Pseudo Paladin
You have chosen to follow a God, but they have not truly accepted you. Prove your worth.
Level |
Proficiency Bonus |
1st Lvl Spell slots |
2nd Lvl Spell slots |
3rd Lvl Spell slots |
4th Lvl Spell slots |
5th Lvl Spell slots |
1 |
+2 |
0 |
- |
- |
- |
- |
2 |
+2 |
2 |
- |
- |
- |
- |
3 |
+2 |
3 |
- |
- |
- |
- |
Skill Proficiencies Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
Tool Proficiencies None
Languages None
Equipment Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Lifestyle Devout
Features
Celestial Diction
You can request guidance from your God 1 * pseudo paladin level times per day about a choice you must make.
Basic Spellcasting
You gain access to the cantrips of the paladin class, showing your devotion by casting all spells and cantrips as rituals where you honor your god. You also gain the feature, Ritual Caster.
Fighting Style
Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
- Blessed Warrior. You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.
- Blind Fighting. You have blindsight with a range of 10 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.
- Defense. While you are wearing armor, you gain a +1 bonus to AC.
- Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, 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.
- Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
- Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
- Mariner (UA). As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
- Thrown Weapon Fighting (UA). You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.
- Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
- Unarmed Fighting (UA). Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
Spellcasting
Recognized by your god, at level 2, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.
Divine Prowess
You have been granted a permanent feature of your god to mark you out on the battlefield, through an extension of your gods 1/ long rest will you may evoke an attack to mimic your gods domain, talk to your DM for more info.
Ascension
At level 3, you have proven to your god of your devotion, a mark appears on a part of your body of your choice to signify your gods hold over your soul, this mark signify you as one of their chosen and grants you full access to yours gods powers (change your class to Paladin, all features of Pseudo Paladin are now lost except for Divine Prowess and level up to level 3).
Suggested Characteristics
Hit Points
Hit Dice: 1d10 per paladin level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st
Level | XP | Abilities |
---|
1 | 0 | Celestial Diction, Basic Spellcasting |
2 | 300 | Fighting Style, Spellcasting, Divine Prowess |
3 | 900 | Ascension |