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character:zyllis:class_details_warlock [2019/03/03 13:08] – [Paladin Spell List] Cindercharacter:zyllis:class_details_warlock [2019/03/10 09:31] (current) – removed Cinder
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-====The Bladed Sage Warlock==== 
  
-Hit Points \\ 
-Hit Dice: 1d8 per warlock level \\ 
-Hit Points at 1st Level: 8 + your Constitution modifier 
-Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st \\ 
-Proficiencies \\ 
-Armor: Light armor \\ 
-Weapons: Simple weapons \\ 
-Tools: None \\ 
- 
-**Otherworldly Patron** \\ 
-You have struck a bargain with an otherworldly being of your choice. Your choice grants you special features. 
- 
-**The Hexblade** \\ 
-Expanded Spell List \\ 
-The following spells are added to the warlock spell list for you. 
- 
-Spell Level Spells \\ 
-1st Shield, Wrathful Smite \\ 
-2nd Blur, Branding Smite \\ 
-3rd Blink, Elemental Weapon \\ 
-4th Phantasmal Killer, Staggering Smite \\ 
-5th Banishing Smite, Cone of Cold \\ 
- 
- 
-**Spellcasting Ability** \\ 
-Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. 
- 
-Spell save DC = 16 \\ 
-Spell Attack modifier = 8 
- 
-**Spellcasting Focus** \\ 
-You can use an arcane focus as a spellcasting focus for your warlock spells 
- 
-====Level 1 Warlock==== 
------- 
- 
-**Hex Warrior: Long Rest** \\ 
-At 1st level, you gain proficiency with medium armor, shields, and martial weapons. \\ 
-Additionally, whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type. 
- 
-**Cantrip: Booming Blade** \\ 
-Evocation \\ 
-Casting Time: 1 action \\ 
-Range: 5 feet 
-Components: V, M (a weapon) \\  
-Duration: 1 round \\ 
-You make a single melee weapon attack against a creature you can see within the spell's range. If the attack hits, the target is surrounded by magical energy plus the normal effects of the weapon's damage, and it can't willingly move or it takes 1d8 thunder damage. The spell ends after dealing damage or at the start of your next turn, whichever is sooner. \\ 
-Leveling \\ 
-At 5th level, the melee attack deals an extra 1d8 thunder damage, and the moving damage becomes 2d8. Both damage dice increase by one again at levels 11 and 17. 
- 
- 
-**Cantrip: Purple Flame Blade** \\ 
-You make a single melee weapon attack against a creature you can see in range. If the attack hits, the target suffers the normal effects of the attack, and Purple fire jumps from the enemy to another creature of your choice within 5 feet of it. You must be able to see the secondary target. The purple flame deals 8 fire damage. \\ 
-Leveling \\ 
-At 5th level, the melee attack deals an extra 1d8 fire damage, and the Purple flame damage becomes 1d8 + 8 (Charisma + Proficiency) \\ Level 11 2D8 extra fire damage, purple flame 2D8 + 8 (Charisma + Proficiency) \\ Level 17 3d8 Extra Fire damage, Purple flame 3D8 + 8 (Charisma + Proficiency) 
- 
-**Pact of the Blade: 1 Action** \\ 
-You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. 
- 
-You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extra-dimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extra-dimensional space when the bond breaks. 
- 
-**Hexblade's Curse: Bonus Action** \\ 
-Starting at 1st level, as a bonus action, choose one creature you can see within 30 feet of you. The curse ends early if the target dies, you die, or you are incapacitated. The target is cursed for 1 minute. Until the curse ends, you gain the following benefits \\ 
-You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. \\ 
-Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. \\ 
-If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier. \\ 
-You can't use this feature again until you finish a short or long rest. \\ 
- 
-**Spell Slots** \\ 
-The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st through 5th level, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. \\ 
-Level 1: 1 \\ 
-Level 2: 2 \\ 
-Level 11: 3 \\ 
- 
-**Spells Known of 1st Level and Higher** \\ 
-At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. \\ 
-Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots. 
