Paladin: Difference between revisions

412 bytes added ,  16:05, 9 December 2022
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| Oath Spells || 3rd || You gain free bonus Spells
| Oath Spells || 3rd || You gain free bonus Spells
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| Channel Divinity || 3rd || You can use your Channel Divinity
| Channel Divinity || 3rd || You can use your Channel Divinity to protect your allies from Lightning, Radiant, and Thunder Damage and deal that Damage later or to deal additional Lightning Damage with your Divine Smite
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| Aura of Warding || 7th || You and nearby allies
| Aura of Induction || 7th || You and nearby allies have Resistance to Lightning Damage and deal extra Lightning Damage
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| Example || 15th || Example
| Static Charge || 15th || You deal more Lightning Damage with Spells, and deal extra Lightning Damage after you use Divine Smite
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| Example || 20th || Example
| Magnetic Field || 20th || You can transform to harry Attacks made with metal Weapons, fly, slow metallic enemies, and push enemies around and knock them Prone
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''3rd Level Oath of Dynamism Channel Divinity Options''<br>
''3rd Level Oath of Dynamism Channel Divinity Options''<br>
You gain the following two Channel Divinity Options:
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.
*'''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 an amount equal to 5 x your Paladin Level, the target also 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.
*'''Divine Conduit.''' When you use your Divine Smite feature, you can use your Channel Divinity to convert the Divine Smite's Radiant Damage to Lightning Damage. This Smite's Damage is increased by 2d8 and ignores Resistance to Lightning Damage.
*'''Divine Conduit.''' When you use your Divine Smite feature, you can use your Channel Divinity to convert the Divine Smite's Radiant Damage to Lightning Damage. This Smite's Damage is increased by 2d8 and ignores Resistance to Lightning Damage.
:The next time the target of this Smite hits you with a Melee Attack, you regain a use of your Channel Divinity feature.
:The next time the target of this Smite hits you with a Melee Attack, you regain a use of your Channel Divinity feature.
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==== Aura of Induction ====
==== Aura of Induction ====
''7th Level Oath of Dynamism Feature''<br>
''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>
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 in your Aura hits with a Weapon Attack, it deals additional Lightning Damage equal to your Proficiency Bonus.<br>
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