Paladin: Difference between revisions

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=== Oath of the Oathless ===
=== 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>
Not all paladins are able to hold to their Sacred Oaths. Some break their Oath and fall into evil, becoming Blackguards, 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.
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.<br>
'''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.<br>
'''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>
'''Coward's Escape.'' A a Bonus Action, you grasp your holy symbol, forcing a creature within 60ft of you that you can see to make a Wisdom Saving Throw. on a failed save, the target cannot sense your presence in any way, ending early if you attack the creature or target it 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>
'''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>
'''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>
'''Dreadful Aspect.''' As an action you channel darkness and focus it into a magic burst of power. Choose any number of creatures within 30ft of you that can see you, those creatures must make a Wisdom Saving Throw, becoming Frightened of you for 1 minute on a failure, and being unaffected on a success. A Frightened creature that is more than 30ft away from you can repeat the save at the end of its turn, ending the effect on a success.<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>
'''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.
'''Vengeance of the Righteous.''' As a Reaction when a creature you can see imposes a Saving Throw on a creature, the target must make a Charisma Saving Throw 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.
'''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.