Paladino



Paladinos são guerreiros abençoados que promovem a causa de um dos deuses. O deus patrono deve ser escolhido quando o personagem é criado. A escolha do deus pode variar de acordo com o voto do paladino.


Paladino

Hit Points

  • Hit Dice: 1d0 por nível de Paladino
  • Hit Points (nível 1): 10 + mod. CON
  • Hit Points (nível 2+): 1d10 (ou 6) + mod. CON por nível de Paladino

Proficiências

  • Armor: All armor, shields
  • Weapons: Simple weapons, Martial weapons
  • Saving Throws: WIS, CHA
  • Skills: 2 dentre Athletics, Insight, Intimidation, Medicine, Persuasion, ou Religion
  • Tools: none

Equipment

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) fivejavelins or (b) any sim pIe melee weapon
  • (a) a priest's pack or (b) an explorer's pack
  • Chain mail and a holy symbol



Sacred Oaths


Paladin

Oath of Devotion
(PH)

Child of Light

Oath of the Sun
(Oath of the Ancients [PH] Variant)

Avenger

Oath of Vengeance
(PH)

Hospitaler

Oath of Redemption
(XGE)

Watcher

Oath of Watchers
(TCE)




Unholy Oaths


Blackguard

Oath of Conquest
(XGE)

Illrigger

Oath of Shadows
(MCDM Variant)

Hellknight

Oath of Pain
(MCDM Variant)

Oathbreaker

Oath of Discord
(MCDM Variant)



Oath of Devotion (PH)

Paladin of Devotion
Level Features Oath Spells
3Channel Divinity (Sacred Weapon, Turn the Unholy)protection from evil and good, sanctuary
5-lesser Restoration, zone of Truth
7Aura of Devotion-
9-beacon of hope, dispel magic
13-freedom of movement, guardian of faith
15Purity of Spirit-
17-commune, flame strike
20Holy Nimbus-

Tenets: Honesty, Courage, Compassion, Honor, Duty

Deities: Andur, Thalassa


Oath of the Sun (Oath of the Ancients [PH] Variant)

Paladin of Light
Level Features Oath Spells
3Channel Divinity (Radiating Light, Turn the Faithless)burning hands, chromatic orb (fire)
5-blinding smite, scorching ray
7Aura of Warding-
9-daylight, protection from energy
13-fire shield, guardian of faith
15Undying Sentinel-
17-flame strike, mass cure wounds
20Elder Champion-

Tenets: Kindle the Light, Shelter the Light, Preserve your Own Light, Be the light

Deities: Mitra, Ishtar

Channel Divinity - Radiating Light : As an action, you channel the divine light of the sun and begin to glow. You emanate 30 feet of bright light and 30 feet of dim light for 1 minute. Attacks based on sight are made against you with disadvantage. In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.


Oath of Vengeance (PH)

Avenger
Level Features Oath Spells
3Channel Divinity (Abjure Enemy, Vow of Enmity)bane, hunter's mark
5-hold person, misty step
7Relentless Avenger-
9-haste, protection from energy
13-banishment, dimension door
15Soul of Vengeance-
17-hold monster, scrying
20Avenging Angel-

Tenets: Fight the Greater Evil, No Mercy for the Wicked, By Any Means Necessary, Restitution

Deities: Bast, Vulcano


Oath of Redemption(XGE)

Paladin of Redemption
Level Features Oath Spells
3Channel Divinity (Emissary of Peace, Rebuke the Violent)sanctuary, sleep
5-calm emotions, hold person
7Aura of the Guardian-
9-counterspell, hypnotic pattern
13-Otiluke's Resilient Sphere, stoneskin
15Protective Spirit-
17-hold monster, wall of force
20Emissary of redemption-

Tenets: Peace, Innocence, Patience, Wisdom

Deities: Mitra, Thalassa


Oath of Watchers(TCE)

Watcher
Level Features Oath Spells
3Channel Divinity (Watcher's Will, Abjure the Extraplanar)alarm, detect magic
5-moonbeam, see invisibility
7Aura of the Sentinel-
9-counterspell, nondetection
13-aura of purity, banishment
15Vigilant Rebuke-
17-hold monster, scrying
20Mortal Bulwark-

