Paladin: Difference between revisions

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'''Divine Sense.''' Starting at 1st level, the presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any aberration, highling or undead within 60 feet of you that is not behind total cover. You know the type (aberration, highling or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.
==== Divine Sense ====
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
''1st Level Paladin Feature''<br>
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an Action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Aberration, Highling or Undead within 60ft of you that is not behind Total Cover. You know the Creature Type of any being whose presence you sense, but not its identity.<br>
Within the same Radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow Spell.<br>
You can use this feature a number of times equal to 1 + your Charisma Modifier, regaining expended uses when you finish a Long Rest.
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'''Lay on Hands.''' Also starting at 1st level, your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.
==== Lay On Hands ====
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
''1st Level Paladin Feature''<br>
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Paladin Level × 5.<br>
This feature has no effect on undead and constructs.
As an Action, you can touch a creature and draw power from the pool to restore any number of Hit Points to that creature, up to the maximum amount remaining in your pool.<br>
Alternatively, you can expend 5 Hit Points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay On Hands, expending Hit Points separately for each one.<br>
This feature has no effect on Undead and Constructs.
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'''Fighting Style.''' At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Whenever you gain a level in this class you can swap a Fighting Style you have with one you do not have with one you could have learned from this feature.
==== Fighting Style ====
''2nd Level Paladin Feature''<br>
You adopt a particular style of fighting as your specialty. Choose one of the following options you do not already have:
*'''Blessed Warrior''' You learn two Cantrips of your choice from the Cleric Spell List. They count as Paladin Spells for you, and Charisma is your Spellcasting ability for them.
*'''Blessed Warrior''' You learn two Cantrips of your choice from the Cleric Spell List. They count as Paladin Spells for you, and Charisma is your Spellcasting ability for them.
*'''Blind Fighting.''' You have Blindsight out to 10ft. If you already have Blindsight it increases the range of your Blindsight by 10ft.
*'''Blind Fighting.''' You have Blindsight out to 10ft. If you already have Blindsight it increases the range of your Blindsight by 10ft.
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*'''Unarmed Fighting.''' You become Proficient in Unarmed Strikes, and your Unarmed Strikes now deal 1d6 Damage. While you aren't wielding any Weapons or Shields, your Unarmed Strikes instead deal 1d8 Damage. At the start of each of your turns, you can deal 1d4 Bludgeoning Damage to one creature Grappled by you.
*'''Unarmed Fighting.''' You become Proficient in Unarmed Strikes, and your Unarmed Strikes now deal 1d6 Damage. While you aren't wielding any Weapons or Shields, your Unarmed Strikes instead deal 1d8 Damage. At the start of each of your turns, you can deal 1d4 Bludgeoning Damage to one creature Grappled by you.
*'''Versatile Fighting.''' While wielding a Versatile Weapon with two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile Weapon with one hand, and nothing in your other hand, you gain a +2 bonus to your Attack Rolls. Additionally, you can take the Shove or Grapple Actions as a Bonus Action.
*'''Versatile Fighting.''' While wielding a Versatile Weapon with two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile Weapon with one hand, and nothing in your other hand, you gain a +2 bonus to your Attack Rolls. Additionally, you can take the Shove or Grapple Actions as a Bonus Action.
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'''Spellcasting.''' You gain the ability to cast spells at 2nd level.
==== Spellcasting ====
:'''Spellcasting Ability.''' Charisma
''2nd Level Paladin Feature''<br>
:'''Spell Save DC.''' 8 + Your Proficiency Bonus + Your Charisma Modifier
'''Spellcasting Ability.''' Charisma<br>
:'''Spell Attack Bonus.''' Proficiency Bonus + Your Charisma Modifier
'''Spell Save DC.''' 8 + your Charisma Modifier + your Proficiency Bonus<br>
:'''Spellcasting Focus.''' A Holy Symbol
'''Spell Attack Bonus.''' Your Charisma Modifier + your Proficiency Bonus<br>
:'''Spell Learning Method.''' Whenever you finish a long rest, you prepare a number of spells equal to your paladin level + your Charisma modifier from the paladin spell list. You can cast these spells using your spell slots until the end of your next long rest.
'''Spellcasting Focus.''' A Holy Symbol<br>
'''Spell Learning Method.''' Whenever you finish a Long Rest, you prepare a number of Spells equal to your half your Paladin Level + your Charisma Modifier from the Paladin Spell List. You can cast these Spells using your Spell Slots until the end of your next Long Rest.
{| class="wikitable"
{| class="wikitable"
|+ Level and Spells Slots per level
|+ Level and Spells Slots per Level
|-
|-
! Level !! 1st !! 2nd !! 3rd !! 4th !! 5th
! Level !! 1st !! 2nd !! 3rd !! 4th !! 5th
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'''Divine Smite.''' Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or an aberration, to a maximum of 6d8.
