Paladin Spellblade
A paladin spellblade merges divine power with martial skill, wielding weapons infused with holy energy. They channel divine magic into their strikes, balancing offense and defense. Whether smiting foes or fortifying allies, a paladin spellblade symbolizes hope and justice, employing precise attacks that blend swordplay with spells to protect companions and defeat enemies.
Players might choose a paladin spellblade for its blend of righteous devotion and dynamic combat. This archetype suits those seeking a versatile character who excels in melee combat and offers healing or utility magic. It's perfect for those attracted to heroic, selfless characters that protect allies while wielding divine magic.
Paladin Spellblade Features By Level
You choose one skill from the following list that reflects your paladin's oath: Insight, Persuasion, Religion, or Athletics. You gain proficiency in the chosen skill.
When you hit a creature with a melee weapon attack or sword burst cantrip, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
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, Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned condition from the creature; those points don’t also restore Hit Points to the creature.
At 18th level, the range of your aura increase to 30 feet.
You can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
- Wings sprout from your back granting you a flying speed of 60 feet.
- You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage.
- Attack rolls against the frightened creature have advantage.
Once you use this feature, you can’t use it again until you finish a long rest.