Paladin dnd

Looking for a Paladin 5e guide? this is it. This guide explains dnd Paladin in details.

The Paladin

For Unearthed Arcana options, see Paladin/Unearthed Arcana. From Player's Handbook, pages 82-88; Dungeon Master's Guide, page 97; Sword Coast Adventurer's Guide, page 132; Xanathar's Guide. В 5-м издании паладины считаются одним из самых могущественных классов благодаря тому. Of course, paladins like to take the holy and good route, so naturally, most of their alignments would be lawful. We are looking at the Paladin Fighting Style in 5e DnD and getting more utility out of the class. Many paladins worship benevolent gods, but a paladin’s power comes from a commitment to justice. Many paladins worship benevolent gods, but a paladin’s power comes from a commitment to justice.

Паладин Днд Лист Персонажа

Q3: Would it be okay to house-rule in my recreation that Paladins can use Divine Smite on assaults with ranged weapons? Would it be okay to permit Divine Smites in the everyday vary of a Bow, Crossbow? This can also be too good: if one paladin can deal their bursts at whomever they like whilst dancing away from too many targets, all your paladins might also discover it irresistible to do so.

These work together in order to grant resistance to all incoming non magical damage, make sure that any ranged attacks made in your general direction target you instead of allies, and increase your hit point maximum. All of these are synergistically adding up to keeping you, and consequently your allies, in the fight longer.

This build focuses on putting out the highest amount of damage possible with less regard for the well being of yourself or your party. Damage dealers in popular media would be Thor, Rambo, and the Doomslayer. This will increase your attack and damage modifiers.

Получает набор способностей против хаоса, навыки сбора информации, умение захватывать врагов живыми, а также набор способностей по подчинению чужой воли. Анти-паладин Anti-Paladin — хаотчино-злой паладин из Dragon 312. Получает ауру страха, способности против добра, демонического скакуна и способность распространять болезни вместо лечения наложением рук. Кроме того, имеет бонусы в бою с более слабыми противниками. Страж Sentinel — из Dragon 310.

Вариант паладина, посвятившего себя защите смертных от демонов. Должен иметь нейтрально-доброе мировоззрение. Вместо верного скакуна может призывать небесных существ существ с шаблон существа небесного существа , имеет иной набор умений, бонусы к сопротивлению демонической магии; изгоняет не нежить, а иномировых существ, вместо лечения болезней может применять рассеивающую зло и изгоняющую злых иномирцев магию. Воплощённый Incarnate — из Dragon 310. Природный вариант паладина. Разбирается в природе вместо религии, должен иметь полностью нейтральное мировоззрение, своей магией может чувствовать существ не-нейтрального мировоззрения, наносить особо мощные атаки по существам, не имеющих в мировоззрении нейтральной компоненты, а вместо верного скакуна умеет призывать элементаля. Вместо наложения рук может выпускать из рук заряды стихийной энергии. Вместо иммунитета к болезням получает защиту от выбранных стихий, вместо изгнания нежити может изгонять иномировых существ.

Paladin of Freedom — из Unearthed Arcana. Вместо ауры храбрости имеет ауру решимости, защищающую союзников от влияющих на разум чар. Paladin of Slaughter — оттуда же. Хаотично-злой вариант паладина. Не лечит болезни, а заражает наложением рук, окружен аурой, снижающей защиту врагов, вместо целебного наложения рук лечит нежить или калечит живых. Paladin of Tyranny — оттуда же. Калечит касанием, распространяет болезни, окружён аурой отчаяния, ухудшающей спасброски врагов. Паладины с иными способностями.

Не может применять заклинания, но любое оружие в его руках считается освященным, наложение рук особо эффективно для лечения верного скакуна, а сам паладин может получать прибавку к характеристикам. Специалист по охоте на драконов. Вместо знания геральдики получает знание магии, вместо лечения болезней получает сопротивление разным типам драконьего дыхания. Может свободно мультиклассироваться с рэйнджером , если избранным врагом последнего являются драконы. Вместо иммунитета к болезням получает возможность видеть в темноте. Паладин с аурой изгнания Paladin variant, Aura of Banishment — оттуда же.

Conquest — An Oath to crush the forces of evil and chaos. Crown — An Oath to a King or Queen.

Devotion — An Oath to the cause of justice. Glory — An Oath to the call of destiny. Redemption — An Oath to non-violence, except as a last resort. Vengeance — An Oath to punish wrong-doers.

