Punti Ferita
Competenze
Paladin
| Livello | Bonus di Competenza | Caratteristiche | Conviction Points | Smites Mastered | Max. Spell Level |
|---|---|---|---|---|---|
| 1 | + 2 | Sacred Oath Conviction Smite Fighting Style | 4 | 2 | — |
| 2 | + 2 | Sacred Oath Conviction Smite Fighting Style | 6 | 2 | 1st |
| 3 | + 2 | Sacred Oath Conviction Smite Fighting Style | 8 | 3 | 1st |
| 4 | + 2 | Sacred Oath Conviction Smite Fighting Style | 10 | 3 | 2nd |
| 5 | + 3 | Sacred Oath Conviction Smite Fighting Style | 13 | 3 | 2nd |
| 6 | + 3 | Sacred Oath Conviction Smite Fighting Style | 16 | 3 | 2nd |
| 7 | + 3 | Sacred Oath Conviction Smite Fighting Style | 19 | 4 | 2nd |
| 8 | + 3 | Sacred Oath Conviction Smite Fighting Style | 22 | 4 | 2nd |
| 9 | + 4 | Sacred Oath Conviction Smite Fighting Style | 26 | 4 | 3rd |
| 10 | + 4 | Sacred Oath Conviction Smite Fighting Style | 30 | 4 | 3rd |
Caratteristiche di Classe
Livello 1
Livello 10
Livello 2
Livello 3
Livello 4
Livello 5
Livello 6
Livello 7
Livello 8
Livello 9
Competenze
light
medium
heavy
shield
simple
martial
Equipaggiamento Iniziale
Caratteristiche di Classe
Sacred Oath (Level 1)
Words have real power, and the paladin understands this better than anyone. By swearing a sacred oath, you are able to channel your conviction into strength. But what kind of oath have you made? Do you seek to protect the weak and heal the sick? Do you judge the guilty and punish the wicked? Or do you destroy your enemies without mercy and salt their land?
Choose a Sacred Oath to describe the change you want to create in the world. You gain features from your Sacred Oath at 1st, 3rd, 7th, and 9th-level.
Tenets
Each oath has a set of three guiding principles—its tenets—that help to direct you in the service of your oath. These are sacred vows that you have sworn. Honor these tenets to gain—and maintain—your conviction.
Sacred Favor:
If you make a notable effort to honor a tenet, you may be blessed with sacred favor. You can hold a maximum number of sacred favors at one time equal to your Charisma modifier (minimum 1).
On your turn, as a free action, you may spend one sacred favor to do one of the following:
Gain Stamina: Regain 1 expended hit die.
Gain Power: Regain 1 expended 1st-level spell slot.
Twist Fate: Reroll 1 ability check, attack roll, or saving throw. You must accept the second result.
Cause Pain: Reroll all damage dice of an attack you have just made. You may accept either result.
Forgiveness: Forgive one transgression you have made.
Transgression:
If you break or reject one of the tenets of your oath, some of your sacred power may be stripped away for a time.
Roll a d6 and check the Transgression table below to find out which class feature you lose access to. Reroll any result that doesn't fully apply to you.
| d6 | Feature Lost |
|---|---|
1 | Oath Spells |
2 | 1d4 Conviction Points |
3 | Lay on Hands |
4 | Divine Health |
5 | Voice of the Crusader |
6 | Another Feature |
Penance:
If you have transgressed, you will have to perform a penance to regain your conviction. The scale of this penance may vary depending on the severity of your transgression, but some common forms include:
Donate: You make a charitable donation of goods, coin, or time to a worthy cause.
Confess: You confess your transgression to a higher-ranking agent of your oath and are forgiven.
Contemplate: You spend a period of time in dedicated contemplation of your oath.
Quest: You complete a sacred quest in the service of your oath.
Sacrifice: You give up something of significant personal value.
If your penance is accepted, you regain one lost feature.
Lay on Hands
You are able to share the power of your conviction through a simple touch. You gain access to one Lay on Hands ability from your oath.
Oath Smite
You gain access to one unique smite from your Sacred Oath. Add this to your list of smite options.
Oath Spells
Each oath has a list of spells—its oath spells—that you gain at the paladin levels noted in the oath description. Once you gain an oath spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
If you have an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.
Oath Aura
Starting at 6th-level, you gain access to one unique aura from your Sacred Oath. Add this to your list of aura options.
Conviction (Level 1)
Your conviction in your oath gives you strength. You have a number of conviction points, as shown in the Conviction Points column of the Class Features (Paladin) table. You can spend conviction to smite your enemies—and you may learn other applications from your Sacred Oath.
You recover all expended conviction points when you finish a long rest.
