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= Sacred Oaths = | = Sacred Oaths = | ||
== Oath of Ancients == | |||
The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment to preserving life and light in the world. | The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment to preserving life and light in the world. Paladins of the Ancients follow these tenets: | ||
*'''Kindle the Light.''' Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair. | |||
*'''Shelter the Light.''' Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren. | |||
*'''Preserve Your Own Light.''' Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can’t preserve it in the world. | |||
*'''Be the Light.''' Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds. | |||
<br><br> | |||
'' | ==== Oath Spells ==== | ||
''3rd Level Oath of Ancients Feature''<br> | |||
You gain Oath Spells at the Paladin Levels listed in the Oath Spells table. You Know these Spells, always have them Prepared, they count as Paladin Spells for you, and they don't count against your number of Prepared Spells. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Oath Spells | |+ Oath Spells | ||
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| 17th || Commune With Nature | | 17th || Commune With Nature | ||
|} | |} | ||
<br><br> | |||
'' | ==== Channel Divinity ==== | ||
''3rd Level Oath of Ancients Channel Divinity Options''<br> | |||
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. | |||
*'''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. | |||
A | <br><br> | ||
'''Aura of Warding.''' Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells. | '''Aura of Warding.''' Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells. | ||
At 18th level, the range of this aura increases to 30 feet. | At 18th level, the range of this aura increases to 30 feet. | ||
<br><br> | |||
'''Undying Sentinel.''' Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest. | '''Undying Sentinel.''' Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest. | ||
Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically. | Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically. | ||
<br><br> | |||
'''Elder Champion.''' At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits: | '''Elder Champion.''' At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits: | ||
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*Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options. | *Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options. | ||
*Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again. | *Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again. | ||
<br><br><br> | |||
== Oath of Conquest == | |||
The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. | The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. | ||
:'''Douse the Flame of Hope.''' It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies’ will to fight is shattered forever. A blade can end a life. Fear can end an empire. | :'''Douse the Flame of Hope.''' It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies’ will to fight is shattered forever. A blade can end a life. Fear can end an empire. | ||
:'''Rule with an Iron Fist.''' Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow. | :'''Rule with an Iron Fist.''' Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow. | ||
:'''Strength Above All.''' You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin. | :'''Strength Above All.''' You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin. | ||
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'''Oath Spells.''' You gain oath spells at the paladin levels listed in the Oath of the Conquest 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 Conquest table. These spells are always known and do not count against the amount of spells you prepare. | ||
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| 17th || Cloudkill, Dominate Person | | 17th || Cloudkill, Dominate Person | ||
|} | |} | ||
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'''Channel Divinity.''' When you take this oath 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.''' When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.<br> | ||
'''Conquering Presence.''' You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.<br> | '''Conquering Presence.''' You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.<br> | ||
'''Guided Strike.''' You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. | '''Guided Strike.''' You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. | ||
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'''Aura of Conquest.''' Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there. | '''Aura of Conquest.''' Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there. | ||
At 18th level, the range of this aura increases to 30 feet. | At 18th level, the range of this aura increases to 30 feet. | ||
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'''Scornful Rebuke.''' Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated. | '''Scornful Rebuke.''' Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated. | ||
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'''Invincible Conqueror.''' At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute: | '''Invincible Conqueror.''' At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute: | ||
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*Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20. | *Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20. | ||
*Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again. | *Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again. | ||
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== Oath of Corsairs == | |||
Fearsome warriors of the high seas, Corsair Paladins, swear an Oath to themselves and their crew, and will do whatever it takes to maintain their freedom. Chaotic by nature, these scallywags abhor any laws that aren't their own. While most paladins follow the law of the land or the tenets of their deity, Corsairs follow only laws they have personally agree to.<br> | Fearsome warriors of the high seas, Corsair Paladins, swear an Oath to themselves and their crew, and will do whatever it takes to maintain their freedom. Chaotic by nature, these scallywags abhor any laws that aren't their own. While most paladins follow the law of the land or the tenets of their deity, Corsairs follow only laws they have personally agree to.<br> | ||
'''Bravery.''' To be a coward is worse then death. Those who don't defend themselves deserve whatever comes. Live in such a way that all will sing of your deeds for years to come.<br> | '''Bravery.''' To be a coward is worse then death. Those who don't defend themselves deserve whatever comes. Live in such a way that all will sing of your deeds for years to come.<br> | ||
'''Freedom.''' Mortal creatures are meant to be free. Like the fish of the sea, no one should be forced to follow rules that they did not personally agree to or have a voice in creating.<br> | '''Freedom.''' Mortal creatures are meant to be free. Like the fish of the sea, no one should be forced to follow rules that they did not personally agree to or have a voice in creating.<br> | ||
'''Loyalty.''' Those that betray their allies are the lowest of low creatures. Traitors must be dealt with swift judgment. Loyal allies are rewarded with glory, prestige, and treasure. | '''Loyalty.''' Those that betray their allies are the lowest of low creatures. Traitors must be dealt with swift judgment. Loyal allies are rewarded with glory, prestige, and treasure. | ||
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'''Channel Divinity.''' When you take this oath 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.''' When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.<br> | ||