Human Paladin Guide (DND 5E)

Abjure the Extraplanar: Situational. Aura of the Sentinel: An initiative boost for entering combat in tight formation. Vigilant Rebuke: Situational. Good against some casters. This Sacred Oath is more important for villainous archetypes than the others and gives an evil-aligned campaign a solid tank option. Oathbreaker paladins are free to pursue dark goals, or accompany some more roguish characters, such as a party of warlocks, bards, and rogues, on adventures. Oath Spells: Some of the options are bad and will never be used, but there are a few gems on this list. Go from being outnumbered to an overwhelming force in the blink of an eye. As long as you have the materials prepared ahead of time, your reinforcements can arrive when you most need them. Use it to animate a dead body to kill enemies and animate them tomorrow for a never-ending cycle.

Confusion is unreliable compared to other single-target enchantment spells like Hold Person, given the randomness of its effect. Touch a target in a crowd and watch them deteriorate before confronting them for the kill. Dominate Person is a powerful way to temporarily gain an extra party member. Control Undead is on theme, but less relevant. Control Undead: Rather than turning undead, you can redirect them. This only works on minor threats, however, as any serious undead threat is going to be too powerful for you to control. Putting a swath of creatures into a frightened panic in your presence allows your allies to mop them up relatively easily. The damage bonus will stack considerably. Supernatural Resistance: Resistance to nonmagical damage makes you very difficult to kill when facing down minor enemies.

Dread Lord: This ability does a ton of damage. Using it in conjunction with your channel divinity will allow you to chase enemies down and cause psychic damage to them, get an extra attack, and also take your normal attack. Animal Handling: Nature paladins and those who engage in mounted combat should grab this skill when available. Arcana: Divine casters usually take Religion over Arcana. Athletics: Strength is one of your main stats. Deception: Paladins are straight-talking Lawful Good guys, but they do have Charisma as a main stat… History: Not terribly important Insight: The one Wisdom skill you should concern yourself with. Intimidation: Another great Charisma skill for you. Investigation: Not your strong suit. Perception: Spot enemies sneaking up on you.

Performance: Not your job. Persuasion: This is your most important skill. Sweet talk your way out of or into anywhere. Stealth: Not another Dexterity skill… Survival: Nature paladins only. Backgrounds Acolyte: Thematically this might make sense, as you get two skills off the paladin skill list, but neither are very useful given your ability score priorities. Versatile, but not ideal. Criminals are evil. Entertainer: bad skills for a heavily armored tank. Faction AgentSCAG: A fantastic choice, given the versatility in skill selection, and two bonus languages along with 15 GP, which happens to be the most of any background.

Though they do make you more balanced. FisherGoS: Neither skill provided by this background is terribly relevant for Paladins. However, there are better backgrounds for that particular archetype. Hermit: Medicine and Religion are your two most useful class skills. MarineGoS: In a sea-faring campaign, this is the perfect background. Vehicle proficiency helps you contribute to the crew. Two great skills off your list, vehicle proficiency, and a feature that helps advance the plot if your DM is clever about it. Noble: History is less useful than religion for you specifically, but persuasion is your main skill. Sage: Not relevant for a Paladin.

Sailor: Athletics and Perception is a solid combination. Proficiencies with water vehicles and free passage to new places opens up avenues of exploration. ShipwrightGoS: The vehicle proficiency is the only things of value from this background. SmugglerGoS: Evil and antihero Paladins look no further! Deception and Athletics are two great skills for your archetype. Soldier: Athletics and Intimidation are both in your wheelhouse, and land vehicle proficiency will help on your travels. Urchin: Not relevant for a Paladin. You can use your single-cast 1st level spell for a smite. Athlete: Not useful for Paladin.

Actor: Not useful for Paladin. Crossbow Expert: Not useful for Paladin. However, there are still better feat options available for you. Dungeon Delver: Not useful for Paladin. Elemental Adept: Not useful for Paladin. Heavily Armored: Redundant. Heavy Armor Master: A solid feat, especially at low levels. Inspiring Leader: Using this during every short rest will send the party into your next encounter with a decent reserve of temporary hit points. Keen Mind: Not useful for Paladin.

Lightly Armored: Irrelevant. Linguist: Take the time to get tongues on an item or lean on other party members. Lucky: An all-around great feat for any class. Mage Slayer: Casters are typically squishy enough for you to take them out with damage without needing too much help. Martial Adept: This feat is really only good for Fighters.

