Warlock DnD 5e (5th Edition) Class

Warlocks are one of the standard Dungeons and Dragons (D&D) character that you can choose for you roleplay.

The Warlocks are considered the chasers of Knowledge that have the special ability to make pacts with otherworldly creatures to gain power and unlock enchantments in the gameplay. They draw their outmost knowledge of power and resources from the creatures such as fiends, demons, sources of evil, etc.

The Warlock and the Otherworldly Patrons work as a team to share knowledge and resources among each other to defeat an opponent in Dungeons and Dragons.

Warlock DnD 5e (5th Edition) Class
source: From Dungeons & Dragons

Warlock Character Class Feature

A Warlock character consists of the following features:

Hit Points:

  • Dice Hit: Per Warlock level, you get 1d8
  • First Level Hit Points: On your constitutional modifier, you get + 8
  • Higher Level Hit Points: After the first level, per Warlock level you will get your constitutional modifier + 1d8 or perhaps 5

Initial Proficiency:

  • Armor: Light Armor
  • Weapons: Simple Weapons
  • Tools: None
  • Saving Throws: Charisma, Knowledge (Wisdom)
  • Skills: You have the ability to choose from any two from the skills these include Deception, Intimidation, Nature, Arcana, History, Investigation and Religion.

Initial Equipment:

You get to start your game with the following equipment as a Warlock, in addition, your get extra equipment from your Background and these are:

  • (a) two Bolts and one Light Crossbow Or (b) Simple Weapon
  • (a) Component Punch Or (b) Arcane Focus
  • (a) Scholar’s Pack Or (b) Dungeoneer’s Pack
  • Simple Weapon, Leather Armor and Two Draggers.

The following table will guide you through all the class features, levels, Cantrips, Spells, Spells levels, Slots levels and Invocations that you need to know about a Warlock character:

Level      Proficiency     Class Features                               Cantrips    Spells   Spells Slots     Slots    Invocations

1 +2 Otherworldly Patron, Pact Magic 2 2 1 1
2 +2 Eldritch Invocations 2 3 2 1 2
3 +2 Pact Boon 2 4 2 2 2
4 +2 Ability Score Improvement 3 5 2 2 2
5 +3 3 6 2 3 3
6 +3 Otherworldly Patron feature 3 7 2 3 3
7 +3 3 8 2 4 4
8 +3 Ability Score Improvement 3 9 2 4 4
9 +4 3 10 2 5 5
10 +4 Otherworldly Patron feature 4 10 2 5 5
11 +4 Mystic Arcanum (6th level) 4 11 3 5 5
12 +4 Ability Score Improvement 4 11 3 5 6
13 +5 Mystic Arcanum (7th level) 4 12 3 5 6
14 +5 Otherworldly Patron feature 4 12 3 5 6
15 +5 Mystic Arcanum (8th level) 4 13 3 5 7
16 +5 Ability Score Improvement 4 13 3 5 7
17 +6 Mystic Arcanum (9th level) 4 14 4 5 7
18 +6 4 14 4 5 8
19 +6 Ability Score Improvement 4 15 4 5 8
20 +6 Eldritch Master 4 15 4 5 8

Below, is a brief understanding to guide you through the Class features used by the Warlocks in Dungeons and Dragons:

Warlock DnD 5e (5th Edition) Class
Source: Dungeons & Dragons Book (1974)

Otherworldly Patron

On the first level, you get the ability to bargain with one of the otherworldly creature that you prefer. For instance the Fiend. You can choose at the 1st level, then again at 6th, 10th, and 14th.

Pact Magic

The Arcane Research and Enchantment skills given to you by the Patron has provided you with the capability of Spells.

  • Cantrips

You already have the knowledge of two Cantrips that you prefer from your Warlock spell list. In addition, you will get to learn extra Cantrips that you prefer at higher levels.

  • Spell slots

The Table above portrays the amount of Spell Slots you own. If you wish to enchant your Warlock Spells of level 1 or higher, you need to spend one of the spell slot.

Moreover, you will gain all your spent Spell Slots when you take a Short or Long Rest.

  • Spells known

On level 1, as mentioned above, you already have the knowledge of two level 1 Spells of your preference from the Warlock list.

You will advance and learn new Spells when you reach level 2-9 and at level 19. In addition, you get the ability to replace your chosen spell with another spell from the table as you advance in a level.

  • Spellcasting Ability

In the game, your Spellcasting Ability is Charisma. You can use your Charisma modifier whilst setting a DC of your saving throw and whilst making an Attack Roll.

Spell Save DC= 8 + Proficiency + Charisma Modifier

Spell Attack Modifier= Proficiency + Charisma Modifier

  • Spellcasting Focus

You have the ability to use the Arcane Focus as a Spellcasting focus.

Eldritch Invocations

In your long term training and learning, you have unexcavated the Eldritch Invocations and knowledge that instills you with your magical capability.

Thus, on level 2, you get to choose two Eldritch Invocation of your preference. Therefore, as you advance in your Warlock levels, you get extra invocation that you prefer.

Moreover, as you advance, you get the ability to replace your invocation with another newly learnt invocation.

Pact Boon

When you reach the 3rd level, you get a gift from the Otherworldly patrons in the gameplay. These are as follows:

  • Pact of the chain

In this gift, you get to learn and enchant the Find Familiar Spell. As you get to enchant this spell, you can either choose from the normal forms of familiar or special forms of familiar. The special form of familiar are Quasit or Sprite, imp and Pseudodragon.

Moreover, you get the ability to allow you familiar to make an Attack with you on your Attack action.

  • Pact of the Blade

In this gift, you get the ability to make a pact weapon. It makes you capable to wield the weapon easily. Furthermore, this weapon is enchanted, helps you to be Resistance, and overcomes any non-magical attack on you.

However, there is a drawback to this feature. If you are 5 feet away from your weapon for 1 minute, it will disappear. In addition, if you dismiss the weapon or die, it will also disappear.

You get the ability to transmit one Magical Weapon in your pact weapon. This can be done as you are holding a weapon; you can perform a Special ritual onto your pact weapon. However it is time consuming, it takes at least 1 hour to perform this ritual accurately, thereby you can do it whilst taking a Short Rest.

  • Pact of the Tome

In this gift, your Otherworldly patrons facilitates you with a grimoire that is also known as the Book of Shadows. This ability allows you to choose Cantrips of three types from the class’s spell list. As long as the book is on your player, you can enchant any Cantrips you prefer.

Ability Score Improvement

At the 4th level, then again at the level 8th, 12th, 16th and 19th, you get the capability to enhance one Ability Score that you prefer by 2. Alternatively, you get the ability to enhance two Ability Scores that you prefer by 1.

Although, keep in mind that you can only enhance your Ability Score till 20.

Mystic Arcanum

When you reach the 11th level, your Otherworldly patrons gifts you an enchanted Secret that is known as Arcanum. You can choose a spell of 6th level as this Arcanum.

Moreover, you get the ability to cast the Arcanum once without spending any spell slots. Although, to use this feature again, you will have to finish a Long Rest.

