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Divine Smite. Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or an aberration, to a maximum of 6d8. | '''Divine Smite.''' Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or an aberration, to a maximum of 6d8. | ||
Channel Divinity. At 3rd level, you gain the ability to harness the power of Tiamat, you can use this a number of times equal to your proficiency bonus a number of times per long rest, regaining expended uses at the end of a long rest. When you use Channel Divinity, you choose which effect to use out of the options from your Sacred Oath, additionally you gain some options if you choose to multiclass into Cleric. If a Channel Divinity option requires the target to make a Saving Throw, the DC is equal to your Spell Save DC. | '''Channel Divinity.''' At 3rd level, you gain the ability to harness the power of Tiamat, you can use this a number of times equal to your proficiency bonus a number of times per long rest, regaining expended uses at the end of a long rest. When you use Channel Divinity, you choose which effect to use out of the options from your Sacred Oath, additionally you gain some options if you choose to multiclass into Cleric. If a Channel Divinity option requires the target to make a Saving Throw, the DC is equal to your Spell Save DC. | ||
Divine Health. By 3rd level, the divine magic flowing through you makes you immune to disease. | '''Divine Health.''' By 3rd level, the divine magic flowing through you makes you immune to disease. | ||
Sacred Oath. When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. | '''Sacred Oath.''' When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. | ||
Ability Score Improvements. When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can take a feat instead of taking this increase to ability scores. | '''Ability Score Improvements.''' When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can take a [[Feats|feat]] instead of taking this increase to ability scores. | ||
Extra Attack. At 5th level you can perform an additional attack as part of the Attack action. | '''Extra Attack.''' At 5th level you can perform an additional attack as part of the Attack action. | ||
If you have multiple copies of this feature and achieve a certain level threshold, the number of attacks you can perform increases. At 5th level if you have one copy of the feature, you can perform one extra attack, at 11th level if you have two copies of the feature you can perform two extra attacks, and at 20th level if you have three copies of the feature you can perform three extra attacks. | If you have multiple copies of this feature and achieve a certain level threshold, the number of attacks you can perform increases. At 5th level if you have one copy of the feature, you can perform one extra attack, at 11th level if you have two copies of the feature you can perform two extra attacks, and at 20th level if you have three copies of the feature you can perform three extra attacks. | ||
Aura of Protection. Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. | '''Aura of Protection.''' Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. | ||
Aura of Courage. Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious. | '''Aura of Courage.''' Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious. | ||
Improved Divine Smite. By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. | '''Improved Divine Smite.''' By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. | ||
Cleansing Touch. Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. | '''Cleansing Touch.''' Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. | ||
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest. | You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest. | ||
Aura Improvements. At 18th level, the range of Aura of Protection, Aura of Courage, and the Aura granted by your Sacred Oath is increased to 30ft. | '''Aura Improvements.''' At 18th level, the range of Aura of Protection, Aura of Courage, and the Aura granted by your Sacred Oath is increased to 30ft. | ||
Oath of the Ancients | |||
=== Oath of the 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. | ||
:'''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. | |||
'''Oath Spells.''' You gain oath spells at the paladin levels listed in the Oath of the Ancients table. These spells are always known and do not count against the amount of spells you prepare. | |||
{| class="wikitable" | |||
|+ Oath Spells | |||
|- | |||
! Paladin Level !! Spells | |||
|- | |||
| 3rd || Ensnaring Strike, Speak With Animals | |||
|- | |||
| 5th || Misty Step, Moonbeam | |||
|- | |||
| 9th || Plant Growth, Protection From Energy | |||
|- | |||
| 13th || Ice Storm, Stoneskin | |||
|- | |||
| 17th || Commune With Nature | |||
|} | |||
'''Channel Divinity''' | |||
When you take this oath at 3rd level, 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 10 feet 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 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 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. | |||
If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned. | |||
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. | ||
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. | ||
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: | ||
At the start of each of your turns, you regain 10 hit points. | *At the start of each of your turns, you regain 10 hit points. | ||
Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead. | *Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead. | ||