Во-первых, абсолютный наивысший показатель паладина будет либо силой, либо ловкостью, без исключений; Паладины - это военный класс в первую очередь. Единственный вопрос заключается в том, на какие характеристики игроков хотят полагаться в своих боевых навыках: игроки, заинтересованные в искусном оружии, должны выбирать ловкость, в то время как все остальные должны выбирать силу. Хотя наращивание ловкости вполне выполнимо, на самом деле нет никаких преимуществ по сравнению с классическим и гораздо более простым в управлении наращиванием силы, поэтому рекомендуемый выбор здесь - особенно для новых игроков - это сила. Второй по важности характеристикой будет Харизма, как полезная характеристика для проверки навыков и способность колдовства паладина. Еще одна забавная вещь о паладинах - это то, что они - единственный боевой класс, который ценит харизму почти так же, как грубую силу, что делает его уникальным персонажем для ролевой игры. Третий, самый важный и последний показатель, который абсолютно нельзя игнорировать при сильной сборке, это конституция. Поскольку он определяет хитпоинты и выносливость персонажа, он никогда не будет статистикой свалки для любого класса - и паладинов, поскольку оба бойца ближнего боя, которым нужно много хитов, и заклинатели, которые могут часто проверять концентрацию, это, несомненно, будет Стат, на который паладин будет полагаться все время. Затем мудрость занимает четвертое место по важности. Две нижние характеристики - это интеллект, и какой бы показатель не был базовым для боя в данном случае это ловкость. При противоположном построении бойца, основанного на ловкости, сила была бы в этой позиции и могла легко превратиться в свалку со счетом 8; однако при ловкости все еще важнее ловкость, чем интеллект. Получите ловкость как можно ближе к баллам мудрости паладина, насколько это возможно, и сбросьте интеллект.

Паладины, которые нарушают свои клятвы и отказываются искупить вину, могут быть вынуждены сменить класс или стать «нарушителями клятвы», что резко меняет их игровой процесс. В руководстве Мастера подземелий говорится, что паладины-клятвопреступники должны быть злыми, хотя это утверждение было отвергнуто некоторыми игроками, которые разработали доморощенную механику, позволяющую использовать хороших или нейтральных клятвопреступников. При создании паладина лучше всего начать с того, чтобы попытаться понять, кто он такой. У игрока должно быть представление о том, откуда взялся его паладин и чего он в конечном итоге надеется достичь. Мотивация является важным фактором, который следует учитывать. Что заставило паладина выбрать именно этот путь? Паладин Клятвы мести обычно мотивирован травматическим инцидентом, когда они были обижены — в конце концов, если они не были обижены каким-либо образом, у них нет причин мстить. Паладин Клятвы Преданности может быть мотивирован опытом несправедливости в мире. Паладин Клятвы искупления может быть вдохновлен моментами, когда он испытал или стал свидетелем доброты других. Когда есть четкое представление о том, кто такой паладин, следующим шагом будет решение, какому божеству он служит. Есть из чего выбирать, но важно выбрать тот, который соответствует целям персонажа. Мстительный паладин, служащий богу мира, будет иметь такое же значение, как и паладин искупления, присягающий на верность богу мести. Отношения паладина с выбранным им божеством также следует учитывать. Общаются ли они с какой-то регулярностью, или божество избирательно относится к тому, когда они появляются? Как они относятся к своему божеству-покровителю?

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 the vampire Count Strahd von Zarovich, for instance. 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. When you finish a long rest, you regain all expended uses. Lay on Hands Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. 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. Fighting Style At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. 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. 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 By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. Preparing and Casting Spells The Paladin table shows how many spell slots you have to cast your spells. You regain all expended spell slots when you finish a long rest.

DnD 5E: All Paladin Oaths in 5E ranked

10 способов создать сверхсильного роуга в Dungeons and Dragons. Dungeons & Dragons: как создать подкласс паладина в домашних условиях. Paladin NPCs & How to Use Them for EVERY Tier of Play. Паладин – это не простой последователь божества, он наделён божественной магией и обладает отличными бойцовскими качествами. Следующая запись. Паладин. Основные положения. Called paladins, these noble souls dedicate their swords and lives to the battle against evil.

