce all damage taken to 0. You may do so a number of times equal to your Paladin modifier (Minimum of 1) You regain all expended uses upon completing a long rest.

Natures Champion

27th Level Feature

All creatures with the Beast or Plant creature type are friendly to you. You can communicate with them even if they cannot speak a language, and they are willing to fight alongside you provided you are fighting a threat against nature.

This benefit also applies to good aligned fey.

Hellknight Embodiment

Recommended Alignment: Any Lawful

These paladins care little for good or evil, they care for one thing and one thing only: Law. These paladins wield the powers of the nine hells in order to enforce the fundamentls of law and order across the multiverse. Good Hellknights are incredibly rare due to the infernl powers they wield, but they do exist.

Hellfire Enchantment

3rd Level Feature

As an action, you may enchant a weapon you are holding with roiling hellfire, granting it the following benefits:

  • You cannot be disarmed of the weapon.

  • It deals additional fire damage on hit equal to your proficiency bonus + your Paladin modifier (Minimum of 1)

  • Damage it deals ignores resistance or immunity to bludgeoning, piercing and slashing damage.

Your weapon remains enchanted until you enchant a new weapon, you die, or you use an action to end the enchantment.

Bonus Tenet

3rd Level Feature

Choose a tenet from the list below, the chosen tenet does not count against your tenets sworn. Otherwise, it functions exactly as your tenets normally would.

Tenet Options: Actions over Promises, Be Extraordinary, Be Fearless, Dignity and Grace, Ends Justify the Means, Eternal Tests, Eye for an Eye, Fight Fair, Honor of Combat, Law is Final, Nothing is Free, Remain Vigilant, Rule with an Iron Fist and Strength Above All.


Aspect of the Hellknight

11th Level Feature

While transformed by your aspect, you gain the following features:

  • You can see through all darkness and dim light as if it were bright light, this works even through magical darkness.

  • You have resistance to nonmagical bludgeoning, piercing and slashing damage. Damage from silvered weapons ignores this resistance

  • Fire damage you deal ignores resistance to fire damage and deals 2 additional damage for every damage die the source of fire damage had.

Flame Wielder

11th Level Feature

When preparing Paladin spells, you may prepare any spell that deals fire damage. It is considered a paladin spell for you.

Additionally, if a weapon you are holding is enchanted with Hellfire Enchantment, you may use your action to end the effect to cast a spell you have prepared without expending a spell slot.

The spell you cast using this feature cannot be of a level equal to or greater than your proficiency bonus (So if your proficiency bonus was 4, you could only cast spells of 3rd level or lower)

Once you use this feature, you cannot reapply your Hellfire Enchantment until you complete a short or long rest.

Unholy Defense

19th Level Feature

You have resistance to bludgeoning, piercing and slashing damage. If you are transformed by your Aspect, you gain immunity to nonmagical bludgeoning, piercing and slashing damage. Damage from silvered weapons ignores both the resistance and immunity.

Once you gain the Unyielding Aspect feature and apply it to a damage type, silvered damage no longer ignores your resistance/immunity to that damage type.

True Hellfire

27th Level Feature

Whenever you deal fire damage, you can instead turn it into a special damage type known as Hellfire Damage. No creature can be resistant or immune to hellfire damage, nor can they reduce it by any means.















Kingslayer Embodiment

Recommended Alignment: Any Chaotic

Paladins who follow this embodiment are often freedom fighters or revolutionaries. They believe in freeing the oppressed and fighting against tyrannical rulership. Some also refer to this as the "Liberator Embodiment" Some may do what they do for the sheer chaos of it, but most due it for the good of others.

Bring it All Down!

3rd Level Feature

When you use a Smite on a creature of Large size or smaller, you may also force them to make a Strength saving throw against your spell save DC, causing them to fall prone on a failed saving throw.

Additionally, all damage you deal against objects or structures is doubled.

Bonus Tenet

3rd Level Feature

Choose a tenet from the list below, the chosen tenet does not count against your tenets sworn. Otherwise, it functions exactly as your tenets normally would.

Tenet Options: Actions over Promises, Be Extraordinary, Be Fearless, Blood of Companionship, Break the Chains, Devoted to a Grander Cause, Ends Justify the Means, Fight the Greater Evil, Never Fall, Oppose Inequality and Seek Knowledge.

Aspect of the Kingslayer

11th Level Feature

While transformed by your aspect, you gain the following features:

  • While in combat with two or more hostile creatures, you have advantage on attack rolls made against the creature with the highest CR (This does not function if there is a tie)

  • When a creature in your aura would be grappled, you can use your reaction to instead cause them to not be grappled, and deal a number of d8's in psychic damage equal to your proficiency bonus to the creature who attempted to grapple them.
















Recruitment

11th Level Feature

Whenever you directly convince a creature to join your cause (Such as from freeing them from imprisonment and asking them to join) You may choose any skill. You gain a +1 bonus to the skill, this bonus remains so long as the creature is still apart of your cause and is not dead (It is lost if they leave your cause or die)

In order to be a valid target for this ability, the creature must have a CR/Level equal to or greater than half your proficiency bonus (Rounded down)

A single skill cannot have a greater bonus from this feature than your proficiency bonus.

Regicide

19th Level Feature

For every 1000 creatures a creature claims to rule over/have power over, your critical hit range is increased by 1 against said ruler (From 20 to 19-20 for example) This increased critical hit range cannot exceed half your proficiency bonus (Rounded up)

Empowered by the Cause

27th Level Feature

For every +10 bonus to skill checks you have from Recruitment, you gain a +1 bonus to all saving throws (For example, if you had a +4 to Athletics, Deception, Persuasion, Stealth and Survival from Recruitment, that would total to a +20 total bonus, causing this feature to give you a +2 bonus to all saving throws)

Oathbreaker Embodiment

Recommended Alignment: Any

Those who frequently break the tenets they swore may find themselves embracing the powers of the oathbreaker. These powers are dark and wicked, but the paladin who wields them does not need to dark and wicked themselves. After all, the world is full of nuance, you can break tenets for good and kind reasons, that doesn't make you evil.

Lord of Shadows

3rd Level Feature

Your aura is draped in shadows, all bright light within your aura is instead dim light. Magical light cast at a level greater than your proficiency bonus ignores this effect. As an action, you may choose to suppress the effects of this aura, which remains suppressed until you take another action to bring it back.

Additionally, you are capable of commanding the shadows within your aura to attack. Once per round as either a bonus action or in place of a single weapon attack, you may cause the shadows to lash out at a target within your aura (You cannot make this attack if the shadows are being suppressed)

Make a melee spell attack against the target, that creature suffers a number of d10s in necrotic damage equal to your proficiency bonus. If this attack was made against a light source (Such as a magical torch or an object with a light spell cast on it) The spell ends if the attack hits.


Break the Bonds

3rd Level Feature

Unlike normal paladins who loses the power of their tenets if they break them-you only gain their benefits if you break them.

In order to benefit from a tenet, you must have broken it within the past 7 days. If you have not, you lose the benefits of it. As soon as you break that tenet, you regain its benefits.

