Paladin: Difference between revisions

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'''Oath Spells.''' You gain oath spells at the paladin levels listed in the Oath of Glory table. These spells are always known and do not count against the amount of spells you prepare.
==== Oath Spells ====
''3rd Level Oath of Redemption 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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'''Channel Divinity.''' When you take this oath at 3rd level, you gain the following two Channel Divinity options.
==== Channel Divinity ====
:'''Emissary of Peace.''' You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.
''3rd Level Oath of Redemption Channel Divinity Options''<br>
:'''Rebuke the Violent.''' You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.
You gain the following two Channel Divinity Options:
*'''Emissary of Peace.''' As a Bonus Action you can use your Channel Divinity to augment your presence with divine power, granting yourself a +5 bonus to Charisma (Persuasion) Checks you make for the next 10 minutes.
*'''Rebuke the Violent.''' You can use your Channel Divinity to rebuke those who use violence. Immediately after an a creature within 30ft of you deals Damage with an Attack against a creature other than you, you can use your Reaction to force the Attacker to make a Wisdom Saving Throw. On a failed Save, the Attacker takes Radiant Damage equal to the Damage it dealt on its Attack. On a successful Save, it takes half as much Damage.
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'''Aura of the Guardian.''' Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.
==== Aura of the Guardian ====
At 18th level, the range of this aura increases to 30 feet.
''7th Level Oath of Redemption Feature''<br>
You can shield others from harm at the cost of your own health. When a creature within 10ft of you takes Damage, you can use your Reaction to magically take that Damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the Damage, and this Damage can’t be reduced in any way.
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'''Protective Spirit.''' Starting at 15th level, a holy presence mends your wounds in battle. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated.
==== Protective Spirit ====
''15th Level Oath of Redemption Feature''<br>
A holy presence mends your wounds in battle. You regain Hit Points equal to 1d6 + half your Paladin Level if you end your turn in combat with fewer than half of your Hit points remaining and you aren’t incapacitated.
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'''Emissary of Redemption.''' At 20th level, you become an avatar of peace, which gives you two benefits:
==== Emissary of Redemption ====
*You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
''20th Level Oath of Redemption Feature''<br>
*Whenever a creature hits you with an attack, it takes radiant damage equal to half the damage you take from the attack.
You become an avatar of peace, which gives you two benefits:
If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest.
*You have Resistance to all Damage dealt by other creatures.
*Whenever a creature hits you with an Attack, it takes Radiant Damage equal to half the Damage you took from the Attack.
If you Attack a creature, cast a Spell on it, or deal Damage to it by any means but this feature, neither benefit works against that creature until you finish a Long Rest.
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