Paladin
Base Class: Paladin

Tenets of the Crusader

  • We shall prove ourselves in glorious combat
  • I will hold the line
  • I will not give up the fight
  • Justice will be done

Barrier Shield

Starting when you choose this oath at 3rd level, as an action, or as a reaction after you or an ally within 10 feet of you takes damage, you can conjure a shield of radiant magical energy to protect you and your allies. While this shield is active, you cannot take the attack action, and you move at half your normal speed. You can deactivate the shield as an action or reaction.

When a creature makes a ranged weapon or spell attack against you, or any allies within 5 feet of you, they must instead attack the shield. Additionally, all allies within 10 feet of you gain advantage on Dexterity saving throws against spells or abilities.

The shield has an AC equal to 10 plus your Constitution modifier, and an amount of hit points equal to your Constitution score time half your level(rounded down). The shield’s hit points recharge when you finish a short or long rest.

Channel Divinity

Fire Strike: A stroke of flame forming a line 40 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dex- saving throw (DC= 8+ your proficiency bonus+Charisma modifier). A creature takes 4d6 fire damage on a failed save and half as much damage on a successful one. This damage increases to 6d6 at level 9, 8d6 at level 13, and 10d6 at level 17. The flames ignite flammable objects in the area that aren’t being worn or carried.

I Am Your Shield: Until your shield is destroyed or until you finish along rest, your Barrier Shield gains resistance to one damage type of your choice.

Crusader’s Charge

At 7th level, when you take the Dash action and move at least 10 feet in a straight line toward a foe, you can attempt to grapple and crush that foe.

The first foe you come into contact with must make a DEX saving throw or become grappled by you. You and the grappled foe then continue moving in the direction you were charging for the amount of feet remaining in your Dash plus your movement. If you collide with a solid object like a wall or tree, your for takes 3d12 bludgeoning damage and is stunned until the end of their next turn.

This damage increases to 4d12 at level 13 and 5d12 at level 20.

You can use this feature a number of times equal to your CHA modifier. You regain all expended uses when you finish a long rest.

Might Blows

At 15th level, the range opened effectiveness of your mighty hammer increases. When you take the Attack action on your turn while using a two-handed melee weapon, you may do so against any number of creatures within 5 feet of you, with a separate attack roll made for each target.

Earthshatter

At 20th level, as an action, you can bring the hammer down! Each creature you choose in a 30 foot cone in front of you must make a STR saving throw or take 10d10 force damage and be knocked prone and stunned for 1 minute. A stunned target must make a CON saving throw at the end of each of its turns. On a successful save , the stunning effect ends.

Once you use this feature, you must finish a long rest before you can use it again.

Comments

Posts Quoted:
Reply
Clear All Quotes