Furthermore, as the reach the higher levels, you get the ability to use even more Warlock spells that you prefer. For instance, when you reach the 13th level, you can use one 7th level spell.

Eldritch Master

When you reach the 20th level, you can attract or perhaps pull your inner mystical power whilst requesting your Otherworldly patron to get the spent Spell Slots. You can use this feature up to 1 minute in the gameplay.

Although, to use it again you need to finish a Long Rest.

Eldritch Invocations

You will need to learn the prerequisites if required to meet the Eldritch Invocation. The Eldritch Invocations are as follows:

  • Agonizing Blast

Prerequisites required is the Eldritch Blast Cantrip.

As you enchant Eldritch Blast, to immensely damage your opponent you can add Charisma modifier to it.

  • Armor of Shadows

Without spending your slots or components, you can enchant Mage Armor willingly on yourself.

  • Ascendant Step

Prerequisite required is the 9th Level.

Without spending your slots or components, you can enchant Levitate willingly on yourself.

  • Beast Speech

Without spending a slot, you can enchant Speak with Animals willingly on yourself.

  • Beguiling influence

With this feature, you get the ability to gain the skills in Deception and Persuasion.

  • Bewitching Whispers

Pre-requisite required is the 7th level.

You get the ability to enchant Compulsion whilst using the Warlock spell slot. Although, you can only do this once until you finish a Long Rest.

  • Book of Ancient secret

Pre-requisite required is the Pact of the Tome feature.

You get the ability to engrave enchanted Rituals in the Grimoire of Book of Shadows. You can choose any level 1 Spells from any class spell’s list. Keep in mind that that class’s spell list needs to have a ritual tag to be able to engrave the ritual in the Book of Shadows.

With this feature, you will be able to enchant the chosen Spells as Rituals whilst holding the book.

  • Chains of Carceri

Pre-requisite required is the 15th level and the Pact of the Chain feature.

Without spending your slot or component, you get the ability to enchant Hold Monster willingly whilst targeting a Celestial or Fiend. Although, you can only do this once until you finish a Long Rest.

  • Devil’s sight

Around the distance of 120ft, you get the ability to see in the darkness.

  • Dreadful Word

Pre-requisite required is the 7th level.

You get the ability to enchant Confusion whilst using the Warlock spell slot. Although, you can only do this once until you finish a Long Rest.

  • Eldritch sight

Without spending a slot, you can enchant Detect Magic willingly.

  • Eldritch spear

Prerequisites required is the Eldritch Blast Cantrip.

As you enchant the Eldritch blast, it ranges to 300ft.

  • Eyes of the ruins keeper

You are able to read all the writings.

  • Fiendish Vigor

Without spending a slot or component, you can enchant False life willingly on yourself.

  • Gaze of two minds

With this feature, you get the ability to willingly touch a Humanoid and gain its Senses until your next turn. You can do this as long as the opponent is in the same place as you.

This advantages you from gaining the Special Senses that the creature possess. Moreover, it blinds and deafens you from your surroundings.

  • Life Drinker

Prerequisites required is the 12th level and Pact of the Blade feature.

As you attack and hit your opponent with the pact weapon, you do a damage to the opponent equal to a Charisma modifier.

  • Mask of many faces

Without spending a slot, you get the ability to enchant Disguise yourself willingly.

  • Master of Myriad Forms

Prerequisites required is the 15th level.

Without spending a slot, you can enchant Alter Self willingly on yourself.

  • Minions of Chaos

Prerequisites required is the 9th level.

You get the ability to enchant Conjure Elemental whilst using the Warlock spell slot. Although, you can only do this once until you finish a Long Rest.

  • Mire of Mind

Prerequisites required is the 5th level.

You get the ability to enchant Slow whilst using the Warlock spell slot. Although, you can only do this once until you finish a Long Rest.

  • Misty Visions

Without spending a slot or components, you can enchant Silent Image willingly.

  • One with shadows

Pre-requisite required is the 5th level.

This ability allows you to be Invisible in the dim light or Darkness.

  • Otherworldly leap

Pre-requisite required is the 9th level.

Without spending a slot or components, you can enchant Jump willingly on yourself.

  • Repelling Blast

Pre-requisite required is the Eldritch Blast Cantrip.

As you use this feature to hit the opponent, you are able to drag the opponent up to 10ft from you.

  • Sculptor of Flesh

Pre-requisite required is the 7th level.

You get the ability to enchant Polymorph whilst using the Warlock spell slot. Although, you can only do this once until you finish a Long Rest.

  • Sign of Ill omen

Pre-requisite required is the 5th level.

You get the ability to enchant Bestow Cruse whilst using the Warlock spell slot. Although, you can only do this once until you finish a Long Rest.

  • Thief of five fates

You get the ability to enchant Bane whilst using the Warlock spell slot. Although, you can only do this once until you finish a Long Rest.

  • Thirsting Blade

Pre-requisite required is the 5th level and Blade feature.

As you take an Attack action on your turn, you are able to attack 2 times with your pact weapon, besides one time.

  • Visions of Distant Realms

Pre-requisite required in this level is 15th level.

Without spending any slots, you get the ability to willingly enchant Arcane Eye.

  • Voice of the chain master

Pre-requisite required is the Pact of the Chain feature.

With this feature, you now have the ability to telepathically communicate with your familiar. You can receive and communicate amid your familiar’s senses. Although you need to be in the same place as your familiar.

  • Whispers of the Grave

Pre-requisite required in the 9th level.

Without spending a slot, you can enchant Speak with Dead willingly.

  • Witch Sight

Pre-requisite required is the 15th level.

This feature helps to uncover the true forms of any Shapechanger that is hidden by Illusion or Transmutation enchantment. This can only happen if the creature is in 30ft range of you.

Otherworldly Patrons

Otherworldly Patrons are creatures that contains superhuman or godlike power. These Patrons have the ability to give your warlock character the access to their powers in the game. They facilitate different types of invocations and power to your Warlock. Although they want a favor in return for doing so.

The Fiends

You get to make an ally with the Fiend that comes from the lower Planes of Existence. This creature contains evil aims such as The Corruption and destruction of all things around you. In fact, if need be, even you.

For instance, The Fiends are evil and strong enough to form a pact. In this pact, they have the ability to include the demon lord. This can be the Demogorgon, Orcus and Fraz’Urb-luu.

Expanded spell list

You get the ability to choose from the expended spell list by the Fiends.

1 Burning hands, Command
2 Deafness/Blindness, Scorching Ray
3 Fireball, Stinking Cloud
4 Fire Shield, Wall of Fire
5 Flame Strike, Hallow

Dark ones Blessing

Initially on the 1st level, as you decrease the Hostile creature to 0 Hit Points, you tend to get Temporary Hit Points that will be equal to the Charisma modifier + the Warlock level.

Dark ones own luck

When you reach the 6th level in the gameplay, you can take help from your Patron by calling them in need. Therefore, you get the capability to do an ability check and a saving throw. This feature will allow you to add a d10.

