Paladin: Difference between revisions

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*'''Preserve Your Own Light.''' Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.
*'''Preserve Your Own Light.''' Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.
*'''Be the Light.''' Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.
*'''Be the Light.''' Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.
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{| class="wikitable"
{| class="wikitable"
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| [[Paladin#Elder Champion|Elder Champion]] || 20th || You can transform to regain health each turn, cast Spells quicker, and make creatures worse at resisting your Spells and Channel Divinities
| [[Paladin#Elder Champion|Elder Champion]] || 20th || You can transform to regain health each turn, cast Spells quicker, and make creatures worse at resisting your Spells and Channel Divinities
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|}
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==== Oath Spells ====
==== Oath Spells ====
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| 17th || [[Level 5#Commune with Nature|Commune with Nature]], [[Level 5#Tree Stride|Tree Stride]]
| 17th || [[Level 5#Commune with Nature|Commune with Nature]], [[Level 5#Tree Stride|Tree Stride]]
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|}
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==== Channel Divinity ====
==== Channel Divinity ====
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*'''Nature's Wrath.''' You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an Action, you can cause spectral vines to spring up and reach for a creature within 10ft of you that you can see. The creature must succeed on a Strength or Dexterity Saving Throw (its choice) or be [[Conditions#Restrained|Restrained]]. While [[Conditions#Restrained|Restrained]] by the vines, the creature repeats the Saving Throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
*'''Nature's Wrath.''' You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an Action, you can cause spectral vines to spring up and reach for a creature within 10ft of you that you can see. The creature must succeed on a Strength or Dexterity Saving Throw (its choice) or be [[Conditions#Restrained|Restrained]]. While [[Conditions#Restrained|Restrained]] by the vines, the creature repeats the Saving Throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
*'''Turn the Faithless.''' You can use your Channel Divinity to utter ancient words that are painful for Fey and Highlings to hear. As an Action, you present your Holy Symbol, and each Fey or Highling within 30ft of you that can hear you must make a Wisdom Saving Throw. On a failed Save, a creature is [[Conditions#Dazed|Dazed]] for 1 minute, until it takes any Damage, or if you are [[Conditions#Incapacitated|Incapacitated]]. While [[Conditions#Dazed|Dazed]] in this way, the creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30ft of you that would be closer than its current space.
*'''Turn the Faithless.''' You can use your Channel Divinity to utter ancient words that are painful for Fey and Highlings to hear. As an Action, you present your Holy Symbol, and each Fey or Highling within 30ft of you that can hear you must make a Wisdom Saving Throw. On a failed Save, a creature is [[Conditions#Dazed|Dazed]] for 1 minute, until it takes any Damage, or if you are [[Conditions#Incapacitated|Incapacitated]]. While [[Conditions#Dazed|Dazed]] in this way, the creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30ft of you that would be closer than its current space.
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==== Aura of Warding ====
==== Aura of Warding ====
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| 17th || [[Level 5#Cloudkill|Cloudkill]], [[Level 5#Dominate Person|Dominate Person]]
| 17th || [[Level 5#Cloudkill|Cloudkill]], [[Level 5#Dominate Person|Dominate Person]]
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==== Channel Divinity ====
==== Channel Divinity ====
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*'''Conquering Presence.''' You can use your Channel Divinity to exude a terrifying presence. As an Action, you force each creature of your choice that you can see within 30ft of you to make a Wisdom Saving Throw. On a failed Save, a creature becomes [[Conditions#Frightened|Frightened]] of you for 1 minute. The [[Conditions#Frightened|Frightened]] creature can repeat this Saving Throw at the end of each of its turns, ending the effect on itself on a successful Save.<br>
*'''Conquering Presence.''' You can use your Channel Divinity to exude a terrifying presence. As an Action, you force each creature of your choice that you can see within 30ft of you to make a Wisdom Saving Throw. On a failed Save, a creature becomes [[Conditions#Frightened|Frightened]] of you for 1 minute. The [[Conditions#Frightened|Frightened]] creature can repeat this Saving Throw at the end of each of its turns, ending the effect on itself on a successful Save.<br>
*'''Guided Strike.''' You can use your Channel Divinity to strike with supernatural accuracy. When you miss on an Attack, you can use your Channel Divinity to gain a +10 bonus to the roll.
*'''Guided Strike.''' You can use your Channel Divinity to strike with supernatural accuracy. When you miss on an Attack, you can use your Channel Divinity to gain a +10 bonus to the roll.
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==== Aura of Conquest ====
==== Aura of Conquest ====
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| 17th || [[Level 5#Control Winds|Control Winds]], [[Level 5#Maelstrom|Maelstrom]]
| 17th || [[Level 5#Control Winds|Control Winds]], [[Level 5#Maelstrom|Maelstrom]]
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==== Channel Divinity ====
==== Channel Divinity ====
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*'''All Hands on Deck.''' As a Bonus Action, you can use your Channel Divinity and hold aloft your Holy Symbol and bellow an order to your crew. A number of creatures of your choice equal to your Charisma Modifier, within 30ft, that can see or hear you, can use their Reaction to move up to their Speed without provoking Opportunity Attacks.