Паладин Днд Лист Персонажа

Mortal Bulwark grants true sight, an advantage against otherworldly enemies, and the ability to banish foes to their original planes. Aura of Conquest reduces the speed of frightened creatures in their presence to 0. Scornful Rebuke punishes the unworthy who dare to strike the Paladin, dealing psychic damage to them in the process. Lastly, Invincible Conqueror grants resistance to all damage, an extra attack, and improved critical. A powerful subclass that makes enemies kneel in fear. The bad guys probably killed their fathers. They should prepare to die. Much like Inigo Montoya, these avenging Paladins are dedicated to righting the wrongs of evildoers, even at the cost of their souls.

Abjure Enemy frightens a creature within range and lowers its movement speed to 0. Vow of Enmity grants the paladin advantage on attack rolls made against a specific target until the target is dead or unconscious. Soul of Vengeance adds a reaction attack in the Vow of Enmity feature when the target attacks. For single-minded wrath, no subclass is better. They are paragons of all that is good, and though their practices vary, they are about as goody-two-shoes as a character can be. Sacred Weapon imbues their weapons with divine magic, dealing extra damage for 1 minute. Turn the Unholy turns fiends and undead within range, and forces them to flee.

Code of Conduct A paladin must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act. Associates While she may adventure with characters of any good or neutral alignment , a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin may accept only henchmen, followers, or cohorts who are lawful good. She may not progress any farther in levels as a paladin.

She regains her abilities and advancement potential if she atones for her violations see the atonement spell description , as appropriate. Like a member of any other class, a paladin may be a multiclass character, but multiclass paladins face a special restriction. A paladin who gains a level in any class other than paladin may never again raise her paladin level, though she retains all her paladin abilities. The standard mount for a Medium paladin is a heavy warhorse , and the standard mount for a Small paladin is a warpony.

Another kind of mount, such as a riding dog for a halfling paladin or a Large shark for a paladin in an aquatic campaign may be allowed as well. Paladin Level.

Divine Sense[ ] The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, 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 the vampire Count Strahd von Zarovich, for instance. 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. When you finish a long rest, you regain all expended uses. Lay on Hands[ ] Your blessed touch can heal wounds. 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 x 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.

This mount is usually a heavy warhorse for a Medium paladin or a warpony for a Small paladin. Once per day, as a full-round action , a paladin may magically call her mount from the celestial realms in which it resides. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service. Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously.

The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration calling effect. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a -1 penalty on attack and weapon damage rolls. Remove Disease Sp At 6th level, a paladin can produce a remove disease effect, as the spell, once per week.

Что такое DnD и знакомство с классами. Паладин

Преимущественно здесь правила и советы по настольной игре Dungeons & Dragons, но и просто советы идеи для других своих игр, рассказов или книг я думаю вы тут найдете. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Одной из лучших частей Dungeons and Dragons является возможность создать оригинального персонажа. Learn more about DnD 5e Evil Paladin character here. Коротенькая запись о том «Что же не так с паладином» и почему я считаю что у паладина есть проблема следопыта. Looking for a Paladin 5e guide? this is it. This guide explains dnd Paladin in details.

The Paladin

Spirit Guardians, Banishment, and Guardian of Faith are all reasonable. The rest, like Zone of Truth, Circle of Power, and Geas require good planning and situations to apply them in. No matter—You can always turn spell slots into damage with Divine Smite. Later on, the Paladin learns to redirect damage to themselves, making it easier for Clerics to heal them. They gain resistance to paralysis and stun and can, for an hour at a time, become nearly impossible to kill or mind control. An archetype plagued by a few situational abilities and a reliance on having a squishy melee character nearby. While not useless, we recommend looking at Conquest or Redemption before you lock in Crown. Oath of the Ancients By making a bond with the light of nature, the Oath of the Ancients paladin can unlock several abilities to defend the innocent. This is useful in a lot of fights but takes their action. They get god-tier options like Misty Step and Protection from Energy which many different spellcasters want.

The Oath of the Ancients is the oldest of the Paladin oaths, originating from the Fey. Screenshot by Dot Esports At level seven, however, the Paladin gets an aura that gives resistance to damage against spells. This resistance is exceptionally generic and can protect the Paladin from the worst spells. They can eventually enter a state where they heal every turn and have much better spellcasting. Oath of Conquest Worshiping gods of war and death can come with many benefits for a Paladin looking to control the flow of combat. Combine that with strong feats like Great Weapon Master and the damage of Smite, they have a sure win ready to go. Although their spell list is a bit weak, there are some winners. For a two-handed Paladin, Spiritual Weapon is especially powerful. In the endgame, they can reflect damage and become extremely proficient in combat for short bursts of time.