Although, you can only do this once until you finish a Long Rest.

Fiendish Resilience

As you reach the 10th level, when you finish a short or Long Rest, you get the ability to choose any one damage type. The Resistance ignores any damage done from enchanted Weapons or silver Weapons.

Hurl through hell

When you reach the 14th level, you get the ability to transmit the target amid the lower planes when attacking.

With this attack, the opponent tends to escape in the Nightmare Landscape. Although, you can only do this once until you finish a Long Rest.

Your Pact Boon

With every Pact Boon, you get an option to create a Special enemy or perhaps any object that has a reflection of your Otherworldly patron’s Nature.

  • Pact of the chain

Your familiar is more sly and sneaky than any other familiar. It can have the reflection of your chosen Patron.

  • Pact of the Blade

You can have the ability to make your weapon of black metal and flames, if you tend to serve The Fiend.

  • Pact of the Tome

You tend to get a gift of Book of Shadows from the Fiend. This book consists the knowledge of Spells of Conjuration and Wealth of the forbidden lore.

Attributes

  • Hit Die: d8
  • Ability of Spellcasting: Charisma
  • Initial Gold: 4d4 x 10
  • Name of Subclass: Otherworldly Patron
  • Abilities needed: Constitution, Charisma

I hope this blog has given you all the necessary and brief information of the Warlock Character of D&D. You can use and pre-prepare game strategies to easily win battle in your D&D gameplay.

Cleric 5e DnD (Dungeons and Dragons) Class

Cleric 5e DnD (Dungeons and Dragons D&D) Class

Cleric is one of the standard character class that you get to choose in Dungeons and Dragons (D&D). Before starting your game, you can select from several character classes like the Paladins, Cleric, Warlock, Rogues and Barbarians as your preferred player.

Clerics are sort of a mediator or perhaps negotiator between the gods and the human world. They have immense holy magic power and endeavor to carry out the divine work of the gods and the immortals.

Clerics get their Divine magic directly from the gods. The gods and deities allow this magic to flow in the world through the Clerics.

Cleric 5e DnD (Dungeons and Dragons) Class
source: From Dungeons & Dragons

Cleric Character Class Features

A Cleric character carries the following features in the gameplay:

Hit Points

  • Dice Hit: Per Cleric level, 1d8
  • The first level Hit Points: On your constitutional modifier, you get + 8
  • Higher-level Hit Points: After the first level, per Cleric level you will get your constitutional modifier + 1d8 or perhaps 5

Proficiencies

Your Cleric character already consists or perhaps is facilitated with the following capabilities from your Background in the game, these are:

  • Armor: Shields, Light Armor, and Medium Armor
  • Weapon: Simple Weapons
  • Tools: None
  • Saving Throws: Charisma and Wisdom
  • Skills: You have the ability to choose any two from the skills these include Insight, Persuasion, History, Religion, and Medicine

Equipment

You begin your game with the following equipment as a Cleric, moreover, your Background in the game facilitates you with extra equipment and these are:

  • (a) one Maze Or (b) one Warhammer
  • (a) Scale Mail Or (b) Leather Armor Or (c) Chain Mail
  • (a) 20 bolts and one Light Crossbow Or (b) any simple weapon
  • (a) Priest’s pack Or (b) Explorer’s pack
  • A Holy symbol and a Shield

The following table will guide you through all the class features, levels and capabilities, cantrips and spell slots that you need to know about a Cleric character:

Levels  Proficiency       Class Features                          Cantrips              Spells slots per Spell levels

1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +2 Spellcasting, Divine Domain 3 2
2 +2 Channel Divinity (1/rest), Divine Domain feature 3 3
3 +2 3 4 2
4 +2 Ability Score Improvement 4 4 3
5 +3 Destroy Undead (CR 1/2) 4 4 3 2
6 +3 Channel Divinity (2/rest), Divine Domain feature 4 4 3 3
7 +3 4 4 3 3 1
8 +3 Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature 4 4 3 3 2
9 +4 4 4 3 3 3 1
10 +4 Divine Intervention 5 4 3 3 3 2
11 +4 Destroy Undead (CR 2) 5 4 3 3 3 2 1
12 +4 Ability Score Improvement 5 4 3 3 3 2 1
13 +5 5 4 3 3 3 2 1 1
14 +5 Destroy Undead (CR 3) 5 4 3 3 3 2 1 1
15 +5 5 4 3 3 3 2 1 1 1
16 +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17 +6 Destroy Undead (CR 4), Divine Domain feature 5 4 3 3 3 2 1 1 1 1
18 +6 Channel Divinity (3/rest) 5 4 3 3 3 3 1 1 1 1
19 +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20 +6 Divine Intervention improvement 5 4 3 3 3 3 2 2 1 1

Spellcasting

You get the ability to cast Cleric Spells as a feature of the Cleric character in the gameplay. These are:

Cantrips

On the 1st level, you by default have the knowledge of three Cantrips that you prefer. You can choose from the Cleric spell list. Moreover, as you reach the higher level, you get to learn more Cleric Cantrips that you prefer.

Preparing and Casting Spells

The Table above portrays in detail the amount of Spell slots you need, to cast the spells of the 1st level or higher. Therefore, to be able to cast the spell you have to spend a slot of that particular spell’s level.

Furthermore, to be able to reuse your feature, you need to finish a Long Rest.

As you get to choose from the Cleric spell list, you can prepare of a set of Cleric Spells that you intend to cast in the gameplay. You have to choose a number of the Spell that should be equal to the Wisdom modifier + Cleric level.

In fact, you have the ability to change the list of Spells that you have prepared. For this, you need to finish a Long Rest. Although to prepare a new list, your character must spend at least 1 minute in prayer and meditation.

Spellcasting Ability

Your Spellcasting ability is Wisdom for your Cleric character. As mentioned above, the gods directly provide you with divine power and wisdom. You are able to use your Wisdom as a Cleric spell that refers to the Spellcasting Ability.

Moreover, whilst setting your saving throw DC you can use the Wisdom modifier to make an Attack roll.

DC Spell Save = 8 + Proficiency + Wisdom Modifier

Spell Attack Modifier = Proficiency + Wisdom Modifier

Ritual Casting

As you prepare your spell, you have the ability to cast a cleric spell as a ritual.

Spellcasting Focus

You get the ability to use a Holy Symbol for a Spellcasting focus.

Divine Domain

In the gameplay, you get to choose one domain that is correlated to your particular deity. For instance, the Life Domain. Therefore, the preferred choice of your Domain provides you with the Domain Spells and features.

This can be done on the 1st level of the gameplay. Moreover, you get extra ways to use the Channel Divinity was you reach the 2nd level, then again with extra benefits in the 6th, 8th, and 17th level.

Domain Spells

The Domain spells you contain have lists of spells that you get on the Cleric levels. As you get a domain spell, it is by default already prepared for you.

Although, keep in mind that if you contain a domain spell that is not on the Cleric spell list, that spell is perhaps a Cleric spell.