At DM discretion you may both decide that this feature only applies to some of your tenets and not others (This could potentially be dangerous/game warping however, so apply this with caution)

Aspect of the Oathbreaker

11th Level Feature

While transformed by your aspect, you gain the following features:

  • You may make an attack using Lord of Shadows at the end of your turn, regardless of whether or not you already made an attack using the feature.

  • You and all creatures of your choice within your aura are draped in shadow. All attack rolls made against such creatures suffer a penalty equal to your paladin modifier (Minimum of 1) If a creature has Darkvision, this penalty is halved for them. If the creature does not rely on sight to attack or cannot see you in the first place, this penalty is not applied.

  • You have resistance to nonmagical bludgeoning, piercing and slashing damage. Damage from silvered weapons ignores this resistance.

Swath of Fear

11th Level Feature

When you hit a creature with your Lord of Shadows attack, instead of dealing damage, you may choose to cause them to be Frightened of you until the end of your next turn.

Unholy Defense

19th Level Feature

You have resistance to bludgeoning, piercing and slashing damage. If you are transformed by your Aspect, you gain immunity to nonmagical bludgeoning, piercing and slashing damage. Damage from silvered weapons ignores both the resistance and immunity.

Once you gain the Unyielding Aspect feature and apply it to a damage type, silvered damage no longer ignores your resistance/immunity to that damage type.

Ultimate Fear

27th Level Feature

When you cause a creature to be Frightened using Swath of Fear, you may also force them to make a Constitution saving throw. On a failed saving throw, they become Stunned until the end of your next turn.

Throneguard Embodiment

Recommended Alignment: Any Lawful/Neutral Good

In order for society to function, they need to have a strong leader. Paladins of this embodiment have pledged themselves to such a paladin leader, and they are instruments of said leaders will. Those who are loyal to this leader will find themselves an ally in this paladin.

Bound to the Throne

3rd Level Feature

Over the course of 1 minute, you may declare your allegiance to a creature within 30-feet of you who can see and hear you. Provided you made this declaration willingly and under no magical coercion, that creature can choose to accept your declaration. If it does, it becomes your Liege.

While your Liege is within your aura, you can redirect any damage they take to yourself. If this redirected damage would reduce you to 0 HP, your Liege suffers any excess damage.

While you are acting in a way that benefits your Liege (Such as killing monsters in their kingdom, or actively protecting them or their subjects) you have a bonus to all ability checks and attack rolls equal to one third of your proficiency bonus (Rounded up, minimum of 1)

You can telepathically commune with your Liege provided you are on the same plane of existence.

You cannot declare a new Liege while your old one lives. If you betray your Liege, it is very likely you will need to switch embodiments (Likely to Oathbreaker)

Bonus Tenet

3rd Level Feature

Choose a tenet from the list below, the chosen tenet does not count against your tenets sworn. Otherwise, it functions exactly as your tenets normally would.

Tenet Options: Be Fearless, Blood of Companionship, Devoted to a Grander Cause, Eternal Tests, Fight Fair, Hide no More, Honor of Combat, Law is Final, Never Fall, Resist Temptations, Remain Vigilant, Rule with an Iron Fist, Take Responsability and Unmoving as the Mountain.

Aspect of the Throneguard

11th Level Feature

While transformed by your aspect, you gain the following features:

  • If you used your reaction during a creatures turn to make an attack of opportunity or cast a spell, you regain usage of your reaction at the end of that creatures turn.

  • When you or a creature of your choice starts their turn within your aura, you may cause them regain hit points equal to 2d6 + Your Paladin modifier (Minimum of 1) This healing does not trigger if they are at or above half their hit point maximum, and it cannot bring them above this threshold either.

  • You cannot be paralyzed or stunned.


Inescapable Guardian

11th Level Feature

When a creature enters your melee weapons reach for the first time on their turn, you may use your reaction to make an attack of opportunity against them.

Additionally, whenever you hit a creature with an attack of opportunity, they lose half of their remaining movement speed.

Aura of the Exalted

19th Level Feature

You and creatures of your choice within your aura have advantage on Death and Wisdom saving throws.

Your Sword and Shield

27th Level Feature

Your pledge to your Liege has grown extensively, granting the following benefits:

  • As a bonus action, provided you and your Liege are on the same plane of existence, you may teleport to an unoccupied space within 5-feet of them.

  • All damage you suffer as a result of redirecting it from your Liege is halved.

  • While you are acting in a way that benefits your Liege, you can treat any die roll on an ability check, attack roll or saving throw lower than 5 as if it were a 5.

Tenets

It is important to keep in mind that breaking your tenets is heavily subjective. For example if you ruin the hopes of bandits by not allowing them to rob you, that isn't breaking your Spark Hope tenet. A fair degree of common sense is needed when it comes to what is considered "Breaking a Tenet" and what isn't.

Some tenets directly contradict each other (Such as Douse the Flame of Hope and Spark Hope) Technically you are allowed to take ones that contradict each other, but it is ill advised since one of them will often end up being disabled.

Actions over Promises

Words only hold as much weight as you give them. They are meaningless if you are unable to act on them... Be known by your great deeds, not just empty promises.

Base Feature. Whenever you score a critical hit on an attack roll, you gain a Glory Point, you can have no more than 3 Glory Points at a time. Whenever you hit an attack, you may expend one Glory Point to turn it into a critical hit (This does not generate a Glory Point)

Aura Feature. Whenever a creature within your aura makes an attack roll, ability check or saving throw, you may expend one paladin hit die as a reaction to grant them advantage on the roll. If used on yourself, you do not require your reaction.

Breaking this Tenet. This tenet is broken when you make promises without taking proper moves to make good on those promises.

Battle the Plague

Disease can spread like wildfire and cause mass suffering with little effort, it is your job to defeat disease and prevent its spread.

Base Feature. As an action, you may touch a diseased creature or source of disease and immediately identify what the disease is called, and how dangerous it is on a scale from 1 to 10 (Your DM informs you of this)

If multiple diseases are present in what you are touching, this effects all of them.

Aura Feature. The effects of all disease within your aura are suppressed, ending any symptoms and the like. Nonmagical diseases that spend one consecutive minute within your aura are cured (Some diseases may require longer, up to DM discretion)

Magical diseases still have their effects suppressed, but they cannot be cured by your aura.

Breaking this Tenet. This tenet is broken when you make no effort to prevent the spread of disease, or actively spread disease yourself.


Be Extraordinary

What is the point of life if you cannot be stylish and otherwise breathtaking to behold? It is better to fight as flamboyantly and well dressed as possible than be clad in a foot of steel.

Base Feature. While wearing fine clothing (Worth 15gp or more) your AC is equal to 12 + Your choice of your Strength or Dexterity modifier. In order to gain this benefit, you cannot be wearing armor or wielding a shield.

Aura Feature. You and all creatures of your choice within your aura may add your Paladin modifier (Minimum of 1) to their AC. Creatures wearing armor or wielding a shield cannot benefit from this aura.

Breaking this Tenet. This tenet is broken when you favor efficiency over vanity, donning heavy armor or wearing unflattering things are examples of this.

Be Fearless

Fear is a weapon, but it is only as powerful a weapon as you allow it to be. By being brave against even the most threatening of foes, you strip them of this power.