==== Divine Smite ====
''2nd Level Paladin Feature''<br>
When you hit a creature with a Melee Weapon Attack, you can expend one Spell Slot to deal additional Radiant Damage to the target is equal to 2d8 + 1d8 per Spell Slot Level above 1st, to a maximum of 5d8. The Damage increases by 1d8 if the target is an Undead or Aberration, to a maximum of 6d8.
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'''Channel Divinity.''' At 3rd level, you gain the ability to harness the power of Tiamat, you can use this a number of times equal to your proficiency bonus a number of times per long rest, regaining expended uses at the end of a long rest. When you use Channel Divinity, you choose which effect to use out of  the options from your Sacred Oath, additionally you gain some options if you choose to multiclass into Cleric. If a Channel Divinity option requires the target to make a Saving Throw, the DC is equal to your Spell Save DC.
==== Divine Health ====
''3rd Level Paladin Feature''<br>
The divine magic flowing through you makes you immune to disease.
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'''Divine Health.''' By 3rd level, the divine magic flowing through you makes you immune to disease.
==== Sacred Oath ====
''3rd, 7th, 15th, and 20th Level Paladin Feature''<br>
You choose one of the following Divine Oaths to swear that binds you as a Paladin forever. you strive to emulate in your combat styles and techniques.
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'''Sacred Oath.''' When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.
==== Channel Divinity ====
''3rd Level Paladin Feature''<br>
You gain the ability to harness the power of the Three, you can use this a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. When you use your Channel Divinity, you choose which effect to use out of the options from your Sacred Oath, additionally you gain Channel Divinity Options if you choose to Multiclass into Cleric. If a Channel Divinity Option requires the target to make a Saving Throw, the DC is equal to your Spell Save DC.
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'''Ability Score Improvements.''' When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2 and one ability score of your choice by 1, or you can increase three ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can take a [[Feats|feat]] instead of taking this increase to ability scores.
==== Ability Score Improvements ====
''4th, 8th, 12th, 16th, and 19th Level Paladin Feature''<br>
Your skill and strength expands, choose one of the following:
*Increase one Ability Score of your choice by 3.
*Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1
*Increases three Ability Scores of your choice by 1.
*Gain one [[Feats|Feat]] of your choice.
No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.
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'''Extra Attack.''' At 5th level you can perform an additional attack as part of the Attack action.
==== Extra Attack ====
If you have multiple copies of this feature and achieve a certain level threshold, the number of attacks you can perform increases. At 5th level if you have one copy of the feature, you can perform one extra attack, at 11th level if you have two copies of the feature you can perform two extra attacks, and at 20th level if you have three copies of the feature you can perform three extra attacks.
''5th, Level Paladin Feature''<br>
You can perform an additional Attack as part of the Attack Action.<br>
If you have multiple copies of this feature and achieve a certain level threshold, the number of Attacks you can perform increases. At 5th Level if you have one copy of the feature, you can perform one extra Attack, at 11th Level if you have two copies of the feature you can perform two extra Attacks, and at 20th Level if you have three copies of the feature you can perform three extra Attacks.
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'''Aura of Protection.''' Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
==== Aura of Protection ====
''6th, Level Paladin Feature''<br>
Whenever you or a creature of your choice within 10ft of you makes a Saving Throw, that creature gains a bonus to the Save equal to your Charisma Modifier as long as you are not Unconscious.
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'''Aura of Courage.''' Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.
==== Aura of Courage ====
''10th, Level Paladin Feature''<br>
You and creatures of your choice within 10ft of you can’t be Frightened as long as you are not Unconscious.
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'''Improved Divine Smite.''' By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.
==== Improved Divine Smite ====
''11th, Level Paladin Feature''<br>
You are so suffused with righteous might that all your Melee Weapon Attacks carry divine power with them. Whenever you hit a creature with a Melee Weapon Attack, the creature takes an extra 1d8 Radiant Damage.
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'''Cleansing Touch.''' Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.
==== Cleansing Touch ====
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
''14th, Level Paladin Feature''<br>
You can use your Action to end one Spell on yourself or on one willing creature that you touch.<br>
You can use this feature a number of times equal to your Charisma Modifier, regaining expended uses when you finish a Long Rest.
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'''Aura Improvements.''' At 18th level, the range of Aura of Protection, Aura of Courage, and the Aura granted by your Sacred Oath is increased to 30ft.
==== Aura Improvements ====
''18th, Level Paladin Feature''<br>
The Range of your Aura of Protection and Aura of Courage features, as well as the Aura granted by your Sacred Oath is increased to 30ft.
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