Paladin: Difference between revisions

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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>
'''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.
'''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.


'''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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'''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>
'''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>
At 18th level the range of this aura increases to 30 feet.
When you reach 18th level in this class, the aura affects creatures within 30 feet of you.


'''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).