Base Feature. When you succeed on a saving throw against being frightened, the creature who attempted to frighten you suffers a number of d6's in psychic damage equal to your Paladin modifier (Minimum of 1) that cannot be reduced by any means.

Aura Feature. You and all creatures of your choice within your aura have advantage on saving throws against being frightened, and cannot be frightened by a single source for longer than 1 minute.

Breaking this Tenet. This tenet is broken when you willingly act cowardly.

Blood of Companionship

Friendship is the strongest force in existence. To turn your back on a friend or break a vow you made is the darkest sin imaginable.

Base Feature. As an action, you may touch a willing creature and bind yourself to them. You both gain resistance to all damage, however, whenever one of you suffers damage, the other suffers the same damage (That cannot be reduced by any means)

This effect ends once one of you ends it (No action required) You are further than 60-feet apart from each other, or one of you dies.

Aura Feature. Whenever you make an attack roll against a creature within your aura, you gain advantage on the attack roll if there is an allied creature also within your aura.

Creatures of your choice within your aura have advantage on all attack rolls they make against creatures also within your aura.

Breaking this Tenet. This tenet is broken when you willingly break a promise or betray a friend.

Break the Chains

Creatures are born free and they must die free as well. Where there is slavery or discrimination, set them free. Where there is choking, brutal restrictions, loosen them.

Base Feature. If something nonmagical is causing you to be grappled or restrained, you can expend half of your maximum movement in order to escape the effect.

Aura Feature. As a bonus action, you may cause your aura to flare with liberating might. All creatures of your choice within your auras range that are restrained by nonmagical restraints (Such as rope or manacles) may immediately make an ability check of their choice to escape.

They have advantage on this check, and add two times your Paladin modifier (Minimum of 2) to the checks result.

They may also make this check if a creature is grappling or restraining them.

Breaking this Tenet. This tenet is broken when you take away someones freedom or make no effort to free those not free.

Compassion for all

Where kindness is lacked, show compassion and aid those in need. When someone is in desperate need of a second chance-give it to them.

Base Feature. Whenever you cast a spell slot of 2nd level or higher to restore hit points to a creature and you didn't regain any hit points from the spell, you may regain a spell slot of a level lower than the expended spell slot.

Aura Feature. As a bonus action, you may cause your aura to flare with assistance. Choose any number of creatures within your aura (Which may include yourself) Roll a number of d4's equal to the total number of creatures chosen, each creature gains temporary hit points equal to the total rolled (The number of d4's rolled cannot exceed your Paladin modifier, and it cannot be lower than 1)

An affected creature loses any remaining of these temporary at the start of their next turn.

Breaking this Tenet. This tenet is broken when you willingly are needlessly cruel to someone.

Douse the Flame of Hope

Hope is a powerful thing, it is not enough to merely defeat an enemy... You must show them there is no hope, you must destroy them so completely that they never wish to rise again.

Base Feature. When you hit a creature afflicted with any negative condition (Such as prone, stunned or frightened) with a melee weapon attack, you may reroll a number of damage dice up to your Paladin modifier (Minimum of 1) taking the new results rolled.

Aura Feature. No creature (Other than you) within your aura can gain temporary hit points.

Breaking this Tenet. This tenet is broken when you are overly merciful, or allow hope to flourish.


Devoted to a Grander Cause

You were born for your purpose, whatever that may be. You have renounced a normal life, and hold little to no earthly possessions, family, or honors.

Base Feature. You have a number of Cause Points equal to your proficiency bonus. When making an ability check, attack roll, or saving throw, you can expend one Cause Point to reroll it after seeing the result (But before knowing whether you succeed or not)

You must use the new result, however you can expend multiple Cause Points on a single roll. You regain all expended Cause Points upon completing a long rest.

Aura Feature. As a bonus action, you may cause your aura to flare with a force that resonates with your cause. All creatures of your choice within your aura (Including yourself) May immediately stand up from being prone.

Creatures who are grappled or restrained may immediately make a check or saving throw against the condition, potentially ending it.

Breaking this Tenet. This tenet is broken when you cling onto possessions that won't help your cause, or act in your own interests that aren't for your cause.

Dignity and Grace

You aren't a savage and you must make sure you always remain above that. You have a reputation to uphold after all.

Base Feature. You gain a bonus to Performance and Persuasion checks equal to your Paladin modifier (Minimum of 1)

Aura Feature. Whenever a creature within your aura fails a saving throw (Including yourself) You may use your reaction to grant them a bonus to the saving throw equal to your Paladin modifier (Minimum of 1) Potentially turning the failed saving throw into a successful one.

Breaking this Tenet. This tenet is broken when you act uncivilized.

Encourage Innocence

All life is born in an innocent and good state, but they are easily corrupted by the negativity around them. You must protect the innocence from being corrupted.

Base Feature. You have advantage on all checks made to determine when a creature is attempting to corrupt another creature. You also have advantage on checks made to convince creatures to not fall to corruption.

Examples of what this effects includes an honest creature being tempted with a bribe, a devil attempting to coerce someone into a contract, ect. This feature has no effect if a creature is already corrupt.

Aura Feature. You and all creatures within your aura are immune to being possessed. If a creature who is possessed enters your aura, the possession immediately ends, the creature possessing them appears in an unoccupied space within 5-feet of the creature they were possessing.

Breaking this Tenet. This tenet is broken when you take no action to prevent good from being corrupted.

Ends Justify the Means

It doesn't matter if you have to do horrible things on the path to achieving a grand goal. If people get hurt in the short term but they'll be better off in the long term, it's fine.

Base Feature. As a bonus action, you may attack yourself with your weapon, suffering its damage (You cannot reduce any of the damage you suffer by any means) The next attack you hit before the end of the current turn deals additional necrotic damage equal to the damage you dealt to yourself.

Aura Feature. When a creature within your aura suffers damage, you may use your reaction to grant them temporary hit points equal to half the damage they suffered. These temporary hit points last until the end of their next turn.

Breaking this Tenet. This tenet is broken when you let your conscious get in the way of doing what'll end in the greater good.

Eternal Tests

Every challenge is but another test to prove yourself, you must face these tests and hardships with courage, and encourage those around you to do the same.

Base Feature. Whenever you fail a saving throw, you gain a +2 bonus to all saving throws (This bonus can stack with itself) This bonus lasts for 1 minute or until you succeed on a saving throw, upon which this bonus returns to 0.

Aura Feature. As a reaction whenever a creature within your aura makes an attack roll, you can choose a number that does not exceed your proficiency bonus. The creature suffers a penalty to the attack roll equal to the chosen number, if the attack still hits, they deal additional damage equal to two times the chosen number.

You must use this feature before you see the result of the attack roll. If you use this feature on yourself, you do not need to expend your reaction in order to use it.

Breaking this Tenet. This tenet is broken when you willingly back off from a potential challenge.

Eye for an Eye

Everyone must face a punishment fit for their crime. Thieves may lose a hand, while a murderer would lose their life.

Base Feature. When a creature hits you with a weapon attack, you gain a +1 bonus to attack and damage rolls against them until the start of your next turn. This bonus can stack with itself.

