Paladin: Difference between revisions

37 bytes added ,  00:31, 28 November 2022
Line 248: Line 248:
==== Channel Divinity ====
==== Channel Divinity ====
''3rd Level Oath of Ancients Channel Divinity Options''<br>
''3rd Level Oath of Ancients Channel Divinity Options''<br>
You gain the following two Channel Divinity options:
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 10ft 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.
*'''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 10ft 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 30ft 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 30ft of you that would be closer than its current space. It also can’t take Reactions. For its Action, it can only take the Dash Action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature must take the Dodge Action.
*'''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 30ft 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 30ft of you that would be closer than its current space. It also can’t take Reactions. For its Action, it can only take the Dash Action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature must take the Dodge Action.
<br><br>
<br><br>


'''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 ====
At 18th level, the range of this aura increases to 30 feet.
''7th Level Oath of Ancients Feature''<br>
Ancient magic lies so heavily upon you that it forms an eldritch ward. You and creatures of your choice within 10ft of you have Resistance to Damage dealt by Spells.<br>
<br><br>
<br><br>


'''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 ====
''15th Level Oath of Ancients Feature''<br>
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.<br>
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.
<br><br>
<br><br>


'''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 the start of each of your turns, you regain 10 hit points.
''20th Level Oath of Ancients Feature''<br>
*Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
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:
*Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.
*At the start of each of your turns, you regain 10 Hit Points.
*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.
*Whenever you cast a Paladin Spell that has a Casting Time of 1 Action, you can cast it using a Bonus Action instead.
*Creatures of your choice within 10ft 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.
<br><br><br>
<br><br><br>