Base Class: Paladin
CONTRACT OF EMPLOYMENT
The following contract is made between and entered into by The Helldivers Division of the Super Earth Armed Forces (hereby referred to as "the Enlister") and the individual who has successfully completed their preliminary Helldiver training as set forth in Exhibit A of the Super Earth Armed Forces Recruitment and Retention Manual part 27/B-10264 (hereby referred to as "the Enlisted"). The following contract is entered into willingly, and the Enlisted confirms that they have authority to enter into such an agreement at this time, being of sound mind and body, of legal age, and of Citizenship Grade E or above.
1 SERVICES
1.1 The Enlisted shall perform the Services outlined in Appendix A in accordance with the operational directives identified by (i) Super Earth High Command (ii) the President of Super Earth (iii) the Democratic Council of Super Earth (iv) accredited employees of the Ministries of Super Earth (v) accredited representatives of the parties aforementioned in clauses 1.1.i - 1.1.v, (vi) accredited representatives of those representatives (hereby referred to as "the Authorized Command Structure"). The Authorized Command Structure may, at any point, with no prior notice, make amendments to the schedule of services outlined in Appendix A. A copy of Appendix A may, if required, be obtained by the Enlisted through contacting the relevant authorities in the SEAF Administrative Corps, with a hard copy of the Appendix to be delivered to the requesting Enlisted within 5-10 business years.
1.2 The Services performed by the Enlisted for the Enlister shall include, but are not limited to active combat operations (which may include, but shall not be limited to raids, deployments, invasions, sorties, forays, assaults, blitzes, incursions, onslaughts, liberations, razings, flattenings, and nukings), non-combat operations (which may include but shall not be limited to parades, interviews, signings and appearances, executions (both summary and otherwise), interplanetary transportation, including the escort of civilian or Democratic vessels, and any activities deemed necessary in the pursuit of the aims identified by (i) The Enlister, and (ii) The Authorized Command Structure. In order to enable full and complete enactment of these Services, the Enlisted is hereby authorized to employ lethal force, non-lethal force, non-lethal non-force, and lethal non-force, to be employed at the discretion of the Enlisted. The Enlisted may not subcontract in whole or in part any of the duties requested of them by the Enlister.
1.3 The Services shall be performed by the Enlisted at locations identified by (i) The Enlister (ii) The Authorized Command Structure. In order to enable the completion of the Services in an efficient and timely manner, the Enlisted will be entrusted with the command of a Class 6 "Super Destroyer" Series Crewed Interplanetary Combat Vessel (hereby referred to as "The Super Destroyer") Upon the Termination of the Contract of the Enlisted (refer to Section 5, TERMINATION), command of this Super Destroyer will be transferred to the next eligible Enlisted in the order designated by (i) the serving Ship Master, (ii) The Enlister, (iii) the Authorized Command Structure, (iv) Accredited representatives of the parties listed in clauses 1.3.i - 1.3.iii. The heirs, successors, and assigns of The Enlisted have no right, claim or interest in the ownership or command of the Super Destroyer. Should the actions of the Enlisted result in loss, damages, or impediments to the Super Destroyer, requiring ameliorative or restorative action, the cost of such repairs shall be subtracted from the Martyrdom Payment due to the heirs or successors of the Enlisted (refer to Section 2 COMPENSATION).
1.4 The Enlisted will be responsible for the purchasing, maintenance, replacement, and improvement of the equipment used for the provision of services. If the contract of the Enlisted is terminated due to the conditions outlined in Clause 5.1 (absence of pulse), the equipment purchased, maintained, replaced, and improved by the Enlisted shall stay with Destroyer, and shall be made available to the next Helldiver to command the vessel.
2 REMUNERATION
2.1 For the performance of the services outlined within the schedule set forth in Appendix A, the Helldiver shall receive monetary compensation for the services rendered. The compensation shall vary in line with the services performed. The Enlister reserves the right to, at any time and with no prior notice, make amendments to the schedule of payments.
2.2 The Enlister acknowledges that the position of the Enlisted ("Helldiver") is classified by the Super Earth Ministry of Employment as an "Exceptionally Patriotic Duty". Accordingly, upon commencement of the delivery of services, the immediate family members of the Enlisted (defined as parents, siblings, heirs, and successors) shall receive 4.5 citizenship points, to be allocated at the recipients’ discretion. This compensation shall be non-transferable, and may not be exchanged for a cash equivalent.
2.3 In the event of the non-continuation of the 'alive' status of the Enlisted in the course of the rendition of services, a Martyrdom Payment shall be made to the immediate family members of the Enlisted (defined as parents, siblings, heirs, and successors) minus any dispensations outlined in Section 1.3.
3 CONFIDENTIALITY AND CLASSIFIED MATERIALS
3.1 In the course of the rendition of services, the Enlisted is likely to become exposed to information of strategic importance (including but not limited to maps, mission briefings, internal procedural documentation, details of products, prices, and seasonal discounts). The Enlister and Enlisted agree that any and all privileged information (collectively "CLASSIFIED MATERIALS") viewed by the Enlisted (i) shall be maintained in the strictest secrecy by the Enlisted, with all reasonable efforts made to avoid the transfer, leakage, dissemination, publication, conveyance, and/or seepage of Classified Materials, and (ii) shall be provided in formats which are traceable to the Enlisted in the event of transfer, leakage, dissemination, publication, conveyance, and/or seepage. The Enlisted agrees to return any and all data, documents, directories, manuals, maps, and notes pertaining to “CLASSIFIED MATERIALS” upon (i) termination of this contract, (ii) request by the Enlister.
3.2 Any information made known to the Enlisted outside of operational parameters which is not considered customarily known to the general citizenry and/or which was not known to the Enlisted prior to the commencement of this agreement shall, for the purposes of clarity, be considered "CONTROLLED CLASSIFIED MATERIALS". For the access of "CONTROLLED CLASSIFIED MATERIALS" explicit, advance written consent must be obtained by the Enlisted.
3.3 To read these terms and conditions in full shall be considered a breach of Clause 3.2.
4 INDEMNIFICATION
4.1 Unless otherwise stated, the Enlisted shall be solely and exclusively responsible for any and all damages, harm, liability, loss, costs, expenses, craters, atrocities, and crimes (civil, uncivil, war) caused, created, or generated during the course of the rendition of services. The Enlisted hereby indemnifies (i) The Enlister, and (ii) the Authorized Command Structure, including but not limited to any employees, representatives, heirs, and successors against any costs, challenges, losses, damages, or expenses (without limitation) arising from or relating in any way to the rendition of services by the Enlisted.