Dragonborn Dragonborns boast bonuses to Strength and Charisma, the two key abilities for Paladins. Their breath weapon offers an additional damage option, useful for a class that typically specializes in melee confrontations. Dwarf Dwarves provide a bonus to Constitution, which translates to more hit points and resilience, complementing the inherent toughness of Paladins. Their Stonecunning trait is also a handy addition when delving into ancient ruins or exploring mountains. Remember, the right race for your Paladin ultimately depends on your desired playstyle, build goals, and narrative aspirations. Choosing the Right Feats for Your Paladin Feats present an opportunity to tailor your Paladin or equip them with unique abilities. Great Weapon Master For Paladins that favor two-handed weapons, this feat can significantly bolster your damage output. War Caster Although Paladins are not heavily reliant on spellcasting, those leaning towards dealing additional spell damage can benefit from this feat to maintain concentration and have more casting flexibility.

Shield Master For those Paladins who lean into a sword-and-shield style, this feat provides extra protection and battlefield control. Optimal choices for a Paladin may include backgrounds like Soldier, Noble, Acolyte, or Knight of the Order, each offering complementary bonuses and flavorful narratives for the character. This section delves into the mechanics of Paladin spellcasting and how to leverage these divine powers effectively. Understanding Paladin Spellcasting Paladins gain spells at 2nd level, drawing from their unique spell list. Notable is the fact that unlike other casting classes, Paladins do not prepare spells from the entire Paladin list, but instead from a subset defined by their chosen Oath. A blend of healing, buffing, control, and damage spells would typically work best. Strategic Spell Use Paladins have a limited spell slot pool that does not replenish until a long rest. A strategic approach to spellcasting is hence critical, using the powerful smite options judiciously and ensuring that spells are reserved for healing and buffing when required.

As you progress, aim to obtain Full Plate which offers the highest base AC. Shields Shields provide additional AC bonus.

There are quite a few utility options here that make the extra two skills obsolete; for instance, prestidigitation is a very useful cantrip. The highlights of this race are that it boosts charisma and has resistance to fire damage via hellish resistance. It also offers some low-level spellcasting based on charisma, including thaumaturgy cantrip and the hellish rebuke spell. The two alternatives are equal, but you may get some usefulness out of vicious mockery.

I prefer hellish rebuke compared to burning hands though. This is simply too good. Instead of intelligence, a tiefling descended from Levistus increases its constitution. This subrace also gets to cast armor of agathys, which is a good defensive spell for a frontliner in the first few levels. Instead they deal damage equal to half their level to nearby enemies, which is decent, but not anything spectacular. During the transformation, once during its turn, the aasimar may deal extra necrotic damage equal to its level.

I would rank this subrace higher, because it has the highest synergy with the paladin abilities, however due to the fluff it seems to be restricted only to certain oaths, like oathbreaker or oath of vengeance. It starts to get a bit weird when you look at the saving throw proficiencies that the paladin gets. In this edition, the paladin class may add his proficiency bonus on wisdom and charisma checks. Now both of them are quite important, for instance, wisdom appears the most number of times as a saving throw, probably right after dexterity. Thankfully, there are ways around this restriction and one of them is actually built into the class. Starting with level 6, paladins get access to aura of protection, a class feature that enables them to add their charisma modifier to any saving throw they make.

A paladin gets two skills from his base class, but he may extend the list by carefully selecting a background or a race. You can use this rule to your advantage when picking up a background. In addition, strength will enable you to use the grapple and shove actions, which are both very useful for battlefield control, especially during the early levels. Finally, this is important even if you are on the defensive, as these maneuvers are resisted either by dexterity acrobatics or by strength athletics. Unfortunately this falls under the wisdom category, which is not going to be your strongest one. Unfortunately, now you cannot use it to demoralize your opponents - it provides only non-mechanical functions that can be used outside the battle mostly.

