Vengeance Paladin [Pure Build]
Added 2024-01-17 02:00:45 +0000 UTC-----CHARACTER CREATION & LEVEL 1-----
Best Race: Half-Orc or Zariel Tiefling (I use a Human though)
Half-Orc
All Racial Unlocks at Level 1.
- Menacing: Proficiency in Intimidation
- Darkvision (Passive)
- Can see in the dark up to 12m
- Prevents Disadvantage when making attacks in the dark within 12m
- Relentless Endurance (Passive) (Once per Long Rest)
- If you reach 0 HP, regain 1HP instead of being Downed
- Savage Attacks (Passive)When you land a Critical with a melee weapon, adds an additional Damage Dice to the total damage
Zariel Tiefling
Level 1
- Hellish Resistance (Passive)
- Resistant to Fire Damage, you only take half-damage from it
- Darkvision (Passive)
- Can see in the dark up to 12m
- Prevents Disadvantage when making attacks in the dark within 12m
- Thaumaturgy (Cantrip) (Concentration)
- Gain Advantage on Intimidation & Performance Checks
Level 3
- Searing Smite (2nd Level Spell / Once per Long Rest) (Concentration)
- +1d6 Fire Damage (+1d6 per upcast)
- Target takes 1d6 Fire Damage per turn. Lasts 10 turns
- Condition ends if target succeeds a Constitution Saving Throw
Level 5
- Branding Smite (2nd Level Spell / Once per Long Rest) (Concentration)
- +2d6 Radiant Damage (+1d6 per upcast)
- Marks the target with Light, and prevents it from turning Invisible.
- Works with Ranged Weapons
Background: Soldier (Athletics, Intimidation)
- Alternatives: Guild Artisan (Persuasion, Insight)
- Noble (History, Persuasion)
Skills: Athletics, Intimidation (Mary vary depending on your choices)
Stats:
- STR = 16
- DEX = 10
- CON = 14
- INT = 8
- WIS = 10
- CHA = 16
--------------------LEVEL 2--------------------
Prepared Spells:
- Thunderous Smite
- +2d6 Thunder Damage
- Pushes target 3m
- Chance to knock target Prone
- Searing Smite (Concentration)
- +1d6 Fire Damage (+1d6 per upcast)
- Target takes 1d6 Fire Damage per turn. Lasts 10 turns
- Condition ends if target succeeds a Constitution Saving Throw
- Wrathful Smite (Concentration)
- +1d6 Psychic Damage
- Chance to Frighten the target
- Divine Favour (Concentration)
- +1d4 Radiant Damage to Weapon Attacks for 3 turns
- Command
- Cause the target to Approach the caster, Drop their weapon, Flee from the caster, Prone, or Halt
+1 target per upcast
Fighting Style: Great Weapon Fighting
--------------------LEVEL 3--------------------
Prepared Spells:
- Heroism (Concentration)
- Gain immunity to Frightened
- Gain 5 Temporary HP each turn
- +1 target per upcast
--------------------LEVEL 4--------------------
Prepared Spells:
- Protection From Evil & Good (Concentration)
- Gain protection from Aberations, Celestials, Elementals, Fey, Fiends, and Undead
- Cannot be Charmed, Frightened, or possessed by these creatures
- These creatures have Disadvantage on Attacks against target
Feat: Ability Improvement (+2 Strength)
--------------------LEVEL 5--------------------
Prepared Spells:
- Remove Command
- Branding Smite (Concentration)
- +2d6 Radiant Damage (+1d6 per upcast)
- Marks the target with Light, and prevents it from turning Invisible
- Works with Ranged Weapons
- Lesser Restoration
- Cure the target of Diseased, Poisoned, Paralysis, or Blinded
--------------------LEVEL 6--------------------
Prepared Spells: Any
--------------------LEVEL 7--------------------
Prepared Spells: Any
--------------------LEVEL 8--------------------
Prepared Spells: Any
Feat: Great Weapon Master
--------------------LEVEL 9--------------------
Prepared Spells:
- Remove the previous 3 spells you prepared
- Blinding Smite
- +3d8 Radiant Damage
- Chance to Blind target
- Elemental Weapon (Concentration)
- Imbue a weapon with 1d4 Acid, Cold, Fire, Lightning, or Thunder Damage
- +1 Attack Rolls
- +1 Damage Rolls
- Crusader’s Mantle (Concentration)
- Gives allies within 9m +1d4 Radiant Damage with Weapon Attacks
- Remove Curse
- Remove all Curses or Hexes from the target
--------------------LEVEL 10--------------------
Prepared Spells:
- Warden of Vitality
- Can cast Restore Vitality as a Bonus Action to heal the target 2d6 HP
--------------------LEVEL 11--------------------
Prepared Spells: Any
--------------------LEVEL 12--------------------
Prepared Spells: Any
Feat: Ability Improvement (+2 Strength) or Alert
--------------------GEAR--------------------
(To be updated)
--------------------ACT 1--------------------
Armor
- Chainmail
- Chainmail +1
- Adamantine Splint Armor
- Helmet of Smiting
- Holy Lance Helm
- Grymskull Helm
- Gloves of Heroism
- Boots of Speed
- Vital Conduit Boots
Weapons
- Everburn Blade
- Soulbreaker Greatsword (Needs re-testing)
Trinkets
- Strange Conduit Ring
--------------------ACT 2--------------------
Armor
- Armor of Devotion
Weapons (N/A)
Trinkets
- Eversight Ring
--------------------ACT 3--------------------
Armor
- Legacy of the Masters
Weapons
- Corpsegrinder
- Balduran’s Giantslayer
Trinkets
- Spell Savant Amulet