4.2 Any damage sustained by the Enlisted, whether reputational or corporeal (including but not limited to incineration, evisceration, spinal separation, vaporization, crushing, freezing, burning, decapitation, paper cuts, explosion, contusion, removal of arms and/or limbs, addition of arms and/or limbs, dizziness, nausea, shortness of breath and/or death) shall not be considered the responsibility of the Enlister.
4.3 The Enlisted shall not hold the Enlister in whole or in part responsible for whether they return in whole or in part.
5 TERMINATION
This agreement will be governed by the laws of Super Earth, and shall be terminated in the event that:
(i) The Enlisted is mortally wounded, such that medical attention shall not be physically or financially justifiable.
(ii) The Enlisted expresses seditious, dangerous, or Traitorous thoughts, opinions, actions or sentiments.
(iii) By the Enlister, for any reason. Notice of the cause for termination is not required. The provisions of sections 1, 2, 3, 4, and 6 shall survive termination.
6 GENERAL PROVISIONS
6.1 The Enlisted consents to personal information (including but not limited to Biometric, Patriotic, and Demographic data) to be collected and processed by (i) the Enlister (ii) The Authorized Command Structure (iii) Appropriate agents of the Super Earth Armed Forces and Democratic Council.
6.2 The Enlisted consents to personal samples (including but not limited to flesh, bone, and blood) to be collected and processed by (i) the Enlister (ii) The Authorized Command Structure (iii) Appropriate agents of the Super Earth Armed Forces and Democratic Council.
6.3 The Enlisted provides unequivocal and irrevocable consent to the use of experimental weaponries, technologies, and narcotics.
6.4 The Contract shall be considered binding upon being read, in whole or in part.
(For the purpose of the elimination of doubt, the Enlisted spending 1 second within 15 meters of a copy of the contract shall be interpreted as the contract being read.)
Earned Your Cape
You now have access to the following benefits:
You gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
When you hit a target with a firearm attack, you can cast one of your prepared smite spells (such as Divine Smite) as if you had hit the target with a melee weapon. Additionally, your firearms now benefit from the effects of Radiant Strikes.
When a creature provokes an opportunity attack from you, you can make a firearm attack against the creature instead of a melee attack. You do not suffer disadvantage on this attack roll due to being within 5 feet of a hostile creature.
Resupply Drop
You can have a number of stratagems prepared equal to half of your proficiency bonus, rounded down. After you use a stratagem, you must wait 10 minutes before you can use another one.
Resupply
As an action, you can use two of your Channel Divinity to call down a hellpod containing four supply boxes. Choose a point you can see within 50 ft. The hellpod arrives at the end of your turn. You or an ally within reach of the hellpod can expend 1 action or 1 bonus action to take a supply box from it.
A supply box grants the following benefits:
- Up to half of your Lay on Hands pool’s maximum capacity
- Up to half of your equipped primary weapon, secondary weapon, and support weapon’s spare ammunition value
- A number of uses of your equipped grenade equal to half of your proficiency bonus
If an ally takes a supply box, they instead regain a number of hit points equal to one quarter of your Lay on Hands pool’s maximum capacity.
Secondary Weapon
Your secondary weapon requires 1 hour of maintenance per day in order to function. Failure to perform maintenance increases the weapon’s misfire score by 1 for each day missed. To reduce the weapon’s misfire score to its original value, you must perform 1 hour of maintenance per day missed. This can be done during a short or long rest.
You can swap out your chosen secondary weapon for another option you have unlocked when you finish a long rest. Any magical effects bound to a swapped weapon do not apply to the new one, and are bound to the original weapon unless stated otherwise.
Firearm Properties
Reload. You can make a number of attacks with the weapon equal to its Reload score before you must spend 1 attack or 1 bonus action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm that has the misfire property, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must succeed on a Tinker’s Tools check (DC = 8 + the weapon’s Misfire score). If the check fails, the weapon is broken and must be mended out of combat, requiring 15 minutes of maintenance. Creatures who use a firearm without proficiency increase the weapon’s Misfire score by 1.
Explosive. On a hit, everything within 5 feet of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or take 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
Overheat. You can make a number of attacks with the weapon equal to its Overheat value before you must spend 1 attack or 1 bonus action to replace the heat sink. You must have one free hand to do this. The weapon’s Overheat value decreases by 1 at the end of each round in which you did not make an attack with it, to a minimum of 0.
Burst-Fire. When you take the attack action with a firearm that has the burst-fire property, you can choose to make a normal single-target attack, or you can forego your attack action to spray a 10-foot cube area within normal range with bullets. Each creature in the area must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or take the weapon’s normal damage.
Spare Ammunition. Each time you reload a firearm, its spare ammunition value decreases by one charge. This value represents the number of magazines, heat sinks, belts, or spare rounds you can feasibly carry—or are permitted to carry—at one time. The type of spare ammunition varies by weapon, but is typically represented as one of the following:
- Spare Magazines
- Spare Rounds
- Spare Heat Sinks
- Spare Grenades
- Spare Clips
- Spare Belts
- Spare Fuel Canisters
Ammunition
Most firearms require ammunition to make an attack. Such ammunition can be replenished through the use of supply boxes, as stated in the descriptions of the resupply and B-1 supply pack stratagems, respectively.
GP-31 Grenade Pistol
A pistol that fires grenades. Must be reloaded between shots.
Properties: Ammunition (Medium Armor Penetration), Explosive, Light, Misfire (1), One-Handed, Range (60/240), Reload (1), Weight (5 lbs)
Spare Grenades: 8
LAS-7 Dagger
A laser pistol that fires a continuous beam. Does not require ammo but can overheat and need to change batteries.
Properties: Ammunition (Light Armor Penetration), Light, One-Handed, Overheat (3), Range (50/200), Weight (1 lbs)
Spare Heat Sinks: 5
P-19 Redeemer
A fully-automatic pistol with an extremely high fire rate, allowing for efficient crowd control.
Properties: Ammunition (Light Armor Penetration), Burst Fire, Light, Misfire (1), One-Handed, Range (30/120), Reload (2), Weight (6 lbs)
Spare Magazines: 4
P-2 Peacemaker
The SEAF standard pistol - offering a high fire rate, generous capacity, and fast reloading.