- 
-**Lvl 1 Spell: Shield** \\ 
-1 abjuration \\ 
-Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell \\ 
-Range: Self \\ 
-Components: V S \\ 
-Duration: 1 round \\ 
-Classes: Sorcerer, Wizard \\ 
-An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. 
- 
-**Lvl 1 Spell: Wrathful Smite** \\ 
-1st-level evocation \\ 
-Casting Time 1 bonus action \\ 
-Range Self \\ 
-Components V \\ 
-Duration Conc. Up to 1 minute \\ 
-The next time you hit with a melee weapon attack, it deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must pass a Wisdom save or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to end this spell. 
- 
-====Level 2 Warlock====  
------- 
- 
-**Eldritch Invocations** \\ 
-At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. \\ 
- 
-**Invocation: Improved Pact Weapon** \\ 
-Prerequisite: Pact of the Blade feature \\ 
-You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells. In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow. 
- 
-**Invocation: Entity’s sight** \\ 
-You can see normally in darkness, both magical and non-magical, to a distance of 120 feet. 
- 
-**Lvl 2 Spell: Branding Smite** \\ 
-2 evocation \\ 
-Casting Time: 1 bonus action \\ 
-Range: Self \\ 
-Components: V \\ 
-Duration: Up to 1 minute \\ 
-The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends. \\ 
-At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd. 
-====Level 3 Warlock==== 
------- 
-**LV1 Spell: Protection from Good and Evil** \\ 
-Casting Time: 1 action \\ 
-Range: Touch \\ 
-Components: V S M (Holy water/powdered silver and iron; consumed) \\ 
-Duration: Conc. Up to 10 minutes \\ 
-One willing creature you touch is protected against aberrations, celestials, elementals, fey, fiends, and undead. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against it. 
-====Level 4 Warlock==== 
------- 
-**Feat: Polearm Master** \\ 
-When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage. \\ 
-While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach. 
- 
-**Cantrip: Lightning Lure** \\ 
-You whip a line of lightning energy at a creature you can see, forcing it to make a Strength save. If the target fails, it's pulled up to 10 feet in a straight line closer to you. If this pull brings it within 5 feet of you, it also takes 1d8 lightning damage. \\ 
-Leveling \\ 
-The spell's damage die increases by one at levels 5, 11, and 17. \\ 
- 
-**Lv2 Spell: Shatter** \\ 
-2nd-level evocation \\ 
-Casting Time 1 action \\ 
-Range 60 feet \\ 
-Components V S M (Chip of mica) \\ 
-Duration Instantaneous \\ 
-Each creature in a 10-foot-radius sphere must make a Constitution save. A creature takes 3d8 thunder damage on a failed save or half as much on a success. A creature of inorganic material has disadvantage on the save. \\ 
-A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. \\ 
-At Higher Levels: The damage increases by 1d8 for each slot level above 2nd. 
- 
-====Level 5 Warlock==== 
------- 
- 
-**Invocation: Eldritch Smite** \\ 
-Prerequisite: 5th level, Pact of the Blade feature \\ 
-Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller. 
- 
-**Invocation: Thirsting Blade** \\ **Swap when available** \\ 
-Prerequisite: 5th level, Pact of the Blade feature \\ 
-You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn 
- 
-**Lv1 Spell: Witch Bolt** \\ 
-1st-level evocation \\ 
-Casting Time 1 action \\ 
-Range 30 feet \\ 
-Components V S M (Twig struck by lightning) \\ 
-Duration Conc. Up to 1 minute \\ 
-Make a ranged spell attack against a creature you can see. On a hit, the target takes 1d12 lightning damage, and on your turn, you can use your action to deal 1d12 lightning damage to the target. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you. \\ 
-At Higher Levels: The initial damage increases by 1d12 for each slot level above 1st. 
- 
-====Level 6 Warlock==== 
------- 
- 
-**Accursed Specter** \\ 
-Starting at 6th level, when you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier +4 (minimum of +0). The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. Once you bind a specter with this feature, you can't use the feature again until you finish a long rest. 