Smite (Level 1)
You master two smites of your choice from your list of smite options. Once per turn, when you hit a creature with a melee weapon attack, you may spend one or more conviction points to use one of your mastered smites.
Mastering New Smites:
You master additional smites as you gain more paladin levels, as show in the Smites Mastered column of the Class Features (Paladin) table.
Replacing a Mastered Smite:
When you finish a long rest, you may replace one of your mastered smites with a different one.
Saving Throws:
Some of your smites require your target to make a saving throw. The saving throw DC is calculated as follows:
Smite
Branding
When you hit a creature with a melee weapon attack, you can spend two conviction points to deal an additional 1d8 radiant damage. In addition, until the smite ends, the creature sheds dim light in a 5 ft radius and can't benefit from the Invisible condition.
Smite Duration:
Concentration, up to 1 minute.
Greater Branding:
(5th-level, +1 conviction) The base damage increases to 2d8.
Superior Branding:
(9th-level, +3 conviction) The base damage increases to 3d8.
Blinding
When you hit a creature with a melee weapon attack, you can spend two conviction points to deal an additional 1d8 radiant damage. In addition, the creature must make a Constitution saving throw. If it fails, the creature is blinded until the end of its next turn.
Greater Blinding:
(5th-level, +1 conviction) The base damage increases to 2d8.
Superior Blinding:
(9th-level, +3 conviction) The base damage increases to 3d8.
Divine
When you hit a creature with a melee weapon attack, you can spend two conviction points to deal an additional 1d8 radiant damage. If the creature is undead or a fiend, the damage increases by 1d8.
Greater Divine:
(5th-level, +1 conviction) The base damage increases to 2d8.
Superior Divine:
(9th-level, +3 conviction) The base damage increases to 3d8.
Searing
When you hit a creature with a melee weapon attack, you can spend two conviction points to deal an additional 1d8 fire damage. In addition, the creature ignites in flame.
At the start of each of its turns until the smite ends, the target must make a Constitution saving throw. On a failed save, it takes 1d8 fire damage. On a successful save, the smite ends. If the creature—or another creature within 5 feet of it—uses an action to put out the flames (or if some other effect douses the flames), the smite ends.
Smite Duration:
Concentration, up to 1 minute.
Greater Searing:
(5th-level, +1 conviction) The base damage increases to 2d8 and the ongoing damage increases to 1d10.
Superior Searing:
(9th-level, +3 conviction) The base damage increases to 3d8 and the ongoing damage increases to 1d12.
Thunderous
When you hit a creature with a melee weapon attack, you can spend two conviction points to deal an additional 1d8 thunder damage. The creature must make a Strength saving throw or be pushed back 10 ft and knocked prone.
Greater Thunderous:
(5th-level, +1 conviction) The base damage increases to 2d8 and the creature is pushed back up to 15 ft.
Superior Thunderous:
(9th-level, +3 conviction) The base damage increases to 3d8 and the creature is pushed back up to 20 ft.
Wrathful
When you hit a creature with a melee weapon attack, you can spend two conviction points to deal an additional 1d8 psychic damage. In addition, the creature must make a Wisdom saving throw. If it fails, the creature is fightened of you until the effect ends.
As an action, the creature can make a Wisdom check against your smite save DC to end this effect.
Smite Duration:
Concentration, up to 1 minute.
Greater Wrathful:
(5th-level, +1 conviction) The base damage increases to 2d8.
Superior Wrathful:
(9th-level, +3 conviction) The base damage increases to 3d8.
Fighting Style (Level 1)
Choose one of the following Fighting Styles. You can't take a Fighting Style option more than once, even if you later get to choose again.
Changing Your Fighting Style:
When you finish a long rest, you can choose one of the fighting styles you know and replace it with a different fighting style.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Spellcasting (Level 2)
You gain the ability to cast paladin spells by channeling your conviction.
Preparing Spells
You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list.
Preparing Your Spell List:
Choose a number of paladin spells equal to your Charisma modifier + your paladin level (minimum of one spell). The spells must be of a level lower than or equal to your Maximum Spell Level. Casting a spell doesn't remove it from your list of prepared spells.
Changing Your Prepared Spells:
You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time: at least 1 minute per spell level for each spell on your list.
Casting Spells
To cast a paladin spell of 1st-level or higher, you must spend a number of conviction points as shown in the Paladin Spellcasting table below. You recover all expended conviction points when you finish a long rest.