You can ready the P-2 Peacemaker as a free action on your turn.
Properties: Ammunition (Light Armor Penetration), Light, Misfire (1), One-Handed, Range (40/160), Reload (3), Weight (2 lbs)
Spare Magazines: 7
P-4 Senator
A high-damage revolver, which can be reloaded with single rounds. A heavy-hitting and reliable sidearm.
While the P-4 Senator has at least one round loaded, you can load two rounds into it on your turn as an attack or a bonus action. While the P-4 Senator is empty, you must use your action to reload it. In doing so, you fully reload the P-4 Senator.
Properties: Ammunition (Heavy Armor Penetration), Light, Misfire (1), One-Handed, Range (80/320), Reload (6), Weight (4 lbs)
Spare Rounds: 20
Primary Weapon
Your primary weapon requires 1 hour of maintenance per day in order to function. Failure to perform maintenance increases the weapon’s misfire score by 1 for each day missed. To reduce the weapon’s misfire score to its original value, you must perform 1 hour of maintenance per day missed. This can be done during a short or long rest.
You can swap out your chosen primary weapon for another option you have unlocked when you finish a long rest. Any magical effects bound to a swapped weapon do not apply to the new one, and are bound to the original weapon unless stated otherwise.
Firearm Properties
Reload. You can make a number of attacks with the weapon equal to its Reload score before you must spend 1 attack or 1 bonus action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm that has the misfire property, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must succeed on a Tinker’s Tools check (DC = 8 + the weapon’s Misfire score). If the check fails, the weapon is broken and must be mended out of combat, requiring 15 minutes of maintenance. Creatures who use a firearm without proficiency increase the weapon’s Misfire score by 1.
Explosive. On a hit, everything within 5 feet of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or take 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
Overheat. You can make a number of attacks with the weapon equal to its Overheat value before you must spend 1 attack or 1 bonus action to replace the heat sink. You must have one free hand to do this. The weapon’s Overheat value decreases by 1 at the end of each round in which you did not make an attack with it, to a minimum of 0.
Burst-Fire. When you take the attack action with a firearm that has the burst-fire property, you can choose to make a normal single-target attack, or you can forego your attack action to spray a 10-foot cube area within normal range with bullets. Each creature in the area must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or take the weapon’s normal damage. This action uses an amount of ammunition equal to the number of attacks you can perform with the weapon in one action.
Spare Ammunition. Each time you reload a firearm, its spare ammunition value decreases by one charge. This value represents the number of magazines, heat sinks, belts, or spare rounds you can feasibly carry—or are permitted to carry—at one time. The type of spare ammunition varies by weapon, but is typically represented as one of the following:
- Spare Magazines
- Spare Rounds
- Spare Heat Sinks
- Spare Grenades
- Spare Clips
- Spare Belts
- Spare Fuel Canisters
Ammunition
Most firearms require ammunition to make an attack. Such ammunition can be replenished through the use of supply boxes, as stated in the descriptions of the resupply and B-1 supply pack stratagems, respectively.
AR-23 Liberator
The SEAF standard assault rifle, balancing power, fire rate, and weight for a reliable weapon against the smaller targets.
Properties: Ammunition (Light Armor Penetration), Misfire (3), Range (80/320), Reload (4), Two-Handed, Weight (8 lbs)
Spare Magazines: 8
AR-23C Liberator Concussive
A modified Liberator featuring explosive rounds and a red-dot sight. Trades increased damage for increased recoil.
On a hit, the target must succeed on a Strength saving throw against your Paladin spell save DC or be pushed back 5 feet. If the target is small size or smaller, it also gains the Prone condition.
Properties: Ammunition (Light Armor Penetration), Misfire (3), Two-Handed, Range (80/320), Reload (6), Weight (9 lbs)
Spare Magazines: 10
AR-23P Liberator Penetrator
A modified Liberator featuring a scope and firing armor-piercing rounds, to help users take down armored targets.
Properties: Ammunition (Medium Armor Penetration), Misfire (3), Range (80/320), Reload (3), Two-Handed, Weight (9 lbs)
Spare Magazines: 10
ARC-12 Blitzer
An arc type shotgun that doesn't need any ammo, and can link electricity between foes.
On a successful hit, you can choose to make one additional attack roll, targeting a creature within 10 feet of the original target.
Properties: Range (15ft), Two-Handed, Weight (10 lbs)
BR-14 Adjudicator
Deliver Righteous judgement to your enemies with accuracy. This armor-penetrating assault rifle is best used against smaller groups.
Properties: Ammunition (Medium Armor Penetration), Misfire (3), Range (100/400), Reload (3), Two-Handed, Weight (11 lbs)
Spare Magazines: 8
CB-9 Exploding Crossbow
Fires powerful exploding bolts which do maximum damage upon direct impact. The crossbow's advanced design compensates for gravity over shorter distances.
The CB-9 Exploding Crossbow does not misfire nor produce sound when firing, although the explosion on impact may still draw attention.
Properties: Ammunition, Explosive, Misfire (3), Range (60/240), Reload (5), Two-Handed, Weight (15 lbs)
Spare Magazines: 8
JAR-5 Dominator
Firing jet-propelled rounds, the Dominator trades fire rate and magazine capacity for increased damage per projectile.
Properties: Ammunition (Medium Armor Penetration), Misfire (3), Range (100/400), Reload (4), Two-Handed, Weight (15 lbs)
Spare Magazines: 6
LAS-16 Sickle
A laser rifle, firing in short bursts. Does not need reloading, but if it overheats a new heat sink must be fitted.
Properties: Ammunition (Light Armor Penetration), Overheat (4), Range (80/320), Two-Handed, Weight (8 lbs)
Spare Heat Sinks: 3
LAS-5 Scythe
A laser rifle firing a continuous beam. Does not need reloading, but if it overheats a new heat sink must be fitted.
Properties: Ammunition (Light Armor Penetration), Overheat (5), Range (100/400), Two-Handed, Weight (9 lbs)
Spare Heat Sinks: 4
MP-98 Knight
A submachine gun with an extremely high rate of fire, which can be operated with one hand. Ideal for multitasking.
Properties: Ammunition (Light Armor Penetration), Light, Misfire (2), One-Handed, Range (40/160), Reload (2), Weight (6 lbs)
Spare Magazines: 7
PLAS-1 Scorcher
A plasma rifle, firing a bolt of superheated gas which explodes on impact. Avoid standing in proximity of the blast.