- 
-**Lv3 Spell: Magic Circle** \\ 
-3rd-level abjuration \\ 
-Casting Time 1 minute \\ 
-Range 10 feet \\ 
-Components V S M (Holy water/100gp of powdered silver and iron; consumed) \\ 
-Duration 1 hour \\ 
-A 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a visible point on the ground appears. Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways: \\ 
-The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to teleport or use interplanar travel, it must succeed on a Charisma save. \\ 
-The creature has disadvantage on attacks against targets in the cylinder. \\ 
-Targets within the cylinder can't be charmed, frightened, or possessed by the creature. \\ 
-When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it. \\ 
-At Higher Levels: The duration increases by 1 hour for each slot level above 3rd. 
-====Level 7 Warlock==== 
------- 
- 
-**Invocation: Trickster's Escape** \\ 
-Prerequisite: 7th level \\ 
-You can cast Freedom of Movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest. 
- 
-**Lv4 Spel: Blight** \\ 
-4th-level necromancy \\ 
-Casting Time 1 action \\ 
-Range 30 feet \\ 
-Components V S \\ 
-Duration Instantaneous \\ 
-A creature you can see must make a Constitution save. It takes 8d8 necrotic damage on a failed save, or half as much on a success. This spell has no effect on undead or constructs. \\ 
-If you target a plant creature or magical plant, it saves with disadvantage, and the spell deals maximum damage. If you target a non-magical plant that isn't a creature, it automatically dies. \\ 
-At Higher Levels: The damage increases by 1d8 for each slot level above 4th. 
-====Level 8 Warlock==== 
------- 
- 
-**Ability score or feat** 
- 
-**Lv5 Spell, Infernal Calling**\\ 
-Conjuration \\  
-Level: 5 \\ 
-Casting time: 1 Minute \\ 
-Range: 90 feet \\ 
-Components: V, S, M (a ruby worth at least 999 gp) \\ 
-Duration: Concentration, up to 1 hour \\ 
-Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil’s type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends. \\ 
-The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master’s control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature’s statistics. \\ 
-On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil’s true name. Ifyour check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command— such as “attack my enemies,” “explore the room ahead," or “bear this message to the queen"—until it completes the activity, at which point it returns to you to report having done so. \\ 
-If your concentration ends before the spell reaches its full duration, the devil doesn‘t disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears. \\ 
-If you possess an individual devil’s talisman, you can summon that devil if it is of the appropriate challenge 
-rating plus 1, and it obeys all your commands, with no Charisma checks required. \\  
-At higher level \\ 
-When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. 
- 
-====Level 9 Warlock==== 
------- 
- 
-**Invocation: Whispers of the Grave** \\ 
-Prerequisite: 9th level \\ 
-You can cast Speak with Dead at will, without expending a spell slot 
- 
-**Lv5 Spell: Banishing Smite** \\ 
-Abjuration \\ 
-Level: 5 \\ 
-Casting time: 1 Bonus Action \\ 
-Range: Self \\ 
-Components: V \\ 
-Duration: Concentration, up to 1 minute \\ 
-The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points of fewer, you banish it. If the target is native to a different plane of existence than the on you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. 
- 
- 
- 
-====Level 10 Warlock==== 
------- 
- 
-**Armor of Hexes** \\ 
-At 10th level, if the target cursed by your Hexblade's Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll. 
- 
-Level 10: 4 Cantrips \\ 
- 
-====Level 11 Warlock==== 
------- 
- 
-**Mystic Arcanum** \\ 
-At 11th level, choose one 6th-level spell from the warlock spell list as an arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, You regain all uses of your Mystic Arcanum when you finish a long rest. 
- 
- 
-**Lv6 Spell: Conjur Fey** \\ 
-6th-level conjuration \\ 
-Casting Time 1 minute \\ 
-Range 90 feet \\ 
-Components V S \\ 
-Duration Conc. Up to 1 hour \\ 
-You summon a CR 6 or lower fey. It can also take the form of a beast. It disappears when it drops to 0 hit points or when the spell ends. \\ 
-The fey is friendly to you and your companions for the duration and has its own initiative. It obeys any verbal commands you issue to it, no action required, as long as they don't violate its alignment. If you don't issue any commands to it, it will only defend itself from hostile creatures. \\ 
-If your concentration is broken, you lose control of the fey and it becomes hostile towards you and your companions. An uncontrolled fey can't be dismissed by you, and it disappears 1 hour after you summoned it. 
