Paladin: Difference between revisions

950 bytes removed ,  00:07, 29 November 2022
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==== Divine Conduit ====
''3rd Level Oath of Dynamism Feature''<br>
Your Divine Smite feature 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. You ignore the Lightning Resistance of Highlings and Undead.<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.
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You gain the following two Channel Divinity Options:
You gain the following two Channel Divinity Options:
*'''Convert Energy.''' When a creature or object within 60ft 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 60ft 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, you blast one creature you can see within 30ft 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 20ft 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 are pushed an additional 10ft away on a failed Save. If you are wearing metal Armor and target yourself, you automatically fail the Save, but you do not take Damage, you can choose to push yourself twice as far, and you can push yourself in any direction.
*'''Divine Conduit.''' When you use your Divine Smite feature, you can use your Channel Divinity to convert the Divine Smite's Radiant Damage to Lightning Damage. This Smite's Damage is increased by 2d8 and ignores Resistance to Lightning Damage.
:The next time the target of this Smite hits you with a Melee Attack, you regain a use of your Channel Divinity feature.
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