Tenets: Vigilance, Loyalty, Discipline

Deities: Andur, Vulcano



Oath of Conquest(XGE)

Blackguard
Level Features Oath Spells
3Channel Divinity (Conquering Presence, Guided Strike)armor of Agathys, command
5-hold person, spiritual weapon
7Aura of Conquest-
9-bestow curse, fear
13-dominate beast, stoneskin
15Scornful Rebuke-
17-cloudkill, dominate person
20Invincible Conqueror-

Tenets: Douse the Flame of Hope, Rule with an Iron Fist, Strength Above All

Deities: Kriesha, Karthatok, Raven

Bonus Proficiency : You learn Intimidation if you don't already have it.


Oath of Shadows(MCDM Variant)

Illrigger
Level Features Oath Spells
3Channel Divinity (Cloud of Brimstone, Compel the Graceless)disguise self, expeditious retreat
5-darkness, alter self
7Scion of Moloch-
9-blink, gaseous form
13-confusion, freedom of movement
15Blessing of Shadow-
17-modify memory, passwall
20Shadowform-
  • Plans Within Plans — My enemies must never discover my true goals. I will sacrifice myself to protect my schemes.
  • The Proper Secret — Once I know your secrets, I know what you fear.
  • Power in Patience — I will study my enemy. I will prepare, research, slowly build trust, so that my loyalty is unquestioned and any thought of me betraying my lord is unthinkable.
  • Hesitation Is Failure — I am perfectly willing and able to kill swiftly and efficiently should the need arise. I may rely on agents, but when the opportunity presents itself I will kill without hesitation.

Deities: Laverna, Raven, Serqet

Bonus Proficiency : You learn Stealth if you don't already have it.

Channel Divinity - Cloud of Brimstone : As an action, you disappear under of cloud of smoke and ashes, you become invisible for 1 minute or until you make an attack or cast a spell.

Channel Divinity - Compel the Graceless : As an action, you glance at a number of enemies equal to your PB, that you can see, the victims must make a Dex save, if failed, their movement are reduced to 0 until the end of their turns. Also they are at disadvantage to hit you with Dex based attacks for 1 minute.

Scion of Moloch : Your movement increases by 10ft. Also you don't have disadvantage when hiding while using any kind of armor, and Hide becomes a bonus action for you.

Blessing of Shadow : Upon attaining 15th level, you become invisible to any creature with one of your seals on it.

Shadowform: Starting at 20th level, as an action, you can become a greater shadow for 1 minute. You gain damage resistance to acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing damage. You gain Incorporeal Movement and a flying speed of 50. You can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object. Your weapon attacks deal necrotic damage, and successful attacks drain 1d4 Strength from the target. If this drain reduces the target’s Strength to 0, it dies. Otherwise, the drain lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later. When you finish a long rest, you regain the use of this ability.


Oath of Pain(MCDM Variant)

Hellknight
Level Features Oath Spells
3Channel Divinity (Invoke Authority, Compel the Weak)Bane, Inflict Wounds
5-blindness/deafness, scorching ray
7Scion of Dispater-
9-haste, lightning bolt
13-fire shield, wall of fire
15Blessing of Fury-
17-flame strike, dispel evil and good
20Devil Knight-
  • Lead from the Front — I am at the front of every battle. I charge in, inspiring my soldiers and causing fear in my enemy. I will not use stealth nor hide my face. Let them see their doom.
  • Commander — Wherever I go, I command. I give orders, I do not take them.
  • Victory at Any Cost — I respect the enemy leader and will treat them honorably. But once swords are drawn I will use every tool and trick in my arsenal to win, and they should do the same.
  • Soldiers Die — I care not for the lives of my soldiers, for they exist to serve my victory. They are resources to be spent.

Deities: Kriesha, Karthatok, Tiamat

Bonus Proficiency : You learn Deception if you don't already have it.

Channel Divinity - Invoke Authority: You and a number of allies equal to your Charisma modifier may use a reaction to make one weapon attack.

Channel Divinity - Compel the Weak : As an action, you point a finger at one of your enemies, the victim must make a Wis save or becomes restrained for 1 minute, the victim may attempt a new save at the end of each of its turns to end this effect.

Scion of Dispater : At 7th lvl, as a bonus action you can push any enemy within 30ft that is marked with your seal, the victim must make a Str save or is pushed back 30ft and knocked prone.