Cleric d&D
Source: Dungeons & Dragons Book (1974)

Channel Divinity

As you reach the 2nd level, you can now channel divine power and energy from your particular deity. This energy can be used to fuel the magical Effect.

Initially, you get to start with two effects: The Undead and Effect that is granted by your domain. Some domains provide you with extra Effects when you reach higher levels.

You get the ability to choose the effect you wish to create, as you use your Channel Divinity. Although to be able to use it again, you need to finish a short or Long Rest. Moreover, keep in mind that a few Channel Divinity requires Saving Throws.

When you reach the 6th level, you get the ability to use the Channel Divinity 2 times amidst rests. Moreover, on the 18th level, you get the ability to use it 3 times amidst rests.

Channel Divinity: Turn undead

You get to present the Holy Symbol and utter a prayer censuring the Undead. This can be done as an active mode. You get the ability to make the Undead see and hear you in the range of 30ft. Therefore, you need to make a Wisdom Saving Throw.

Ability Score Improvement

At the 4th level, then again at the level 8th, 10th, 12th, 16th, and 19th, you get the capability to enhance one Ability Score that you prefer by 2. Alternatively, you get the ability to enhance two Ability Scores that you prefer by 1.

Although, keep in mind that you can only enhance your Ability Score till 20.

Destroy Undead

When you reach the 5th level, you get the ability to destroy the opponent on a hand. This happens when a creature fails the saving throw against your turn. This can only take place if the Undead is of CR ½ or lower.

Divine Intervention

On the 10th level, you get the ability to take the help of your particular deity on behalf of you.

To use your deity aid and help you need to use your action. You will have to define the help you need and roll percentile dice. For your deity to help you, you will need to roll a number equal to lower than the Cleric level.

Although, as you get successful in getting assistance from your deity, you will be unable to use the features for 7 days or you will need to finish a Long Rest.

Furthermore, on the 20th level, by default, the deity will aid you. Therefore, you will not require rolling the dice for the deity’s assistance.

Life Domain

The positive energy you acquire is from the Life Domain feature. You get the healing power and energy from the gods of life. Thereby, they allow you to heal the injured and sick characters in the gameplay.

Any non-evil deity can claim the Life Domain these include the agricultural deity, gods of healing, sun gods, and gods of humans and community.

Cleric Level Spells

1 Bless, Cure Wounds
3 Lesser Restoration, Spiritual Weapon
5 Beacon of Hope, Revivify
7 Death Ward, Guardian of Faith
9 Mass Cure Wounds, Raise Dead

Bonus Proficiency

On the 1st level, as you choose the Life Domain you get the ability to use Heavy Armor.

Disciple of Life

On the 1st level, you get effective healing spells. As you tend to use a spell that is of 1st level or higher that Restores Hit Points to the opponent, therefore, the opponent will gain extra Hit Points that will be equal to 2 + the level of the spell.

Channel Divinity: Preserve Life

When you reach the 2nd level, you get the ability to use the Channel Divinity. This feature helps you to heal the wounded and injured.

Therefore, you will have to present the holy symbol and summon the Healing energy as an action. This can then regain the number of Hit Points equal to five times the Cleric level.

You can choose any opponent that is in 30ft range of you.

Blessed Healer

As you reach the 6th level, the ability to cast Healing spells on others can also heal you. As you tend to Cast a Spell that is of level 1 and higher, it regains Hit Points to the opponent other than yourself, thereby you regain Hit Points equal to 2 + the level of the Spell.

Divine Strike

On the 8th level, you can merge the weapon strike with divine energy. On your turn, as you hit an opponent with the weapon Attack, you can source the Attack to an additional 1d8 radiant damage. Furthermore, as you reach the 14th level, the additional damage done by you increases to 2d8.

Supreme Healing

When you reach the 17th level, to Restore Hit Points, you would casually roll one or more dice along with a spell. Although you get the ability to use the highest number for each die.

Attributes

  • Die Hit: d8
  • Ability of Spellcasting: Wisdom
  • Initial Gold: 5d4 x 10
  • Name of Subclass: Divine Domain
  • Abilities suggested: Wisdom, Strength or Constitution

I hope this blog has given you all the necessary and brief information about the Cleric Character of D&D. You can use this blog and pre-prepare game strategies to easily win battle in your D&D gameplay.

Barbarian DnD 5e (5th Edition) Class

Barbarian DnD 5e (5th Edition) Class

Barbarians are one of the standard characters in Dungeons and Dragons (D&D). You can choose from either of the main characters like Barbarian, Rouge, Warlock, Paladin and Cleric as your role-play character in the game.

Barbarians are known for their rage and wrath in D&D. They are uncontrollable, voracious and blunt creatures. Most of the Barbarian’s rage comes from the animal spirits. Alternatively, some rage comes from pain and agony.

Barbarians draw their power from rage to fight battles as well as it provides certain features to the character that include strength, peculiar reflexes and resilience.

Barbarian DnD 5e (5th Edition) Class
source: From Dungeons & Dragons

Barbarian Character Class Features

A Barbarian character consists of the following features:

Hit Points:

  • Dice Hit: Per Barbarian level, you get 1d12
  • First Level Hit Points: On your constitutional modifier, you get + 12
  • Higher Level Hit Points: After the first level, per Barbarian level you will get your constitutional modifier + 1d12 or perhaps 7

Initial Proficiency:

  • Armor: Shields, Medium Armor and light Armor
  • Weapons: Martial Weapons, Simple Weapons
  • Tools: None
  • Saving Throws: Constitution, Strength
  • Skills: You have the ability to choose any two from the skills these include Athletics, Nature, Animal Handling, Intimidation, Perception and Survival

Initial Equipment:

  • (a) one Greataxe Or (b) any Melee weapon
  • (a) two Handaxes Or (b) any Simple weapon
  • Explorer’s pack and four Javelins

The following table will guide you through all the class features, levels, proficiencies, rages and rage damage that you need to know about a Barbarian character:

Level Proficiency Features   Rages Rage Damage
1 +2 Rage, Unarmored Defense 2 +2
2 +2 Reckless Attack, Danger Sense 2 +2
3 +2 Primal Path 3 +2
4 +2 Ability Score Improvement 3 +2
5 +3 Extra Attack, Fast Movement⁠ 3 +2
6 +3 Path feature 4 +2
7 +3 Feral Instinct 4 +2
8 +3 Ability Score Improvement 4 +2
9 +4 Brutal Critical (1 die) 4 +3
10 +4 Path feature 4 +3
11 +4 Relentless⁠ Rage 4 +3
12 +4 Ability Score Improvement 5 +3
13 +5 Brutal Critical (2 dice) 5 +3
14 +5 Path feature 5 +3
15 +5 Persistent Rage 5 +3
16 +5 Ability Score Improvement 5 +4
17 +6 Brutal Critical (3 dice) 6 +4
18 +6 Indomitable Might 6 +4
19 +6 Ability Score Improvement 6 +4
20 +6 Primal Champion⁠ Unlimited +4

Here is a brief understanding to guide you through the Class features used by the Barbarian in Dungeons and Dragons:

Barbarian DnD 5e (5th Edition) Class
Source: Dungeons & Dragons Book (1974)

Rage

When your turn arrives, as a Bonus Action you get to enter the Rage mode with the Barbarian character. This Rage mode can provide many advantages to you, these are:

  • You get a + 2 bonus in the damage roll as you make a melee weapon Attack whilst expending Strength. You will tend to also level up as a bonus.
  • You gain the benefit of Strength Saving Throws and Strength Checks.
  • You have Resistance in bashing, piercing and slamming injury.

