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:'''Blinding Radiance.''' As an action, you can imbue an object you're holding with light. For 10 minutes, the object sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light can be coloured as you like, and is daylight. Completely covering the object with something opaque blocks the light, and you can dismiss it as an action. | :'''Blinding Radiance.''' As an action, you can imbue an object you're holding with light. For 10 minutes, the object sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light can be coloured as you like, and is daylight. Completely covering the object with something opaque blocks the light, and you can dismiss it as an action. | ||
:When you first imbue an object with this light, you can choose a creature you can see within 30 feet of you, who must make a Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw as an action on each of it's turns, ending the effect on a success. | :When you first imbue an object with this light, you can choose a creature you can see within 30 feet of you, who must make a Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw as an action on each of it's turns, ending the effect on a success. | ||
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'''Radiance of the Sun.''' At 20th level, creatures of your choice standing in an area of bright light created by a light source you're holding in a free hand or from one of your class features or spells are infused with radiance; they have advantage on all saving throws. | '''Radiance of the Sun.''' At 20th level, creatures of your choice standing in an area of bright light created by a light source you're holding in a free hand or from one of your class features or spells are infused with radiance; they have advantage on all saving throws. | ||
=== Oath of the Oathless === | |||
Not all paladins are able to hold to their Sacred Oaths. Some break their Oath and fall into evil, becoming Blackguards and Oathbreakers, but not all who falter become paragons of evil. These paladins are known as the Oathless, those who abandon their divinely appointed cause. They wander the wilds as lost warriors, often becoming bandits and mercenaries. Some quest for purpose, some turn evil and use their power to dominate others, while others fall into despair.<br> | |||
An Oathless paladin owes allegiance to no one. They hold to no tenets and are loyal to nothing but themselves. Oathless paladins are often selfish, with their own safety and power being their only concern. These lost warriors won't hesitate to obtain what they desire, even at the expense of others. | |||
'''Channel Divinity.''' At 3rd level, you gain two of the following Channel Divinity options, after you finish a Long Rest, you can change which Channel Divinity options you have selected. See the Sacred Oath class feature for how Channel Divinity works. | |||
'''Coward's Escape.''' As a bonus action, you grasp your holy symbol and force a creature you can see within 60 feet of you to make a Wisdom saving throw. On a failed save, the target cannot perceive you in any way for up to 1 minute. They can't see, hear, smell, or sense your presence in any way. This ends early if you attack the creature or target them with a spell.<br> | |||
'''Selfish Restoration.''' When you begin your turn you can invoke this Channel Divinity (no action required) to end one of the following conditions currently affecting you: charmed, frightened, paralyzed, poisoned, or stunned. Alternatively, you can choose to immediately regain hit points equal to your paladin level + your Charisma modifier (minimum of +1).<br> | |||
'''Control Undead.''' As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey the your commands for the next 24 hours, or until you use this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin’s level is immune to this effect.<br> | |||
'''Dreadful Aspect.''' As an action, you channel the darkest emotions and focus them into a burst of magical menace. Each creature of the paladin’s choice within 30 feet of the paladin must make a Wisdom saving throw if it can see you. On a failed save, the target is frightened of you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on it.<br> | |||
'''Erratic Protection.''' As an action, you channel the light remaining within you to protect those who might have been scorned by your previous oath. Choose a number of creatures equal to your Charisma modifier (minimum 1). Each of the chosen creature heals a number of hit points equal to a number of d8s equal to your Proficiency Bonus, and gains a +2 bonus to AC for 1 minute.<br> | |||
'''Vengeance of the Righteous.''' As a reaction when you see a creature within 30ft of you is forced to make a Saving Throw, the creature that caused that saving throw must make a Wisdom or Intelligence Saving Throw (your choice) or be stunned until the end of your next turn. | |||
'''Oath Spells.''' You gain oath spells at the paladin levels listed in the Oath of the Oathless table. These spells are always known and do not count against the amount of spells you prepare. | |||
{| class="wikitable" | |||
|+ Oath Spells | |||
|- | |||
! Paladin Level !! Spells | |||
|- | |||
| 3rd || Cure Wounds, Hellish Rebuke | |||
|- | |||
| 5th || Invisibility, Crown of Madness | |||
|- | |||
| 9th || Bestow Curse, Vampiric Touch | |||
|- | |||
| 13th || Charm Monster, Confusion | |||
|- | |||
| 17th || Geas, Contagion | |||
|} | |||
'''Power of the Oathless.''' At 7th level, you have gained a specific power, that shifts as your goals, ideals, and actions shift, for without an Oath, your power is fluid like water. Choose one of the following features, at the end of a Long Rest, you can select a different one instead.<br> | |||
'''Devious Counter.''' You have learned to disable foes who threaten you. When a creature misses you with an attack, you can use your reaction to force it to make a Dexterity saving throw. On a failure, it is knocked prone and its movement speed is reduced to zero until the start of your next turn.<br> | |||
Upon reaching 18th level, you can use this feature an unlimited amount of times without using your reaction. | |||
'''Aura of Hate.''' You, as well any evil highlings and undead within 10 feet of you, gain a bonus to melee weapon damage rolls equal to the your Charisma modifier (minimum of +1).<br> | |||
At 18th level, the range of this aura increases to 30 feet.<br> | |||
'''Retributive Purpose.''' When a creature within 15ft of you deals damage to another creature, you may use your Reaction to force that creature to make a Wisdom or Charisma Saving Throw (your choice) may choose to either heal half the damage it dealt instead of dealing the damage, or be Blinded, Deafened, and Burning until the end of your next turn. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.<br> | |||
At 18th level, you can use this an unlimited amount of times. | |||
'''Fluid Protection.''' Your Oathless power shifts to protect you in different ways, and guard you from assault. Choose one of the following features, at the end of a Long Rest, you can select a different one instead.<br> | |||
'''Forceful Will.''' When you are forced to make a Saving Throw against a spell, you can use your Reaction to have advantage on the save.<br> | |||
'''Supernatural Resistance.''' You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.<br> | |||
'''Shifting Guard.''' When a creature with a different alignment than yours deals damage to you, you may use your Reaction to gain Resistance to all types of damage it deals to you until the start of your turn. | |||
'''Paragon of the Oathless.''' | |||
At 20th level, you can use an action to become a the purest form of the ideals you stand for, gaining the benefits below for 1 minute: | |||
*You become invisible, shed bright light out to a range of 30ft, or gain Truesight out to a range of 30ft. | |||
*You can take the Dash or Hide action as a bonus action, creatures that rely on sight have disadvantage on attack rolls against creatures within 30ft of you, or give all creatures of your choice within 30ft of you a +2 Bonus to AC. | |||
*When a creature misses you with an attack, you can force it to repeat its attack against another creature of your choice within the normal range of its attack, deal 4d10 Psychic damage to creatures that are Frightened within 30ft of you, or give all saving throws made within 30ft of you advantage and/or disadvantage, chosen when the save is made. | |||
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. | |||
=== Oath of the Purifier === | === Oath of the Purifier === |