Paladin: Difference between revisions

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'''Aura of the Sentinel.''' At 7th level, you emit an aura of alertness while you aren’t incapacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus.
==== Aura of the Sentinel ====
At 18th level, the range of this aura increases to 30 feet.
''7th Level Oath of Watchers Feature''<br>
You emit an aura of alertness while you aren’t Incapacitated. All creatures of your choice within 10ft of you gain a bonus to their Initiative Rolls equal to your Proficiency Bonus.
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'''Vigilant Rebuke.''' At 15th level, you’ve learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal Force Damage to the creature that forced the saving throw equal to 2d8 + your Charisma modifier.
==== Vigilant Rebuke ====
''15th Level Oath of Watchers Feature''<br>
You’ve learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30ft of you succeeds on an Intelligence, a Wisdom, or a Charisma Saving Throw, you can use your Reaction to deal Force Damage to the creature that forced the Saving Throw equal to 2d8 + your Charisma Modifier.
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'''Mortal Bulwark.''' At 20th level, you manifest a spark of divine power in defense of the mortal realms. As a bonus action, you gain the following benefits for 1 minute:
==== Mortal Bulwark ====
*You gain Truesight with a range of 120 feet.
''20th Level Oath of Watchers Feature''<br>
*You have advantage on attack rolls against aberrations, elementals, fey, and highlings.
You manifest a spark of divine power in defense of the mortal realms. As a Bonus Action, you gain the following benefits for 1 minute:
*When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is magically banished to its native plane of existence if it’s currently not there. On a successful save, the creature can’t be banished by this feature for 24 hours.
*You gain Truesight out to a Range of 120ft.
Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
*You have Advantage on Attack Rolls against Aberrations, Elementals, Fey, and Highlings.
*When you deal Damage to a creature with an Attack, you can also force it to make a Charisma Saving Throw against your Spell Save DC. On a failed Save, the creature is magically banished to its native plane of existence if it’s currently not there. On a successful Save, the creature can’t be banished by this feature for 24 hours.
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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