Upcasting Spells:
When you cast a paladin spell at a higher spell level, you can't exceed your Maximum Spell Level—even if you have enough conviction points.
| Spell Level | Conviction Points |
|---|---|
1st | 2 |
2nd | 3 |
3rd | 5 |
Spellcasting Ability
Charisma is your spellcasting ability for your paladin spells. Use your Charisma modifier to determine the saving throw DC or attack modifier for a paladin spell you cast.
Spellcasting Ability
Spell
Spell
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your paladin spells.
Divine Health (Level 3)
You are immune to disease.
Sacred Oath Feature (Level 3)
At 3rd level, you gain a feature from your Sacred Oath.
Ability Score Improvement (Level 4)
You can increase one ability score of your choice by +2, or two ability scores of your choice by +1. You can't increase an ability score above 20 using this feature.
Extra Attack (Level 5)
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Sacred Aura (Level 6)
You master one sacred aura of your choice. You can spend a bonus action to radiate your sacred aura lasting for up to 10 minutes (or until you are rendered unconcious).
You can use this feature a number of times equal to your Charisma modifier (minimum of 1), and you regain expended uses when you finish a long rest.
Replacing a Sacred Aura:
When you finish a long rest, you may choose one of your sacred auras and replace it with a different option.
Unique Effect:
A creature can't benefit from the same sacred aura from multiple sources.
Aura of Courage
You and friendly creatures within 10 feet of you can't be frightened.
Aura of Protection
Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1).
Aura of Radiance
You and friendly creatures within 10 feet of you gain resistance to necrotic damage. In addition, your melee weapon attacks deal +1 radiant damage.
Aura of Wrath
You and friendly creatures within 10 feet of you gain a +1 damage bonus when making weapon attacks.
Sacred Oath Feature (Level 7)
At 7th level, you gain a feature from your Sacred Oath.
Greater Ability Score Improvement (Level 8)
At 8th-level, you gain another ability score improvement.
You can increase one ability score of your choice by +2, or two ability scores of your choice by +1. You can't increase an ability score above 20 using this feature.
Sacred Oath Feature (Level 9)
At 9th level, you gain a feature from your Sacred Oath.
Voice of the Crusader (Level 10)
With conviction, you are able to instill the tenets of your oath in even the most dangerous of enemies. As an action, you may choose one of your oath's tenets and proclaim it. Up to twelve creatures of your choice that you can see within 60 ft must make a Charisma saving throw. On a failed save, the creature is inspired—or bound—by your tenet for up to 1 hour.
A creature affected in this way is compelled to honor the spirit of the tenet you have proclaimed. The creature retains its own will and may choose how it achieves this.
Immunities:
Creatures must be able to hear and understand you. Creatures that can't be charmed are immune to this effect.
Conviction:
You may spend a number of conviction points as you proclaim your tenet. For every point of conviction, you may influence 1 additional person.
Greater Sacred Aura (Level 10)
At 10th-level, choose one additional sacred aura. Your aura now radiates both effects at the same time.
Multiclasse
Requisiti Multiclasse
{"cha":13,"str":13}
Competenze Ottenute
Sottoclassi
Caratteristiche Sottoclasse
Oath of Devotion
Oath of Devotion (Level 1)
In swearing an oath of devotion, you hold yourself to the highest ideals of justice, virtue, and order.
Tenets of Devotion
You have sworn a vow to uphold these sacred tenets:
I will protect those who can't protect themselves: Protect the weak and punish those who threaten them.
I will never be cruel or cowardly: Treat others with fairness. Do as much good as possible while causing the least amount of harm. Show mercy to your foes, but temper it with wisdom.
I will take responsibility for my words and actions: Own the things you say and do. Honor your promises, put order before chaos, and obey those who have just authority over you.
Lay on Hands
You gain the following Lay on Hands ability:
Healing Touch
When you touch a creature, you may cast Cure Wounds as a 1st-level spell without first needing to prepare the spell or spend any conviction points.
You may use this feature once, and you regain expended uses when you finish a long rest.
Greater Healing Touch:
Starting at 5th-level, you may use this feature twice. Each time, you cast Cure Wounds as a 2nd-level spell.
Superior Healing Touch:
Starting at 9th-level, you may use this feature three times. Each time, you cast Cure Wounds as a 3rd-level spell.
Oath Smite and Aura
Add the following to your list of smite and aura options.
Protection
When you hit a creature with a melee weapon attack, you can spend two conviction points to deal an additional 1d8 radiant damage. In addition, a creature of your choice that is within 30 ft gains a number of temporary hit points equal to 2d4 + your Charisma modifier.
Greater Protection:
(5th-level, +1 conviction) The base damage increases to 2d8 and the temporary hit points gained increases to 2d6 + your Charisma modifier.
