(Created page with "As an Oath of Pilgrimage paladin, you have sworn to make a journey of discovery to enlighten yourself, atone for wrongdoings, and/or create something new. == Subclass Features == As a Pilgrimage Paladin, you gain the following features: === <span class="level">1</span>Tenets of Pilgrimage === You have sworn a vow to follow these sacred tenets: '''The road will take me where I need to go.''' Trust that you come to any new place for a good reason and will emerge all the...") |
|||
| (12 intermediate revisions by the same user not shown) | |||
| Line 1: | Line 1: | ||
As an Oath of | As an Oath of Wandering paladin, you have sworn to make a journey of discovery to enlighten yourself, atone for wrongdoings, and/or create something new. | ||
== Subclass Features == | == Subclass Features == | ||
As a | As a Wandering Paladin, you gain the following features: | ||
=== <span class="level">1</span>Tenets of | === <span class="level">1</span>Tenets of Wandering === | ||
You have sworn a vow to follow these sacred tenets: | You have sworn a vow to follow these sacred tenets: | ||
| Line 11: | Line 11: | ||
'''I will discover guiding truths.''' Seek to learn the truth of a situation and let your discoveries build the person you are tomorrow.<br> | '''I will discover guiding truths.''' Seek to learn the truth of a situation and let your discoveries build the person you are tomorrow.<br> | ||
=== <span class="level">1</span>Invigorate === | === <span class="level">1</span>Lay on Hands === | ||
==== <span class="option"></span>Invigorate ==== | |||
You may cast ''Jump'' on a creature without needing to prepare the spell or spend any conviction points.<br> | You may cast ''Jump'' on a creature without needing to prepare the spell or spend any conviction points.<br> | ||
You may use this feature | You may use this feature a number of times equal to half your proficiency bonus (rounded down), and you regain expended uses when you finish a long rest. | ||
'''Greater Invigorate:''' Starting at 5th-level, you may cast ''Pass Without Trace'' at 2nd level instead of ''Jump''. | '''Greater Invigorate:''' Starting at 5th-level, you may cast ''Pass Without Trace'' on a single creature with a touch at 2nd level instead of ''Jump''. | ||
'''Superior Invigorate:''' Starting at 9th-level, you may cast ''Thunder Step'' on a single creature with a touch at 3rd level as if the creature had cast it on themselves instead of ''Pass Without Trace''. The target decides where they teleport to. | |||
=== <span class="level">1</span>Oath Smite and Aura === | === <span class="level">1</span>Oath Smite and Aura === | ||
| Line 26: | Line 29: | ||
==== <span class="option"></span>Aura of Wayfaring ==== | ==== <span class="option"></span>Aura of Wayfaring ==== | ||
You and allies that start their turn within 10 feet of you have their speed increased by 10 feet until the end of their turn. | You and allies that start their turn within 10 feet of you have their speed increased by 10 feet and negate 10 ft of fall damage until the end of their turn. | ||
=== <span class="level">1</span>Oath Spells === | === <span class="level">1</span>Oath Spells === | ||
| Line 56: | Line 59: | ||
=== <span class="level">3</span>Gale Shove === | === <span class="level">3</span>Gale Shove === | ||
When you take the shove action, you can shove the target up to 10 feet in any direction including upward. This distance increases | When you take the shove action, you can shove the target up to 10 feet in any direction including upward. This distance increases to 15 feet at 5th level, 20 ft at 7th level, and 25 ft at 9th level. | ||
=== <span class="level">7</span>Pivoting Winds === | === <span class="level">7</span>Pivoting Winds === | ||
As a reaction when you or a creature within 5 feet of you has to make a dexterity saving throw, they get advantage on the save. If they succeed, your reaction is refunded. | As a reaction when you or a creature within 5 feet of you has to make a dexterity saving throw, they get advantage on the save. If they succeed, your reaction is refunded. You can save multiple creatures from the same effect this way. | ||
=== <span class="level">9</span>Hurricane Slam === | === <span class="level">9</span>Hurricane Slam === | ||
As a reaction, you can teleport to an airborne creature within 30 feet of you and make a single melee weapon attack against them to force them into the ground on a hit. The target takes the standard 1d6 bludgeoning damage per 10 feet of the drop plus an additional 1d6 force damage for every 10 feet of the drop. This attack does not trigger a multi-attack. | As a reaction, you can teleport to an airborne creature within 30 feet of you and make a single melee weapon attack against them to force them into the ground on a hit. The target takes the standard 1d6 bludgeoning damage per 10 feet of the drop plus an additional 1d6 force damage for every 10 feet of the drop. This attack does not trigger a multi-attack. You negate up to 30 ft of fall damage on yourself when you use this ability, which does not stack with your aura. | ||
You can use this ability up to twice per long rest. | |||
[[Category:Class Compendium]][[Category:Paladin]][[Category:Subclass]][[Category:Gerald Mountaindew]] | [[Category:Class Compendium]][[Category:Paladin]][[Category:Subclass]][[Category:Gerald Mountaindew]] | ||
Latest revision as of 00:34, 1 April 2022
As an Oath of Wandering paladin, you have sworn to make a journey of discovery to enlighten yourself, atone for wrongdoings, and/or create something new.