'''All Hands on Deck.''' As a bonus action, you hold aloft your holy symbol and bellow an order to your crew. A number of creatures of your choice equal to your Charisma modifier (minimum of 1), within 30 feet, that can see or hear you, can use their reaction to move up to their full movement speed without provoking any opportunity attacks.<br> | '''All Hands on Deck.''' As a bonus action, you hold aloft your holy symbol and bellow an order to your crew. A number of creatures of your choice equal to your Charisma modifier (minimum of 1), within 30 feet, that can see or hear you, can use their reaction to move up to their full movement speed without provoking any opportunity attacks.<br> | ||
'''Fury of the Tides.''' As a bonus action, you channel the powerful might of the waves to bolster your attacks for 1 minute. Once per turn for the duration, when you hit a creature with a weapon attack, you can choose to push the target 10 feet away from you. If pushed into an obstacle or another creature, the target takes bludgeoning damage equal to your Charisma modifier. | '''Fury of the Tides.''' As a bonus action, you channel the powerful might of the waves to bolster your attacks for 1 minute. Once per turn for the duration, when you hit a creature with a weapon attack, you can choose to push the target 10 feet away from you. If pushed into an obstacle or another creature, the target takes bludgeoning damage equal to your Charisma modifier. | ||
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'''Oath Spells.''' You gain oath spells at the paladin levels listed in the Oath of the Corsair 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 Corsair table. These spells are always known and do not count against the amount of spells you prepare. | ||
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| 17th || Control Winds, Maelstrom | | 17th || Control Winds, Maelstrom | ||
|} | |} | ||
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'''Aura of Liberation.''' Starting at 7th level, you fill nearby creatures with the energy of movement. While you’re not incapacitated, you and creatures of your choice within 10 feet of you cannot be grappled or restrained, and ignore penalties on movement and attacks while underwater. Creatures that are already grappled or restrained when they enter the aura can spend 5 feet of movement to automatically escape unless they are bound by magic restraints.<br> | '''Aura of Liberation.''' Starting at 7th level, you fill nearby creatures with the energy of movement. While you’re not incapacitated, you and creatures of your choice within 10 feet of you cannot be grappled or restrained, and ignore penalties on movement and attacks while underwater. Creatures that are already grappled or restrained when they enter the aura can spend 5 feet of movement to automatically escape unless they are bound by magic restraints.<br> | ||
When you reach 18th level in this class, the aura affects creatures within 30 feet of you. | When you reach 18th level in this class, the aura affects creatures within 30 feet of you. | ||
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'''Fury of the Seas.''' At 15th level, those who strike you are punished for their mutinous actions. When a creature hits you with a melee attack, they take cold, lighting, or thunder damage (your choice) equal to your Charisma modifier (minimum of 1). | '''Fury of the Seas.''' At 15th level, those who strike you are punished for their mutinous actions. When a creature hits you with a melee attack, they take cold, lighting, or thunder damage (your choice) equal to your Charisma modifier (minimum of 1). | ||
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'''Grand Captain.''' At 20th level, you can embody the wrath of the high seas. As a bonus action, you can transform, becoming terrible as a storm, gaining the following benefits for 1 minute.<br> | '''Grand Captain.''' At 20th level, you can embody the wrath of the high seas. As a bonus action, you can transform, becoming terrible as a storm, gaining the following benefits for 1 minute.<br> | ||
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*When you hit an enemy creature with a melee attack, they must make a Strength saving throw or be knocked prone.<br> | *When you hit an enemy creature with a melee attack, they must make a Strength saving throw or be knocked prone.<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. | ||
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== Oath of Crowns == | |||
The Oath of | The Oath of Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the order’s ranks. | ||
:'''Law.''' The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected. | :'''Law.''' The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected. | ||
:'''Loyalty.''' Your word is your bond. Without loyalty, oaths and laws are meaningless. | :'''Loyalty.''' Your word is your bond. Without loyalty, oaths and laws are meaningless. | ||
:'''Courage.''' You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don’t act, then who will? | :'''Courage.''' You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don’t act, then who will? | ||
:'''Responsibility.''' You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations. | :'''Responsibility.''' You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations. | ||
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'''Oath Spells.''' You gain oath spells at the paladin levels listed in the Oath of the Crown 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 Crown table. These spells are always known and do not count against the amount of spells you prepare. | ||
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| 13th || Banishment, Guardian of Faith | | 13th || Banishment, Guardian of Faith | ||
|- | |- | ||
| 17th || Circle of Power, | | 17th || Circle of Power, Taboo | ||
|} | |} | ||
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'''Channel Divinity.''' When you take this oath at 3rd level, you gain the following Channel Divinity options. | '''Channel Divinity.''' When you take this oath at 3rd level, you gain the following Channel Divinity options. | ||
:'''Champion Challenge.''' As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can’t willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you. | :'''Champion Challenge.''' As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can’t willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you. | ||
:'''Turn the Tide.''' As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points. | :'''Turn the Tide.''' As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points. | ||
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'''Aura of Allegiance.''' Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.<br> | '''Aura of Allegiance.''' Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.<br> | ||
At 18th level, the range of this aura increases to 30 feet. | At 18th level, the range of this aura increases to 30 feet. | ||
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'''Unyielding Spirit.''' Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned. | '''Unyielding Spirit.''' Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned. | ||
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'''Exalted Champion.''' At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour: | '''Exalted Champion.''' At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour: | ||
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*You have advantage on Wisdom saving throws, as do your allies within 30 feet of you. | *You have advantage on Wisdom saving throws, as do your allies within 30 feet of you. | ||
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again. | Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again. | ||
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== Oath of Devotion == | |||
The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms. | The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms. | ||
:'''Honesty.''' Don’t lie or cheat. Let your word be your promise. | :'''Honesty.''' Don’t lie or cheat. Let your word be your promise. | ||