Superior Protection:
(9th-level, +3 conviction) The base damage increases to 3d8 and the temporary hit points gained increases to 2d8 + your Charisma modifier.
Aura of Clarity
You and friendly creatures within 10 ft of you can't be charmed.
Oath Spells
You gain the following oath spells.
| Paladin Level | Spells |
|---|---|
3rd | |
5th | |
9th |
Protect the Fallen (Level 3)
When an ally within 15 feet of you would be reduced to 0 hit points from a weapon attack, you spend your reaction to move up to half your speed adjacent to your ally—that ally then drops to 1 hit point instead.
You can use this feature once, and you regain expended uses when you finish a long rest.
Judge the Wicked (Level 3)
As an action, you can imbue one weapon that you are holding with positive energy. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
This effect lasts for up to one minute. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
You can use this feature a number of times equal to your Charisma modifier, and you regain expended uses when you finish a long rest.
Constancy (Level 7)
Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.
Sacred Vow (Level 9)
When a creature within 60 ft of you makes an explicit promise to you, you can spend a reaction to turn that promise into a sacred vow. You and the creature must both be able to hear and understand each other.
The creature must make a Wisdom saving throw. If it fails, the creature is magically bound to honor the spirit of its promise to you. The creature takes 5d10 psychic damage each time it acts in a manner which contradicts its promise—but no more than once per day. A creature reduced to 0 hit points by this effect dies immediately, and you regain 1d8 expended conviction points.
This effect ends when (a) the creature fulfills its promise, (b) the promise is rendered impossible to achieve, or (c) you finish a long rest.
You can use this feature once and you regain expended uses when you finish a long rest.
Oath of Perseverance
Oath of Perseverance (Level 1)
The Oath of Perseverance dedicates a paladin to a noble pursuit no matter the odds. Sometimes refered to as guardians, white knights, and even fool knights. These paladins are dedicated to fighting the incessant evils in the world, and are the embodiment of hope for those that are already ravaged by it. Although their success may be unattainable, they do not falter in their goal to push evil back and out of this world. Often wearing symbols to denote this unending quest such as circles, loops, and rings. Most who swear this oath are devoted to gods of good.
Tenets of Perseverance
You have sworn a vow to follow these sacred tenets:
Undying Determination. I am a beacon of hope. If I should fall, hope will as well. I will struggle to prevent this no matter the opposition.
Fight Adversity. Failure to meet challenges head on is the downfall of hope. In order to keep hope alive, I will not back down.
Lead the Charge. I will lead the charge, and show others the way.
Persevere Together
You may cast Bless as a 1st-level spell without needing to prepare the spell or spend any conviction points. You may use this feature once, and you regain expended uses when you finish a long rest.
Greater Persevere Together:
Starting at 5th-level, you may cast Enhance Ability at 2nd level instead of Bless.
Oath Smite
Add the following smite to your list of smite options.
Inspiring
When you hit a creature with a melee weapon attack, you can spend two conviction points to deal an additional 1d8 radiant damage. In addition, the next attack against the creature has advantage.
Greater Inspiring:
Starting at 5th level, if you spend +1 Conviction, the base damage increases to 2d8.
Superior Inspiring:
Starting at 9th level, if you spend +3 Conviction, the base damage increases to 3d8.
Oath Aura
Aura of Inspiration
When you and any friendly creatures within 10 feet of you make an ability check, they may roll a d4 and add it to the result.
Oath Spells
| Paladin Level | Spells |
|---|---|
3rd | |
5th | |
9th |
Push Through (Level 3)
As a reaction, you or a creature within 30 feet of you may reroll a failed saving throw or ability check. Additionally, the target rolls a d4 and add the number rolled to the result. They must use the new roll.
You can use this feature a number of times equal to your Charisma modifier, and you regain expended uses when you finish a long rest.
Defy Death (Level 3)
You can forgo rolling for a death saving throw, taking a 20 as the result.
You can use this feature once, and you regain expended uses when you finish a long rest.
Fortify Resolve (Level 7)
As a reaction to a creature taking damage within 5 feet of you, you may grant them resistance to one type of damage dealt by the attack.
You can use this feature a number of times equal to your Charisma modifier, and you regain expended uses when you finish a long rest.
Persevere on Your Journey (Level 9)
As an action, you may bless a creature with a holy oath of their own. In a single sentence, describe what they are vowing to do. They can then roll a d4 and add the number rolled to any ability checks they make that follow the vow. As well, any ability checks they make that directly go against the vow must roll a d4 and subtract the result from the check. A creature may make a Wisdom save against your spell DC to resist the vow.
The vow lasts until what they have vowed is complete or you start a new vow.
You can use this feature once, and you regain expended uses when you finish a long rest.