Archpaladin (5e Prestige Class)

Archpaladin

Driven by divine righteous a select few Paladins are able to obtain a higher level of power. These chosen elites emulate the power of the god Heironeous, the original Archpaladin and are exemplary members of their respective orders.

This is an experimental prestige class that was developed by following the 5e variant rule Prestige Classes.

Becoming an Archpaladin

Entry Requirements

To qualify for this prestige class you must first meet the following requirements:

  • Alignment: Must be lawfully good
  • Class:Paladin
  • Proficiency Bonus: +4
  • Skill Proficiency: Religion,Insight

Class Features

As a Archpaladin you gain the following class features.

Hit Points

Hit Dice: 1d10 per Archpaladin level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Archpaladin level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Any simple weapon, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose one skill from Athletics,History,Intimidation,Medicine, and Persuasion

LevelProficiency
Bonus
Features—Spell Slots per Spell Level—
1st2nd3rd4th5th6th7th8th9th
1st+2Divine Sight, Cleansing Aura2
2nd+23
3rd+2Holy Bastion42
4th+243
5th+3432
6th+3Aura of Fortitude433
7th+3Condemnation4331
8th+34332
9th+443331
10th+4Righteous Determination43332

Divine Sight

At 1st level, you gain the ability to channel divine power into your mortal eyes to seek out evil wherever it may hide itself. Once per encounter when you use this ability you gain the ability to see through illusions, into the Ethereal plane, and in darkness up to 60 ft.

Cleansing Aura

At 1st level, your divine grace produces an aura that surrounds you in cleansing energies. You have advantage on all saving throws against charm or fear effects. You have Resistance to Necrotic and Poison damage.

Holy Bastion

At 3rd level, your body is protected from harm by divine favor. You may add your Archpaladin level to your AC as a Reaction. You may use this ability even if you have already used your Reaction this round. After using this ability, you cannot use it again until you have taken a Short Rest.

Ability Score Improvement

At 4th level, and again at 8th level, 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.

Aura of Fortitude

At 6th level, your divine grace has grown in magnitude and now engulfs you enduring strength. You no longer suffer the effects of fatigue or exhaustion, magical or otherwise. You are still required to sleep and eat as dictated by your race.

Condemnation

At 7th level, you have become the arbiter of morality and as such can pass down judgement upon the wicked and evil. When you make a successful melee attack using the Paladin Class's Divine Smite feature, you also mark the enemy with a smoldering brand. This brand causes them to have disadvantage on all attacks against you and on saving throws against your spells. This brand last for 24 hours.

Righteous Determination

At 10th level, your will is indomitable in the face of evil. When you are within 5 feet of a Hostile creature that is of the Evil alignment, you may choose not to become Incapacitated at 0 HP. Instead, you may continue to fight until dead, continuing to make Death Saves at the end of each of your turns. If the opponent is defeated and your Hit Points are at 0, you become incapacitated as normal. Otherwise, you incur no penalties.


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