Paladin: Difference between revisions

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== Oath of Dynamism ==
== Oath of Dynamism ==
The Oath of Dynamism is an ideology of rapid, constant change. Those who swear to the oath of dynamism find their divine magic manifesting as light, lightning, and magnetism. Some are warriors of the storm, channeling the raw electric power of a god of lightning into their weapons and armor. Others are pragmatic, modern sentinels of a coming future, ensuring that the march of progress isn't interrupted by those ignorantly afraid of a changing world. Most paladins who swear to this oath are chaotic in alignment, with a strong tendency toward neutrality and self-determination.
The Oath of Dynamism is an ideology of rapid, constant change. Those who swear to the oath of dynamism find their divine magic manifesting as light, lightning, and magnetism. Some are warriors of the storm, channeling the raw electric power of lightning into their weapons and armor. Others are pragmatic, modern sentinels of a coming future, ensuring that the march of progress isn't interrupted by those ignorantly afraid of a changing world. Most paladins who swear to this oath are chaotic in alignment, with a strong tendency toward neutrality and self-determination. Paladins of Dynamism follow these tenets:
:'''Take Swift Action.''' Like lightning itself, you must never hesitate to take needed action. Deliberation and planning are nothing more than excuses for tardiness.
*'''Take Swift Action.''' Like lightning itself, you must never hesitate to take needed action. Deliberation and planning are nothing more than excuses for tardiness.
:'''Never Stay Idle.''' Like neglected metal leads to rust and decay, you know idleness only leads to weakness and spiritual immobility. Doing nothing is only for those who can't do anything.
*'''Never Stay Idle.''' Like neglected metal leads to rust and decay, you know idleness only leads to weakness and spiritual immobility. Doing nothing is only for those who can't do anything.
:'''Embrace the Changing Future.''' You must be ready — and perhaps even eager — to discard old traditions as the world changes around you. The world will always change, just as all energy changes forms.
*'''Embrace the Changing Future.''' You must be ready — and perhaps even eager — to discard old traditions as the world changes around you. The world will always change, just as all energy changes forms.
:'''Be Decisive, But Flexible.''' You must be confident in your choices once you have made them. But should you learn you are definitely going in the wrong direction, be quick to shift to a new unwavering path, just as lightning does when it arcs and dances.
*'''Be Decisive, But Flexible.''' You must be confident in your choices once you have made them. But should you learn you are definitely going in the wrong direction, be quick to shift to a new unwavering path, just as lightning does when it arcs and dances.
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'''Oath Spells.''' You gain oath spells at the paladin levels listed in the Oath of the Dynamo table. These spells are always known and do not count against the amount of spells you prepare.
==== Oath Spells ====
''3rd Level Oath of Dynamism Feature''<br>
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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'''Divine Conduit.''' Starting at 3rd level, your Divine Smite deals lightning damage instead of radiant damage, and any paladin spells you cast that normally deal radiant or necrotic damage instead deal that much lightning damage. When your Divine Smite or a paladin spell you cast deals lightning damage to a highling or undead, it ignores resistance to lightning damage.<br>
==== Divine Conduit ====
Also, when you throw a metal weapon as part of an attack, you can magnetically pull the weapon back to you after it hits or misses, causing the weapon to fly instantly back to the hand you used to throw it.
''3rd Level Oath of Dynamism Feature''<br>
Your Divine Smite feature deals Lightning Damage instead of Radiant Damage, and any Paladin Spells you cast that normally deal Radiant or Necrotic Damage instead deal that much Lightning Damage. You ignore the Lightning Resistance of Highlings and Undead.<br>
Also, when you throw a metal Weapon as part of an Attack, you can magnetically pull the Weapon back to you after it hits or misses, causing the Weapon to fly instantly back to the hand you used to throw it.
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'''Channel Divinity.''' When you take this oath at 3rd level, you also gain the following two Channel Divinity options.
==== Channel Divinity ====
:'''Convert Energy.''' When a creature or object within 60 feet of you takes lightning, radiant, or thunder damage, you can absorb the energy as a reaction, using your Channel Divinity. You reduce the damage taken by the target by an amount equal to 5 times your paladin level (to a minimum of 0 damage) and the target gains resistance to lightning, radiant, or thunder damage (your choice) until the end of your next turn. The first time you hit with a melee weapon attack or roll thunder or lightning damage for a spell before the end of your next turn, you deal extra lightning damage to one target equal to your paladin level.
''3rd Level Oath of Dynamism Channel Divinity Options''<br>
:'''Magnetic Momentum.''' As a bonus action on your turn, you blast one creature you can see within 30 feet of you with a magnetized wave of thunder, using your Channel Divinity. The target must make a Constitution saving throw. On a failed save, the target takes thunder damage equal to 1d4 + your paladin level and is pushed up to 20 feet away from you. On a success, the target takes half damage and isn't pushed. Earth elementals, metal constructs, and other creatures wearing metal armor have disadvantage on the saving throw, and they're pushed 10 additional feet away on a failure. If you are wearing metal armor and target yourself, you automatically fail the saving throw, but you do not take damage, you can choose to push yourself twice as far, and you can push yourself in any direction.
