A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.
Once per turn, you can deal an extra 1d6 * 1/2 rogue level damage to one creature you hit with an attack roll, only if:
1. you have Advantage on the roll and the attack uses a Finesse or Ranged weapon.
2. at least one of your allies is within 5 feet of the target, the ally does not have the Incapacitated condition, and you do not have Disadvantage on the attack roll.
The extra damage's type is the same as the weapon's type. The extra damage increases with 1d6 per 2 rogue levels (Lvl 3 = 2d6, Lvl 5 = 3d6, etc.)
Cunning Strike (Lvl 5): When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. When you use the effect, you must forego a sneak attack to add the effect. For example, if you add the Poison effect, remove 1d6 from the Sneak Attacks damage before rolling. If a Cunning Strike effect requires a saving throw, the DC equals 8 + your Proficiency Bonus + your Dexterity modifier.
Poison (Cost: 1d6): You add a toxin to your strike, forcing the target to make a Constitution saving throw (8 + Proficiency + Dexterity). On a failed save, the target has the
Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target can repeat the save, ending the effect on itself on a success. To use this effect, you must have a Poisoners Kit on your person.
Trip (Cost: 1d6): If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
Withdraw (Cost: 1d6): Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action:
- Dash
- Disengage
- Hide.
As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you havent moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.
You can channel divine energy directly from the Outer Planes, using that energy to fuel magical effects. Each time you use this Channel Divinity, you choose which effect from this class to create. You gain an additional use when you reach Paladin level 11. If a Channel Divinity effect requires a saving throw, the DC equals the Spell Save DC from this class Spellcasting feature.
Divine Sense (Lvl3): As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. 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.
Vow of Enmity (Lvl3): When you take the Attack action, you can expend one use of your Channel Divinity to utter a vow of enmity against a creature you can see within 30 feet of yourself. You gain Advantage on
attack rolls against the creature for 1 minute or until you use this feature again. If the creature drops to 0 Hit Points before the vow ends, you can transfer the vow to a different creature within 30 feet of yourself (no action required).
Abjure Foes (Lvl9): As a Magic Action, you can expend one use of your Channel Divinity to overwhelm foes with divine awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. While Frightened in this way, a target can do only one of the following on its turns: move, take an action or take a Bonus Action.
You regain one of its expended uses when you finish a Short Rest and you regain all expended uses when you finish a Long Rest.
Return this card to the DM when you use this feature.
You can channel divine energy directly from the Outer Planes, using that energy to fuel magical effects. Each time you use this Channel Divinity, you choose which effect from this class to create. You gain an additional use when you reach Paladin level 11. If a Channel Divinity effect requires a saving throw, the DC equals the Spell Save DC from this class Spellcasting feature.
Divine Sense (Lvl3): As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. 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.
Vow of Enmity (Lvl3): When you take the Attack action, you can expend one use of your Channel Divinity to utter a vow of enmity against a creature you can see within 30 feet of yourself. You gain Advantage on
attack rolls against the creature for 1 minute or until you use this feature again. If the creature drops to 0 Hit Points before the vow ends, you can transfer the vow to a different creature within 30 feet of yourself (no action required).
Abjure Foes (Lvl9): As a Magic Action, you can expend one use of your Channel Divinity to overwhelm foes with divine awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. While Frightened in this way, a target can do only one of the following on its turns: move, take an action or take a Bonus Action.
You regain one of its expended uses when you finish a Short Rest and you regain all expended uses when you finish a Long Rest.
Return this card to the DM when you use this feature.