Blessing of Fury: Starting at 15th level, you gain advantage against any of your enemies who are marked with your seal. Also when you consume a seal after a successful attack roll, you may use your bonus action to make the attack score a critical hit.

Devil Knight: Starting at 20th level, you can use your action to become a devil for 1 minute. Your size becomes large. Your gain +3 to hit and damage with melee weapons. You gain 100 temporary hit points. You emanate an aura of pain that forces every creature starting their turn within 20 feet of you to make a Constitution saving throw or suffer 4d12 force damage on a failed save (half that on a successful saving throw) as wounds in their flesh spontaneously open. Once a creature saves, they are immune to this ability for 24 hours. When you finish a long rest, you replenish this ability.


Oath of Discord(MCDM Variant)

Oathbreaker
Level Features Oath Spells
3Channel Divinity (Infernal Arcanist, Compel the Credulous)identify, magic missile
5-augury, silence
7Scion of Asmodeus-
9-animate dead, slow
13-divination, polymorph
15Blessing of Fire-
17-conjure elemental, dominate person
20Hellmage-
  • The Battlefield of the Mind — By the time my armies meet yours, you will be filled with terror and doubt your own strength. I won’t have to lift a finger to defeat you.
  • Create Chaos — Disorder is my goal. Where there is peace, I will create strife. Where there is certainty, I will create doubt. If there is war, it must never end.
  • Knowledge Is Power — Lore is as powerful as steel. I will learn every detail about my enemy so that, when I strike, I will know their every move. They will be checkmated before the game even begins.
  • Perception Is Reality — Illusion is also as powerful as steel. I will spread so many rumors about my own powers, your friends will desert you, your soldiers will quake. So what if none of it’s true? And some of it is…

Deities: Raven, Serqet, Tiamat

Bonus Proficiency : You learn Arcana if you don't already have it.

Channel Divinity - Infernal Arcanist: As an action you empower your weapon as your spell focus. For 1 minute, whenever you use your action to cast a cantrip, you can make a weapon attack as a bonus action.

Channel Divinity - Spellbreaker: When an enemy spellcaster's magic force you to make a saving throw, as a reaction you can attempt to counterspell this magic as a reaction.

Scion of Asmodeus: You learn 2 cantrips from the Warlock spell list, also enemies with your seal have disadvantage when saving against your spells.

Blessing of Fire: You have advantage on concentration checks made to maintain your spells, also you gain resistance to any damage caused by magical spells or effects. You also gain advantage on saving throws against spells cast by any enemy that has one of your seals on them.

Hellmage: Starting at 20th level, as an action, you can become a lore devil for 1 minute. While in this form, you may use your reaction to absorb a spell that targets you, including area of effect spells that includes you. You roll a check as if a "counterspell", if it succeeds the spell has no effect, and you regain a spell slot equal to the level of the spell cast on you up to 5th level. When you finish a long rest, you regain the use of this ability.




Paladin Features

Expanded Fighting Styles :

  • Dueling : After using an Attack action with a melee weapon, you may use a bonus action to attack a second time albeit at a penalty of -5 to hit.

New Fighting Styles

  • Blessed Warrior: (Paladin)

    You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.


  • Blind Fighting :

    Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you.


  • Heavy Warrior : (Fighter, Paladin)

    While wearing heavy armor, when you are hit by a physical attack (bludgeon, pierce, slash), you can use your reaction to take half damage from that attack instead.


  • Interception :

    When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.


Expanded Paladin Spells [UA]

The following spells expand the paladin spell list :

  • 2nd Level :
    • Gentle repose
    • Prayer of healing
    • Warding bond
  • 3rd Level :
    • Life transference (XGE)
    • Spirit Shroud (TCE)
  • 5th Level :
    • Dawn (XGE)
    • Summon Celestial (TCE)

Channel Divinity: Harness Divine Power [UA]

You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended 1st-level spell slot.

Lay on Hands: Mercy

At 3rd level, and again at 9th and 13th, a paladin can select two mercies. Each mercy adds an effect to the paladin’s lay on hands ability. The paladin can expend 5 hit points from his pool of healing to cause one of the effects from any of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

This ability replaces the Lay on Hands ability to cure disease or neutralize poison.

