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:'''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 | '''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. | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ Oath Spells | |+ Oath Spells | ||
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| 5th || Hold Person, Spiritual Weapon | | 5th || Hold Person, Spiritual Weapon | ||
|- | |- | ||
| 9th || Bestow Curse, | | 9th || Bestow Curse, Fear | ||
|- | |- | ||
| 13th || Dominate Beast, Stoneskin | | 13th || Dominate Beast, Stoneskin | ||
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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.<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. | |||
'''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. | ||
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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. | ||
=== Oath of the Corsair === | |||
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> | |||
'''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. | |||
'''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> | |||
'''Wrath of the Sea.''' When you use your Divine Smite, you can invoke this Channel Divinity. All weapon and Divine Smite damage becomes cold, lightning, or thunder damage (your choice), and you can roll each of your damage dice for this attack twice and use the higher of the two rolls. | |||
'''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. | |||
{| class="wikitable" | |||
|+ Oath Spells | |||
|- | |||
! Paladin Level !! Spells | |||
|- | |||
| 3rd || Fog Cloud, Zephyr Strike | |||
|- | |||
| 5th || Arcane Lock, Warding Wind | |||
|- | |||
| 9th || Thunder Step, Tidal Wave | |||
|- | |||
| 13th || Control Water, Storm Sphere | |||
|- | |||
| 17th || Control Winds, Maelstrom | |||
|} | |||
'''Aura of Gallantry.''' Starting at 7th level you, and friendly creatures within 10 feet of you, have advantage saving throws to resist being grappled, knocked prone, or moved against their will.<br> | |||
At 18th level the range of this aura increases to 30 feet. | |||
'''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). | |||
'''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> | |||
*You are immune to cold, lightning, and thunder damage. | |||
*You can cast command as a 1st-level spell, as a bonus action without expending a spell slot. | |||
*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. | |||
=== Oath of the Crown === | === Oath of the Crown === |