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. | ||
Oath of the Conquest | === Oath of the 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. | |||
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. | ||
{| class="wikitable" | |||
|+ Oath Spells | |||
|- | |||
! Paladin Level !! Spells | |||
|- | |||
| 3rd || Example | |||
|- | |||
| 5th || Example | |||
|- | |||
| 9th || Example | |||
|- | |||
| 13th || Example | |||
|- | |||
| 17th || Example | |||
|} | |||
Paladin Level | Paladin Level | ||
Spells | Spells | ||
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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. | '''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. | ||
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. | :'''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. | ||
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. | ||
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. | ||
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. | ||
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: | ||
You have resistance to all damage. | *You have resistance to all damage. | ||
When you take the Attack action on your turn, you can make one additional attack as part of that action. | *When you take the Attack action on your turn, you can make one additional attack as part of that action. | ||
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. | ||
Oath of the Crown | === Oath of the Crown === | ||
The Oath of the 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. | The Oath of the 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. | |||
:'''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? | |||
:'''Responsibility.''' You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations. | |||
'''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. | |||
{| class="wikitable" | |||
|+ Oath Spells | |||
|- | |||
! Paladin Level !! Spells | |||
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. | |- | ||
| 3rd || Example | |||
|- | |||
| 5th || Example | |||
|- | |||
| 9th || Example | |||
|- | |||
| 13th || Example | |||
|- | |||
| 17th || Example | |||
|} | |||
Paladin Level | Paladin Level | ||
Spells | Spells | ||
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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. | ||
Divine Allegiance. Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can’t be reduced or prevented in any way. | '''Divine Allegiance.''' Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can’t be reduced or prevented in any way. | ||
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. | ||
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: | ||
You have resistance to bludgeoning, piercing, and slashing damage from non-magical weapons. | *You have resistance to bludgeoning, piercing, and slashing damage from non-magical weapons. | ||
Your allies have advantage on death saving throws while within 30 feet of you. | *Your allies have advantage on death saving throws while within 30 feet of you. | ||
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. | ||
Oath of the Devoted | |||
=== Oath of the Devoted === | |||
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. | |||
:'''Courage.''' Never fear to act, though caution is wise. | |||
:'''Compassion.''' Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom. | |||
:'''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. | |||
'''Oath Spells.''' You gain oath spells at the paladin levels listed in the Oath of Devotion table. These spells are always known and do not count against the amount of spells you prepare. | |||
{| class="wikitable" | |||
|+ Oath Spells | |||
|- | |||
! Paladin Level !! Spells | |||
|- | |||
Oath Spells. You gain oath spells at the paladin levels listed in the Oath of Devotion table. These spells are always known and do not count against the amount of spells you prepare. | | 3rd || Example | ||
|- | |||
| 5th || Example | |||
|- | |||
| 9th || Example | |||
|- | |||
| 13th || Example | |||
|- | |||
| 17th || Example | |||
|} | |||
Paladin Level | Paladin Level | ||
Spells | Spells | ||
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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. | :'''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. | 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 | :'''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. | 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. | ||
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. | ||
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. | ||
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. | '''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: | ||
Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. | *Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. | ||
In addition, for the duration, you have advantage on saving throws against spells cast by | *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. | ||
Oath of the Glorious | === Oath of the Glorious === | ||
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. | 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. | ||
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. | ||
{| class="wikitable" | |||
|+ Oath Spells | |||
|- | |||
! Paladin Level !! Spells | |||
|- | |||
| 3rd || Example | |||
|- | |||
| 5th || Example | |||
|- | |||
| 9th || Example | |||
|- | |||
| 13th || Example | |||
|- | |||
| 17th || Example | |||
|} | |||
Paladin Level | Paladin Level | ||
Spells | Spells | ||
Line 324: | Line 393: | ||
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. | ||
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. |