Aura Feature. Whenever a creature within your aura inflicts the Blinded, Charmed, Deafened or Frightened condition on another creature within your aura, you may use your reaction to cause the creature who inflicted it to also gain the condition until the end of your next turn.

Breaking this Tenet. This tenet is broken when you inflict a punishment too tame or too extreme for a persons crime.


Faith in the Divine

As long as you believe in your god and their plans, things will turn out alright.

Base Feature. Choose a Holy Pledge from the Cleric class (Homebrewery Link Here) You gain that pledge and all its benefits. If a pledge refers to your Cleric level, you instead use your Paladin level. If a pledge refers to your Cleric modifier, you instead use your Paladin modifier.

Aura Feature. As a bonus action, you may cause your aura to flare with the majesty of your god. Each creature within your aura who worships a god but does not worship yours must succeed on a Wisdom saving throw or be Charmed or Frightened (Your choice) Until the start of your next turn.

Breaking this Tenet. This tenet is broken when you commit heresy against your deity or do not have faith in your deity.

Fight Fair

No matter the foe, it is not a true fight if you use underhanded tactics. If you are above them, you must do something to even the playing field.

Base Feature. You do not suffer bonus damage from critical hits, however your critical hits deal no bonus damage.

Aura Feature. All creatures within your aura (Including yourself) cannot have advantage nor disadvantage on attack rolls.

Breaking this Tenet. This tenet is broken when you fight underhandedly or don't give weaker foes some kind of advantage.

Fight the Greater Evil

When left with the decision to fight a lesser or greater evil, it is always right to choose the greater evil.

Base Feature. When a creature with a higher Level/CR than you forces you to make a saving throw, you may do so with advantage. You may do so a number of times equal to your Paladin modifier (Minimum of 1) You regain all expended uses upon completing a long rest.

Aura Feature. If there are two or more hostile creatures within your aura, your weapon attacks have bonus to damage rolls against the hostile creature with the highest Level/CR within your aura. This bonus is equal to one third of that creatures Level/CR (Rounded up, minimum of 1)

Breaking this Tenet. This tenet is broken when you choose to ignore a greater evil.

Give no Mercy

When facing those who would offer others no mercy, they should not receive mercy in turn.

Base Feature. Your critical hits deal triple damage instead of double damage.

Aura Feature. Creatures of your choice (Including yourself) within your aura have their critical hit range increased by 1 (From 20 to 20-19 for example)

Breaking this Tenet. This tenet is broken when you show mercy to those who do not deserve it.

Hide no More

Shapechangers and illusions are all across the world, those that would change or otherwise hide their form... They must be rooted out and revealed for the true people they are.

Base Feature. You have advantage on attack rolls against creatures capable of shapechanging and against creatures who have cast an illusion spell in the past minute.

Aura Feature. When a creature that is hidden by an illusion (Such as Disguise Self or Invisibility) or a shapechanged creature enters your aura for the first time on a turn or starts their turn there, they must succeed on a Charisma saving throw. On a failed saving throw, their illusion ends and they revert to the normal form (Whichever is applicable)

Creatures within your aura cannot veil themselves in illusions nor can they change their shape.

Breaking this Tenet. This tenet is broken when you change or disguise your own form in some way.


Hone the Body

Your body is like raw stone, it can be worked and worked and worked to eventually reach a much more perfect state.

Base Feature. You gain a bonus to Acrobatics and Athletics checks equal to your Paladin modifier (Minimum of 1)

Aura Feature. You and creatures of your choice within your aura have their jump distance tripled. Additionally, by expending 10-feet of their available movement as a bonus action, they may make a long or high jump. They can use the full distance of their jump without a running start, and this jump does not count against their movement (Aside from the inital movement cost)

Breaking this Tenet. This tenet is broken when you willingly let your body waste away and don't attempt to grow stronger.

Honor of Combat

Those who take up arms in war are worthy of being called sister or brother. Show immense respect to anyone who challenges you to martial combat.

Base Feature. Once per turn when you would miss a creature with an attack roll, you can choose to reroll the attack against them. If you do so, that creature has advantage on their next attack roll against you.

Aura Feature. As a bonus action, you may target a creature within your aura and pose a duel to them. The creature can choose whether or not to accept, they must accept entirely under their own free will.

If they accept, a duel begins. For the duration of the duel, your aura is centered on the point you initiated the duel, rather than on you. Neither of you can leave your aura. While the duel persists, you are both immune to all damage dealt by creatures other than the other participant. However, all creatures other than the participants also have immunity to damage dealt by the participants.

The duel ends if you both agree to end it, if one of you does not attempt to harm or damage the other on their turn, or if one of you is reduced to 0 HP.

Breaking this Tenet. This tenet is broken when you disrespect a warrior or fight in an underhanded way.

Law is Final

Laws are made to protect people and keep society functioning. To disobey the law is the worst sin imaginable.

Base Feature. You may take the dash action as a bonus action, you must end this movement closer to a ceature than you began it.

Aura Feature. As a bonus action, you may cast the Command spell on a creature within your aura without expending a spell slot.

Breaking this Tenet. This tenet is broken when you willingly disobey the law or allow someone to get away with disobeying it.

Life is Sacred

All life, no matter what they have chosen to do with it, is precious. To take away life for any reason is a dark sin.

Base Feature. Whenever you reduce a creature to 0 HP but do not kill them (Or they are stabilized by this tenets aura effect) You may gain temporary hit points equal to your proficiency bonus + your Paladin modifier (Minimum of 1)

Aura Feature. Creatures who fall to 0 HP within your aura are immediately stabilized (Including yourself) Creatures still die if they suffer enough death saving throws however (Often suffered by creatures damaging them while unconscious)

Breaking this Tenet. This tenet is broken when you willingly kill a creature.

Never Fall

If you fall, your cause falls with you, you must never allow that to happen.

Base Feature. When you would fall unconscious, you may gain one level of exhaustion or expend a spell slot of 5th level or higher (No action required) If you do so, you do not fall unconscious. If you fell unconscious via being reduced to 0 HP, you are brought to 1 HP.

Aura Feature. You and creatures of your choice within your aura ignore the effects of the first three levels of exhaustion. They suffer the effects of having four, five and six levels as normal. Even while at these levels however, they do not gain the debuffs of levels one, two and three

Breaking this Tenet. This tenet is broken when you are defeated in combat.

Not a Weapon

You are not a weapon to inflict carnage. You should strive to do as much good as possible while inflicting the least amount of possible harm.

Base Feature. You have advantage on all checks made to diffuse a situation and steer people away from violence.

Aura Feature. You and creatures of your choice within your aura have resistance to all damage. Creatures who have damaged another creature since the start of their last turn cannot benefit from this aura.

Breaking this Tenet. This tenet is broken when you willingly choose violence even when there may be other options.


Nothing is Free

Every act of kindness or favor you perform should not be free, you should always know well what your reward for the act will be, and decide whether it is worth it or not.

Base Feature. You have advantage on checks made to haggle or negotiate a transaction or deal. You also have advantage on checks made to determine if you are being scammed in a transaction or deal.

