Paladin

To defend the Fractal River is to defend every possible world. The church is guiding us to the best future for all living things. As with all noble causes, the wicked come in droves to stamp out hope. Your weapons and armor have been dipped in time itself and carry the golden burns of the Fractal River. This equipment slows your aging and grants you an uncanny instinct for where danger may be hiding.
Lay On Hands
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level — 5 Hit Points at your level.
As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.
You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those points don't also restore Hit Points to the creature.
Core Paladin Traits
- Primary Ability
- Strength and Charisma
- Hit Point Die
- D10 per Paladin level
- Saving Throw Proficiencies
- Wisdom and Charisma
- Weapon Proficiencies
- Simple and Martial weapons
- Armor Training
- Light, Medium, and Heavy armor and Shields
- Starting Equipment
- Chain Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priest’s Pack, and 9 GP
Skill Proficiencies
Choose 2 from the class list.
Spellcasting
Paladin spellcasting ability is Charisma. You can use a Holy Symbol as a Spellcasting Focus.
At level 1 you can have two spells prepared. If another Paladin feature gives you spells that you always have prepared, those spells don't count against this number.
Starting Spells
Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency. Whenever you finish a Long Rest, you can change the kinds of weapons you chose.