Paladin: Difference between revisions

No change in size ,  01:49, 29 November 2022
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You gain the following two Channel Divinity Options:
You gain the following two Channel Divinity Options:
*'''Nature’s Wrath.''' You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an Action, you can cause spectral vines to spring up and reach for a creature within 10ft of you that you can see. The creature must succeed on a Strength or Dexterity Saving Throw (its choice) or be Restrained. While Restrained by the vines, the creature repeats the Saving Throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
*'''Nature’s Wrath.''' You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an Action, you can cause spectral vines to spring up and reach for a creature within 10ft of you that you can see. The creature must succeed on a Strength or Dexterity Saving Throw (its choice) or be Restrained. While Restrained by the vines, the creature repeats the Saving Throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
*'''Turn the Faithless.''' You can use your Channel Divinity to utter ancient words that are painful for Fey and Highlings to hear. As an Action, you present your Holy Symbol, and each Fey or Highling within 30ft of you that can hear you must make a Wisdom Saving Throw. On a failed Save, the creature is turned for 1 minute or until it takes Damage. A Turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30ft of you that would be closer than its current space. It also can’t take Reactions. For its Action, it can only take the Dash Action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature must take the Dodge Action.
*'''Turn the Faithless.''' You can use your Channel Divinity to utter ancient words that are painful for Fey and Highlings to hear. As an Action, you present your Holy Symbol, and each Fey or Highling within 30ft of you that can hear you must make a Wisdom Saving Throw. On a failed Save, the creature is Turned for 1 minute or until it takes Damage. A Turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30ft of you that would be closer than its current space. It also can’t take Reactions. For its Action, it can only take the Dash Action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature must take the Dodge Action.
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