Paladin
Base Class: Paladin

Tenets of the Blade

3rd-level Oath of the Blade feature
Though their specific Oath and cause may vary, all Paladins who swear an Oath of the Blade uphold the following Tenets: 

   
Fair Play True warriors will always level the
playing field for a fair fight.
Respect All fellow warriors deserve your respect,
even the most bitter of your foes.

Sacred Duel

Duelists are resistant to all damage from creatures, except for the other duelist. However, you can only target each other with attacks, spells, and features during this Sacred Duel.

Martial Superiority

You have honed your martial skill, gaining the benefits below:

Maneuvers. You learn two Maneuvers of your choice from the list of Maneuvers available to the Battle Master Archetype in the Player's Handbook. You can use only one Maneuver per attack. Each time you gain a Paladin level you can replace a Maneuver you know with another Maneuver of your choice.

Superiority Dice. You gain three Superiority Dice, which start as d6s. To use one of your Maneuvers you must expend a Superiority Die. You regain all of your expended Superiority Dice each time you finish a short or long rest.

Saving Throws. Some of your Maneuvers may require the target to make a saving throw to resist its effects. The saving throw DC for your Maneuvers is calculated as follows: 

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

Level 3: Maneuver Options

The maneuvers are presented here in alphabetical order.

Ambush

When you make a Dexterity (Stealth) check or an Initiative roll, you can expend one Superiority Die and add the die to the roll, unless you have the Incapacitated condition.

Bait and Switch

When you’re within 5 feet of a creature on your turn, you can expend one Superiority Die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and doesn’t have the Incapacitated condition. This movement doesn’t provoke Opportunity Attacks.

Roll the Superiority Die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

Commander’s Strike

When you take the Attack action on your turn, you can replace one of your attacks to direct one of your companions to strike. When you do so, choose a willing creature who can see or hear you and expend one Superiority Die. That creature can immediately use its Reaction to make one attack with a weapon or an Unarmed Strike, adding the Superiority Die to the attack’s damage roll on a hit.

Commanding Presence

When you make a Charisma (Intimidation, Performance, or Persuasion) check, you can expend one Superiority Die and add that die to the roll.

Disarming Attack

When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to disarm the target. Add the Superiority Die roll to the attack’s damage roll. The target must succeed on a Strength saving throw or drop one object of your choice that it’s holding, with the object landing in its space.

Distracting Strike

When you hit a creature with an attack roll, you can expend one Superiority Die to distract the target. Add the Superiority Die roll to the attack’s damage roll. The next attack roll against the target by an attacker other than you has Advantage if the attack is made before the start of your next turn.

Evasive Footwork

As a Bonus Action, you can expend one Superiority Die and take the Disengage action. You also roll the die and add the number rolled to your AC until the start of your next turn.

Feinting Attack

As a Bonus Action, you can expend one Superiority Die to feint, choosing one creature within 5 feet of yourself as your target. You have Advantage on your next attack roll against that target this turn. If that attack hits, add the Superiority Die to the attack’s damage roll.

Goading Attack

When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to goad the target into attacking you. Add the Superiority Die to the attack’s damage roll. The target must succeed on a Wisdom saving throw or have Disadvantage on attack rolls against targets other than you until the end of your next turn.

Lunging Attack

As a Bonus Action, you can expend one Superiority Die and take the Dash action. If you move at least 5 feet in a straight line immediately before hitting with a melee attack as part of the Attack action on this turn, you can add the Superiority Die to the attack’s damage roll.

Maneuvering Attack

When you hit a creature with an attack roll, you can expend one Superiority Die to maneuver one of your comrades into another position. Add the Superiority Die roll to the attack’s damage roll, and choose a willing creature who can see or hear you. That creature can use its Reaction to move up to half its Speed without provoking an Opportunity Attack from the target of your attack.

Menacing Attack

When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to frighten the target. Add the Superiority Die to the attack’s damage roll. The target must succeed on a Wisdom saving throw or have the Frightened condition until the end of your next turn.

Parry

When another creature damages you with a melee attack roll, you can take a Reaction and expend one Superiority Die to reduce the damage by the number you roll on your Superiority Die plus your Strength or Dexterity modifier (your choice).

Precision Attack

When you miss with an attack roll, you can expend one Superiority Die, roll that die, and add it to the attack roll, potentially causing the attack to hit.

Pushing Attack

When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to drive the target back. Add the Superiority Die to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet directly away from you.

Rally

As a Bonus Action, you can expend one Superiority Die to bolster the resolve of a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die roll plus half your Fighter level (round down).

Riposte

When a creature misses you with a melee attack roll, you can take a Reaction and expend one Superiority Die to make a melee attack roll with a weapon or an Unarmed Strike against the creature. If you hit, add the Superiority Die to the attack’s damage.

Sweeping Attack

When you hit a creature with a melee attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to damage another creature. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your Superiority Die. The damage is of the same type dealt by the original attack.

Tactical Assessment

When you make an Intelligence (History or Investigation) check or a Wisdom (Insight) check, you can expend one Superiority Die and add that die to the ability check.

Trip Attack

When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die and add the die to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or have the Prone condition.

Masterful Technique

Your skill with the weapons of war has grown. You gain one additional Superiority Die, and your Superiority Dice become d8s. You also learn two additional Maneuvers of your choice.

When you reach 18th level in this class you gain another Superiority Die (for a total of five), and your Superiority Dice become d10s. You also learn two additional Maneuvers.

Skillful Counter

When a creature you can see hits you with a melee attack, you can use a reaction to make one melee attack against it with advantage.

Warrior of Legend

You can use a bonus action on your turn to enter a battle trance that enhances your combat skills to legendary levels. For 1 minute, or until you are incapacitated, you can use one Maneuver you know as part of each melee weapon attack you make without expending a Superiority Die. If the Maneuver requires a Superiority Die roll, you use a d6 in its place.

Once you use this feature, you must complete a long rest before you can use it again. When you have no uses left, you can expend a 5th-level spell slot to use this feature again.

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