Properties: Ammunition (Medium Armor Penetration), Misfire (3), Range (125/480), Reload (4), Two-Handed, Weight (12 lbs)
Spare Clips: 6
R-36 Eruptor
This bolt-action rifle fires jet-assisted shells that explode shrapnel in all directions upon impact. Not recommended for close-quarters use.
Properties: Ammunition (Heavy Armor Penetration), Explosive, Misfire (3), Range (150/600), Reload (5), Two-Handed, Weight (18 lbs)
Spare Magazines: 6
R-63 Diligence
This high-caliber marksman rifle trades magazine capacity and rate of fire for powerful, accurate shots.
Properties: Ammunition (Light Armor Penetration), Misfire (3), Range (150/600), Reload (3), Two-Handed, Weight (12 lbs)
Spare Magazines: 8
R-63CS Diligence Counter Sniper
A specialized variant of the Diligence rifle that offers increased damage with a reduced rate of fire, firing a single powerful bullet at a time.
Properties: Ammunition (Medium Armor Penetration), Misfire (3), Range (300/1200), Reload (3), Two-Handed, Weight (14 lbs)
Spare Magazines: 6
SG-225 Breaker
A fully-automatic shotgun with a high rate of fire, excellent for controlling crowds. Requires frequent reloading.
Properties: Ammunition (Light Armor Penetration), Burst Fire, Misfire (3), Range (15/60), Reload (3), Two-Handed, Weight (12 lbs)
Spare Magazines: 7
SG-225IE Breaker Incendiary
A modified Breaker shotgun firing incendiary projectiles. Generates heat during use, so limited to burst fire.
Properties: Ammunition (Light Armor Penetration), Burst Fire, Misfire (3), Range (15/60), Reload (5), Two-Handed, Weight (13 lbs)
Spare Magazines: 7
SG-225SP Breaker Spray&Pray
A modified Breaker shotgun firing birdshot, small pellets which saturate an area to clear up smaller targets.
When you declare an attack with the SG-225SP Breaker Spray&Pray, each creature in a 10-foot cube originating from your position takes the weapon’s normal damage if the attack roll would hit their AC.
Properties: Ammunition (Light Armor Penetration), Misfire (3), Range (10ft Cube), Reload (5), Two-Handed, Weight (12 lbs)
Spare Magazines: 7
SG-8 Punisher
A powerful dual magazine pump-action shotgun, with limited armor penetration. Ideal for small and fast targets.
Properties: Ammunition (Light Armor Penetration), Misfire (3), Range (20/80), Reload (8), Two-Handed, Weight (12 lbs)
Spare Rounds: 30
SG-8P Punisher Plasma
A modified Punisher shotgun firing exploding plasma rounds. Fire carefully - exploding plasma can injure squadmates.
Properties: Ammunition (Medium Armor Penetration), Explosive, Misfire (3), Range (30/120), Reload (4), Two-Handed, Weight (14 lbs)
Spare Clips: 8
SG-8S Slugger
A modified Punisher shotgun firing heavy, high-damage slug rounds. Perfect for punching holes in big targets.
Properties: Ammunition (Medium Armor Penetration), Misfire (3), Range (30/120), Reload (8), Two-Handed, Weight (14 lbs)
Spare Rounds: 30
SMG-37 Defender
A high-caliber submachine gun which can be fired with one hand. Has a relatively low rate of fire.
Properties: Ammunition (Light Armor Penetration), Light, Misfire (2), Range (50/200), Reload (5), Weight (7 lbs)
Spare Magazines: 8
Throwable Weapon
You can use your equipped throwable weapon a number of times per long rest equal to your Proficiency bonus. You can swap out your chosen throwable weapon for another option you have unlocked when you finish a long rest.
C-3 Smoke
A "compliance weapon" to modify enemy behavior. Creates a thick smoke screen to block targets' line of sight.
As a bonus action, you can toss a smoke grenade at a point you can see within 50 ft. Upon detonation, the grenade creates a 10-foot-radius sphere of smoke centered on that point. The smoke spreads around corners, and its area is heavily obscured. It lasts for 3 rounds or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
G-10 Incendiary
An incendiary grenade which ignites any targets and terrain within the blast radius. Use with caution.
As a bonus action, you can toss a G-10 Incendiary Grenade at a creature or object you can see within 50 ft. Make a ranged weapon attack against the target using your Dexterity modifier and proficiency bonus. On a hit, each creature within a 10-foot-radius sphere centered on the target must make a Dexterity saving throw against your Paladin Spell Save DC. On a failed save, a creature takes 2d10 Fire damage (Medium Armor Penetration) and has the Burning condition. On a successful save, a creature takes half damage and does not have the Burning condition.
The fire ignites any flammable objects in the area that aren’t being worn or carried.
At higher levels. The damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10).
G-12 High Explosive
A high explosive grenade which damages lightly armored targets. Creates high damage over a small area when detonated.
As a bonus action, you can toss a G-12 High Explosive Grenade at a creature or object you can see within 50 ft. Make a ranged weapon attack against the target using your Dexterity modifier and proficiency bonus. On a hit, each creature within a 10-foot-radius sphere centered on the target must make a Dexterity saving throw against your Paladin Spell Save DC. A creature takes 1d8 Bludgeoning damage (Heavy Armor Penetration) on a failed save, or half as much damage on a successful one.
At higher levels. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
G-123 Thermite
A thermite grenade designed to adhere to surfaces before burning at 2000°C. Capable of burning through some armor.
As a bonus action, you can toss a G-123 Thermite Grenade at a creature or object you can see within 50 ft. Make a ranged weapon attack against the target using your Dexterity modifier and proficiency bonus. On a hit, the target must succeed on a Strength saving throw against your Paladin Spell Save DC or take 8d4 Fire damage (Anti-Tank Penetration) at the start of each of its turns for the next 3 rounds. The effect ends prematurely if the target succeeds on its saving throw.
At higher levels. The damage increases by 2d4 when you reach 11th level (10d4) and 17th level (12d4).
G-16 Impact
A high explosive grenade which detonates on first impact.
As a bonus action, you can toss a G-16 Impact Grenade at a creature or object you can see within 50 ft. Make a ranged weapon attack against the target using your Dexterity modifier and proficiency bonus. On a hit, the target and each adjacent creature takes 3d8 Bludgeoning damage (Heavy Armor Penetration).