The ability of raging lasts for at least 1 minute. Although, if you are Unconscious, it tends to end early. In addition, on your turn, you can end the Rage as a Bonus Action.

However, keep in mind that while raging you are not able to cast any Spells.

Furthermore, you need to finish a Long rest to be able to use your exhausted Rage. There are several different times you can Rage at different levels, these are as follows:

  • At 1st level, you can Rage 2 times
  • At 3rd level, you can Rage 3 times
  • At 6th level, you can Rage 4 times
  • At 12th level, you can Rage 5 times
  • At 17th level, you can Rage 6 times

Unarmed Defense

The Armor Class equals to 10 + the Dexterity modifier + the constitutional modifier, if you are not wearing your armor. Furthermore, a Shield can also be used to gain benefit from this feature.

Danger Sense

When you reach the 2nd level, you get the ability to sense anything unnatural in your surroundings. You can sense any peculiar object or enemy lurking and therefore, get the ability to dodge from any unwarned danger and enemy.

You get the benefit on Dexterity Saving Throws in contradiction of effects. These effects can be traps, spells, etc. Although keep in mind, you get the advantage you cannot be Deafened ad Blinded in the game.

Reckless Attack

When you reach the 2nd level, you get the ability to Attack violently. When your turn comes, you can choose to Attack recklessly without looking back. This can serve as an advantage on the melee weapon Attack rolls by using Strength.

Primal Path

As you reach the 3rd level, you get the ability to choose a path for your Rage. This path tends to form the Nature of your Rage; this includes Path of the Berserker.

You can choose this feature on the 3rd level, then again on the 6th, 10th, and 14th levels.

Ability Score Improvement

At the 4th level, then again at the level 8th, 12th, 16th and 19th, you get the capability to enhance one Ability Score that you prefer by 2. Alternatively, you get the ability to enhance two Ability Scores that you prefer by 1.

Although, keep in mind that you can only enhance your Ability Score till 20.

Extra Attack

When you reach the 5th level, on your Attack action you get the ability to Attack 2 times, instead of 1 time.

Fast Movement

When you reach the 5th level, you get the ability to increase your speed by 10ft in range. This can only be done if you are not wearing any heavy armor.

Feral Instinct

As you reach the 7th level, you advantage on the Initiative rolls because of your enhanced instincts.

Furthermore, you get the ability to act normally on any surprised Combat on your turn. This can only be possible, if you enter the Rage mode before taking any other action in the game.

Brutal Critical

As you reach the 9th level, you get the ability to roll an extra weapon damage die. When you want to do an extra damage with your melee weapon.

Furthermore, the ability increases as you level up, at the 13th level, you can roll 2 extra dice and on the 17th level, you can roll 3 extra dice.

Relentless Rage

When you reach the 11th level, even if your character is intensely wounded, you can still keep fighting with your Rage.

Whilst you are Raging in a fight and you descent to 0 Hit points and do not tend to die. You get the ability to make a DC 10 Constitutional saving throw.

Although, keep in mind that every time you use this feature, it tends to increase the DC by 5. You need to finish a short or Long Rest for the DC to reset to 10.

Persistent Rage

When you reach the 15th level, your rage tends to end early because of its recklessness. Although this only happens if you are Unconscious or perhaps choose to end it.

Indomitable Might

On the 18th level, if your total Strength Check is less than the Strength Score, you get the ability to use the score, besides using the total.

Primal Champion

On the 20th level, you draw your outmost power from the wilds. Therefore, you tend to increase your Strength and Constitutional scores by 4.

Primal Paths

  • Path of Berserker

The Path of Berserker is a type of Rage that can be used by a Barbarian during Combat. In this Path, your Barbarian characters are allowed to liberally use their outmost Rage and Anger in the battle. Therefore, as you choose this Path in the gameplay, you get the following features:

  • Frenzy

When you reach the 3rd level, in your Rage mode, you get the ability to go into the Frenzy mode. In this, as a bonus point on your every turn, the Duration of the Rage allows you to make a single melee weapon Attack.

Although, the drawback of this feature is that, you tend to suffer from Exhaustion once your rage ends.

  • Mindless Rage

As you reach the 6th level, you get the ability to not be Charmed or Frightened whilst being in Rage mode.

  • Intimidating Presence

On the 10th level, you get the ability to frighten your opponent with your intimidating and ominous presence. Therefore, you can choose any one enemy that is in 30ft range of you. You can use a Wisdom saving throw or be Frightened on the enemy, if the opponent is in range.

If you succeed to do so, you get the ability to extend your Duration action of the effect on the Frightened enemy. This duration can last until your next turn.

  • Retaliation

When you reach the 14th level, you get the ability to use your Reaction whilst making a melee weapon Attack on your opponent. This happens whilst you tend to take damage or perhaps hit from your opponent within 5ft.

Attributes

  • Hit Die: d12
  • Initial Gold: 2d4 x 10
  • Name of Subclass: Primal Path
  • Abilities Suggested: Constitution, Strength

I hope this blog has given you all the necessary and brief information about the Barbarian Character of D&D. You can use and pre-prepare game strategies to easily win battle in your D&D gameplay.

Rouge DnD 5e

Rogue 5e Class in DnD (Dungeons and Dragons)

Rogue is one of the standard character class that you get to choose in Dungeons and Dragons (D&D). Before starting your game, you can select from several character classes like the Paladins, Cleric, Warlock, Rogues, etc. as your preferred player.

Rogue is an immensely intriguing character that is also known as the thief in D&D. She gained this title because of her sneaky attacks and agile actions.

There are two types of capabilities in a Rogue:

  • They are furtive and nimble in their action.
  • They have the resource and scheming techniques of opening locks and climbing. Moreover, searching and disarming traps.

Their fighting style is rather cunning and strategical than physically attacking the opponent. They wait for the opportunity to catch their foe off-guard and instantly sneak an attack.

Rogue DnD 5e
source: From Dungeons & Dragons

Rogue Character Class Feature

A Roguecharacter carries the following features in the gameplay:

Hit Points:

  • Dice Hit: per Rogue level, you get 1d8
  • First Level Hit points: On your constitutional modifier, you get + 8
  • Higher Level Hit points: After the first level, per Rogue level you will get your constitutional modifier + 1d8 or 5.