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:'''Honor.''' Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm. | :'''Honor.''' Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm. | ||
:'''Duty.''' Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you. | :'''Duty.''' Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you. | ||
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'''Oath Spells.''' You gain oath spells at the paladin levels listed in the Oath of the Devoted 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 Devoted table. These spells are always known and do not count against the amount of spells you prepare. | ||
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| 17th || Commune, Flame Strike | | 17th || Commune, Flame Strike | ||
|} | |} | ||
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'''Channel Divinity.''' When you take this oath at 3rd level, you gain the following two Channel Divinity options. | '''Channel Divinity.''' When you take this oath at 3rd level, you gain the following two Channel Divinity options. | ||
:'''Sacred Weapon.''' As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. | :'''Sacred Weapon.''' As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. | ||
:'''Turn the Unholy.''' As an action, you present your holy symbol and speak a prayer censuring highlings and undead, using your Channel Divinity. Each highling or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it 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 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. | :'''Turn the Unholy.''' As an action, you present your holy symbol and speak a prayer censuring highlings and undead, using your Channel Divinity. Each highling or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it 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 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. | ||
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'''Aura of Devotion.''' Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious. | '''Aura of Devotion.''' Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious. | ||
At 18th level, the range of this aura increases to 30 feet. | At 18th level, the range of this aura increases to 30 feet. | ||
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'''Purity of Spirit.''' Beginning at 15th level, you are always under the effects of Protection From Evil and Good. | '''Purity of Spirit.''' Beginning at 15th level, you are always under the effects of Protection From Evil and Good. | ||
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'''Holy Nimbus.''' At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. While this Nimbus is active, you gain the following benefit: | '''Holy Nimbus.''' At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. While this Nimbus is active, you gain the following benefit: | ||
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*In addition, for the duration, you have advantage on saving throws against spells cast by highlings or undead. | *In addition, for the duration, you have advantage on saving throws against spells cast by highlings or undead. | ||
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again. | Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again. | ||
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== Oath of Dynamism == | |||
The Oath of Dynamism is an ideology of rapid, constant change. Those who swear to the oath of dynamism find their divine magic manifesting as light, lightning, and magnetism. Some are warriors of the storm, channeling the raw electric power of a god of lightning into their weapons and armor. Others are pragmatic, modern sentinels of a coming future, ensuring that the march of progress isn't interrupted by those ignorantly afraid of a changing world. Most paladins who swear to this oath are chaotic in alignment, with a strong tendency toward neutrality and self-determination. | The Oath of Dynamism is an ideology of rapid, constant change. Those who swear to the oath of dynamism find their divine magic manifesting as light, lightning, and magnetism. Some are warriors of the storm, channeling the raw electric power of a god of lightning into their weapons and armor. Others are pragmatic, modern sentinels of a coming future, ensuring that the march of progress isn't interrupted by those ignorantly afraid of a changing world. Most paladins who swear to this oath are chaotic in alignment, with a strong tendency toward neutrality and self-determination. | ||
:'''Take Swift Action.''' Like lightning itself, you must never hesitate to take needed action. Deliberation and planning are nothing more than excuses for tardiness. | :'''Take Swift Action.''' Like lightning itself, you must never hesitate to take needed action. Deliberation and planning are nothing more than excuses for tardiness. | ||
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:'''Embrace the Changing Future.''' You must be ready — and perhaps even eager — to discard old traditions as the world changes around you. The world will always change, just as all energy changes forms. | :'''Embrace the Changing Future.''' You must be ready — and perhaps even eager — to discard old traditions as the world changes around you. The world will always change, just as all energy changes forms. | ||
:'''Be Decisive, But Flexible.''' You must be confident in your choices once you have made them. But should you learn you are definitely going in the wrong direction, be quick to shift to a new unwavering path, just as lightning does when it arcs and dances. | :'''Be Decisive, But Flexible.''' You must be confident in your choices once you have made them. But should you learn you are definitely going in the wrong direction, be quick to shift to a new unwavering path, just as lightning does when it arcs and dances. | ||
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'''Oath Spells.''' You gain oath spells at the paladin levels listed in the Oath of the Dynamo 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 Dynamo table. These spells are always known and do not count against the amount of spells you prepare. | ||
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| 17th || Destructive Wave, Fingers of Lightning | | 17th || Destructive Wave, Fingers of Lightning | ||
|} | |} | ||
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'''Divine Conduit.''' Starting at 3rd level, your Divine Smite deals lightning damage instead of radiant damage, and any paladin spells you cast that normally deal radiant or necrotic damage instead deal that much lightning damage. When your Divine Smite or a paladin spell you cast deals lightning damage to a highling or undead, it ignores resistance to lightning damage.<br> | '''Divine Conduit.''' Starting at 3rd level, your Divine Smite deals lightning damage instead of radiant damage, and any paladin spells you cast that normally deal radiant or necrotic damage instead deal that much lightning damage. When your Divine Smite or a paladin spell you cast deals lightning damage to a highling or undead, it ignores resistance to lightning damage.<br> | ||
Also, when you throw a metal weapon as part of an attack, you can magnetically pull the weapon back to you after it hits or misses, causing the weapon to fly instantly back to the hand you used to throw it. | Also, when you throw a metal weapon as part of an attack, you can magnetically pull the weapon back to you after it hits or misses, causing the weapon to fly instantly back to the hand you used to throw it. | ||
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'''Channel Divinity.''' When you take this oath at 3rd level, you also gain the following two Channel Divinity options. | '''Channel Divinity.''' When you take this oath at 3rd level, you also gain the following two Channel Divinity options. | ||