Aura Feature. When a creature within your aura makes an attack roll against you, they must expend a number of silver pieces equal to their proficiency bonus. These silver pieces must belong to them, however they do not need to be on their person. The silver pieces disintegrate.

If a creature does not pay this tithe, they have disadvantage on their attack roll.

Creatures who have abandoned material wealth and do not desire it are completely unaffected by this aura.

Breaking this Tenet. This tenet is broken when you perform a favor or act of kindness without any kind of payment in return.

Oppose Inequality

All are born equal, thus ideas such as racism and sexism fester on the world like a disease, you must stand against this inequality and fight for what is right.

Base Feature. When a creature who is racist or discriminatory (DM discretion) damages you, you may halve all of the damage taken from that instance. You may do so a number of times equal to your proficiency bonus, regaining all expended uses upon completing a long rest.

Aura Feature. Creatures who are racist or discriminatory (DM discretion) suffer radiant damage equal to your Paladin modifier (Minimum of 1) If they start their turn in your aura or enter it for the first time on their turn.

Breaking this Tenet. This tenet is broken when you act discriminatory in any way.

Resist Temptations

There are many temptations in the world that would attempt to stray you off of righteousness, you must ignore these temptations and push forwards with what is right.

Default Feature. When you succeed on a saving throw against being charmed, the creature who attempted to frighten you suffers a number of d6's in psychic damage equal to your Paladin modifier (Minimum of 1) that cannot be reduced by any means.

Aura Feature. You and all creatures of your choice within your aura have advantage on saving throws against being charmed, and cannot be charmed by a single source for longer than 1 minute.

Breaking this Tenet. This tenet is broken when you willingly give into a temptation that would betray your morals.

Remain Vigilant

When your senses falter is when your foes will go in for the kill, you must always remain on guard and ready to fight back.

Base Feature. You cannot be surprised and you have advantage on perception checks.

Aura Feature. You and all creatures of your choice within your aura gain a bonus to Initiative checks equal to your Paladin modifier (Minimum of 1)

Breaking this Tenet. This tenet is broken when you allow your enemies to surprise you.

Rip and Tear

Demons are a threat to the entire multiverse, it is your job to annihilate them wherever they can be found.

Base Feature. Once per round when you attack a fiend who is Grappled, Restrained or Stunned, provided the attack hits, it becomes a critical hit.

Aura Feature. Fiends within your aura who suffer a critical hit or take 30 or more damage from a single attack must succeed on a Constitution saving throw. On a failed saving throw, they become Stunned until the end of your next turn.

Breaking this Tenet. This tenet is broken when you do not take action against fiends.

Rule with an Iron Fist

Your word is absolute, there shall be no dissenters or rebellion against you. Those who obey your word should be rewarded, while those who disobey it should be punished.

Base Feature. You gain a bonus to Deception and Intimidation checks equal to your Paladin modifier (Minimum of 1)

Aura Feature. Creatures within your aura who have half their hit point maximum or less are considered Frightened of you (Which ignores any immunity to the condition they may have) While frightened of you from this feature, they can still move towards you, but do so at half their normal movement speed.

Breaking this Tenet. This tenet is broken when you willingly allow someone to disobey you and go unpunished.


Seek Knowledge

The mind is what makes us unique as people, you must seek to expand your mind and learn as much as you can.

Base Feature. You gain a bonus to Arcana, History and Investigation checks equal to your Paladin modifier (Minimum of 1)

Aura Feature. If there is a trap, secret passageway, compartment, or something important that is hidden within your aura, you are aware there is something hidden. You are not aware of what it is nor where it is precisely, simply that it is there.

Breaking this Tenet. This tenet is broken when you pass up an opportunity to learn.

Shelter the Light

There is beauty, goodness, love, laughter in this world... You must stand against the wickedness that would attempt to smother this and take it away.

Base Feature. As a bonus action, you may raise your defenses, halving all damage you take and deal. This lasts until you end it as a bonus action, or are incapacitated.

Aura Feature. Creatures of your choice within range of your aura (Excluding you) are immune to all damage. Once a creature affects another creature in any way (Whether it be an attack, spell, ect) This effect ends, and they cannot benefit from it again until they complete a short or long rest.

Breaking this Tenet. This tenet is broken when you willingly allow evil to harm the innocent without taking any actions to stop it.

Spark Hope

Where hope is lost, when everything seems bleak and impossible... Ignite the spark of hope within people, show them that there is no use in giving up.

Base Feature. Whenever you heal or grant temporary hit points to a creature other than yourself, the healing/temporary hit points are increased by an amount equal to half your Paladin modifier (Rounded down, minimum of 1) multiplied by the number of dice rolled.

Aura Feature. As a bonus action, you may expend a paladin hit die. Roll it and add your Paladin modifier to it (Minimum of 1) You and all creatures of your choice within your aura regain hit points equal to the total rolled.

Breaking this Tenet. This tenet is broken when you spread despair or ruin the hopes of people.

Stand Against the Extraplanar

This plane belongs to its inhabitants, not to those from other worlds seeking to break it.

Base Feature. You have advantage on Intimidation and Persuasion checks made against extraplanar creatures. You also have advantage on such checks made to convince others to rally against the extraplanar.

Aura Feature. Creatures within your aura cannot teleport or travel between planes unless you allow them to.

Breaking this Tenet. This tenet is broken when you ignore the actions of the extraplanar.

Strength Above All

Nothing matters more than ones strength. The weak should bow to the stronger ones, and if someone stronger rises to defeat them, they must rise to reclaim their throne.

Base Feature. Whenever you would make a Charisma check, you may use your Strength modifier for the check instead.

Aura Feature. Creatures with a Strength score less than yours treat your aura as if it were magical difficult terrain.

Breaking this Tenet. This tenet is broken when you allow weakness to blossom in people, or take no action against a weak leader.

Take Responsibility

Your actions have consequences, whether they be good or bad. It is your duty to accept these consequences and not run from them.

Base Feature. While telling the truth (And not embellishing it) You have advantage on checks made to make people believe you.

Aura Feature. Whenever a creature attempts to leave your aura, you may use your reaction to force them to make a Charisma saving throw. On a failed saving throw, they are incapable of leaving your aura until the end of your next turn.

If they are somehow forced out of your aura by a creature other than you (Such as another creature pushing them) They suffer a number of d6's in psychic damage equal to your proficiency bonus, but are otherwise outside your aura.

Breaking this Tenet. This tenet is broken when you attempt to deny responsibility for something you are responsible for.

Think Before you Act

Instincts and emotions are dangerous things to rely on, they can get you and those around you hurt. You must think before everything you do.

Base Feature. Whenever you make an Intelligence, Wisdom or Charisma saving throw, you can choose to do so at advantage. You may do so a number of times equal to your Paladin modifier (Minimum of 1) You regain all expended uses upon completing a long rest.

Aura Feature. You and creatures of your choice within your aura have advantage on checks made to maintain concentration on spells.

Breaking this Tenet. This tenet is broken when you act on instinct or emotion rather than logically.


Threat to All

You have sworn yourself against a specific kind of creature, and you must hunt them down to the ends of the earth to destroy them.

Base Feature. Choose a creature type other than humanoid or three humanoid races (Such as goblins, orcs and gnolls) The chosen creatures are your sworn enemy.