Initial Proficiency:

Your Rogue character already consists or perhaps is facilitated with the following capabilities from your Background and Race in the game, these are:

  • Armor: Light Armor
  • Weapons: Simple weapons, short swords, hand crossbows, rapiers and long swords
  • Tools: Thieves tool
  • Saving Throws: Intelligence and Nimbleness
  • Skills: You have the ability to choose any four from the skills; these include Intimidation, Insights, Athletics, Acrobatics, Perception, Sleight of Hand, Persuasion, Investigation, Deception, Performance and Stealth.

Initial Equipment:

You begin your game with the following equipment as a Rogue, moreover your Background in the game facilitates you with extra equipment and these are:

  • (a) Rapier Or (b) Short sword
  • (a) Quiver of 20 Arrows or Short bow Or (b) Short sword
  • (a) Burglar’s Pack Or (b) Dungeoneer’s Pack Or (c) Explores pack
  • Thieves tools, Leather armor and two draggers

The following table will guide you through all the class features, levels and capabilities that you need to know about a Rogue character:

  Level           Proficiency                     Sneak Attack                                  Class Features     

1 +2 1d6 Expertise, Sneak Attack, Thieves’ Cant
2 +2 1d6 Cunning Action
3 +2 2d6 Roguish Archetype
4 +2 2d6 Ability Score Improvement
5 +3 3d6 Uncanny Dodge
6 +3 3d6 Expertise
7 +3 4d6 Evasion
8 +3 4d6 Ability Score Improvement
9 +4 5d6 Roguish Archetype feature
10 +4 5d6 Ability Score Improvement
11 +4 6d6 Reliable Talent
12 +4 6d6 Ability Score Improvement
13 +5 7d6 Roguish Archetype feature
14 +5 7d6 Blind sense
15 +5 8d6 Slippery Mind
16 +5 8d6 Ability Score Improvement
17 +6 9d6 Roguish Archetype feature
18 +6 9d6 Elusive
19 +6 10d6 Ability Score Improvement
20 +6 10d6 Stroke of Luck

Here is a brief understanding to guide you through the Class features used by the Rogues in D&D:

Expertise

On the 1st Level of the game, you get to choose either 2 of the skill proficiencies or 1 skill proficiency and proficiency along with Thieves’ Tools.

Moreover, when you reach level 6, you get an advantage of choosing extra two more of the proficiencies.

Sneak Attack

Initially on the 1st Level, you already have the knowledge and ability to strike and distract your opponent. Later, in every turn you get, you do additional damage of 1d6 to your enemy as you hit with the Attack. That is only possible if on the Attack roll you get an advantage.

Keep in mind that the Attack you use should be a Ranged weapon or a Finesse. Furthermore, the damage done by your character increases as your levels increase in this class.

However, when your opponent is in the range of 5ft from you, it no not necessary to have an advantage on the Attack roll.

Thieves Can’t

An ability that you get to learn during your training period. Thieves Can’t is a skill that is exclusively used by the Rogue character. It is a skill where the Rogues gets to learn a Secret mix of codes, dialects and Jargon. This facilitates them to converse in a secret language whilst hiding their crucial messages.

This serves as an advantage, as the opponent cannot understand their language or dialect to get the message they are conveying to each other.

Moreover, not only the dialect but also your Rogue character learns secretive symbols and signs to convey messages.

Cunning Action

As you reach level 2, you get the ability of faster thinking and nimbleness. This facilitates your character to act and respond rapidly.

In this feature, on every turn you get on your combat, you get a Bonus Action. Although you need to keep in mind that you can only use this action when taking the Disengage, Dash or Hide action.

Roguish Archetype

When you reach the 3rd level, you get the ability to choose a preferred archetype. You initially get this feature at level 3rd then later at level 9th, 13th and 17th.

Ability Score Improvement

At the 4th level, then again at the level 8th, 10th, 12th, 16th and 19th, you get the capability to enhance one Ability Score that you prefer by 2. Alternatively, you get the ability to enhance two Ability Scores that you prefer by 1.

Although, keep in mind that you can only enhance your Ability Score till 20.

Uncanny Dodge

At the 5th level, you can decrease the attack by half from your opponent by using your Reaction.

Evasion

At level 7, you get the ability to save yourself by dodging and avoiding Effects from your opponent. In the game, if you successfully do a saving throw, this feature will help you take no damage. However if you tend to miss the saving throw, you take half damage from your opponent.

Reliable Talent

As you reach the 11th level, until now you have trained and gained enough experience on your skills and talents. Thereby, you can now add a proficiency bonus on your ability check, by playing 9 or less than as a 10 on a d20.

Blind Sense

When you reach level 14th, as you get the ability to hear, you are at advantage. This ability allows you to hear any concealed enemy or object within 10ft of range.

Slippery Mind

At the 15th level, you get to enhance your mental strength. Therefore, you get the ability of Wisdom Saving Throws.

Elusive

At the 18th level, you are now immensely strong and powerful to take any damage from the opponents. Therefore, the enemy does not have any effect on you and you easily win the fight.

Stroke of Luck

On the 20th level of the game, you get a peculiar skill to gain an upper hand in a situation or perhaps fight if need be. Therefore, if you tend to miss out any attack on your targeted enemy, you have the skill to change that miss into a hit on your specific enemy and vice versa. Here, you are allowed to treat a d20 as a 20.

However, you use the Stroke of Luck feature again; you will have to finish a short or Long Rest.

Roguish Archetypes

As mentioned above, as a Rogue character you get the ability to choose your preferred Archetypes. A Rogue consists of several features that include their talents, attacks and quick responses. The choice you make is what describes your main goal and focus as an Archetype. These are as follows:

  • Thief

As a Rogue, you already have the skills of a thief. In fact, as you advance in the game you automatically keep enhancing your skills in thievery. In the game, you are an explorer, Treasure hunter, investigator and excavator. Moreover, you gain knowledge and enhance your skills in learning new dialects and languages, excavating the ancient relics and remains, and lastly using enchanted items.

  • Firsthand

On the 3rd level, you get the ability to check your Dexterity by using the Bonus action along with the Cunning Action. Moreover, you can use the Thieves Tools to open up a lock or deactivate a trap.

  • Second Story Work

On the 3rd level, you get the ability to quickly climb regions and heights, it eludes the extra cost on Movement. Moreover, you increase the distance cover whilst making a running leap that is equal to the Dexterity modifier in feet.

  • Supreme Sneak

When you reach the 9th level, you get the ability to check your Dexterity on your movement.

  • Use Magic Device

At the 13th level, you have enough knowledge to work with enchantment items. Therefore, you can now ignore all the requirements that needs to open any Magic items.

  • Thief’s Reflexes

As you reach the 17th level, you are already an expert in evading danger. In the game, you are able to take two turns in the first round of the Attack. You can now take a normal Initiative in your first turn and later, you can you can take your Initiative minus 10 in your second turn.

Attributes

  • Hit Die: d8
  • Initial Gold: 10 x 4d4
  • Name of Subclass: Roguish Archetype
  • Abilities that are suggested: Intelligence and Dexterity

I hope this blog has given you all the necessary and brief information of the Rogue Character of D&D. You can use and pre-prepare game strategies to easily win battle in your D&D gameplay.