*'''All Hands on Deck.''' As a Bonus Action, you can use your Channel Divinity and hold aloft your Holy Symbol and bellow an order to your crew. A number of creatures of your choice equal to your Charisma Modifier, within 30ft, that can see or hear you, can use their Reaction to move up to their Speed without provoking Opportunity Attacks.
*'''Fury of the Tides.''' As a Bonus Action, you can use your Channel Divinity to embody the powerful might of the waves to bolster your attacks for 1 minute. Once per turn for the Duration, when you hit a creature with a Weapon Attack, you can push that creature up to 10ft away from you. If that creature is pushed into an obstacle or another creature, the target and the object or creature it was pushed into take Bludgeoning Damage equal to your Charisma Modifier.
*'''Fury of the Tides.''' As a Bonus Action, you can use your Channel Divinity to embody the powerful might of the waves to bolster your attacks for 1 minute. Once per turn for the Duration, when you hit a creature with a Weapon Attack, you can push that creature up to 10ft away from you. If that creature is pushed into an obstacle or another creature, the target and the object or creature it was pushed into take Bludgeoning Damage equal to your Charisma Modifier.
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==== Aura of Liberation ====
==== Aura of Liberation ====
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*'''Courage.''' You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?
*'''Courage.''' You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?
*'''Responsibility.''' You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.
*'''Responsibility.''' You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.
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| Exalted Champion || 20th || You can transform to take less Damage, give yourself and allies Advantage on Death and Wisdom Saving Throws
| Exalted Champion || 20th || You can transform to take less Damage, give yourself and allies Advantage on Death and Wisdom Saving Throws
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==== Oath Spells ====
==== Oath Spells ====
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! Paladin Level !! Spells
! Paladin Level !! Spells
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| 3rd || Command, Compelled Duel
| 3rd || [[Level 1#Command|Command]], [[Level 1#Compelled Duel|Compelled Duel]]
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| 5th || Warding Bond, Air Strike Shield
| 5th || [[Level 2#Warding Bond|Warding Bond]], [[Level 2#Air Strike Shield|Air Strike Shield]]
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| 9th || Aura of Vitality, Martyr's Bargain
| 9th || [[Level 3#Aura of Vitality|Aura of Vitality]], [[Level 3#Martyr's Bargain|Martyr's Bargain]]
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| 13th || Banishment, Guardian of Faith
| 13th || [[Level 4#|Banishment|Banishment]], [[Level 4#Guardian of Faith|Guardian of Faith]]
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| 17th || Circle of Power, Taboo
| 17th || [[Level 5#Circle of Power|Circle of Power]], [[Level 5#Taboo|Taboo]]
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==== Channel Divinity ====
==== Channel Divinity ====
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*'''Champion Challenge.''' You can use your Channel Divinity as a Bonus Action to issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30ft of you must make a Wisdom Saving Throw. On a failed Save, a creature can't willingly move more than 30ft away from you, and has Disadvantage on Attacks targeting creatures other than you. This effect ends on the creature if you are [[Conditions#Incapacitated|Incapacitated]] or die or if the creature is more than 30ft away from you.
*'''Champion Challenge.''' You can use your Channel Divinity as a Bonus Action to issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30ft of you must make a Wisdom Saving Throw. On a failed Save, a creature can't willingly move more than 30ft away from you, and has Disadvantage on Attacks targeting creatures other than you. This effect ends on the creature if you are [[Conditions#Incapacitated|Incapacitated]] or die or if the creature is more than 30ft away from you.
*'''Turn the Tide.''' As a Bonus Action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30ft of you regains Hit Points equal to 1d6 + your Charisma Modifier if it has no more than half of its Hit Points.
*'''Turn the Tide.''' As a Bonus Action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30ft of you regains Hit Points equal to 1d6 + your Charisma Modifier if it has no more than half of its Hit Points.
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==== Aura of Allegiance ====
==== Aura of Allegiance ====
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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 [[Conditions#Unconscious|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>
You gain an Aura like a static field around you and your allies. While you are not [[Conditions#Unconscious|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.
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==== Aura of Inquisition ====
==== Aura of Inquisition ====
''7th Level Oath of Inquisition Feature''<br>
''7th Level Oath of Inquisition Feature''<br>
You do not tolerate those who would stand in the way of your quest for truth. Creatures of your choice within 10ft of you have Disadvantage on Dexterity (Stealth) Checks and don't gain a benefit from being [[Conditions#Invisible|Invisible]].<br>
You do not tolerate those who would stand in the way of your quest for truth. Creatures of your choice within 10ft of you have Disadvantage on Dexterity (Stealth) Checks and don't gain a benefit from being [[Conditions#Invisible|Invisible]].
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