Still, this will give your paladin a lot of style points, especially for members of certain oaths. This is situationally useful and the fact that you can use spells or lay on hands to stabilize someone that needs medical attention makes this not the first priority for a paladin. I consider this better than intimidation, because you can cover most of the things you can do with that by using persuation. You are probably not going to have a high level of intelligence, but it can be useful if you want your paladin to have a more academic approach towards religion. Other skills that you should be targeting, either provided by your race, background, or using the trick discussed above are: perception This is probably the most important skill in the game, just because no matter what class you are, your dungeon master will call for a perception check sooner or later. I think that the creators wanted to have something similar to the 3.

This is unfortunate, for paladins that want to use two-handed weapons, because according to this answer on stack exchange, the average improvement of a greatsword the best weapon to use with this fighting style, as it has two damage dice is only 1 damage more. If you use Great Weapon Fighting with a feature like Divine Smite or a spell like hex, do you get to reroll any 1 or 2 you roll for the extra damage? The Great Weapon Fighting feature—which is shared by fighters and paladins—is meant to benefit only the damage roll of the weapon used with the feature. The main purpose of this limitation is to prevent the tedium of excessive rerolls.

Many of the limits in the game are aimed at inhibiting slowdowns. Having no limit would also leave the door open for Great Weapon Fighting to grant more of a damage boost than we intended, although the potential for that is minimal compared to the likelihood that numerous rerolls would bog the game down. Do note that opportunity attacks also use the reaction. Finally, to use this feature a paladin must be carrying a shield.

Also, since you make the decision to expend the spell slot when you actually hit the target, you never risk of losing the slots by missing the attack. The damage of divine smite increases by 1d8 if the target is an undead or a fiend, which is a good bonus to a class feature which is already a staple one. On the down side, you can only use melee weapons with divine smite, which is a bit limiting, but being in melee range does have synergy with the auras that the paladin class offers later. Use your spells with moderation against multiple enemies, however, if you find yourself against a single monster, unleash everything onto it.

Under the description of the spell contagion, there are listed: blinding sicklness, filth fever, flest rot, mindfire and seizure. Under the description of the spell harm. Damage is dealt normally to a paladin, however, the side effect that reduces the hit point maximum of the target is considered a disease and thus paladins are immune to it. If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks.

For example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again. Also note that, like in 3. One of these maneuvers is shove: Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. The creature has disadvantage on attack rolls.

An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. Since with this class feature you can make two attacks per round, consider if you can first shove and then attack to gain advantage on the attack roll. Needless to say, this ability is powerful and it makes you an asset for the whole team.

Level 6 is quite a good cutoff, too, because you get the extra attack, second level spells, increased proficiency and of course, divine smite. So, should you need to help a fallen teammate, position yourself close to him. Buffing spells that are particularly useful as usually marked as duration: concentration. However, while a character is concentrating on a spell, they need to roll a saving throw every time they receive damage, otherwise the spell is lost.

Paladin Handbook: DnD 5th Edition Class Guide – RPGBOT

No plus to Charisma though. Related posts:.

Game Mechanics: Additional spells, with a nature focus, work to control movement and interact with plants and animals. They can call upon nature to root enemies in place, or to turn fey and fiends. At later levels, they gain a powerful aura to reduce all spell damage by half, and eventually gain the ability to come back from 0 hp. Play-style: You like the idea of playing to an oath that is above society and people.

You like the nature loving side of druids, but want to use weapons and armor with a only a dash of magical spells. Advertisements Batman — DC Comics Oath of Vengeance PHB Theme: Perseverant and persistent, the paladin of vengeance will tear down any obstacle to find justice, punishing those that have wronged them or others. Game Mechanics: Central abilities focus on frightening and reducing enemies ability to move, or enhance your ability to catch up to opponents. At higher levels, this paladin can move with opportunity attacks and, at their highest level, are able to fly. Play-style: You want to play the unstoppable force that is determined to get their objective. Whether it be by enhancing your abilities or preventing the opponent, your focus is always on closing the gap between you and the goal.

Judge Dredd — Dredd Oath of the Crown SCAG Theme: Sworn to maintaining law and sense of order, the crown paladin is determined to find the most diplomatic way for everyone to get along and, if they cannot, to quell those that foster sedition. In the most dire circumstances, this paladin will sacrifice themselves for the good of others. Game Mechanics: Possibly the most tank-like Paladin, this class has the ability to prevent enemies from moving away from them, healing their allies, and taking damage that would otherwise hurt their friends. At later levels, they have an advantage to being paralyze or stunned, and gain a significant amount of saving throw advantages at their highest level. Play-style: You like to play someone who can lead: someone who will seek the truth and room for peace between people. In combat, you like to think of the strengths and weaknesses of your entire team as a whole rather than the individual.