Your weapon attacks against your sworn enemy have a bonus equal to one third of your proficiency bonus (Rounded down, minimum of 1) and they deal an additional 1d6 radiant damage on a hit.

Aura Feature. Creatures within your aura who are your Sworn Enemy have disadvantage on all attack rolls they make.

Breaking this Tenet. This tenet is broken when you do not attempt to eliminate your sworn enemy.

Unmoving as the Mountain

When you make a decision, you should always stand by it. While some would call it being stubborn, you know it to be your belief in the decision you have made.

Base Feature. Whenever a creature would move you against your will or knock you prone, you can use your reaction to instead not move or fall prone. The creature who triggered this reaction immediately falls prone.

Aura Feature. Creatures of your choice within your aura (Including yourself) cannot be teleported against their will, nor can they be subjected to effects such as being banished.

Breaking this Tenet. This tenet is broken when you admit you were wrong about something you said in the past or go back on a past decision.

Words of Virtue

Words are a powerful thing, never use them for evil or to besmirch the good name of the truth.

Base Feature. You have advantage on checks made to discern lies and loopholes in ones words or writing, or perversions of the truth.

Aura Feature. Whenever a creature would attempt to lie within your aura, you may force them make a Wisdom saving throw. On a failed saving throw, their lie never comes out and they instead tell the truth. Once a creature succeeds on this saving throw, they are immune to it until they complete a short or long rest.

Breaking this Tenet. This tenet is broken when you willingly lie.

Smites

Below you can find the list of smites available to you to choose once you gain the feature at 2nd level. You may use a smite whenever you hit with a melee weapon attack (Including unarmed strikes)

In order to use a smite, you must expend a spell slot, some of which require a spell slot of a specific level or higher.

A smite is empowered when you use a spell slot of a higher level than their minimum to use it.

Banishing Smite

Minimum Slot Level. 5th

Your attack deals an additional 3d10 force damage to the target, if this damage reduces them to half their hit point maximum or lower, they are banished to a harmless demiplane. They are incapacitated while banished, and return to the space they previously occupied at the end of your next turn (Or in the closest unoccupied space if their previous space has since been occupied)

If the creature is not native to the plane of existence you are currently on and they would be banished by this effect, instead of a harmless demiplane they are sent to their home plane. A creature banished by this effect is unable to return to the plane they were banished from for 24 hours.

Empower. The target suffers an additional 1d10 force damage for each spell slot level beyond 5th. Additionally, the duration outsiders are prevented from returning to the plane they were banished from is increased. 7 days (6th level), 30 days (7th level), 365 days (8th level), or until you die (9th level)

Blinding Smite

Minimum Slot Level. 3rd

Your attack deals an additional 3d8 radiant damage to the target and they are Blinded until the end of your next turn.

Empower. The target suffers an additional 1d8 radiant damage for each spell slot level beyond 1st.


Branding Smite

Minimum Slot Level. 1st

Your attack deals an additional 1d8 radiant damage to the target and brands them until the end of your next turn. While a creature is branded, they shed dim light in a 5-foot radius around them and cannot become invisible.

Additionally while branded, the first attack made against them each turn is made with advantage.

Empower. The target suffers an additional 1d8 radiant damage for each spell slot level beyond 1st.

Distracting Smite

Minimum Slot Level. 4th

Your attack deals an additional 4d8 thunder damage to the target. If the target is concentrating on a spell, their concentration immediately ends.

Empower. The target suffers an additional 1d8 thunder damage for each spell slot level beyond 1st.

Divine Smite

Minimum Slot Level. 1st

Your attack deals an additional 2d8 radiant damage to the target. If the target is a fiend or undead, they suffer an additional 1d8 radiant damage.

Empower. The target suffers an additional 1d8 radiant damage for each spell slot level beyond 1st.

Explosive Smite

Minimum Slot Level. 2nd

Your attack deals an additional 2d8 fire damage to the target. All creatures other than you within 10-feet of the target suffer half of this fire damage.

Empower. The target suffers an additional 1d8 fire damage for each spell slot level beyond 2nd.

Jolting Smite

Minimum Slot Level. 1st

Your attack deals an additional 1d8 lightning damage to the target and they aren't able to use reactions until the end of their next turn.

Empower. The target suffers an additional 1d8 lightning damage for each spell slot level beyond 1st.

Lethargic Smite

Minimum Slot Level. 3rd

Your attack deals an additional 2d8 cold damage to the target and makes them lethargic until the end of its next turn. While lethargic, the targets speed is halved and it can only take an action or bonus action on its turn-not both.

Empower. The target suffers an additional 1d8 cold damage for each spell slot level beyond 3rd. For every three spell slot levels beyond 3rd, the lethargy lasts an additional round.

Melting Smite

Minimum Slot Level. 2nd

Your attack deals an additional 4d4 acid damage to the target. Additionally, the targets AC is reduced by 1 until the end of your next turn.

Empower. The target suffers an additional 2d4 acid damage for each spell slot level beyond 2nd. For every two spell slots levels beyond 2nd, the AC reduction is increased by 1.

Numbing Smite

Minimum Slot Level. 1st

Your attack deals an additional 1d8 cold damage to the target. Additionally, the target has its speed reduced by 10-feet until the end of its next turn.

Empower. The target suffers an additional 1d8 cold damage and its speed is reduced by an additional 5-feet for each spell slot level beyond 1st.

Profane Smite

Minimum Slot Level. 1st

Your attack deals an additional 2d8 necrotic damage to the target. If the target is a celestial or fey, they suffer an additional 1d8 necrotic damage.

Empower. The target suffers an additional 1d8 necrotic damage for each spell slot level beyond 1st.

Searing Smite

Minimum Slot Level. 1st

Your attack deals an additional 1d6 fire damage to the target and ignites it. While ignited, the target suffers 1d6 fire damage at the start of each of their turns. This lasts until the target or a creature within 5-feet of them uses their action to put out the fire, or if some other effect douses the flames (Such as being submerged in water)

Empower. For every even leveled spell slot beyond the first, the initial damage is increased by 1d6. For every odd leveled spell slot beyond the first, the ignition damage is increased by 1d6.

Siphoning Smite

Minimum Slot Level. 1st

Your attack deals an additional 1d8 necrotic damage to the target. You recover hit points equal to half the necrotic damage dealt (Rounded down)

Empower. The target suffers an additional 1d8 necrotic damage for each spell slot level beyond 1st.

Staggering Smite

Minimum Slot Level. 4th

Your attack deals an additional 4d6 psychic damage to the target. The target also suffers disadvantage on all attack rolls, ability checks and saving throws until the end of its next turn.

Empower. The target suffers an additional 1d6 psychic damage for each spell slot level beyond 1st.

Terrifying Smite

Minimum Slot Level. 1st

Your attack deals an additional 1d6 psychic damage to the target and they are Frightened of you until the end of their next turn.

Empower. The target suffers an additional 1d6 psychic damage for each spell slot level beyond 1st.

Thunderous Smite

Minimum Slot Level. 1st

Your attack deals an additional 1d6 thunder damage to the target and pushes them up to 10-feet away from you in a straight line.