At higher levels. The damage increases by 1d8 when you reach 17th level (4d8).
G-23 Stun
Temporarily stuns all targets within the effective radius.
As a bonus action, you can toss a G-23 Stun Grenade at a creature or object you can see within 50 ft. Make a ranged weapon attack against the target using your Dexterity modifier and proficiency bonus. On a hit, each creature within a 10-foot radius sphere centered on the target must succeed on a Dexterity saving throw against your Paladin Spell Save DC or have the Stunned condition until the end of its next turn. A creature within 5 feet of the target automatically fails its saving throw.
G-6 Frag
An antipersonnel fragmentation grenade. Creates damage over a large area when detonated.
As a bonus action, you can toss a G-6 Frag Grenade at a creature or object you can see within 50 ft. Make a ranged weapon attack against the target using your Dexterity modifier and proficiency bonus. On a hit, each creature within a 10-foot-radius sphere centered on the target must make a Dexterity saving throw against your Paladin Spell Save DC. A creature takes 2d6 Piercing damage (Medium Armor Penetration) on a failed save, or half as much damage on a successful one.
At higher levels. The damage increases by 1d6 when you reach 11th level (3d6) and 17th level (4d6).
Call Stratagem
You can have a number of stratagems prepared equal to half of your proficiency bonus, rounded down. After you use a stratagem, you must wait 10 minutes before you can use another one.
A/AC-8 Autocannon Sentry
As an action, you can use one of your Channel Divinity to call down a hellpod containing an A/AC-8 Autocannon Sentry. Choose a point you can see within 50 ft. The hellpod arrives at the end of your turn, immediately deploying the A/AC-8.
A/ARC-3 Tesla Tower
As an action, you can use one of your Channel Divinity to call down a hellpod containing an A/ARC-3 Tesla Tower. Choose a point you can see within 50 ft. The hellpod arrives at the end of your turn, immediately deploying the A/ARC-3.
A/G-16 Gatling Sentry
As an action, you can use one of your Channel Divinity to call down a hellpod containing an A/G-16 Gatling Sentry. Choose a point you can see within 50 ft. The hellpod arrives at the end of your turn, immediately deploying the A/G-16.
A/M-23 EMS Mortar Sentry
As an action, you can use one of your Channel Divinity to call down a hellpod containing an A/M-23 EMS Mortar Sentry. Choose a point you can see within 50 ft. The hellpod arrives at the end of your turn, immediately deploying the A/M-23.
A/MG-43 Machine Gun Sentry
As an action, you can use one of your Channel Divinity to call down a hellpod containing an A/MG-43 Machine Gun Sentry. Choose a point you can see within 50 ft. The hellpod arrives at the end of your turn, immediately deploying the A/MG-43.
A/MLS-4X Rocket Sentry
As an action, you can use one of your Channel Divinity to call down a hellpod containing an A/MLS-4X Rocket Sentry. Choose a point you can see within 50 ft. The hellpod arrives at the end of your turn, immediately deploying the A/MLS-4X.
AC-8 Autocannon
As an action, you can use one of your Channel Divinity to call down a hellpod containing an AC-8 Autocannon and its ammo pack. Choose a point you can see within 50 ft. The hellpod arrives at the end of your turn. You or an ally within 5 ft of the hellpod can expend an action or a bonus action to equip the AC-8 and its ammo pack.
APW-1 Anti-Materiel Rifle
As an action, you can use one of your Channel Divinity to call down a hellpod containing an APW-1 Anti-Materiel Rifle. Choose a point you can see within 50 ft. The hellpod arrives at the end of your turn. You or an ally within reach of the hellpod can expend an action or a bonus action to equip the APW-1.
ARC-3 Arc Thrower
As an action, you can use one of your Channel Divinity to call down a hellpod containing an ARC-3 Arc Thrower. Choose a point you can see within 50 ft. The hellpod arrives at the end of your turn. You or an ally within 5 ft of the hellpod can expend an action or a bonus action to equip the ARC-3.
AX/AR-23 Guard Dog
As an action, you can use one of your Channel Divinity to call down a hellpod containing an AX/AR-23 Guard Dog. Choose a point you can see within 50 ft. The hellpod arrives at the end of your turn. You or an ally within reach of the hellpod can expend an action or a bonus action to equip the AX/AR-23.
AX/LAS-5 Guard Dog Rover
As an action, you can use one of your Channel Divinity to call down a hellpod containing an AX/LAS-5 Guard Dog Rover. Choose a point you can see within 50 ft. The hellpod arrives at the end of your turn. You or an ally within reach of the hellpod can expend an action or a bonus action to equip the AX/LAS-5.
B-1 Supply Pack
As an action, you can use two of your Channel Divinity to call down a hellpod containing a B-1 Supply Pack. Choose a point you can see within 50 ft. The hellpod arrives at the end of your turn. You or an ally within reach of the B-1 can expend 1 action or 1 bonus action to equip it, or to take a supply box from it. The B-1 comes equipped with four supply boxes.
A supply box grants the following benefits:
- Up to half of your Lay on Hands pool’s maximum capacity
- Up to half of your equipped primary weapon, secondary weapon, and support weapon’s spare ammunition value
- A number of uses of your equipped grenade equal to half of your proficiency bonus
If an ally takes a supply box, they instead regain a number of hit points equal to one quarter of your Lay on Hands pool’s maximum capacity.
E/MG-101 HMG Emplacement
As an action, you can use one of your Channel Divinity to call down a hellpod containing an E/MG-101 HMG Emplacement. Choose a point you can see within 50 ft. The hellpod arrives at the end of your turn, immediately deploying the unmanned E/MG-101. You or an ally within reach of the E/MG-101 can expend an action or a bonus action to man it.
Eagle 110MM Rocket Pods
As an action, you can use one of your Channel Divinity to call in a barrage of Eagle 110MM Rocket Pods. Choose a point you can see within 50 ft. The Eagle 110MM Rocket Pods arrive at the end of your turn, targeting the hostile creature with the highest hit point maximum within a 15-foot radius sphere centered on that point. Each creature within a 5-foot radius cube centered on the target must make a Dexterity saving throw against your Paladin spell save DC, taking 8d10 Fire damage (Anti-Tank Penetration) on a failed save, or half as much damage on a successful one.