:'''Convert Energy.''' When a creature or object within 60 feet of you takes lightning, radiant, or thunder damage, you can absorb the energy as a reaction, using your Channel Divinity. You reduce the damage taken by the target by an amount equal to 5 times your paladin level (to a minimum of 0 damage) and the target gains resistance to lightning, radiant, or thunder damage (your choice) until the end of your next turn. The first time you hit with a melee weapon attack or roll thunder or lightning damage for a spell before the end of your next turn, you deal extra lightning damage to one target equal to your paladin level. | :'''Convert Energy.''' When a creature or object within 60 feet of you takes lightning, radiant, or thunder damage, you can absorb the energy as a reaction, using your Channel Divinity. You reduce the damage taken by the target by an amount equal to 5 times your paladin level (to a minimum of 0 damage) and the target gains resistance to lightning, radiant, or thunder damage (your choice) until the end of your next turn. The first time you hit with a melee weapon attack or roll thunder or lightning damage for a spell before the end of your next turn, you deal extra lightning damage to one target equal to your paladin level. | ||
:'''Magnetic Momentum.''' As a bonus action on your turn, you blast one creature you can see within 30 feet of you with a magnetized wave of thunder, using your Channel Divinity. The target must make a Constitution saving throw. On a failed save, the target takes thunder damage equal to 1d4 + your paladin level and is pushed up to 20 feet away from you. On a success, the target takes half damage and isn't pushed. Earth elementals, metal constructs, and other creatures wearing metal armor have disadvantage on the saving throw, and they're pushed 10 additional feet away on a failure. If you are wearing metal armor and target yourself, you automatically fail the saving throw, but you do not take damage, you can choose to push yourself twice as far, and you can push yourself in any direction. | :'''Magnetic Momentum.''' As a bonus action on your turn, you blast one creature you can see within 30 feet of you with a magnetized wave of thunder, using your Channel Divinity. The target must make a Constitution saving throw. On a failed save, the target takes thunder damage equal to 1d4 + your paladin level and is pushed up to 20 feet away from you. On a success, the target takes half damage and isn't pushed. Earth elementals, metal constructs, and other creatures wearing metal armor have disadvantage on the saving throw, and they're pushed 10 additional feet away on a failure. If you are wearing metal armor and target yourself, you automatically fail the saving throw, but you do not take damage, you can choose to push yourself twice as far, and you can push yourself in any direction. | ||
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'''Aura of Induction.''' At 7th level, you gain an aura like a static field around you and your allies. While you're conscious, you and friendly creatures within 10 feet of you have resistance to lightning damage. Also, when a friendly creature within your aura hits with a weapon attack, it deals additional lightning damage equal to your proficiency bonus.<br> | '''Aura of Induction.''' At 7th level, you gain an aura like a static field around you and your allies. While you're conscious, you and friendly creatures within 10 feet of you have resistance to lightning damage. Also, when a friendly creature within your aura hits with a weapon attack, it deals additional lightning damage equal to your proficiency bonus.<br> | ||
At 18th level, the range of this aura increases to 30 feet. | At 18th level, the range of this aura increases to 30 feet. | ||
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'''Static Charge.''' Starting at 15th level, you can add your Charisma modifier to the lightning damage rolls of paladin spells that you cast. In addition, whenever you expend a spell slot to use your Divine Smite, you are charged with electricity and deal 2d8 lightning damage to the next creature you hit with a weapon attack and any creature grappling you. The next time you hit with a weapon attack before the end of your next turn, the attack deals bonus lightning damage equal to your Charisma modifier (minimum +1). | '''Static Charge.''' Starting at 15th level, you can add your Charisma modifier to the lightning damage rolls of paladin spells that you cast. In addition, whenever you expend a spell slot to use your Divine Smite, you are charged with electricity and deal 2d8 lightning damage to the next creature you hit with a weapon attack and any creature grappling you. The next time you hit with a weapon attack before the end of your next turn, the attack deals bonus lightning damage equal to your Charisma modifier (minimum +1). | ||
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'''Magnetic Field''' | '''Magnetic Field''' | ||
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*As a bonus action on your turn, you can buffet one creature of your choice in the area that you can see with magnetic energy, forcing it to make a Strength saving throw. If the target is wearing metal armor or it is an earth elemental or metal construct, it also has disadvantage on the saving throw. On a failed saving throw, the target is knocked prone and you can choose to push it up to 10 feet in any direction. | *As a bonus action on your turn, you can buffet one creature of your choice in the area that you can see with magnetic energy, forcing it to make a Strength saving throw. If the target is wearing metal armor or it is an earth elemental or metal construct, it also has disadvantage on the saving throw. On a failed saving throw, the target is knocked prone and you can choose to push it up to 10 feet in any direction. | ||
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again. | Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again. | ||
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=== Oath of | === Oath of Glory === | ||
Paladins who take the Oath of | Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they’re all ready when destiny calls. | ||
:'''Actions over Words.''' Strive to be known by glorious deeds, not words. | :'''Actions over Words.''' Strive to be known by glorious deeds, not words. | ||
:'''Challenges Are But Tests.''' Face hardships with courage, and encourage your allies to face them with you. | :'''Challenges Are But Tests.''' Face hardships with courage, and encourage your allies to face them with you. | ||
:'''Hone the Body.''' Like raw stone, your body must be worked so its potential can be realized. | :'''Hone the Body.''' Like raw stone, your body must be worked so its potential can be realized. | ||
:'''Discipline the Soul.''' You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends. | :'''Discipline the Soul.''' You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends. | ||
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'''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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| 17th || Commune, Flame Strike | | 17th || Commune, Flame Strike | ||
|} | |} | ||
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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. | '''Channel Divinity.''' At 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works. | ||
:'''Peerless Athlete.''' As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal). | :'''Peerless Athlete.''' As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal). | ||
:'''Inspiring Smite.''' Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like. | :'''Inspiring Smite.''' Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like. | ||
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'''Aura of Alacrity.''' At 7th level you emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren’t incapacitated, the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn. | '''Aura of Alacrity.''' At 7th level you emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren’t incapacitated, the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn. | ||