- 
-**Lv7 Spell: Ethrealness** \\ 
-7th-level transmutation \\ 
-Casting Time 1 action \\ 
-Range Self \\ 
-Components V S \\ 
-Duration Up to 8 hours \\ 
-You step into the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you came from, but everything looks gray and you can't see more than 60 feet. \\ 
-While on the Ethereal Plane, you can only interact with other creatures on that plane. Creatures not on the Ethereal Plane can't perceive or interact with you, unless a special ability has given them the ability to. \\ 
-You ignore all objects and effects that aren't on the Ethereal Plane. \\ 
-When the spell ends, you immediately return to the plane you came from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are moved to the nearest unoccupied space and take force damage equal to twice the feet you are moved. \\ 
-This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it. 
- 
- 
- 
- 
- 
- 
- 
-====Level 12 Warlock==== 
------- 
- 
-level 12: 6 Invocations \\ 
- 
-**Lifedrinker** \\ 
-Prerequisite: 12th level, Pact of the Blade feature \\ 
-When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1). 
- 
-**Feat: Mage Slayer** \\ 
-You have practiced techniques useful in melee combat against spell casters, gaining the following benefits \\ 
-When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature. \\ 
-When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.  
-You have advantage on saving throws against spells cast by creatures within 5 feet of you 
- 
-====Level 13 Warlock==== 
------- 
- 
-Level 13: 12 Spells \\ 
- 
-====Level 14 Warlock==== 
------- 
- 
-**Master of Hexes** \\ 
-Starting at 14th level, when the creature cursed by your Hexblade's Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated. When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature. 
- 
- 
- 
-====Paladin of Vengeance==== 
------- 
- 
-Hit Points \\ 
-Hit Dice: 1d10 per paladin level. \\ 
-Hit Points at 1st Level: 10 + your Constitution modifier. \\ 
-Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st. \\ 
-Proficiencies \\ 
-Armor: All armor, shields. \\ 
-Weapons: Simple and martial weapons. \\ 
-Tools: None. \\ 
-Saving Throws: Wisdom, Charisma \\ 
-Skills: Choose two from Athletics, Insight 
-Equipment  \\ 
-(a) a martial weapon and a shield or (b) two martial weapons \\ 
-(a) five javelins or (b) any simple melee weapon \\ 
-(a) a Priest's Pack or (b) an Explorer's Pack \\ 
-Chain mail and a holy symbol 
-Alternatively, you may ignore the equipment from your class and background and start with 5d4 x 10 gp. 
- 
-====Level 1 Paladin==== 
------- 
- 
-**Divine Sense** \\ 
-As an action, until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. 
- 
-**Lay on Hands** \\ 
-You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. \\ 
-Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. \\ 
-This feature has no effect on undead and constructs. 
- 
-====Level 2 Paladin==== 
------- 
- 
-**Fighting Style** \\ 
-At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. 
- 
-**Tunnel Fighter** \\  As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. 
- 
-Spellcasting 
-By 2nd level, you can cast paladin spells. 
- 
-**Preparing and Casting Spells** 
-The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. 
- 
-You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell-list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. 
- 
-Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. 
- 
-Spellcasting Ability 
-Charisma is your spellcasting ability for your paladin spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one. 
- 
-Spell save DC = 8 + your proficiency bonus + your charisma modifier 
- 
-Spell attack modifier = your proficiency bonus + your charisma modifier 
- 
-Spellcasting Focus 
-You can use a holy symbol as a spellcasting focus for your paladin spells. 
- 
-**Divine Smite** \\ 
-Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell-level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8. 
- 
-====Level 3 Paladin==== 
------- 
- 
-**Divine Health** \\ 
-By 3rd level, the divine magic flowing through you makes you immune to disease. 
