Paladin: Difference between revisions

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== Oath of Glory ==
== Oath of Glory ==
Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they’re all ready when destiny calls.
Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they’re all ready when destiny calls. Paladins of Glory follow these tenets:
:'''Actions over Words.''' Strive to be known by glorious deeds, not words.
*'''Actions over Words.''' Strive to be known by glorious deeds, not words.
:'''Challenges Are But Tests.''' Face hardships with courage, and encourage your allies to face them with you.
*'''Challenges Are But Tests.''' Face hardships with courage, and encourage your allies to face them with you.
:'''Hone the Body.''' Like raw stone, your body must be worked so its potential can be realized.
*'''Hone the Body.''' Like raw stone, your body must be worked so its potential can be realized.
:'''Discipline the Soul.''' You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends.
*'''Discipline the Soul.''' You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends.
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'''Oath Spells.''' You gain oath spells at the paladin levels listed in the Oath of the Glorious table. These spells are always known and do not count against the amount of spells you prepare.
==== Oath Spells ====
''3rd Level Oath of Glory 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.
{| class="wikitable"
{| class="wikitable"
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'''Channel Divinity.''' At 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
==== Channel Divinity ====
:'''Peerless Athlete.''' As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).
''3rd Level Oath of Glory Channel Divinity Options''<br>
:'''Inspiring Smite.''' Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like.
You gain the following two Channel Divinity Options:
*'''Peerless Athlete.''' As a Bonus Action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have Advantage on Strength (Athletics) and Dexterity (Acrobatics) Checks, you can carry, push, drag, and lift twice as much weight as normal, and the distance of your long and high jumps increases by 10ft.
*'''Inspiring Smite.''' Immediately after you deal Damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a Bonus Action and distribute Temporary Hit Points to creatures of your choice within 30ft of you. The total number of Temporary Hit Points equals 2d8 + your Paladin Level, divided among the chosen creatures however you like.
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'''Aura of Alacrity.''' At 7th level you emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren’t incapacitated, the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn.
==== Aura of Alacrity ====
When you reach 18th level in this class, the range of the aura increases to 10 feet.
''7th Level Oath of Glory Feature''<br>
You emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. While you aren't Incapacitated, your Speed and Speed of all creatures of your choice within 10ft of you increases by 10ft.<br>
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'''Glorious Defense.''' At 15th level, you can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target’s AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon’s range.
==== Glorious Defense ====
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
''15th Level Oath of Glory Feature''<br>
You can turn defense into a sudden strike. When you or another creature you can see within 10ft of you is hit by an Attack, you can use your Reaction to grant a bonus to the target’s AC against that Attack. The bonus equals your Charisma Modifier. If the Attack misses, you can make one Weapon Attack against the Attacker as part of this Reaction, provided the attacker is within your Weapon’s Range.<br>
You can use this feature a number of times equal to your Charisma Modifier, regaining expended uses when you finish a Long Rest.
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'''Living Legend.''' At 20th level, you can empower yourself with the legends—whether true or exaggerated—of your great deeds. As a bonus action, you gain the following benefits for 1 minute:
==== Living Legend ====
*You are blessed with an otherworldly presence, gaining advantage on all Charisma checks.
''20th Level Oath of Glory Feature''<br>
*Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.
You can empower yourself with the legends—whether true or exaggerated—of your great deeds. As a bonus action, you gain the following benefits for 1 minute:
*If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll.
*You are blessed with an otherworldly presence, gaining Advantage on all Charisma Checks.
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.
*Once on each of your turns when you miss on a Weapon Attack, you can cause that Attack to hit instead.
*If you fail a Saving Throw, you can use your Reaction to reroll it. You must use this new roll.
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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