The Paladin Class for D&D 5e

The Paladin Class for D&D 5e

In the tabletop game Dungeons and Dragons (D&D), there are several character classes for the role-play. Amongst the other character classes in D&D 5e, Paladin are characters that you can select for your role-play.

Paladins are sacred knights that only fight for justice and goodness. They are crusaders in the name of integrity, moreover have godlike spell caster abilities. They are unified and persistent by their oath to vanish evil and darkness from the world.

An oath serves as a dominant bond to a Paladin, this power of source helps a sturdy soldier to turn into a sanctified champion in the gameplay.

The Paladin Class for D&D 5e
source: From Dungeons & Dragons

Different Paladins emphasize on various features of morality and goodness that they can offer in the game. An oath facilitates them the source of power to get their divine work done.

To gain the ultimate knowledge of the battlefield, combat, different types of weapons, armor and defending techniques, Paladins usually do long term training to master all the skills.

Their main powers include healing the diseased, morale and honesty in the battlefield and while fighting the dark creatures.

Source: Dungeons & Dragons Book (1974)

Penalty of Breaking the Oath

As a Paladin, taking the oath is the most crucial aspect for you.  A Paladin, who tends to break a vow, pursues forgiveness from a Cleric character who shares their similar belief or perhaps any other Paladin character of the similar order.

To start fresh, your paladin character has to devote one night in prayer to repent or take an act of self-denial. This forgiveness will thereby allow your character to have a fresh start in the gameplay.

However, if your Paladin character does not take the remorse aspect seriously, he or she might have to face severe penalties. For instance, your paladin might have to discard their class and foster another.

Paladin Character Class Features

A Paladin character consists of the following features that you gain in the course of the gameplay. These are:

Hit Points:

Dice Hit: per Paladin level, you get 1d10

First Level Hit Points: On your constitution modifier, you get +10

Higher Levels Hit Points: After the first level, per Paladin level you will get 1d10 or perhaps 6 + constitution modifier

Initial Proficiencies:

Your Paladin character already consists or perhaps is facilitated with the following capabilities from your Background and Race in the game, these are:

Armor: Shields, Heavy Armor, Medium Armor and Light Armor

Weapons: Martial Weapons and Simple Weapons

Tools: None

Saving Throws: Knowledge (Wisdom) and Charisma

Skills: You have the ability to choose any two from the skills these include Religion, Medication, Persuasion, Intimidation, Insights and Athletics.

Initial Equipment:

You begin your game with the following equipment, moreover your Background in the game facilitates you with extra equipment and these are:

  • (a) 1 Shield or 1 martial weapon Or (b) 2 martial weapons
  • (a) 5 javelins Or (b) any melee weapon
  • (a) priest’s pack Or (b) explorer’s pack
  • Chain mail and a Holy symbol

The following table will guide you through all the class features, levels and capabilities that you need to know about a Paladin character:

Levels         Proficiencies                                    Class Features                                          Spell Slots per level

1st 2nd 3rd 4th 5th
1 +2 Divine Sense, Lay on Hands
2 +2 Fighting Style, Spellcasting, Divine Smite 2
3 +2 Divine Health, Sacred Oath 3
4 +2 Ability Score Improvement 3
5 +3 Extra Attack 4 2
6 +3 Aura of Protection 4 2
7 +3 Sacred Oath Feature 4 3
8 +3 Ability Score Improvement 4 3
9 +4 4 3 2
10 +4 Aura of Courage 4 3 2
11 +4 Improved Divine Smite 4 3 3
12 +4 Ability Score Improvement 4 3 3
13 +5 4 3 3 1
14 +5 Cleansing Touch 4 3 3 1
15 +5 Sacred Oath Feature 4 3 3 2
16 +5 Ability Score Improvement 4 3 3 2
17 +6 4 3 3 3 1
18 +6 Aura Improvements 4 3 3 3 1
19 +6 Ability Score Improvement 4 3 3 3 2
20 +6 Sacred Oath Feature 4 3 3 3 2

 

Here is a brief understanding to guide you through the Class features used by the Paladins in D&D:

Divine Sense

With this feature, you get the ability to sense your enemy within 60ft range. Your senses are elaborated and sensitive to any evil lurking around you. Whilst you await your next turn, you have the ability to detect where exactly your enemy is situated by sensing their odor, sound, etc.

These types of foes can be the undead, fiend and celestial; however, you are unable to sense the exact identity of your opponent.

Moreover, you are at advantage as you can also detect any object placed near you. These can be weapons, health, etc. In addition, knowing the location of your enemy before your turn can help you prepare strategies to put up a tough battle.

This feature can be used a multiple times that can be equal to your Charisma modifier + 1. In addition, you will gain back your depleted users after finishing a successful long rest.

Lay on Hands

This feature provides you the power to heal injuries, just with your mere touch. As you take and finish your long rest, you are given a pool of Healing power. You can then use this pool to regain your total Hit point equal to level x 5 Paladin.

You get the ability to touch the enemy and pull power from the pool; this helps to regain the Hit points to the enemy until the amount remaining in the pool finishes.

Moreover, with Lay on Hands you have the capability to spend from your pool up to 5 Hit points. By this, you can heal the targeted disease or deactivate the power of the poison.

Numerous diseases and poisons can be deactivated with using this feature only once. However, keep in mind that this feature does not have an effect on the foes like the Undead and Constructs.

Fighting Style

As you level up to the 2nd level, you get the ability to choose your fighting style as per your forte and talent. You get to choose from the following options:

  • Defense – You get the ability to wear an armor in the defense style, this gives you +1 bonus to your AC.
  • Dueling – When you are handling only one melee weapon in one hand and your other hand is bare in the battle, you get to Damage Rolls bonus of +2 on that weapon.
  • Great Weapon Fighting – Whilst rolling a damage die for an Attack of 1 or 2. You get a melee weapon that can be handled with two hands. To gain outmost advantage, your weapon needs to have a Versatile or Two Handed property.
  • Protection – If an enemy within 5ft targets an attack that is not your player, then you have the ability to use Reaction to enforce a drawback on the Attack roll. In addition, you need to be using a Shield in this situation.

However, you are only allowed to take a Fight style option once in the game.

Spell Casting

When you level up to the 2nd level, you get the feature of Spell Casting. Now, you have trained enough and have the knowledge to pull on Divine Magic by meditation or perhaps prayers to cast spells. The Cleric character in the gameplay also uses this similar feature.

Here are ways you can Prepare and Cast Spells and a brief understanding of the Spellcasting capabilities and Spellcasting focus:

  • Prepare and Cast Spells

The Paladin character table mentioned above can guide you through this feature. It portrays the amount of Spell Slots you attain in order to cast your spells.

Therefore, it is mandate that when you cast a spell in the 1st level or higher, you use one slot of the spell’s level. In fact, when you finish a long-term rest, you reclaim all of the spent Spell Slots.

