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.
Paladin of Devotion | ||||||||
Level | Features | Oath Spells | ||||||
---|---|---|---|---|---|---|---|---|
3 | Channel Divinity (Sacred Weapon, Turn the Unholy) | protection from evil and good, sanctuary | ||||||
5 | - | lesser Restoration, zone of Truth | ||||||
7 | Aura of Devotion | - | ||||||
9 | - | beacon of hope, dispel magic | ||||||
13 | - | freedom of movement, guardian of faith | ||||||
15 | Purity of Spirit | - | ||||||
17 | - | commune, flame strike | ||||||
20 | Holy Nimbus | - |
Tenets: Honesty, Courage, Compassion, Honor, Duty
Deities: Andur, Thalassa
Paladin of Light | ||||||||
Level | Features | Oath Spells | ||||||
---|---|---|---|---|---|---|---|---|
3 | Channel Divinity (Radiating Light, Turn the Faithless) | burning hands, chromatic orb (fire) | ||||||
5 | - | blinding smite, scorching ray | ||||||
7 | Aura of Warding | - | ||||||
9 | - | daylight, protection from energy | ||||||
13 | - | fire shield, guardian of faith | ||||||
15 | Undying Sentinel | - | ||||||
17 | - | flame strike, mass cure wounds | ||||||
20 | Elder 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.
Avenger | ||||||||
Level | Features | Oath Spells | ||||||
---|---|---|---|---|---|---|---|---|
3 | Channel Divinity (Abjure Enemy, Vow of Enmity) | bane, hunter's mark | ||||||
5 | - | hold person, misty step | ||||||
7 | Relentless Avenger | - | ||||||
9 | - | haste, protection from energy | ||||||
13 | - | banishment, dimension door | ||||||
15 | Soul of Vengeance | - | ||||||
17 | - | hold monster, scrying | ||||||
20 | Avenging Angel | - |
Tenets: Fight the Greater Evil, No Mercy for the Wicked, By Any Means Necessary, Restitution
Deities: Bast, Vulcano
Paladin of Redemption | ||||||||
Level | Features | Oath Spells | ||||||
---|---|---|---|---|---|---|---|---|
3 | Channel Divinity (Emissary of Peace, Rebuke the Violent) | sanctuary, sleep | ||||||
5 | - | calm emotions, hold person | ||||||
7 | Aura of the Guardian | - | ||||||
9 | - | counterspell, hypnotic pattern | ||||||
13 | - | Otiluke's Resilient Sphere, stoneskin | ||||||
15 | Protective Spirit | - | ||||||
17 | - | hold monster, wall of force | ||||||
20 | Emissary of redemption | - |
Tenets: Peace, Innocence, Patience, Wisdom
Deities: Mitra, Thalassa
Watcher | ||||||||
Level | Features | Oath Spells | ||||||
---|---|---|---|---|---|---|---|---|
3 | Channel Divinity (Watcher's Will, Abjure the Extraplanar) | alarm, detect magic | ||||||
5 | - | moonbeam, see invisibility | ||||||
7 | Aura of the Sentinel | - | ||||||
9 | - | counterspell, nondetection | ||||||
13 | - | aura of purity, banishment | ||||||
15 | Vigilant Rebuke | - | ||||||
17 | - | hold monster, scrying | ||||||
20 | Mortal Bulwark | - |
Tenets: Vigilance, Loyalty, Discipline
Deities: Andur, Vulcano
Blackguard | ||||||||
Level | Features | Oath Spells | ||||||
---|---|---|---|---|---|---|---|---|
3 | Channel Divinity (Conquering Presence, Guided Strike) | armor of Agathys, command | ||||||
5 | - | hold person, spiritual weapon | ||||||
7 | Aura of Conquest | - | ||||||
9 | - | bestow curse, fear | ||||||
13 | - | dominate beast, stoneskin | ||||||
15 | Scornful Rebuke | - | ||||||
17 | - | cloudkill, dominate person | ||||||
20 | Invincible 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.
Illrigger | ||||||||
Level | Features | Oath Spells | ||||||
---|---|---|---|---|---|---|---|---|
3 | Channel Divinity (Cloud of Brimstone, Compel the Graceless) | disguise self, expeditious retreat | ||||||
5 | - | darkness, alter self | ||||||
7 | Scion of Moloch | - | ||||||
9 | - | blink, gaseous form | ||||||
13 | - | confusion, freedom of movement | ||||||
15 | Blessing of Shadow | - | ||||||
17 | - | modify memory, passwall | ||||||
20 | Shadowform | - |
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.
Hellknight | ||||||||
Level | Features | Oath Spells | ||||||
---|---|---|---|---|---|---|---|---|
3 | Channel Divinity (Invoke Authority, Compel the Weak) | Bane, Inflict Wounds | ||||||
5 | - | blindness/deafness, scorching ray | ||||||
7 | Scion of Dispater | - | ||||||
9 | - | haste, lightning bolt | ||||||
13 | - | fire shield, wall of fire | ||||||
15 | Blessing of Fury | - | ||||||
17 | - | flame strike, dispel evil and good | ||||||
20 | Devil Knight | - |
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.
Oathbreaker | ||||||||
Level | Features | Oath Spells | ||||||
---|---|---|---|---|---|---|---|---|
3 | Channel Divinity (Infernal Arcanist, Compel the Credulous) | identify, magic missile | ||||||
5 | - | augury, silence | ||||||
7 | Scion of Asmodeus | - | ||||||
9 | - | animate dead, slow | ||||||
13 | - | divination, polymorph | ||||||
15 | Blessing of Fire | - | ||||||
17 | - | conjure elemental, dominate person | ||||||
20 | Hellmage | - |
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
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.
Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you.
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.
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.
The following spells expand the paladin spell list :
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.
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 :
At 9th level, a paladin adds the following mercies to the list of those that can be selected :
At 13th level, a paladin adds the following mercies to the list of those that can be selected :
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:
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.