Paladin: Difference between revisions

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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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== 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>
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>
'''Coward's Escape.''' A a Bonus Action, you grasp your holy symbol, forcing a creature within 60ft of you that you can see to make a Wisdom Saving Throw. on a failed save, the target cannot sense your presence in any way, ending early if you attack the creature or target it with a spell.<br>
'''Selfish Restoration.''' When you begin your turn you can invoke this Channel Divinity (no action required) to end one of the following conditions currently affecting you: charmed, frightened, paralyzed, poisoned, or stunned. Alternatively, you can choose to immediately regain hit points equal to your paladin level + your Charisma modifier (minimum of +1).<br>
'''Control Undead.''' As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey the your commands for the next 24 hours, or until you use this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin’s level is immune to this effect.<br>
'''Dreadful Aspect.''' As an action you channel darkness and focus it into a magic burst of power. Choose any number of creatures within 30ft of you that can see you, those creatures must make a Wisdom Saving Throw, becoming Frightened of you for 1 minute on a failure, and being unaffected on a success. A Frightened creature that is more than 30ft away from you can repeat the save at the end of its turn, ending the effect on a success.<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.
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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.
{| class="wikitable"
|+ Oath Spells
|-
! Paladin Level !! Spells
|-
| 3rd || Cure Wounds, Hellish Rebuke
|-
| 5th || Invisibility, Crown of Madness
|-
| 9th || Bestow Curse, Vampiric Touch
|-
| 13th || Charm Monster, Confusion
|-
| 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>
'''Devious Counter.''' You have learned to disable foes who threaten you. When a creature misses you with an attack, you can use your reaction to force it to make a Dexterity saving throw. On a failure, it is knocked prone and its movement speed is reduced to zero until the start of your next turn.<br>
Upon reaching 18th level, you can use this feature an unlimited amount of times without using your reaction.<br>
'''Power of Hate.''' When a Highling, Humanoid, or Undead within 30ft of you hits on an attack roll, you can use your Reaction to grant the creature additional damage equal to your Proficiency Bonus + your Charisma Modifier.<br>
Upon reaching 18th level, you can use this feature an unlimited amount of times without using your reaction.<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.
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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.
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'''Paragon of the Oathless.'''
At 20th level, you can use an action to become a the purest form of the ideals you stand for, gaining the benefits below for 1 minute:
*You become invisible, shed bright light out to a range of 30ft, or gain Truesight out to a range of 30ft.
*You can take the Dash or Hide action as a bonus action, creatures that rely on sight have disadvantage on attack rolls against creatures within 30ft of you, or give all creatures of your choice within 30ft of you a +2 Bonus to AC.
*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.
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