Subclass Features
As a Wandering Paladin, you gain the following features:
1Tenets of Wandering
You have sworn a vow to follow these sacred tenets:
The road will take me where I need to go. Trust that you come to any new place for a good reason and will emerge all the better for it.
I will share my discoveries with open ears. Every journey is different and there is a lot you can share and learn from others.
I will discover guiding truths. Seek to learn the truth of a situation and let your discoveries build the person you are tomorrow.
1Lay on Hands
Invigorate
You may cast Jump on a creature without needing to prepare the spell or spend any conviction points.
You may use this feature a number of times equal to half your proficiency bonus (rounded down), and you regain expended uses when you finish a long rest.
Greater Invigorate: Starting at 5th-level, you may cast Pass Without Trace on a single creature with a touch at 2nd level instead of Jump.
Superior Invigorate: Starting at 9th-level, you may cast Thunder Step on a single creature with a touch at 3rd level as if the creature had cast it on themselves instead of Pass Without Trace. The target decides where they teleport to.
1Oath Smite and Aura
Add the following smite to your list of smite options.
Blinking
You dash through a line of foes, striking as you move. As part of a melee weapon attack, you can teleport up to 15 feet without spending movement before making the attack, dealing 1d6 additional force damage to them. In addition, each creature between your initial location and your target excluding you must make a Dexterity saving throw or take the force damage as well.
- Greater Blinking: Starting at 5th level, if you spend +1 Conviction, the base damage increases to 2d6, and the distance you can dash increases to 30 feet.
- Superior Blinking: Starting at 9th level, if you spend +3 Conviction, the base damage increases to 3d6, and the distance you can dash increases to 45 feet.
Aura of Wayfaring
You and allies that start their turn within 10 feet of you have their speed increased by 10 feet and negate 10 ft of fall damage until the end of their turn.
1Oath Spells
| Law Spells | ||
|---|---|---|
| Level | Spell | |
| 3rd | Featherfall | Expeditious Retreat |
| 5th | See Invisibility | Misty Step |
| 9th | Haste | Fly |
3Gale Shove
When you take the shove action, you can shove the target up to 10 feet in any direction including upward. This distance increases to 15 feet at 5th level, 20 ft at 7th level, and 25 ft at 9th level.
7Pivoting Winds
As a reaction when you or a creature within 5 feet of you has to make a dexterity saving throw, they get advantage on the save. If they succeed, your reaction is refunded. You can save multiple creatures from the same effect this way.
9Hurricane Slam
As a reaction, you can teleport to an airborne creature within 30 feet of you and make a single melee weapon attack against them to force them into the ground on a hit. The target takes the standard 1d6 bludgeoning damage per 10 feet of the drop plus an additional 1d6 force damage for every 10 feet of the drop. This attack does not trigger a multi-attack. You negate up to 30 ft of fall damage on yourself when you use this ability, which does not stack with your aura.
You can use this ability up to twice per long rest.