At higher levels. The damage increases by 1d10 for every two Paladin levels above 15th.
Eagle 500kg Bomb
As an action, you can use one of your Channel Divinity to call in an Eagle 500kg Bomb. Choose a point you can see within 50 ft. The Eagle 500KG Bomb arrives at the end of your turn. Each creature within a 40-foot radius sphere centered on that point must make a Dexterity saving throw against your Paladin spell save DC. On a failed save, a creature takes 10d10 Fire damage (Anti-Tank Penetration) and is pushed 15 feet away from the point. On a successful save, a creature takes half as much damage and isn't pushed.
The explosion leaves a crater, rendering the area difficult terrain for 24 hours. Additionally, the force of the explosion may cause structures not made of reinforced materials to collapse.
Eagle Airstrike
As an action, you can use one of your Channel Divinity to call in an Eagle Airstrike. Choose a point you can see within 50 ft. The Eagle Airstrike arrives at the end of your turn. Each creature within a 15-foot radius sphere centered on that point must make a Dexterity saving throw against your Paladin spell save DC. On a failed save, a creature takes 4d12 Bludgeoning damage (Anti-Tank Penetration) and has the Prone condition. On a successful save, a creature takes half as much damage and doesn’t have the Prone condition.
At Higher Levels. The damage increases by 1d12 for every two Paladin levels above 9th.
Eagle Cluster Bomb
As an action, you can use one of your Channel Divinity to call in an Eagle Cluster Bomb. Choose a point you can see within 50 ft. The Eagle Cluster Bomb arrives at the end of your turn. Each creature within a 15-foot radius sphere centered on that point must make a Dexterity saving throw against your Paladin spell save DC. On a failed save, a creature takes 7d4 Piercing damage (Medium Armor Penetration) and 7d4 Fire damage (Anti-Tank Penetration), and has the Prone condition. On a successful save, a creature takes half as much damage and doesn’t have the Prone condition.
At higher levels. The damage for each type (Piercing and Fire) increases by 1d4 for every two Paladin levels above 11th.
Eagle Napalm Airstrike
As an action, you can use one of your Channel Divinity to call in an Eagle Napalm Strike. Choose a point you can see within 50 ft. The Eagle Napalm Strike arrives at the end of your turn. Each creature within a 20-foot radius sphere centered on that point must make a Dexterity saving throw against your Paladin spell save DC. On a failed save, a creature takes 14d6 Fire damage (Medium Armor Penetration) and has the Burning condition until the end of its next turn. On a successful save, a creature takes half as much damage and doesn’t have the Burning condition.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels. The damage increases by 1d6 for every two Paladin levels above 13th.
Eagle Smoke Strike
As an action, you can use one of your Channel Divinity to call in an Eagle Smoke Strike. Choose a point you can see within 50 ft. The Eagle Smoke Strike arrives at the end of your turn, spreading a 60-foot-long, 10-foot-wide line of heavily obscured smoke in a direction you choose.
The smoke lingers for a number of rounds equal to your Charisma modifier, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Eagle Strafing Run
As an action, you can use one of your Channel Divinity to call in an Eagle Strafing Run. Choose a 60-foot long, 10-foot-wide line you can see within 50 ft. The Eagle Strafing Run arrives at the end of your turn. Each creature within the area must make a Dexterity saving throw against your Paladin spell save DC. On a failed save, a creature takes 4d12 Piercing damage (Anti-Tank Penetration) and has the Prone condition. On a successful save, a creature takes half as much damage and doesn’t have the Prone condition.
At higher levels. The damage increases by 1d12 for every two Paladin levels above 9th.
EAT-17 Expendable Anti-Tank
A single-use weapon specialized for damaging vehicle armor. Discarded after every use.
As an action, you can use one of your Channel Divinity to call down a hellpod containing a pair of EAT-17 Expendable Anti-Tank launchers. Choose a point you can see within 50 ft. The hellpod arrives at the end of your turn. You or an ally within reach of the hellpod can expend an action or a bonus action to equip one of the EAT-17s.
Each EAT-17 remains active until it is fired once, or until the end of your next long rest.
Properties: Ammunition (Anti-Tank Penetration), Explosive, Range (300/1200), Two-Handed, Weight (14 lbs)
At higher levels. The damage increases by 1d12 when you reach 11th level (5d12), and 17th level (6d12).
FAF-14 Spear
As an action, you can use one of your Channel Divinity to call down a hellpod containing a FAF-14 Spear and its ammo pack. Choose a point you can see within 50 ft. The hellpod arrives at the end of your turn. You or an ally within 5 ft of the hellpod can expend an action or a bonus action to equip the FAF-14 and its ammo pack.
FLAM-40 Flamethrower
As an action, you can use one of your Channel Divinity to call down a hellpod containing a FLAM-40 Flamethrower. Choose a point you can see within 30 ft. The hellpod arrives at the end of your turn. You or an ally within 5 ft of the hellpod can expend an action or a bonus action to equip the FLAM-40.
FX-12 Shield Generator Relay
As an action, you can use one of your Channel Divinity to call down a hellpod containing an FX-12 Shield Generator Relay. Choose a point you can see within 50 ft. The hellpod arrives at the end of your turn, immediately deploying the FX-12. Each creature within a 5-foot radius sphere centered on that point is granted full cover against creatures that are outside the area. Creatures can move through the barrier without impediment.
The FX-12 has an AC equal to your Paladin spell save DC, and 100 temporary hit points. These temporary hit points fully replenish at the start of each round. If the FX-12’s temporary hit points fall to 0, it is destroyed.
The FX-12 remains active for 1 minute.
GL-21 Grenade Launcher
As an action, you can use one of your Channel Divinity to call down a hellpod containing a GL-21 Grenade Launcher. Choose a point you can see within 50 ft. The hellpod arrives at the end of your turn. You or an ally within 5 ft of the hellpod can expend an action or a bonus action to equip the GL-21.
GR-8 Recoilless Rifle
As an action, you can use one of your Channel Divinity to call down a hellpod containing a GR-8 Recoilless Rifle and its ammo pack. Choose a point you can see within 50 ft. The hellpod arrives at the end of your turn. You or an ally within 5 ft of the hellpod can expend an action or a bonus action to equip the GR-8 and its ammo pack.