Empower. The target suffers an additional 1d6 thunder damage and may be pushed up to 10-feet further away for each spell slot level beyond 1st.

Toxic Smite

Minimum Slot Level. 1st

Your attack deals an additional 2d6 poison damage and the target is Poisoned until the end of their next turn.

Empower. The target suffers an additional 1d6 poison damage for each spell slot level beyond 1st.

Vorpal Smite

Minimum Slot Level. 8th

Your attack deals an additional 6d8 magical slashing damage to the target. If you rolled a 20 on the attack roll for the weapon attack, you cut off one of the creatures heads. The creature dies if it cannot survive without its lost head.

A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with the weapon used.

Empower. If used with a 9th level spell slot, the target suffers an additional 2d8 magical slashing damage, and their head is also cut off if you rolled a 19 on the attack roll for the weapon attack.

Combat Traits

Below you will be able to find the features you are able to select from your Sect Teachings feature at levels 3, 9, 13, 18 and 25.

Blessed Warrior

You learn 2 cantrips of your choice from the cleric spell list. They count as Paladin spells for you, and whenever you gain a level in this class, you may exchange one of these cantrips for another from the cleric spell list.

Additionally, when you take the attack action on your turn, you may substitute one of these attacks for casting a cantrip learned from this feature. The cantrip chosen cannot deal damage if cast through this feature.

Colossus Toppler

When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

Divine Marksman

Any Paladin feature that requires attacking or hitting with a melee weapon (Such as Smites or Divine Infusion) May now also be used when attacking or hitting with a ranged weapon.

Divine Sense

Choose three creature types from the following list: Aberration, Celestial, Elemental, Fey, Fiend and Undead.

As a bonus action you may open your senses to detect creatures from one of your chosen creature types. Until the end of your next turn, you know the exact location of any creature of the chosen type within 60-feet of you that is not behind total cover.

You know the creature type of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

While under your Aspect Transformation, this feature is always active.

You may use this feature a number of times equal to your Paladin modifier (Minimum of 1) You regain all expended uses upon completing a long rest.

Do No Evil

Prerequisite: You do not have "Speak No Evil"

Paladin spells you cast no longer require somatic components, however spells that do not have verbal components gain verbal components.


Dual Wielder

When you engage in two weapon fighting, you may make your offhand attack as apart of your attack action rather than as a bonus action. If you do so, you are unable to use your bonus action to make any sort of attack.

Additionally, you may add your ability modifier to your offhand attack if you were not already.

Duelist

When you are wielding a melee weapon in one hand and no other weapons, you gain a bonus to that weapons damage rolls equal to half your proficiency bonus (Rounded up)

Forceful Shot

When using a Shortbow or Longbow, you may use your Strength modifier instead of your Dexterity modifier.

When attacking with a bow while using this feature, you have a -1 penalty to your attack rolls with them; however you also have a +2 bonus to damage rolls with them.

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, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Horde Breaker

Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Lay on Hands

You have a pool of healing power 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 × 3.

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.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

You may select this trait multiple times, increasing the pools size by 3 times your paladin level for each subsequent taking.

Offensive Shields

You gain proficiency with shields as a martial melee weapon, which deals 1d6 bludgeoning damage on a hit. If a shield has a magical bonus to its AC, that bonus is also applied to its attack and damage rolls.

On a successful hit with a shield, instead of dealing damage you may push them up to 5-feet away from you.

Penance

When you would lose the benefits of one of your tenets due to breaking it, you can instead choose to not lose it. Once you use this feature, you may not do so again until you complete a long rest.

You may select this trait multiple times, gaining an additional usage between rests for each subsequent taking.

Resilient Body

Your HP maximum increases by an amount equal to four times your level in this class. Everytime you gain a Paladin level, your maximum HP increases by an additional 4 HP.

You may select this trait multiple times.


Sightless Warrior

You have blindsight with a range equal to 5 times your proficiency bonus in feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Solemnly Swear

You swear an additional tenet, as per your Sacred Tenet feature. This tenet does not count against your tenets sworn, however it follows all other rules for the feature as normal (It can still be broken as normal)

You may select this trait multiple times.

Speak No Evil

Prerequisite: You do not have "Do No Evil"

Paladin spells you cast no longer require verbal components, however spells that do not have somatic components gain somatic components.

Steed Caller

You can cast the Find Steed spell without expending a spell slot. After you do so, you may not do so again until you complete a long rest.

Versatile Warrior

While wielding a single weapon with the versatile property and no shield, you gain the following benefits depending on whether you are wielding it in one or two hands.

One Hand. You gain a +2 bonus to your Armor Class.

Two Hands. You gain a +3 bonus to the weapons damage rolls.

Cleansing Touch

Prerequisite: 15th Level

As an action you can end one spell on yourself or a willing creature that you can touch. You are able to use this feature even if something is preventing you from using your action (Although if you do you must target yourself and you are still unable to use your action that turn)

You can use this feature a number of times equal to your Paladin modifier (Minimum of 1) You regain all expended uses upon completing a long rest.

1st Level
  • Bless
  • Ceremony
  • Command
  • Compelled Duel
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Divine Favor
  • Healing Word
  • Heroism
  • Protection from Evil and Good
  • Purify Food and Drink
  • Shield of Faith
2nd Level
  • Aid
  • Find Steed
  • Gentle Repose
  • Lesser Restoration
  • Locate Object
  • Magic Weapon
  • Prayer of Healing
  • Protection from Poison
  • Warding Bond
  • Zone of Truth
3rd Level
  • Aura of Vitality
  • Beacon of Hope
  • Create Food and Water
  • Crusader's Mantle
  • Daylight
  • Dispel Magic
  • Elemental Weapon
  • Magic Circle
  • Remove Curse
  • Revivify
  • Spirit Guardians
  • Spirit Shroud
4th Level
  • Aura of Life
  • Aura of Purity
  • Banishment
  • Death Ward
  • Find Greater Steed
  • Guardian of Faith
  • Locate Creature
  • Sickening Radiance
5th Level
  • Circle of Power
  • Commune
  • Contact Other Plane
  • Dawn
  • Destructive Wave
  • Dispel Evil and Good
  • Flame Strike
  • Geas
  • Hallow
  • Holy Weapon
  • Raise Dead
  • Summon Celestial
6th Level
  • Blade Barrier
  • Find the Path
  • Forbiddance
  • Guards and Wards
  • Harm
  • Heal
  • Heroes' Feast
  • Planar Ally
  • Sunbeam
  • True Seeing
  • Word of Recall
7th Level
  • Conjure Celestial
  • Divine Word
  • Dream of the Blue Veil
  • Forcecage
  • Plane Shift
  • Power Word Pain
  • Resurrection
  • Symbol
  • Temple of the Gods
8th Level
  • Antipathy/Sympathy
  • Demiplane
  • Dominate Monster
  • Glibness
  • Holy Aura
  • Maze
  • Mighty Fortress
  • Power Word Stun
  • Sunburst
  • Telepathy
9th Level
  • Blade of Disaster
  • Imprisonment
  • Invulnerability
  • Mass Heal
  • Power Word Heal
  • True Resurrection

Legendary Arts

Here you will find the Legendary arts that only a Paladin of the appropriate level can learn (If a Paladin specific Legendary art requires 2 actions, you must be a level 11 Paladin to know it for example)

Cleanse

Cost: 2 Legendary Actions

You cast Remove Curse on yourself, expending a spell slot as normal. You do not need to have it prepared to use this ability.