Conquering others is easy if they already defeat themselves with despair.

Oath of Glory These Paladins will be written about in the history books. It comes with Inspiring Smite, which provides a wall of temporary hitpoints on Channel Divinity. It gains an aura of movement speed at level seven, which is perfect for itself—a melee damage dealer—and any nearby ally. It can hand out AC with its level 15 feature and use that to make melee attacks as a reaction. Even its level 20 ability, normally a point of weakness for Paladins, has great consistency tools like guaranteed hits on attack rolls and having the chance to reroll saving throws.

And its third level spells are amazing. Oathbreaker This oath is the one that you broke. Instead, you can spend Channel Divinity to attempt to take over the mind of an undead or cause friend and foe to fear you. Be sure to stay away from your allies when you use your Dreadful Aspect. The spell list is fairly underwhelming, with Crown of Madness, Darkness, Animate Dead, and Dominate Person being the only real faint glints in an otherwise trough of mediocrity. It also lets Oathbreaker abuse that Animate Dead spell to make an army of fairly devastating melee attackers.

As you level, you gain resistance to nonmagical physical damage and gain an aura of edgy gloom once per day. Not exactly the most superb ending to a flavorful class, but certainly a great contender. Oath of Vengeance Revenge is an almost religious thing at times. And you took that literally. This vow, taken as a bonus action against a nearby target, gives you advantage on all attack rolls against a particular creature. Become the angel of vengeance for your god.

Screenshot by Dot Esports As you level up, you can keep up with enemies who you hit with an opportunity attack and get opportunity attacks against your Enmity target if they dare make any attack. Then, at level 20, you can transform into an angel of death for an hour.

Защита - Если существо, которое вы видите, атакует не вас, а другое существо, находящееся в пределах 5 футов от вас, вы можете реакцией создать помеху его броску атаки. Для этого вы должны использовать щит. Сражение большим оружием - Если у вас выпало «1» или «2» на кости урона оружия при атаке, которую вы совершали рукопашным оружием, удерживая его двумя руками, то вы можете перебросить эту кость, и должны использовать новый результат. Чтобы воспользоваться этим преимуществом, ваше оружие должно иметь свойство «двуручное» или «универсальное». Чтобы использовать эту реакцию, вы должны держать в руках щит либо простое или воинское оружие. Сражение вслепую - Вы получаете слепое зрение в пределах 10 футов.

В пределах этой дистанции вы можете видеть всё, что не находится за полным укрытием, даже если вы ослеплены или находитесь в темноте. Более того, вы можете увидеть невидимое существо в пределах этой дистанции, если только оно не преуспело в попытке спрятаться от вас. Благословенный Воин - Вы узнаёте два заговора по вашему выбору из списка заклинаний жреца. Для вас они считаются заклинаниями паладина, а базовой характеристикой для этих заклинаний является ваша Харизма. Каждый раз, когда вы получаете уровень в этом классе, вы можете заменить один из заговоров на другой из списка заклинаний жреца. Так же со 2-го уровня Вы узнаёте, как черпать божественную магию посредством медитации и молитв, чтобы творить заклятья подобно жрецу. Подготовка и сотворение заклинаний: Таблица «Паладин» демонстрирует, какое количество ячеек для накладывания заклинаний паладина у вас есть. Для накладывания одного из этих заклинаний вы должны потратить ячейку заклинаний того же уровня или выше, что и само заклинание.

Вы восстановите все потраченные ячейки, когда завершите продолжительный отдых. Вы подготавливаете список заклинаний паладина, доступных для накладывания. Уровень заклинаний не должен превышать уровень самой высокой имеющейся у вас ячейки заклинаний. Например, если вы паладин 5-го уровня, то у вас есть четыре ячейки заклинаний 1-го уровня и две ячейки 2-го уровня. При Харизме 14 ваш список подготовленных заклинаний может включать в себя четыре заклинания 1-го или 2-го уровня, в любой комбинации. Если вы подготовили заклинание 1-го уровня «лечение ран» вы можете наложить его, используя ячейку 1-го уровня или ячейку 2-го уровня. Накладывание заклинания не удаляет его из списка подготовленных заклинаний.

Похожие новости:

Оцените статью
Добавить комментарий