When you reach 18th level in this class, the range of the aura increases to 10 feet. | When you reach 18th level in this class, the range of the aura increases to 10 feet. | ||
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'''Glorious Defense.''' At 15th level, you can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target’s AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon’s range. | '''Glorious Defense.''' At 15th level, you can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target’s AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon’s range. | ||
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. | You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. | ||
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'''Living Legend.''' At 20th level, you can empower yourself with the legends—whether true or exaggerated—of your great deeds. As a bonus action, you gain the following benefits for 1 minute: | '''Living Legend.''' At 20th level, you can empower yourself with the legends—whether true or exaggerated—of your great deeds. As a bonus action, you gain the following benefits for 1 minute: | ||
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*If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll. | *If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll. | ||
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again. | Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again. | ||
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=== Oath of | === Oath of Inquisition === | ||
Truth. All dedicated paladins who become Inquisitors have the same goal: reveal what is hidden, and purge the planes of those who obscure the truth. Those who swear this Oath will stop at nothing to accomplish their goals, and no matter how ruthless their actions, they believe they are justified.<br> | Truth. All dedicated paladins who become Inquisitors have the same goal: reveal what is hidden, and purge the planes of those who obscure the truth. Those who swear this Oath will stop at nothing to accomplish their goals, and no matter how ruthless their actions, they believe they are justified.<br> | ||
Above all else they despise creatures that hide their true intentions or forms. Highling, fey, aberration, or monstrosity; it matters not to the Inquisitor paladin. Any creature, no matter its goals, that uses its power to deceive mortals, has forfeited their life.<br> | Above all else they despise creatures that hide their true intentions or forms. Highling, fey, aberration, or monstrosity; it matters not to the Inquisitor paladin. Any creature, no matter its goals, that uses its power to deceive mortals, has forfeited their life.<br> | ||
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'''Immutable Forms.''' All creatures of the world have a natural form. Those that would seek to physically alter their form or obscure it with magic must be reprimanded.<br> | '''Immutable Forms.''' All creatures of the world have a natural form. Those that would seek to physically alter their form or obscure it with magic must be reprimanded.<br> | ||
'''Swift Retribution.''' Those who break the laws of the multiverse deserve a punishment to fit their crime. A thief may lose a hand, but an Oathless may forfeit their life. | '''Swift Retribution.''' Those who break the laws of the multiverse deserve a punishment to fit their crime. A thief may lose a hand, but an Oathless may forfeit their life. | ||
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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.''' 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 | '''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 | ||
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'''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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| 17th || Legend Lore, Scrying | | 17th || Legend Lore, Scrying | ||
|} | |} | ||
<br><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> | '''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 aura increases to 30ft. | At 18th level, this aura increases to 30ft. | ||
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'''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. | '''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. | ||
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'''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. | ||
*You know a lie, both verbal and non-verbal, when you see or hear it. | *You know a lie, both verbal and non-verbal, when you see or hear it. | ||
*You see through illusions and shapechangers | *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 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> | *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. | ||
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=== Oath of | === Oath of Light === | ||
Paladins who take the Oath of Light strive to become a | Paladins who take the Oath of Light strive to become a beacon of hope in a world filled with darkness. Weilding the light as a source of divine power, they nurture their allies as they strike back against suffering and despair. | ||
beacon of hope in a world filled with darkness. Weilding | |||
the light as a source of divine power, they nurture their | |||
allies as they strike back against suffering and despair. | |||
:'''Gather for Rest.''' Keep yourself healthy and surround yourself with those that care for each other's wellbeing. | :'''Gather for Rest.''' Keep yourself healthy and surround yourself with those that care for each other's wellbeing. | ||
:'''Lead and Follow.''' Know when your guidance is needed, and listen to those who have something to teach you. | :'''Lead and Follow.''' Know when your guidance is needed, and listen to those who have something to teach you. | ||
:'''Nurture the Flame.''' Help others excel, so that they may carry your light with them into the world. | :'''Nurture the Flame.''' Help others excel, so that they may carry your light with them into the world. | ||
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'''Oath Spells.''' You gain oath spells at the paladin levels listed in the Oath of the Light 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 Light table. These spells are always known and do not count against the amount of spells you prepare. | ||
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| 17th || Dawn, Wall of Light | | 17th || Dawn, Wall of Light | ||
|} | |} | ||
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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. | ||
:'''Divine Aid.''' As an reaction when another creature within 30 feet of you makes an attack roll, ability check, or saving throw, you can use your Channel Divinity, granting that creature a +5 bonus to that roll. You can use this ability after the creature rolls, potentially turning a failure into a success. | :'''Divine Aid.''' As an reaction when another creature within 30 feet of you makes an attack roll, ability check, or saving throw, you can use your Channel Divinity, granting that creature a +5 bonus to that roll. You can use this ability after the creature rolls, potentially turning a failure into a success. | ||
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'''Carry the Light.''' At 7th level, while holding a light source in a free hand, such as a torch, lantern, or object that's magicially emitting light (such as a shield or weapon with the light spell cast on it), you gain the following benefits: | '''Carry the Light.''' At 7th level, while holding a light source in a free hand, such as a torch, lantern, or object that's magicially emitting light (such as a shield or weapon with the light spell cast on it), you gain the following benefits: | ||
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*You can use the light source as a spellcasting focus for your paladin spells. | *You can use the light source as a spellcasting focus for your paladin spells. | ||