LAS-98 Laser Cannon
As an action, you can use one of your Channel Divinity to call down a hellpod containing an LAS-98 Laser Cannon. Choose a point you can see within 50 ft. The hellpod arrives at the end of your turn. You or an ally within 5 ft of the hellpod can expend an action or a bonus action to equip the LAS-98.
LIFT-850 Jump Pack
As an action, you can use one of your Channel Divinity to call down a hellpod containing a LIFT-850 Jump Pack. Choose a point you can see within 50 ft. The hellpod arrives at the end of your turn. You or an ally within 5 ft of the hellpod can expend an action or a bonus action to equip the LIFT-850.
While you have the LIFT-850 equipped, you gain the ability to jump vertically or horizontally up to twice your Charisma score in feet. Any fall damage you would take as a result of this stratagem is ignored.
The LIFT-850 has a number of uses equal to twice your Charisma modifier, and it remains active until it runs out of uses or until the end of your next long rest, whichever comes first.
Every 2 ft you clear while midair costs 1 ft of your movement.
M-105 Stalwart
As an action, you can use one of your Channel Divinity to call down a hellpod containing an M-105 Stalwart. Choose a point you can see within 50 ft. The hellpod arrives at the end of your turn. You or an ally within reach of the hellpod can expend an action or a bonus action to equip the M-105.
M-12 Mortar Sentry
As an action, you can use one of your Channel Divinity to call down a hellpod containing an M-12 Mortar Sentry. Choose a point you can see within 50 ft. The hellpod arrives at the end of your turn, immediately deploying the M-12.
MD-6 Anti-Personnel Minefield
As an action, you can use one of your Channel Divinity to call down a hellpod containing an MD-6 Anti-Personnel Minefield. Choose a point you can see within 50 ft. The hellpod arrives at the end of your turn, scattering a myriad of explosive charges in a 15-foot-radius sphere centered on it. Each charge is treated as invisible and requires a successful Intelligence (Investigation) check against your Paladin spell save DC to be detected.
When a creature enters the area for the first time on a turn, or starts its turn there, the target and each creature within 5 feet of it must succeed on a Dexterity saving throw against your Paladin spell save DC or take 3d8 Piercing damage (Medium Armor Penetration).
The MD-6 remains active until it has been triggered 6 times or until the end of your next long rest, whichever comes first.
At higher levels. The damage increases by 1d8 when you reach 11th level (4d8), and 17th level (5d8).
MD-I4 Incendiary Minefield
As an action, you can use one of your Channel Divinity to call down a hellpod containing an MD-I4 Incendiary Minefield. Choose a point you can see within 50 ft. The hellpod arrives at the end of your turn, scattering a myriad of incendiary charges across a 15-foot-radius sphere centered on it. Each charge is treated as invisible and requires a successful Intelligence (Investigation) check against your Paladin spell save DC to be detected.
When a creature enters the area for the first time on a turn, or starts its turn there, the target and each creature within 5 feet of it must succeed on a Dexterity saving throw against your Paladin spell save DC or take 4d8 Fire damage (Medium Armor Penetration) and have the Burning condition until the end of its next turn.
The MD-I4 remains active until it has been triggered 6 times or until the end of your next long rest, whichever comes first.
At higher levels. The damage increases by 1d8 when you reach 17th level (5d8).
MG-43 Machine Gun
As an action, you can use one of your Channel Divinity to call down a hellpod containing an MG-43 Machine Gun. Choose a point you can see within 50 ft. The hellpod arrives at the end of your turn. You or an ally within reach of the hellpod can expend an action or a bonus action to equip the MG-43.
Orbital 120MM HE Barrage
As an action, you can use one of your Channel Divinity to call down an Orbital 120MM HE Barrage. Choose a point you can see within 50 ft. The chosen point is bombarded at the end of each of your turns for the next 3 rounds, and with each bombardment, every creature within a 15-foot radius sphere centered on it must make a Dexterity saving throw against your Paladin spell save DC. On a failed save, a creature takes 4d10 Bludgeoning damage (Anti-Tank Penetration) and has the Prone condition. On a successful save, a creature takes half as much damage and doesn’t have the Prone condition.
At higher levels. The damage increases by 1d10 or every two Paladin levels above 11th.
Orbital 380MM HE Barrage
As an action, you can use one of your Channel Divinity to call down an Orbital 380MM HE Barrage. Choose a point you can see within 50 ft. At the end of each of your turns, for the next 5 rounds, you can choose up to three points within a 60-foot radius square centered on that point. Each creature within a 15-foot radius sphere centered on each point must make a Dexterity saving throw against your Paladin spell save DC. On a failed save, a creature takes 2d12 Bludgeoning damage (Anti-Tank Penetration) and has the Prone condition. On a successful save, a creature takes half as much damage and doesn’t have the Prone condition.
At higher levels. The damage increases by 1d12 for every two Paladin levels above 13th.
Orbital Airburst Strike
As an action, you can use one of your Channel Divinity to call down an Orbital Airburst Strike. Choose a point you can see within 50 ft. The Orbital Airburst Strike arrives at the end of your turn. Each creature within a 20-foot radius sphere centered on that point must make a Dexterity saving throw against your Paladin spell save DC. On a failed save, a creature takes 10d6 Slashing damage (Medium Armor Penetration), or half as much damage on a successful one.
At higher levels. The damage increases by 1d6 for every two Paladin levels above 11th.
Orbital EMS Strike
As an action, you can use one of your Channel Divinity to call down an Orbital EMS Strike. Choose a point you can see within 50 ft. The Orbital EMS Strike arrives at the end of your turn. Each creature within a 20-foot radius sphere centered on that point must succeed on a Constitution saving throw against your Paladin spell save DC or have the Stunned condition until the end of your next turn. A creature within 10 feet of the point automatically fails its saving throw, unless it has resistance to Ammunition (Heavy Armor Penetration). A creature with immunity to Ammunition (Heavy Armor Penetration) automatically succeeds on its saving throw.
Orbital Gas Strike
As an action, you can use one of your Channel Divinity to call down an Orbital Gas Strike. Choose a point you can see within 50 ft. The Orbital Gas Strike arrives at the end of your turn, deploying a 15-foot radius sphere of noxious gas. The gas lingers until the end of your third turn after activation.
Each creature that starts its turn in the area or enters it for the first time on a turn must make a Constitution saving throw against your Paladin spell save DC. On a failed save, a creature takes 6d6 Poison damage (Anti-Tank Penetration) and has the Poisoned condition until the end of its next turn. On a successful save, a creature takes half as much damage and doesn’t have the Poisoned condition.