- 
-**Tenets of Vengeance** \\ 
-Fight the Greater Evil: Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil. 
-No Mercy for the Wicked: Ordinary foes might win my mercy, but my sworn enemies do not. 
-By Any Means Necessary: My qualms can't get in the way of exterminating my foes. 
-Restitution: If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds. 
- 
- 
-**Oath Spells** \\ 
-Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day. If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you. \\ 
-Oath Spells \\ 
-Level Spells \\ 
-3rd Bane, Hunter's Mark \\ 
-5th Hold Person, Misty Step \\ 
-9th Haste, Protection from Energy \\ 
-13th Banishment, Dimension Door \\ 
-17th Hold Monster, Scrying \\ 
- 
-**Channel Divinity** \\  
-Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC 
- 
-**Abjure Enemy** \\ As an action, choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until It takes any damage. While frightened,the creature's speed is 0, and It can't benefit from any bonus to its speed. On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage. 
- 
-**Vow of Enmity** \\ As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious. 
- 
- 
- 
-====Level 4 Paladin==== 
------- 
- 
-**Ability score increase** \\ Charisma +1 Constitution +1 
- 
-====Level 5 Paladin==== 
------- 
- 
-**Extra Attack** \\ 
-Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. 
- 
-====Level 6 Paladin==== 
------- 
- 
-**Aura of Protection** \\ 
-Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. 
- 
-====Paladin Spell List==== 
----- 
- 
-**Lv1 Spell: Cure Wounds** \\ 
-1st-level evocation \\ 
-Casting Time 1 action \\ 
-Range Touch \\ 
-Components V S \\ 
-Duration Instantaneous \\ 
-A creature you touch regains hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. \\ 
-At Higher Levels: The healing increases by 1d8 for each slot level above 1st. 
- 
-**Lv2 Spell: Find Steed** \\ 
-2nd-level conjuration \\ 
-Casting Time 10 minutes \\ 
-Range 30 feet \\ 
-Components V S \\ 
-Duration Instantaneous \\ 
-A special steed, in the form you choose (usually a warhorse, pony, camel, elk, or mastiff, but your Dungeon Master may allow another), appears in an unoccupied space by your side. The magical steed has the statistics of its matching beast form, but if its Intelligence is normally lower than 6, it now becomes 6 and it gains the ability to understand one language you choose. The steed's creature type is not beast, but actually celestial, fey, or fiend according to your choice. \\ 
-It otherwise behaves as a mount would, however when you are mounted and cast spells that normally target yourself, they can also affect your steed, and you are able to communicate with each other telepathically as far as 1 mile apart. \\ 
-You can dismiss the steed at any time, as an action, and it also disappears if its hit points drop to 0. You cannot have more than one steed of this kind at a time. 
- 
-**Lv1 Spell: Detect Magic** \\ 
-1st-level divination \\ 
-Casting Time 1 action (Ritual) \\ 
-Range Self \\ 
-Components V S \\ 
-Duration Conc. Up to 10 minutes \\ 
-An aura forms around objects or creatures you can see, indicating that it is magical. It must be within 30 feet. You also learn its school of magic, if it has one. \\ 
-This spell can't detect magic through 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. 
- 
-**Lv2 Spell: Lesser Restoration** \\ 
-Casting Time 
-1 action \\ 
-Range 
-Touch \\ 
-Components 
-V S \\ 
-Duration 
-Instantaneous \\ 
-You touch a creature and end either one disease or one of the following conditions: blinded, deafened, paralyzed, or poisoned. 
- 
-**Lv2 Spell: Zone of truth** \\ 
-2nd-level enchantment \\ 
-Casting Time 1 action \\ 
-Range 60 feet \\ 
-Components V S \\ 
-Duration 10 minutes \\ 
-A creature that starts its turn in or enters the 15-foot sphere area you designate can no longer outright lie while in the area unless it succeeds on a Charisma saving throw. You are aware of who passes and who fails and the affected creatures are aware of the restriction. 
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