You gain the following two Channel Divinity Options:
*'''Convert Energy.''' When a creature or object within 60ft of you takes Lightning, Radiant, or Thunder Damage, you can absorb the energy as a Reaction, using your Channel Divinity. You reduce the Damage taken by the target by an amount equal to 5 times your Paladin Level (to a minimum of 0 damage) and the target gains Resistance to Lightning, Radiant, or Thunder Damage (your choice) until the end of your next turn. The first time you hit with a Melee Weapon Attack or roll Thunder or Lightning Damage for a Spell before the end of your next turn, you deal extra Lightning Damage to one target equal to your Paladin Level.
*'''Magnetic Momentum.''' As a Bonus Action, you blast one creature you can see within 30ft of you with a magnetized wave of thunder, using your Channel Divinity. The target must make a Constitution Saving Throw. On a failed Save, the target takes Thunder Damage equal to 1d4 + your Paladin Level and is pushed up to 20ft away from you. On a success, the target takes half Damage and isn't pushed. Earth Elementals, metal constructs, and other creatures wearing metal Armor have Disadvantage on the Saving Throw, and are pushed an additional 10ft away on a failed Save. If you are wearing metal Armor and target yourself, you automatically fail the Save, but you do not take Damage, you can choose to push yourself twice as far, and you can push yourself in any direction.
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'''Aura of Induction.''' At 7th level, you gain an aura like a static field around you and your allies. While you're conscious, you and friendly creatures within 10 feet of you have resistance to lightning damage. Also, when a friendly creature within your aura hits with a weapon attack, it deals additional lightning damage equal to your proficiency bonus.<br>
==== Aura of Induction ====
At 18th level, the range of this aura increases to 30 feet.
''7th Level Oath of Dynamism Feature''<br>
You gain an Aura like a static field around you and your allies. While you are not Unconscious, you and creatures of your choice within 10ft of you have Resistance to Lightning Damage. Also, when a creature of your choice within your Aura hits with a Weapon Attack, it deals additional Lightning Damage equal to your Proficiency Bonus.<br>
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'''Static Charge.''' Starting at 15th level, you can add your Charisma modifier to the lightning damage rolls of paladin spells that you cast. In addition, whenever you expend a spell slot to use your Divine Smite, you are charged with electricity and deal 2d8 lightning damage to the next creature you hit with a weapon attack and any creature grappling you. The next time you hit with a weapon attack before the end of your next turn, the attack deals bonus lightning damage equal to your Charisma modifier (minimum +1).
==== Static Charge ====
''15th Level Oath of Dynamism Feature''<br>
You can add your Charisma Modifier to the Lightning Damage of Paladin Spells that you cast. In addition, whenever you use your Divine Smite feature, you are charged with electricity and deal 2d8 Lightning Damage to the next creature you hit with a Weapon Attack and any creature Grappling you.
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'''Magnetic Field'''
==== Magnetic Field ====
When you reach 20th level, you can magically surround yourself in a barrier of magnetic force as an action. For 1 minute, you have a magnetic field that extends 30 feet out from you, granting you the following benefits:
''20th Level Oath of Dynamism Feature''<br>
*Weapon attacks made using metal weapons or ammunition have disadvantage if they pass through the area or if their target is within the area.
You can magically surround yourself in a barrier of magnetic force as an Action. For 1 minute, you have a magnetic field that extends 30ft out from you, granting you the following benefits:
*You have a 30 foot flying speed as long as you are wearing metal armor.
*Weapon attacks made using metal Weapons or ammunition have Disadvantage if they pass through the area or if their target is within the area.
*Earth elementals, metal constructs, and enemy creatures wearing metal armor must spend 3 feet of speed for every 1 foot of movement in the area.
*You have a 30ft Flying Speed while you are wearing metal Armor.
*As a bonus action on your turn, you can buffet one creature of your choice in the area that you can see with magnetic energy, forcing it to make a Strength saving throw. If the target is wearing metal armor or it is an earth elemental or metal construct, it also has disadvantage on the saving throw. On a failed saving throw, the target is knocked prone and you can choose to push it up to 10 feet in any direction.
*Earth Elementals, metal Constructs, and creatures of your choice wearing metal Armor in the area have Slowed 2.
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.
*As a Bonus Action on your turn, you can buffet one creature of your choice in the area that you can see with magnetic energy, forcing it to make a Strength Saving Throw. If the target is wearing metal Armor or it is an earth Elemental or metal Construct, it also has Disadvantage on the Saving Throw. On a failed Save, the target is knocked Prone and you can push it up to 10ft in any direction of your choice.
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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