Paladin: Difference between revisions

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== Oath of Corsairs ==
== Oath of Corsairs ==
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>
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. Paladins of the Corsairs follow these tenets:
'''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>
*'''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.
'''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>
*'''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.
'''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.
*'''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.
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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>
==== Oath Spells ====
'''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>
''3rd Level Oath of Corsairs Feature''<br>
'''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.
You gain Oath Spells at the Paladin Levels listed in the Oath Spells table. You Know these Spells, always have them Prepared, they count as Paladin Spells for you, and they don't count against your number of Prepared Spells.
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'''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 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>
==== Channel Divinity ====
When you reach 18th level in this class, the aura affects creatures within 30 feet of you.
''3rd Level Oath of Corsairs Channel Divinity Options''<br>
You gain the following two Channel Divinity Options:
'''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>
'''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.
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==== Aura of Liberation ====
''7th Level Oath of Corsairs Feature''<br>
You fill nearby creatures with the energy of movement. While you’re not Incapacitated, you and creatures of your choice within 10ft of you cannot be Grappled or Restrained, and ignore penalties to Speed and Attacks while underwater. Creatures that are already Grappled or Restrained when they enter the Aura can spend 5ft of movement to automatically escape unless they are bound by magical restraints.<br>
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'''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 ====
''15 Level Oath of Corsairs Feature''<br>
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.
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'''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>
==== Grand Captain ====
*You are immune to cold, lightning, and thunder damage.
''20th Level Oath of Corsairs Feature''<br>
*You can cast command as a 1st-level spell, as a bonus action without expending a spell slot.
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:
*When you hit an enemy creature with a melee attack, they must make a Strength saving throw or be knocked prone.<br>
*You are immune to Cold, Lightning, and Thunder damage.
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.
*You can cast the Command Spell at will as a Bonus Action.
*When you hit a creature with a Melee Attack, that creature must make a Strength Saving Throw, being knocked Prone on a failed Save.<br>
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.
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