At higher levels. The damage increases by 1d6 for every two Paladin levels above 11th.
Orbital Gatling Barrage
As an action, you can use one of your Channel Divinity to call down an Orbital Gatling Barrage. Choose a point you can see within 50 ft. The Orbital Gatling Barrage arrives at the end of your turn. Each creature within a 20-foot-radius sphere centered on that point must make a Dexterity saving throw against your Paladin spell save DC, taking 7d6 Piercing damage (Anti-Tank Penetration) on a failed save, or half as much damage on a successful one.
Additionally, the ground within the Orbital Gatling Barrage’s area becomes difficult terrain for 24 hours.
At higher levels. The damage increases by 1d6 for every two Paladin levels above 9th.
Orbital Laser
As an action, you can use one of your Channel Divinity to call down an Orbital Laser. Choose a point you can see within 50 ft. The Orbital Laser arrives at the end of your turn, creating a 5-foot-radius, 40-foot-high cylinder of high-powered energy centered on that point. The area is illuminated with bright light and any creature that starts its turn in the area or enters it for the first time on a turn must make a Dexterity saving throw against your Paladin spell save DC. On a failed save, a creature takes 10d6 Radiant damage (Anti-Tank Penetration) and has the Burning condition until the end of its next turn. On a successful save, a creature takes half as much damage and doesn’t have the Burning condition.
The Orbital Laser ignites flammable objects that aren’t being worn or carried.
At the end of each of your turns after you call down the Orbital Laser, you can choose to move it up to 60 feet in any direction.
Orbital Precision Strike
As an action, you can use one of your Channel Divinity to call down an Orbital Precision Strike. Choose a point you can see within 50 ft. The Orbital Precision Strike arrives at the end of your turn. Each creature within a 5-foot radius sphere centered on that point must make a Dexterity saving throw against your Paladin spell save DC, taking 6d10 Radiant damage (Anti-Tank Penetration) on a failed save, or half as much damage on a successful one.
At higher levels. The damage increases by 1d10 for every two Paladin levels above 7th.
Orbital Railcannon Strike
As an action, you can use one of your Channel Divinity to call down an Orbital Railcannon Strike. Choose a point you can see within 50 ft. The Orbital Railcannon Strike arrives at the end of your turn, targeting the creature with the highest hit point maximum within a 20-foot radius sphere centered on that point. The target must make a Dexterity saving throw against your Paladin spell save DC. On a failed save, it takes 15d10 Piercing damage (Anti-Tank Penetration) and has the Bleeding condition. On a successful save, it takes half damage and does not have the Bleeding condition.
If the target fails its saving throw and its current hit points do not exceed 100, it instantaneously falls to 0 hit points.
Orbital Smoke Strike
As an action, you can use one of your Channel Divinity to call in an Orbital Smoke Strike. Choose a point you can see within 50 ft. The Orbital Smoke Strike arrives at the end of your turn, enveloping the area in a 15-foot radius sphere of heavily obscured smoke.
The smoke lingers for a number of rounds equal to your Charisma modifier, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Orbital Walking Barrage
As an action, you can use one of your Channel Divinity to call down an Orbital Walking Barrage. Choose a 120-foot-long, 20-foot-wide line you can see within 50 ft. At the end of each of your turns, for the next 3 rounds, each 40-foot-long segment of the line is targeted in sequence. Each creature within the targeted segment’s area must make a Dexterity saving throw against your Paladin spell save DC, taking 8d8 Bludgeoning damage (Anti-Tank Penetration) on a failed save, or half as much damage on a successful one.
At higher levels. The damage increases by 1d8 for every two Paladin levels above 15th.
RS-442 Railgun
As an action, you can use one of your Channel Divinity to call down a hellpod containing an RS-442 Railgun. Choose a point you can see within 50 ft. The hellpod arrives at the end of your turn. You or an ally within 5 ft of the hellpod can expend an action or a bonus action to equip the RS-442.
SH-20 Ballistic Shield Backpack
As an action, you can use one of your Channel Divinity to call down a hellpod containing an SH-20 Ballistic Shield Backpack. Choose a point you can see within 50 ft. The hellpod arrives at the end of your turn. You or an ally within 5 ft of the hellpod can expend an action or a bonus action to equip the SH-20.
While equipped, the SH-20 grants you three-quarters cover from behind, providing you with a +5 bonus to AC and Dexterity saving throws against attacks and AOE effects that come from behind you.
As a bonus action, while the SH-20 is equipped, you can equip it to your front instead. While the SH-20 is equipped to your front, you can only use one-handed weapons.
The SH-20 remains active until you take three hits from the direction it is facing or until the end of your next long rest, whichever comes first.
SH-32 Shield Generator Pack
As an action, you can use one of your Channel Divinity to call down a hellpod containing an SH-32 shield generator pack. Choose a point you can see within 50 ft. The hellpod arrives at the end of your turn. You or an ally within reach of the hellpod can expend 1 action or 1 bonus action to equip the SH-32.
While you have the SH-32 equipped, you gain temporary hit points equal to one-quarter of your hit point maximum. When these temporary hit points are reduced to 0, any excess damage is ignored. The temporary hit points fully recharge at the start of your turn if you didn’t take damage from any source since the end of your last turn.
Stratagem Rearm
You can use your bonus action to regain all expended uses of Channel Divinity. After you use this feature, you must wait 10 minutes before you can use any of your prepared stratagems.
This feature can be used once per long rest.
Hellbomb
As an action, you can call down an inactive Hellbomb. Choose a point you can see within 50 ft. The Hellbomb arrives at the end of your turn. You or an ally within reach of the Hellbomb can expend 1 action or 1 bonus action to arm it. At the end of your 5th turn after the Hellbomb is armed, it detonates. Each creature within a 120-foot radius sphere centered on the Hellbomb must make a Dexterity saving throw against your Paladin spell save DC. A creature takes 30d12 Radiant damage on a failed save, or half as much damage on a successful one. A creature within 60 ft of the Hellbomb when it detonates automatically fails its saving throw.
A creature that falls to 0 hit points as a result of this feature is instantly vaporized.
The explosion leaves a crater, rendering the area difficult terrain. Additionally, structures within 60 ft of the Hellbomb are instantly vaporized, and structures not made of reinforced materials within the area may collapse.
This feature can be used once per long rest.
Comments