The paladin’s chapel broadcasts the power of good and law across the countryside, creating one or more of the following effects at the GM’s discretion.
Demesne Effects
- Clear blue skies and warm sun dominate year-round. Rain falls only at night, and thunderstorms avoid the area.
- Evil creatures in daylight have disadvantage on attack rolls, saving throws, and ability checks.
- The paladin is instantly aware of the presence and location in his demesne of any chaotic or evil creature with more than 7 Hit Dice. The range of this awareness is a number of hexes equal to the level of the paladin’s stronghold.
Stronghold Actions
On initiative count 20 (losing initiative ties), the paladin can take a stronghold action to cause one of the following effects. The paladin must be in the same hex or province as their stronghold and can’t use the same effect again until after a short or long rest.
- Each chaotic or evil creature (your choice) within 120 feet must succeed on a Constitution saving throw or be bound by gold (anti-evil) or silver (anti-chaos) chains, grappling it until it makes a Strength or Dexterity check as an action against your spell DC.
- Flying creatures within 120 feet must succeed on a Constitution check against your spell save DC or immediately land. They cannot take off again for 10 minutes.
- Choose an ally within sight to gain an AC bonus equal to your Charisma bonus, as their armor becomes gold, for 10 minutes. Each ally can be affected by this ability only once per day.
Class Feature Improvement: Righteous Smite
Your Divine Smite burns through enemy resistance. Enemies normally resistant to either radiant damage or your weapon damage lose it. Enemies immune to either type of damage are now resistant to it, and enemies without resistance to either radiant or your weapon damage become vulnerable. You can do this for a number of attacks equal to your proficiency bonus, after which you must take a long rest to refresh this ability.
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