![]() Prerequisite: the creature needs to have an Intelligence score of 5 or more.Ĭall forth a beam of crackling, purple energy. Inflict a creature with fits of laughter, leaving it Prone and Incapacitated.Īt the end of its turns or when it takes damage, the creature can try to shake off the effect. The target can't be Charmed, Frightened, or possessed by them, and when these creatures attack it, they do so with disadvantage. Protect a creature against aberrations, celestials, elementals, fey, fiends, and undead. Inflicts Protection from Evil and Good (1) The creature also has disadvantage on ability checks for one ability of your choosing. On a successful save, the target only takes half damage.Ĭurse a creature to deal an additional 1d6 Necrotic whenever you hit it with an attack. The next time you take damage, you use your reaction to surround your attacker in hellish flames that deal 2d10 Fire. Summon a familiar with the form and statistics of a quasit that can frighten enemies. Its barbed tail can inject enemies with a potent poison. Summon a familiar with the form and statistics of an imp. Turn Dash into a bonus action, allowing you to move at an incredible pace. On a successful save, the creature only takes half damage. It takes 4d6 Psychic and becomes Frightened. Magically charm a humanoid that you can see.Ī Charmed creature can't harm the charmer, and the charmer has advantage on Charisma checks against the creature.Ĭommand a creature to halt, preventing it from moving or taking actions. On successful save, targets only take half damage. ![]() It ignites anything flammable and deals 3d6 Fire. On a successful save, targets only take half damage.įire shoots from your outstretched fingers. Targets take 2d6 Necrotic and can't take reactions. Gain 5 temporary hit points and deal 5 Cold to any creature that hits you with a melee attacks.Ĭall forth tendrils of dark energy. Project a puff of noxious gas that deals 1d12 Poison.ĭivine a character's defenses to give you advantage on attack rolls against it.Ī spectral frost covers you. You can remain hidden while casting this spell. Undead creatures also get disadvantage on attack rolls.Ĭonjure a beam of crackling energy that deals 1d10 Force.Įnchant a non-hostile creature to gain advantage on Charisma checks against it.Ĭreate a spectral hand that can manipulate and interact with objects.Ĭreate an illusory image that distracts nearby creatures, compelling them to investigate. ![]() It takes 1d8 Necrotic and cannot regain hit points. ![]() That said, Oathbreakers do not have to be evil.Gain resistance to Bludgeoning, Piercing, and Slashing damage from weapon attacks.Īssail a creature with the chill of the grave. Oathbreaker is the third Paladin subclass and comes with evil-oriented powers, becoming more offensively geared in combat. Breaking your oath may cause you to lose your powers temporarily, and you'll either have to repent (via an NPC who hangs out at the campsite if you play a Paladin) or embrace your new way of life and become an Oathbreaker. Your actions in-game can cause you to break your oath - this is usually by harming the innocent or stealing. These oaths will affect not only your powers but also your gameplay. When making a Paladin, you must choose one of two oaths - the Oath of Devotion makes your Paladin a righteous warrior, sworn to defend the weak, and the Oath of the Ancients makes your Palading a force for nature, swearing to preserve the beauty and sanctity of the natural world. Paladins are fantastic martial characters with access to some fantastic support-oriented options, and eventually gain access to some divine spellcasting, like Clerics. A Paladin's initial loadout looks a little similar to that of a Fighter, but with some added tricks thrown in, but it's much more than that in reality. ![]()
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