*When you reach 18th level, creatures of your choice in an area of bright light created by a light source you're holding gain a bonus to the first attack roll they make on each of their turns. This bonus is equal to a d4. | *When you reach 18th level, creatures of your choice in an area of bright light created by a light source you're holding gain a bonus to the first attack roll they make on each of their turns. This bonus is equal to a d4. | ||
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'''Pure Blessings.''' At 15th level, when you cast a paladin spell of 3rd-level or lower that targets only one creature and doesn't have a range of self, you can target a second willing creature within range of the same spell.<br> | '''Pure Blessings.''' At 15th level, when you cast a paladin spell of 3rd-level or lower that targets only one creature and doesn't have a range of self, you can target a second willing creature within range of the same spell.<br> | ||
To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, heroism cast at 1st-level is eligible, but casting it at a higher level makes it ineligible for use with this feature. | To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, heroism cast at 1st-level is eligible, but casting it at a higher level makes it ineligible for use with this feature. | ||
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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. | ||
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=== | === The Oathless === | ||
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> | 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. | ||
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'''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> | ||
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'''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 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. | '''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. | ||
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'''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. | ||
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| 17th || Geas, Contagion | | 17th || Geas, Contagion | ||
|} | |} | ||
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'''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> | '''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> | ||
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'''Retributive Purpose.''' When a creature deals damage to another creature, you may use your Reaction to force it to make a Charisma Saving Throw, on a failure, the target is Blinded, Deafened, and Burning until the end of your next turn.<br> | '''Retributive Purpose.''' When a creature deals damage to another creature, you may use your Reaction to force it to make a Charisma Saving Throw, on a failure, the target is Blinded, Deafened, and Burning until the end of your next turn.<br> | ||
Upon reaching 18th level, you can use this feature an unlimited amount of times without using your reaction. | Upon reaching 18th level, you can use this feature an unlimited amount of times without using your reaction. | ||
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'''Fluid Protection.''' Your Oathless power shifts to protect you in different ways, and guard you from assault. Starting at 15th level, 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. | '''Fluid Protection.''' Your Oathless power shifts to protect you in different ways, and guard you from assault. Starting at 15th level, 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. | ||
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'''Paragon of the Oathless.''' | '''Paragon of the Oathless.''' | ||
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*When a creature within 30ft of you makes a Saving Throw, you can grant it Advantage or Disadvantage (your choice) | *When a creature within 30ft of you makes a Saving Throw, you can grant it Advantage or Disadvantage (your choice) | ||
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. | ||
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=== Oath of | === Oath of Purification === | ||
In a world teeming with evil and darkness, some crusaders find that revealing evil by the light of day is not enough to stop it — evil must be purged to ashes itself. A growing respect for the cleansing power of divine fire leads these warriors to the Oath of Purification. Known for leading torch-wielding mobs, organizing ruthless inquisitions, and putting evil to the pyre, these paladins are devoted to purity by flame. | In a world teeming with evil and darkness, some crusaders find that revealing evil by the light of day is not enough to stop it — evil must be purged to ashes itself. A growing respect for the cleansing power of divine fire leads these warriors to the Oath of Purification. Known for leading torch-wielding mobs, organizing ruthless inquisitions, and putting evil to the pyre, these paladins are devoted to purity by flame. | ||
:'''Banish the Darkness.''' With darkness comes terror, and with the light of fire comes courage. The purity of my purpose must drive out the uncertainty, fear, and doubt I encounter. | :'''Banish the Darkness.''' With darkness comes terror, and with the light of fire comes courage. The purity of my purpose must drive out the uncertainty, fear, and doubt I encounter. | ||
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:'''Purity Only Through Pain.''' There is no painless method for cleansing corruption, even within myself. Those who seek to purify without causing pain will fail to purify anything. | :'''Purity Only Through Pain.''' There is no painless method for cleansing corruption, even within myself. Those who seek to purify without causing pain will fail to purify anything. | ||
:'''Share the Flame.''' As one torch can light another, my righteous flame of purity can inspire others who are not yet corrupted to take up my cause, and I will lead those with smaller flames until they grow like a blazing beacon against the night. | :'''Share the Flame.''' As one torch can light another, my righteous flame of purity can inspire others who are not yet corrupted to take up my cause, and I will lead those with smaller flames until they grow like a blazing beacon against the night. | ||
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'''Oath Spells.''' You gain oath spells at the paladin levels listed in the Oath of the Purifier 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 Purifier table. These spells are always known and do not count against the amount of spells you prepare. | ||
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| 17th || Flame Strike, Great Restoration | | 17th || Flame Strike, Great Restoration | ||
|} | |} | ||
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'''Channel Divinity.''' When you take this oath at 3rd level, you gain the following two Channel Divinity options. | '''Channel Divinity.''' When you take this oath at 3rd level, you gain the following two Channel Divinity options. | ||
:'''Cloaked in Fire.''' You can use your Channel Divinity to wreathe yourself in magical golden flames. As an action, you become surrounded with fire that scorches your foes without harming you or your equipment. Each enemy creature within 10 feet of you must make a Dexterity saving throw. A target takes fire damage equal to 2d6 + half your paladin level on a failed save, or half as much on a success. Until the start of your next turn, the flames continue to burn, shedding bright light in a 20-foot radius and dim light for an additional 20 feet, and each enemy creature that ends its turn within 10 feet of you takes fire damage equal to 2d6 + half your paladin level. | :'''Cloaked in Fire.''' You can use your Channel Divinity to wreathe yourself in magical golden flames. As an action, you become surrounded with fire that scorches your foes without harming you or your equipment. Each enemy creature within 10 feet of you must make a Dexterity saving throw. A target takes fire damage equal to 2d6 + half your paladin level on a failed save, or half as much on a success. Until the start of your next turn, the flames continue to burn, shedding bright light in a 20-foot radius and dim light for an additional 20 feet, and each enemy creature that ends its turn within 10 feet of you takes fire damage equal to 2d6 + half your paladin level. | ||
