Paladin: Difference between revisions

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:'''Magnetic Momentum.''' As a bonus action on your turn, you blast one creature you can see within 30 feet of you with a magnetized wave of thunder, using your Channel Divinity. The target must make a Constitution saving throw. On a failed save, the target takes thunder damage equal to 1d4 + your paladin level and is pushed up to 20 feet away from you. On a success, the target takes half damage and isn't pushed. Earth elementals, metal constructs, and other creatures wearing metal armor have disadvantage on the saving throw, and they're pushed 10 additional feet away on a failure. If you are wearing metal armor and target yourself, you automatically fail the saving throw, but you do not take damage, you can choose to push yourself twice as far, and you can push yourself in any direction.
:'''Magnetic Momentum.''' As a bonus action on your turn, you blast one creature you can see within 30 feet of you with a magnetized wave of thunder, using your Channel Divinity. The target must make a Constitution saving throw. On a failed save, the target takes thunder damage equal to 1d4 + your paladin level and is pushed up to 20 feet away from you. On a success, the target takes half damage and isn't pushed. Earth elementals, metal constructs, and other creatures wearing metal armor have disadvantage on the saving throw, and they're pushed 10 additional feet away on a failure. If you are wearing metal armor and target yourself, you automatically fail the saving throw, but you do not take damage, you can choose to push yourself twice as far, and you can push yourself in any direction.


'''Aura of Induction.''' At 7th level, you gain an aura like a static field around you and your allies. While you're conscious, you and friendly creatures within 10 feet of you have resistance to lightning damage. Also, when an affected creature hits with a weapon attack, you can cause the attack to deal bonus lightning damage equal to your paladin level divided by 3. Once you have done this, you can't do so again until the start of your next turn. At 18th level, the range of this aura increases to 30 feet.
'''Aura of Induction.''' At 7th level, you gain an aura like a static field around you and your allies. While you're conscious, you and friendly creatures within 10 feet of you have resistance to lightning damage. Also, when a friendly creature within your aura hits with a weapon attack, it deals additional lightning damage equal to your proficiency bonus.<br>
At 18th level, the range of this aura increases to 30 feet.


'''Static Charge.''' Starting at 15th level, you can add your Charisma modifier to the lightning damage rolls of paladin spells that you cast. In addition, whenever you expend a spell slot to use your Divine Smite, you are charged with electricity and deal 2d8 lightning damage to any creature grappling you. The next time you hit with a weapon attack before the end of your next turn, the attack deals bonus lightning damage equal to your Charisma modifier (minimum +1).
'''Static Charge.''' Starting at 15th level, you can add your Charisma modifier to the lightning damage rolls of paladin spells that you cast. In addition, whenever you expend a spell slot to use your Divine Smite, you are charged with electricity and deal 2d8 lightning damage to the next creature you hit with a weapon attack and any creature grappling you. The next time you hit with a weapon attack before the end of your next turn, the attack deals bonus lightning damage equal to your Charisma modifier (minimum +1).


'''Magnetic Field'''
'''Magnetic Field'''