At 3rd level, the paladin can select from the following mercies :

  • Deceived: The target can immediately attempt a new saving throw to disbelieve any ongoing illusions that it failed to disbelieve within the last minute.
  • Diseased: The paladin’s lay on hands ability also acts as remove disease, using the paladin’s level as the caster level.
  • Frightened: The target is no longer frightened.
  • Poisoned: The paladin’s lay on hands ability also acts as neutralize poison, using the paladin’s level as the caster level.
  • Stunned: The target is no longer stunned.

At 9th level, a paladin adds the following mercies to the list of those that can be selected :

  • Blinded: The target is no longer blinded.
  • Charmed: Allows a new saving throw against enchantment (charm) and enchantment (compulsion) effects, making the target immune to any attempts to possess or exercise mental control over the target for the next hour.
  • Deafened: The target is no longer deafened.
  • Exhausted: Removes one level of exhaustion from the target.
  • Enfeebled: The paladin dispels any magical effects that are reducing one of the target’s ability scores.

At 13th level, a paladin adds the following mercies to the list of those that can be selected :

  • Confused: The target is no longer confused.
  • Cursed: The paladin’s lay on hands ability also acts as remove curse, using the paladin’s level as the caster level.
  • Ensorcelled: The paladin’s lay on hands also acts as dispel magic, using the paladin’s level as her caster level.
  • Paralyzed: The target is no longer paralyzed.
  • Petrified: Removes the petrified condition from a creature.

Unholy Features: Variants for Unholy Paladins

Vampiric Touch (replaces Lay on Hands): You may spend up to half your Paladin Hit Dice to transfer hit points between your hellknight and other targets, healing allies at the expense of your own health or draining the life force of enemies to rejuvenate your own vitality. As an action, choose a number of HD from your recover pool up to half of the maximum for your paladin level, and touch another creature. If they are unwilling, this is a melee spell attack with which you are proficient, using Charisma as your spellcasting ability. If you miss, nothing happens—you do not roll or lose dice from your pool. If you hit, or if you’re targeting a willing creature, roll the chosen dice. The result of your roll is the number of hit points you transfer. If you’re touching an ally, they gain that many hit points, ignoring any hit points in excess of their maximum. If you’re touching an enemy, they take necrotic damage equal to your roll, and you gain that many hit points. If you would gain hit points in excess of your maximum, you gain that number of temporary hit points instead.

Fighting Styles:

  • Treachery - When you attack an enemy who does not have at least one ally at 5ft, you add 1d6 to your damage against them.
  • Schemes - While you wield a melee weapon in one hand and no other weapons, you may use your reaction to attack an adjacent enemy who hits you with a melee weapon.
  • Lies - While wielding a two-handed weapon, you may choose to use your Strength or Charisma modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Baleful Interdict (replaces Divine Smite): Upon reaching 2nd level, you learn how to use the power granted by your Archdevil to censure other creatures. As a bonus action, burn a spell slot of 1st level or higher to place a seal on a target within 30 feet. You heal 2 points of damage, plus 2 points for each spell level slot above 1st that you spent. When you or an ally hits a target you can see with a seal on them, you may consume the seals, inflicting 2d6 necrotic damage on the target per seal. Seals evaporate if not used after one minute. Only the Antipaladin who placed the seal knows it’s there, it appears to the Antipaladin sight as a glowing glyph on the creature’s forehead. If a creature with any of your seals on it dies, you can move all of its seals to another creature within range. When you reach 10th level, you feel your connection to your archdevil increase. Your seals deal an extra 1d6 damage, and you heal one extra point of damage per level of the spell slot you spent.

Hellsight (replaces Divine Health): By 3rd level, you gain darkvision 60’, if you already have darkvision, it extends by 30’. As an action, you extend your awareness out from you. Until the end of your next turn, you know the location of creatures within 60 feet using magic to hide or disguise themselves. You can use this feature a number of times equal to your Charisma modifier. When you finish a long rest, you regain your expended uses.

Aura of Desolation (replaces Aura of Courage): Beginning at 10th level, you radiate a magical aura of evil. Whenever a hostile creature within 15 feet of you makes an attack roll or a saving throw, it must roll a d4 and subtract the number rolled from the result.