Paladin/Features: Difference between revisions

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==4th Level==
==4th Level==
===[[Divine Aura]]===
===Divine Aura===
{{:Divine Aura}}
{{:Divine Aura}}



Revision as of 19:18, 12 October 2023

1st Level

Divine Smite

Smites work like the martial maneuvers, including having the same restrictions. In addition, you must expend spell points to use a smite, with tier 1 using equvalent to a 1st-level spell (2 SP) and each tier requiring a higher expendure of spell points equvalent to 1 spell level higher.

For each increase in spell level used (above 1st), you add an additional 1d8 of the damage type specified in the smites description, and you may also use spell points equvalent to even higher than the tier requirement to further the smites damage. Note that you do not need to know a higher tier, to use more spell points to further the damage.

Smite
Tier
Spell points used Damage
Tier 1 2 SP (1st level spell) 1d8
Tier 2 3 SP (2nd level spell) 2d8
Tier 3 5 SP (3rd level spell) 3d8
8 SP (4th level spell) 4d8
13 SP (5th level spell) 5d8
21 SP (6th level spell) 6d8
34 SP (7th level spell) 7d8
55 SP (8th level spell) 8d8
89 SP (9th level spell) 9d8
Smite Tier 1 Tier 2 Tier 3
Banishing Smite
Your weapon crackles with force. Force. The target must succeed on a Will contest or be banished. While banished in this way, the target vanishes into a harmless demiplane where its incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied. If the attack reduces the target to 50 hit points or fewer, the target automatically fails its Will contest. If the target is native to a different plane of existence, the target disappears, returning to its home plane. If the target is native to the plane you're on, the banishment lasts for 1 minute.
Blinding Smite
Your weapon flares with bright light. Radiant. The target must succeed on a Fortitude contest or be blinded. A blinded creature can make another Fortitude contest at the end of each of its turns. On a successful roll, it is no longer blinded. A cone of brilliant light explodes in a 10-meter-wide cone. Each creature in the cone must make the Fortitude contest. On a failed roll, a creature in the cone also takes the extra radiant damage. On a successful roll, it takes half as much damage.
Branding Smite
The weapon gleams with astral radiance as you strike. With your next attack, you can expend one spell slot to deal additional radiant damage to the target. The extra damage is 1d8 for each spell slot level. On hit the target becomes visible if it's invisible, and the target sheds dim light in a 2-meter radius and can't become invisible for 1 minute. The target is outlined in radiant light. Any attack roll against the affected creature has advantage if the attacker can see it. You know where the target is if the target is on the same plane as you. After the minute has passed, the target must make a Fortitude saving throw. On a failed save, the effect is permanent.
Divine Smite
Your weapon strikes with divine power. With your next attack, you can expend one spell slot to deal additional radiant damage to the target. The extra damage is 1d8 for each spell slot level. The damage increases by 1d8 for each spell level if the target is an undead or a fiend. The extra damage is 2d8 for each spell slot level. The damage increases by 2d8 for each spell level if the target is an undead or a fiend. The extra damage is 3d8 for each spell slot level. The damage increases by 3d8 for each spell level if the target is an undead or a fiend.
Searing Smite
Your weapon flares with white-hot intensity. With your next attack, you can expend one spell slot to deal additional fire damage to the target. The extra damage is 1d8 for each spell slot level. On hit, the target ignites in flames. At the start of each of its turns, the target must make a Fortitude saving throw. On a failed save, it takes 1d8 fire damage. On a successful save, the fire ends. If the target or a creature within 2 meters of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. On a failed save, it takes fire damage equal to the initial damage. Three fire bolts leap from the target to as many as three other targets, each of which must be within 10 meters of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Reflex saving throw or be affected by this smite.
Staggering Smite
Your weapon pierces both body and mind. With your next attack, you can expend one spell slot to deal additional psychic damage to the target. The extra damage is 1d8 for each spell slot level. The target must make a Will saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can't take reactions, until the end of its next turn. On a failed save, the target is knocked prone and dealt additional force damage. The extra damage is 1d8 for each spell slot level. On a failed save, the target is stunned.
Thunderous Smite
Your weapon rings with thunder that is audible within 100 meters of you. With your next attack, you can expend one spell slot to deal additional thunder damage to the target. The extra damage is 1d8 for each spell slot level. The target must succeed on a Fortitude saving throw or be pushed 5 meters away from you and knocked prone. A sphere of sonic energy explodes in a 5-meter-wide sphere. Each creature except you in the sphere must make the Fortitude saving throw. If the target fails, it's affected twice. A cone of sonic energy shoots out in a 10-meter-wide cone. Each creature in the cone must make the Fortitude saving throw. If a target is affected by the cone and the sphere, it's affected twice. The targeted creature is affected thrice.
Wrathful Smite
Your weapon breaks the weak-willed and makes the soul wither. With your next attack, you can expend one spell slot to deal additional psychic damage to the target. The extra damage is 1d8 for each spell slot level. The target must make a Will saving throw or be frightened of you for 1 minute. As an action, the creature can make a Will check against your spell save DL to steel its resolve and end the effect. While frightened, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. While frightened, a creature cower in fear, becoming paralyzed. Taking damage removes the paralysis, but not the frightened condition.