It is mandatory that you prepare a list of Paladin Spells that you desire to cast in the gameplay. Thereby, when you are to choose the spell that you want to cast, it is suggested that you select the number of Spells that is equal to the Charisma modifier plus half of your level.

Keep in mind that the Spell should be the level of the Spell Slots that you contain.

Lastly, as you finish your Long Rest, you get the chance to change and edit your spells. You need to prepare a new list of spells for you further gameplay. Although, it takes at least 1 minute to prepare or change the spell list as it consumes time spent in meditation and prayer.

  • Spellcasting Capabilities

Your main Spellcasting capability is ‘Charisma’ for your spells. You tend to get this ability as you draw the powers from the strength of your faith and beliefs.

Moreover, whilst setting a saving throw DC for a spell you cast and generating an attack roll, you can use the ability of your Charisma modifier.

Saving throw DC= 8 + proficiency + charisma modifier

Attack Modifier= proficiency + charisma modifier

  • Spellcasting focus –

For Spellcasting focus, you get the ability to use a holy symbol in the gameplay.

Divine Smite

As you reach the 2nd Level of D&D, you can spend on one spell slot. This happens as you attack an enemy using your melee weapon Attack, at that point you spend one spell slot to make maximum damage to the enemy, also damaging the weapon to the maximum.

Moreover, at the 1st level you make a damage of 2d8 for a spell slot. In addition, higher you go from the 1st level you make a damage of 1d8 for every spell level. This goes maximum to 5d8.

Divine Health

When you reach the 3rd level of D&D, the divine enchantment within you can help you to fight any diseases. Thus, making your Paladin character immune to all viruses in the gameplay.

Sacred Oath

As you level up to the 3rd level, you get the ability to choose an oath. For instance the Oath of Devotion. As a Paladin character, you are obliged to take an oath to fight with justice and banish the evil. Therefore, from the 3rd level it is mandatory for your character to perhaps execute the oath that was sworn.

Furthermore, you get to, not only choose at the 3rd level, but again at the 7th, 15th and 20th level. You can use features like the Channel Divinity and Oath Spells.

  • Channel Divinity –

This aspect facilitates you to channel or perhaps draw divine energy to further enhance your enchantment effects.

You have to successfully finish the short or Long Rest to be able to use your Channel Divinity again. When you opt to use your character’s Channel Divinity, you get an option to select your preferred feature.

  • Oath Spells –

The oaths come with a list of related Spells in the game. You can get the Spells as you reach the levels that is detailed in the description of the oaths. You will need preparations as you get to use an oath spell from the description.

Ability Score Improvement

As you level up to the 4th Level, or 8th, 12th, 16th, and 19th levels, you get the ability to increase your Ability Score. You can level up your preferred Ability Score by 2 or instead you get to level up 2 Ability Scores by 1 that you prefer.

Extra Attack

When you reach the 5th level of D&D, on your turn, you get the ability to take an Attack 2 times instead of one on an Attack action in the gameplay. This way you do more damage in just one turn.

Aura of Protection

At level 6 of D&D, you get the ability to gain an extra point that is equal to your Charisma modifier. In other words, you or your ally should make a saving throw when you or your ally are within the 10ft of range.

This allows your ally to get an extra bonus point on the saving throw equal to your Charisma Modifier. Keep in mind that you need to be alert to attain this bonus.

Once you reach level 18, the aura level increases to 30ft of range.

Aura of Courage

When you reach the 10th level of D&D, you get the ability to not frighten yourself and the friendly creature within 10ft of range whilst you are alert. Furthermore, when you reach the 18th level, the aura range increases to 30ft of you.

Improved Divine Smite

At level 11, you get the ability to hit the enemy with an immense power from your melee weapon. At this level, your melee weapon is upgraded to be strong enough to transmit immense divine power. Therefore, any hit by this weapon does an extra damage of 1d8 radiant.

Moreover, you can also use your character’s Divine Smite with the Attack to add extra damage in the gameplay.

Cleansing Touch

When you reach level 14 of D&D, you get the ability to use an action to elude one spell or on the preferred enemy you touch. You gain the spent feature back as you finish a Long Rest.

Moreover, you have the ability to spend on the Cleansing Touch more than once equal to the Charisma modifier.

Aura Improvements

Once you reach level 18, you aura increases to 30ft in range in the gameplay.

Sacred Oath Feature and Oath of Devotion

As mentioned above, the Paladin characters are sacred knights that fight for justice and goodness. They are unified and persistent by their oath to vanish evil and darkness from the world. Therefore, as your Paladin reaches level 3 of D&D, you have to vow a final oath to conclude your training.

Several Paladins that swear by the oath are devoted and dedicated to the god of justice and righteousness. Thus, in order to measure their devotion, Paladins tend to use their god’s tenets.

The Tenets of Devotion that Paladins share are:

  • Morality: Be honest in your game. To give your word and stand by it without being untruthful.
  • Bravery: Have the courage to take up any battle that comes your way. Be alert at all times.
  • Empathy: Be just, heal the wounded, fight for the weaklings, and lastly, have mercy on your enemies before taking a decision.
  • Integrity: Be an exceptional example of fairness, equality and justice. Try to elude harm to others.
  • Responsibility: Be dutiful towards your work whilst obeying the rules and protecting the weak.

Oath Spells

Here are a list of Oath spells that you gain per Paladin levels:

  • 3rd Level: Protection from Evil and Good, Sanctuary
  • 5th Level: Lesser Restoration, Zone of Truth
  • 9th Level: Beacon of Hope, Dispel Magic
  • 13th Level: Freedom of Movement, Guardian of Faith
  • 17th Level: Commune, Flame Strike

Channel Divinity

As you reach the 3rd Level in D&D, you get the ability to choose from the following options of Channel Divinity:

  • Sacred Weapon

With the ability to use Channel Divinity, you can instill any one weapon with positive energy that you are holding. You can also add up your Charisma modifier to your Attack rolls for approximately 1 minute in the gameplay.

  • Turn the Unholy

With the ability to use Channel Divinity, you can state a prayer using the holy symbol to elude the Undead and Fiend enemies. This can be done within 30ft of range in the gameplay.

Aura of Devotion

As you reach the 7th level of D&D, within 10ft from yourself, you and your ally can not be charmed whilst you are alert.

Once you reach level 18, the aura range increases to 30ft.

Purity of Spirit

When you reach level 15, you get the ability to be protected from evil and good spell in the gameplay.

Holy Nimbus

With the ability to use Holy Nimbus, you can originate a sunlight aura for 1 minute within 30ft radius. A bright light shines at the range of 30ft and a dim light 30ft beyond that.

Therefore, as your foe starts to come closer to you in the 30ft range, it takes a damage of 10 radiant.

Important Qualities

  • Hit Die: d10
  • Ability of Spellcasting: Charisma
  • Initial Gold: 5d4 x 10
  • Name of Subclass: Sacred Oath
  • Abilities needed: Strength, Charisma

I hope this blog has given you all the necessary and brief information of the Paladin Character of D&D. You can use and pre-prepare game strategies to easily win battle in your D&D gameplay.