Divine Charge

Cost: 1 Legendary Action

Before the end of your next turn, the next time you expend a spell slot to use a Smite you know, the spell slot expended is considered to have been 1 level higher. This ability does not stack with itself.

Holy Bulwark

Cost: 1 Legendary Action

Divine energy surrounds you, reducing all damage you take from either good or evil aligned creatures (Your choice) by your Charisma Modifier (Minimum of 1) until the end of your next turn.


Leveling Beyond 30

Here you can find what the Legendary Paladin gains for every level beyond 30 they are! It is intentional that their proficiency bonus stops increasing.

  • Every 4 levels beyond 30 (34, 38, ect) a legendary paladin gains a regular ASI.

  • Every third ASI a legendary paladin would gain after level 30 (42, 54, 66 ect) is instead a legendary ASI.

  • Every odd level (31, 33, 35, 37 ect) you gain 1 Divine Ether. Whenever you would expend a Paladin spell slot, you may instead expend an equal amount of Divine Ether. You recover all Divine Ether upon completing a long rest.

  • Every even level (32, 34, 36, 38 ect) you gain a +1 to one ability score of your choice.

  • Your HP increases as per normal.

  • Your new ability score maximums for Strength/Dexterity (Choose one), Wisdom and Charisma is equal to your Paladin level if they were not already higher.

Changelog

Version 1.1

The first full update to Paladin! This features many changes and updates to outdated features.

  • Added specifications to allow for Dexterity builds.

  • Added bold text saying "Default Feature" to each tenet you can swear.

  • Combat traits (Sect Teachings) are now gained at levels 3/9/15/21/27 rather than 3/9/13/18/25.

  • Moved Paradigm to 1st level and changed the levels at which it gains features, now it gains them at 1/6/10/18/26 rather than 3/9/13/18/25.

  • Lay on Hands is now a combat trait. In order to accommodate this, the following features have been changed: Divine Provisions, Skin of Steel, Compassion for All, Dignity and Grace, Deeper Well and Helping Hand.

  • Cleansing Touch and Penance are now combat traits. Divine Provisions is completely removed.

  • Removed the aura combat traits.

  • Aura moved to level 2, level 6/14/26 now feature upgrades to said auras.

  • Reworked how Aspect Transformation works, using a new Aspect Fuel system. Also removed prolongued transformation as better versions of that feature are now baked into the default Aspect Transformation feature.

  • Tenets no longer buff your aspect, you can select buffs to your aspect as a separate thing. Tenets now buff your aura instead (In addition to the generic buffs they give)

  • Every tenet reworked/buffed in some way. Overcome Failure, Penance for Failure, Pursue Perfection and Worth of Oneself removed due to conflicting thematics with other tenets.

  • Added the following new tenets: Battle the Plague, Faith in the Divine, Never Fall, Rip and Tear, Stand Against the Extraplanar

  • Massively buffed Paragon of Belief. You now get a free 1st level smite once per turn and regain one Aspect Fuel at the end of each of your turns (Provided you aren't transformed) with the feature (In addition to the previous saving throw bonus)

  • Exorcist has been changed from a Paradigm to an Embodiment, changing around its features quite a bit.

  • Unleashed Miracles from the Spellblade subclass now has rules for cantrips.

  • Added the Godblood and Sanctified Paradigms.

  • Replaced the Helping Hand Legendary Art with Holy Bulwark.


Version 1.0.1 (April 13th 2023)

A very minor update that every legendary class is receiving, increasing their hit points

  • Hit die is now 2d10, you now add double your Constitution modifier for each level.

Version 1.0 (December 20th 2022)

The fourth legendary class and the first release of Paladin

  • Released with 5 Subclasses: Bulwark, Exorcist, Pugilist, Spellblade and Warrior

  • Released with 36 tenets

  • Released with 18 smite options

  • Released with 23 Combat Traits

  • Released with 3 Legendary Actions

Credits and Thanks!

Artist Credit

I am no artist, just someone with a lot of homebrew ideas and a vague ability in graphic design. All artwork I use in this document is credited below, please show respects to the artist and if the original artist sees this and feels I did not properly credit them/does not wish for their artwork to be used, contact me at u/Zellorea and I will rectify this as soon as possible.

  • Cover Art by Chenbin Zheng on Artstation!

  • Art on Spellcasting page by Randy Vargas (vargasni) on Artstation!

  • Art on Divine Infusion/Paragon of Belief page by Jeremy Chong on Artstation!

  • Art on Paradigm of the Bulwark page by Nguy Ngan on Artstation!

  • Art on Paradigm of the Godbound page by Jeremy Chong on Artstation!

  • Art on Paradigm of the Pugilist page by Alex Flores on Artstation! The art is used as God Fist Lee Sins splash art for the game League of Legends, which is owned by Riot Games.

  • Art on Paradigm of the Sanctified page by - CARAVAN - on Artstation!

  • Art on Paradigm of the Spellblade page by Luan Nguyen on Artstation!

  • Art on Paradigm of the Warrior page by Cookie on Artstation!

  • Art on Avenger Embodiment page by Philipp A. Urlich on Artstation!

  • Art on Blackguard Embodiment page by Lorenzo Mastroianni on Artstation!

  • Art on Exorcist Embodiment page by Lunaner on Deviantart!

  • Art on Goldguard Embodiment page by Dasha Henrih on Artstation!

  • Art on Greenknight Embodiment page by William Hallet on Artstation!

  • Art on Hellknight Embodiment page by Dominik Mayer on Artstation!

  • Art on Kingslayer Embodiment page by Santi Bosch on Artstation!

  • Art on Oathbreaker Embodiment page by BAD MOON ART STUDIO on Artstation!

  • Art on Throneguard Embodiment by Noah Thatcher on Artstation!










  • Art on 3rd Tenet page by Jason Nguyen on Artstation!

  • Art on 5th Tenet page by Dante Liu on Artstation!

  • Art on 7th Tenet page by Dante Liu on Artstation!

  • Art on 1st Smite page by Bokun An on Artstation!

  • Art on 1st Combat Traits page by Atey Ghailan on Artstation!

Stain Credit

In all of my homebrew I use watercolor stains created by u/flamableconcrete aka Jared Ondricek. These brews and PDFs would not look nearly as nice without his creations, so huge thank you to him! You can find all stains I use on his website, watercolors.giantsoup.com.

Other Homebrew

You may recognize me for other homebrews such as the Siphoner class and my project to turn every league of legends champion into a subclass, if you want to be alerted as soon as all of those are publically available, join the discord!

https://discord.gg/c4T35TqbqT

Patron Thanks!

This homebrew was supported for by my patrons on https://www.patreon.com/Zellorea. If you wish to support me or encourage me to make more things like this or update this in the future, that's the best way to do it!

A thank you to my current supporting patrons! Their names are listed below as a show of my immense appreciation towards them.

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