See Divine Smites list.

2nd Level

Sacred Oath

  • You swear the oath that binds you as a paladin forever. Choose a path from the available oaths.
  • Your choice grants you features at 2nd level and again at 8th and 20th level.

2nd Level

Smite of Judgement
  • Smite of Judgement follows the same rules as any other smite, however, one rule should be applied. The chosen effect should be the most likely, and if not, at least reasonable. This means that a GM may disallow the use of Judgement of Death against a petty thief.
  • It gains a new tier at 5th and 11th level.

Effect Tier 1 Tier 2 Tier 3
Judgement of Death
Striking down heathens or lawbreakers. You deal an extra 1d8 necrotic damage for each spell slot level. You deal an additional extra 1d8 necrotic damage for each spell slot level. You deal an additional extra 1d8 necrotic damage for each spell slot level.
Judgement of Imprisonment
Hindering and stopping unlawful activity. On a hit, the target is restrained until the end of its next turn. Additionally, this attack is always non-lethal. On a hit, the target is stunned until the end of its next turn. The target is stunned until the end of your next turn.
Judgement of Protection
Securing the vicinity from chaos. On a hit, you gain the effect of Aura of Protection until the end of your next turn. If you already have it, add half your proficiency bonus to its effect. You gain the effect even if you miss the attack. If an ally is hit within range of your Aura of Protection, you may as a reaction move adjacent to that ally, swap places, and take the hit instead.
Judgement of Innocence
Saving those of lawful sort. You may give a creature within 5 meter temporary hit points equal to half the damage dealt of your attack. You may give a creature within 20 meters temporary hit points equal to half the damage dealt of your attack. You may restore or give a creature within 30 meters hit points or temporary hit points equal to half the damage dealt of your attack.

5th Level

8th Level

Aura of Truth
  • You and any creature within 5 meters of you must make a contested Will check if they try to deceive or lie. On a fail, a creature can't speak the deliberate lie, and can't tell a lie for 1 minute. You know if a creature succeeds or fails.
    • An affected creature is aware of the aura only if they fail, and can thus avoid answering questions to which it would normally respond with a lie.

11th Level

20th Level

Lawbringer
  • After a creature hits you with an attack or an opponent successfully affects you with a spell, you gain the following benefits until the end of your next turn:
  • If you would be affected by a spell of 5th level or lower, you can forego this temporary bonus to use your reaction to cast that same spell without expending spell points or needing it prepared. It is cast with your own spellcasting modifer.

Oath Smites

  • Each oath has an associated smite. You gain access to this smite at 2nd level and it gains a new tier at 5th and 11th level.
    • Oath smites don't count against the number of smites you can choose and increase tier in.

4th Level

Divine Aura

  • Your divine presence has an overwhelming effect on you and your companions. You may choose one Divine Aura:
Aura of Protection
  • You and friendly creature within 5 meters of you gains a bonus to contested checks against them equal to your Charisma modifier (with a minimum bonus of +1) and a bonus to AL equal to half your Charisma modifier (with a minimum bonus of +1).
Aura of Courage
  • You and friendly creature within 5 meters of you can't be frightened.
  • Whenever you or any friendly creatures within 5 meters of you score a critical hit or reduce a creature to 0 hit points, the creature gains temporary hit points equal to 1d6 + your Charisma modifier (minimum of 1 temporary hit point).
  • The creature's target must also succeed on a contested Will against your spell save DL or be frightened of the creature until the end of its next turn.
Aura of Vitality
  • You and friendly creatures within 2 meters of you has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.
  • You can use a bonus action to cause you or any friendly creature within 2 meters of you to regain 1d6 hit points.
Aura of Purity

8th Level

Sacred Oath Feature

Aura of Truth
  • You and any creature within 5 meters of you must make a contested Will check if they try to deceive or lie. On a fail, a creature can't speak the deliberate lie, and can't tell a lie for 1 minute. You know if a creature succeeds or fails.
    • An affected creature is aware of the aura only if they fail, and can thus avoid answering questions to which it would normally respond with a lie.

12th Level

Smite Improvement

  • You can choose to apply a smite after a hit has been confirmed.

16th Level

Aura Improvement

20th Level

Sacred Oath Feature

Lawbringer
  • After a creature hits you with an attack or an opponent successfully affects you with a spell, you gain the following benefits until the end of your next turn:
  • If you would be affected by a spell of 5th level or lower, you can forego this temporary bonus to use your reaction to cast that same spell without expending spell points or needing it prepared. It is cast with your own spellcasting modifer.