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Aura of Hate

  • casting time Instant
  • range 10 feet

  • components --
  • duration Passive

You, as well any fiends and undead within 10 feet of you, gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.

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

Paladin Oathbreaker

Channel Divinity: Dreadful Aspect

  • casting time 1 action
  • range 30 feet

  • components --
  • duration 1 min

You channel the darkest emotions and focus them into a burst of magical menace. Each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you.

On a failed save, the target is frightened of you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on it.

You must then finish a short or long rest to use your Channel Divinity: Dreadful Aspect again.

Paladin Oathbreaker

Channel Divinity: Control Undead

  • casting time 1 action
  • range 30 feet

  • components --
  • duration 24 hrs

As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw.

On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option again.

An undead whose challenge rating is equal to or greater than your paladin level is immune to this effect.

You must then finish a short or long rest to use your Channel Divinity: Control Undead again.

Paladin Oathbreaker

Relentless Avenger

  • casting time Instant
  • range Self

  • components --
  • duration Instant

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.

Paladin Oath of Vengeance

Channel Divinity: Vow of Enmity

  • casting time Bonus action
  • range 10 feet

  • components --
  • duration 1 min

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.

You must then finish a short or long rest to use your Channel Divinity: Vow of Enmity again.

Paladin Oath of Vengeance

Channel Divinity: Abjure Enemy

  • casting time 1 action
  • range 60 feet

  • components --
  • duration Instant

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. Fiends 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 successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.

You must then finish a short or long rest to use your Channel Divinity: Abjure Enemy again.

Paladin Oath of Vengeance

Aura of Warding

  • casting time Passive
  • range 10 feet

  • components --
  • duration Passive

Ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.

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

Paladin Oath of the Ancients

Channel Divinity: Turn the Faithless

  • casting time 1 action
  • range 30 feet

  • components --
  • duration 1 min

You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear.

You present your holy symbol, and each 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 move to a space within 30 feet of you. It also can't take reactions. 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 use the Dodge action.

If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

You must then finish a short or long rest to use your Channel Divinity: Turn the Faithless again.

Paladin Oath of the Ancients

Channel Divinity: Nature's Wrath

  • casting time 1 action
  • range 10 feet

  • components --
  • duration --

You can use your Channel Divinity to invoke primeval forces to ensnare a foe.

You can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see.

The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained.

While 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.

You must then finish a short or long rest to use your Channel Divinity: Nature's Wrath again.

Paladin Oath of the Ancients

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Aura of Devotion

  • casting time Passive
  • range 10 feet

  • components --
  • duration Passive

You and friendly creatures within 10 feet of you can't be charmed while you are conscious.

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

Paladin Oath of Devotion

Channel Divinity: Turn the Unholy

  • casting time 1 action
  • range 30 feet

  • components --
  • duration 1 min

You present your holy symbol and speak a prayer censuring fiends and undead.

Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it 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 move to a space within 30 feet of you. It also can't take reactions. 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 use the Dodge action.

You must then finish a short or long rest to use your Channel Divinity: Turn the Unholy again.

Paladin Oath of Devotion

Channel Divinity: Sacred Weapon

  • casting time 1 action
  • range Self

  • components --
  • duration 1 min

You can imbue one weapon that you are holding with positive energy, using your Channel Divinity.

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.

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 must then finish a short or long rest to use your Channel Divinity: Sacred Weapon again.

Paladin Oath of Devotion

Divine Smite

  • casting time Instant
  • range Self

  • components --
  • duration Instant

When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage.

The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage

Paladin Feature

Aura of Courage

  • casting time Passive
  • range 10 feet

  • components --
  • duration Passive

You and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

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

Paladin Feature

Aura of Protection

  • casting time Passive
  • range 10 feet

  • components --
  • duration Passive

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).

You must be conscious to grant this bonus.

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

Paladin Feature

Protection

  • casting time Reaction
  • range Self

  • components --
  • duration Passive

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.

Paladin Feature

Great Weapon Fighting

  • casting time Passive
  • range Self

  • components --
  • duration Passive

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.

The weapon must have the two-handed or versatile property for you to gain this benefit.

Paladin Feature

Dueling

  • casting time Passive
  • range Self

  • components --
  • duration Passive

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

Paladin Feature

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Defense

  • casting time Passive
  • range Self

  • components --
  • duration Passive

While you are wearing armor, you gain a +1 bonus to AC.

Paladin Feature

Divine Sense

  • casting time 1 action
  • range 60 feet

  • components --
  • duration Instant

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears.

You can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity.

Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Paladin Feature

Lay on Hands

  • casting time 1 action
  • range Touch

  • components --
  • duration Instant

You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Paladin Feature

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