Paladin: Difference between revisions

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'''Channel Divinity.''' At 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.<br>
'''Channel Divinity.''' At 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.<br>
'''Divine Interrogation.''' As an action, you can grasp your holy symbol and force a creature you can see within 10 feet, to make an Charisma saving throw. On a failed save, you learn the true name of the creature and it has disadvantage on the first Intelligence, Wisdom, or Charisma saving throw you force it to make within the next minute.
'''Divine Interrogation.''' As an action, you can grasp your holy symbol and force a creature you can see within 10 feet, to make an Charisma saving throw. On a failed save, you learn the true name of the creature and it has disadvantage on the first Intelligence, Wisdom, or Charisma saving throw you force it to make within the next minute.
'''Unexpected Inquisition.''' On your first turn after rolling initiative, you can use a bonus action to hold aloft your holy symbol and force a number of creatures of your choice equal to your Charisma modifier (minimum of 1) within 60 feet to make a Wisdom saving throw. On a failed save, creatures that have not yet taken a turn since rolling initiative are surprised.
'''Unexpected Inquisition.''' When you roll initiative, you can raise your holy symbols granted expedience to your allies. You and creatures of your choice within 15ft of you gain advantage on initiative


'''Oath Spells.''' You gain oath spells at the paladin levels listed in the Oath of the Glorious table. These spells are always known and do not count against the amount of spells you prepare.
'''Oath Spells.''' You gain oath spells at the paladin levels listed in the Oath of the Glorious table. These spells are always known and do not count against the amount of spells you prepare.
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'''Unstoppable Inquisition.''' Beginning at 7th level, you do not tolerate those who would stand in the way of your quest for truth. Once per turn, when you hit a Large or smaller creature with a melee attack, you can force them to make a Strength saving throw. On a failure, they are knocked prone, in addition to the normal damage.<br>
'''Unstoppable Inquisition.'''Beginning at 7th level, you do not tolerate those who would stand in the way of your quest for truth. Hostile creatures within 10ft of you have disadvantage on Dexterity (Stealth) checks and don't have a benefit from being invisible.<br>
At 18th level, this ability can also effect Huge creatures.
At 18th level, this aura increases to 30ft.


'''Iron Will.''' You have honed your mind to resist any effects that would restrict your agency or obscure the truth for you. Starting at 15th level, you are immune to the charmed condition.
'''Iron Will.''' You have honed your mind to resist any effects that would restrict your agency or obscure the truth for you. Starting at 15th level, you are immune to the charmed condition and when you succeed on a Saving Throw that would attempt to charm you, you can use your Reaction to move a number of feet equal to half your walking speed and make a single Weapon Attack.
 
Change shape changer to less niche 20th level


'''Grand Inquisitor.''' Upon reaching 20th level, you can use your action to become a divine embodiment of absolute Truth and Law. When you do so, you gain the benefits listed below for one minute:
'''Grand Inquisitor.''' Upon reaching 20th level, you can use your action to become a divine embodiment of absolute Truth and Law. When you do so, you gain the benefits listed below for one minute:
*You gain truesight out to a 120-foot radius.
*You gain Truesight out to a 120-foot radius.
*All of your attacks trigger your Unstoppable Inquisition.
*You know a lie, both verbal and non-verbal, when you see or hear it.
*You see through illusions and shapechangers
*All creatures within 120ft of you can only speak and indicate the truth.
*All creatures within 120ft of you can only speak and indicate the truth.
*Any shapechanger hit by one of your attacks reverts to its original form and takes an additional 2d8 radiant damage.<br>
*Any creature with a different alignment to you hit by one of your attacks reverts to its original form and takes an additional 2d8 radiant damage.<br>
Once you use this feature, you must finish a long rest before you can use it again, unless you spend a spell slot of 5th-level or higher to use it an additional time.
Once you use this feature, you must finish a long rest before you can use it again, unless you spend a spell slot of 5th-level or higher to use it an additional time.