Paladin: Difference between revisions

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:'''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.
:'''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.


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.''' 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.
When you reach 18th level in this class, the range of the aura increases to 10 feet.
When you reach 18th level in this class, the range of the aura increases to 10 feet.


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.''' 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.
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.
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.


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.''' 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:
You are blessed with an otherworldly presence, gaining advantage on all Charisma checks.
*You are blessed with an otherworldly presence, gaining advantage on all Charisma checks.
Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.
*Once on each of your turns when you make a weapon attack and miss, 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.
*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.
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.


Oath of the Redeemed
 
=== Oath of the Redeemed ===
The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and they slay their enemies only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.
The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and they slay their enemies only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.
While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.
While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.
:'''Peace.''' Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.
:'''Innocence.''' All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.
:'''Patience.''' Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow that seed to survive and flourish.
:'''Wisdom.''' Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.


Peace. Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.
'''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.
Innocence. All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.
{| class="wikitable"
Patience. Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow that seed to survive and flourish.
|+ Oath Spells
Wisdom. Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.
|-
 
! Paladin Level !! Spells
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.
|-
| 3rd || Example
|-
| 5th || Example
|-
| 9th || Example
|-
| 13th || Example
|-
| 17th || Example
|}
Paladin Level
Paladin Level
Spells
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.''' When you take this oath at 3rd level, you gain the following two Channel Divinity options.
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.
:'''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.
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.
:'''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.


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.''' 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.
At 18th level, the range of this aura increases to 30 feet.
At 18th level, the range of this aura increases to 30 feet.


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.''' 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.


Emissary of Redemption. At 20th level, you become an avatar of peace, which gives you two benefits:
'''Emissary of Redemption.''' At 20th level, you become an avatar of peace, which gives you two benefits:
You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
*You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
Whenever a creature hits you with an attack, it takes radiant damage equal to half the damage you take from the attack.
*Whenever a creature hits you with an attack, it takes radiant damage equal to half the damage you take 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.
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.
Oath of the Vengeful
 
=== Oath of the Vengeful ===
The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the Three, when a thieves’ guild grows too violent and powerful, when a rogue drake rampages through the countryside — at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins — sometimes called avengers or dark knights — their own purity is not as important as delivering justice.
The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the Three, when a thieves’ guild grows too violent and powerful, when a rogue drake rampages through the countryside — at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins — sometimes called avengers or dark knights — their own purity is not as important as delivering justice.
:'''Fight the Greater Evil.''' Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.
:'''No Mercy for the Wicked. Ordinary foes might win my mercy, but my sworn enemies do not.
:'''By Any Means Necessary.''' My qualms can’t get in the way of exterminating my foes.
:'''Restitution.''' If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.


Fight the Greater Evil. Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.
'''Oath Spells.''' You gain oath spells at the paladin levels listed in the Oath of Vengeance table. These spells are always known and do not count against the amount of spells you prepare.
No Mercy for the Wicked. Ordinary foes might win my mercy, but my sworn enemies do not.
{| class="wikitable"
By Any Means Necessary. My qualms can’t get in the way of exterminating my foes.
|+ Oath Spells
Restitution. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.
|-
 
! Paladin Level !! Spells
Oath Spells. You gain oath spells at the paladin levels listed in the Oath of Vengeance table. These spells are always known and do not count against the amount of spells you prepare.
|-
| 3rd || Example
|-
| 5th || Example
|-
| 9th || Example
|-
| 13th || Example
|-
| 17th || Example
|}
Paladin Level
Paladin Level
Spells
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.''' When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Highlings and undead have disadvantage on this saving throw.
:'''Abjure Enemy.''' As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Highlings and undead have disadvantage on this saving throw.
On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed.
On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed.
On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.
On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.
Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
:'''Vow of Enmity.''' As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.


Relentless Avenger. By 7th level, your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks.
'''Relentless Avenger.''' By 7th level, your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks.


Soul of Vengeance. Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.
'''Soul of Vengeance.''' Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.


Avenging Angel. At 20th level, you can assume the form of an angelic avenger. Using your bonus action, you undergo a transformation. For 1 hour, you gain the following benefits:
'''Avenging Angel.''' At 20th level, you can assume the form of an angelic avenger. Using your bonus action, you undergo a transformation. For 1 hour, you gain the following benefits:
Wings sprout from your back and grant you a flying speed of 60 feet.
*Wings sprout from your back and grant you a flying speed of 60 feet.
You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.
*You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.
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.
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.


Oath of the Watchers
=== Oath of the Watchers ===
The Oath of the Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats.
The Oath of the Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats.
Paladins who follow the Watchers’ oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one’s surroundings is as natural as wearing armor in battle.
Paladins who follow the Watchers’ oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one’s surroundings is as natural as wearing armor in battle.
:'''Vigilance.''' The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.
:'''Loyalty.''' Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty.
:'''Discipline.''' You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond.


Vigilance. The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.
'''Oath Spells.''' You gain oath spells at the paladin levels listed in the Oath of the Watchers table. These spells are always known and do not count against the amount of spells you prepare.
Loyalty. Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty.
{| class="wikitable"
Discipline. You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond.
|+ Oath Spells
 
|-
Oath Spells. You gain oath spells at the paladin levels listed in the Oath of the Watchers table. These spells are always known and do not count against the amount of spells you prepare.
! Paladin Level !! Spells
|-
| 3rd || Example
|-
| 5th || Example
|-
| 9th || Example
|-
| 13th || Example
|-
| 17th || Example
|}
Paladin Level
Paladin Level
Spells
Spells
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Channel Divinity. At 3rd level, you gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
'''Channel Divinity.''' At 3rd level, you gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Watcher’s Will. You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.
:'''Watcher’s Will.''' You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.
Abjure the Extraplanar. You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can take the Dodge action.
:'''Abjure the Extraplanar.''' You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, elemental, fey, or highling within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can take the Dodge action.


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 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.
At 18th level, the range of this aura increases to 30 feet.
At 18th level, the range of this aura increases to 30 feet.


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.''' 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.


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.''' 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:
You gain Truesight with a range of 120 feet.
*You gain Truesight with a range of 120 feet.
You have advantage on attack rolls against aberrations, elementals, fey, and highlings.
*You have advantage on attack rolls against aberrations, elementals, fey, and highlings.
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.
*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.
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.
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.