:'''Purifying Flames.''' As an action you touch a creature with your Holy Symbol and wreath it in purifying fire. The creature loses the Blinded, Charmed, Deafened, Frightened, and Poisoned conditions. For each condition the target loses, it gains Burning 1 (Fire). | :'''Purifying Flames.''' As an action you touch a creature with your Holy Symbol and wreath it in purifying fire. The creature loses the Blinded, Charmed, Deafened, Frightened, and Poisoned conditions. For each condition the target loses, it gains Burning 1 (Fire). | ||
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'''Aura of Warmth.''' At 7th level, you gain an aura of warmth that tempers flame, banishes cold, and purifies toxins. While you are conscious, you and friendly creatures within 10 feet of you have resistance to cold damage, fire damage, and poison damage. At 18th Level the range of this aura increases to 30 feet. | '''Aura of Warmth.''' At 7th level, you gain an aura of warmth that tempers flame, banishes cold, and purifies toxins. While you are conscious, you and friendly creatures within 10 feet of you have resistance to cold damage, fire damage, and poison damage. At 18th Level the range of this aura increases to 30 feet. | ||
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'''Purge by Fire.''' Starting at 15th level, when you deal fire damage with a spell or paladin class feature to a creature you can see within 120 feet of you, you can cast Dispel Magic on that creature without using an action, expending a spell slot, or requiring components. You can do this even if you do not have Dispel Magic prepared. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest. | '''Purge by Fire.''' Starting at 15th level, when you deal fire damage with a spell or paladin class feature to a creature you can see within 120 feet of you, you can cast Dispel Magic on that creature without using an action, expending a spell slot, or requiring components. You can do this even if you do not have Dispel Magic prepared. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest. | ||
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'''Eradicating Flame.''' When you reach 20th level, you can use your action to ignite one weapon you are holding with divine flame. For the next 10 minutes, while you are holding the weapon, it is magical and engulfed in roaring golden fire. The fire sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The fire doesn't harm you or your equipment and cannot be extinguished by normal means.<br> | '''Eradicating Flame.''' When you reach 20th level, you can use your action to ignite one weapon you are holding with divine flame. For the next 10 minutes, while you are holding the weapon, it is magical and engulfed in roaring golden fire. The fire sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The fire doesn't harm you or your equipment and cannot be extinguished by normal means.<br> | ||
Melee attacks you make using the flaming weapon have advantage. When you hit with such an attack, the attack deals an extra 1d10 fire damage and 1d10 radiant damage, and if the target is flammable or is a creature, it gains Burning 2 (Fire). If damage from the attack or the fire kills a target, the target is turned to ash.<br> | Melee attacks you make using the flaming weapon have advantage. When you hit with such an attack, the attack deals an extra 1d10 fire damage and 1d10 radiant damage, and if the target is flammable or is a creature, it gains Burning 2 (Fire). If damage from the attack or the fire kills a target, the target is turned to ash.<br> | ||
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again. | Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again. | ||
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=== Oath of | === Oath of Redemption === | ||
The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and they slay their enemies only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers. | The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and they slay their enemies only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers. | ||
While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption. | While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption. | ||
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:'''Patience.''' Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow that seed to survive and flourish. | :'''Patience.''' Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow that seed to survive and flourish. | ||
:'''Wisdom.''' Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just. | :'''Wisdom.''' Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just. | ||
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'''Oath Spells.''' You gain oath spells at the paladin levels listed in the Oath of Glory 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 Glory table. These spells are always known and do not count against the amount of spells you prepare. | ||
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| 17th || Hold Monster, Wall of Force | | 17th || Hold Monster, Wall of Force | ||
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'''Channel Divinity.''' When you take this oath at 3rd level, you gain the following two Channel Divinity options. | '''Channel Divinity.''' When you take this oath at 3rd level, you gain the following two Channel Divinity options. | ||
:'''Emissary of Peace.''' You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes. | :'''Emissary of Peace.''' You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes. | ||
:'''Rebuke the Violent.''' You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage. | :'''Rebuke the Violent.''' You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage. | ||
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'''Aura of the Guardian.''' Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way. | '''Aura of the Guardian.''' Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way. | ||
At 18th level, the range of this aura increases to 30 feet. | At 18th level, the range of this aura increases to 30 feet. | ||
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'''Protective Spirit.''' Starting at 15th level, a holy presence mends your wounds in battle. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated. | '''Protective Spirit.''' Starting at 15th level, a holy presence mends your wounds in battle. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated. | ||
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'''Emissary of Redemption.''' At 20th level, you become an avatar of peace, which gives you two benefits: | '''Emissary of Redemption.''' At 20th level, you become an avatar of peace, which gives you two benefits: | ||
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*Whenever a creature hits you with an attack, it takes radiant damage equal to half the damage you take from the attack. | *Whenever a creature hits you with an attack, it takes radiant damage equal to half the damage you take from the attack. | ||
If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest. | If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest. | ||
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=== Oath of | === Oath of Vengeance === | ||
The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the Three, when a thieves’ guild grows too violent and powerful, when a rogue drake rampages through the countryside — at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins — sometimes called avengers or dark knights — their own purity is not as important as delivering justice. | The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the Three, when a thieves’ guild grows too violent and powerful, when a rogue drake rampages through the countryside — at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins — sometimes called avengers or dark knights — their own purity is not as important as delivering justice. | ||
:'''Fight the Greater Evil.''' Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil. | :'''Fight the Greater Evil.''' Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil. | ||
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:'''By Any Means Necessary.''' My qualms can’t get in the way of exterminating my foes. | :'''By Any Means Necessary.''' My qualms can’t get in the way of exterminating my foes. | ||
:'''Restitution.''' If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds. | :'''Restitution.''' If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds. | ||
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'''Oath Spells.''' You gain oath spells at the paladin levels listed in the Oath of Vengeance 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 Vengeance table. These spells are always known and do not count against the amount of spells you prepare. | ||
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| 17th || Hold Monster, Scrying | | 17th || Hold Monster, Scrying | ||
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'''Channel Divinity.''' When you take this oath at 3rd level, you gain the following two Channel Divinity options. | '''Channel Divinity.''' When you take this oath at 3rd level, you gain the following two Channel Divinity options. | ||
:'''Abjure Enemy.''' As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Highlings and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed. On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage. | :'''Abjure Enemy.''' As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Highlings and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed. On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage. | ||
:'''Vow of Enmity.''' As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious. | :'''Vow of Enmity.''' As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious. | ||
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'''Relentless Avenger.''' By 7th level, your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks. | '''Relentless Avenger.''' By 7th level, your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks. | ||
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'''Soul of Vengeance.''' Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range. | '''Soul of Vengeance.''' Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range. | ||
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'''Avenging Angel.''' At 20th level, you can assume the form of an angelic avenger. Using your bonus action, you undergo a transformation. For 1 hour, you gain the following benefits: | '''Avenging Angel.''' At 20th level, you can assume the form of an angelic avenger. Using your bonus action, you undergo a transformation. For 1 hour, you gain the following benefits: | ||
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*You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage. | *You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage. | ||
Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again. | Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again. | ||
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=== Oath of | === Oath of Watchers === | ||
The Oath of | The Oath of Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats. | ||
Paladins who follow the Watchers’ oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one’s surroundings is as natural as wearing armor in battle. | Paladins who follow the Watchers’ oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one’s surroundings is as natural as wearing armor in battle. | ||
:'''Vigilance.''' The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption. | :'''Vigilance.''' The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption. | ||
:'''Loyalty.''' Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty. | :'''Loyalty.''' Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty. | ||
:'''Discipline.''' You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond. | :'''Discipline.''' You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond. | ||
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'''Oath Spells.''' You gain oath spells at the paladin levels listed in the Oath of the Watchers 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 Watchers table. These spells are always known and do not count against the amount of spells you prepare. | ||
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| 17th || Hold Monster, Scrying | | 17th || Hold Monster, Scrying | ||
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'''Channel Divinity.''' At 3rd level, you gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works. | '''Channel Divinity.''' At 3rd level, you gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works. | ||
:'''Watcher’s Will.''' You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws. | :'''Watcher’s Will.''' You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws. | ||
:'''Abjure the Extraplanar.''' You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, elemental, fey, or highling within 30 feet 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 end its move in a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can take the Dodge action. | :'''Abjure the Extraplanar.''' You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, elemental, fey, or highling within 30 feet 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 end its move in a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can take the Dodge action. | ||
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'''Aura of the Sentinel.''' At 7th level, you emit an aura of alertness while you aren’t incapacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus. | '''Aura of the Sentinel.''' At 7th level, you emit an aura of alertness while you aren’t incapacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus. | ||
At 18th level, the range of this aura increases to 30 feet. | At 18th level, the range of this aura increases to 30 feet. | ||
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'''Vigilant Rebuke.''' At 15th level, you’ve learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal Force Damage to the creature that forced the saving throw equal to 2d8 + your Charisma modifier. | '''Vigilant Rebuke.''' At 15th level, you’ve learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal Force Damage to the creature that forced the saving throw equal to 2d8 + your Charisma modifier. | ||
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'''Mortal Bulwark.''' At 20th level, you manifest a spark of divine power in defense of the mortal realms. As a bonus action, you gain the following benefits for 1 minute: | '''Mortal Bulwark.''' At 20th level, you manifest a spark of divine power in defense of the mortal realms. As a bonus action, you gain the following benefits for 1 minute: | ||
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*When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is magically banished to its native plane of existence if it’s currently not there. On a successful save, the creature can’t be banished by this feature for 24 hours. | *When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is magically banished to its native plane of existence if it’s currently not there. On a successful save, the creature can’t be banished by this feature for 24 hours. | ||
Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again. | Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again. | ||
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= Characters = | |||
[[Varyano]], the Hobgoblin, Oath of Glory Paladin | [[Varyano]], the Hobgoblin, Oath of Glory Paladin |