![]() You can change your list of prepared spells when you finish a long rest. Casting the spell doesn't remove it from your list of prepared spells. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. The spells must be of a level for which you have spell slots.įor example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. 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). You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. You regain all expended spell slots when you finish a long rest. ![]() To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. The Paladin table shows how many spell slots you have to cast your spells. SpellcastingBy 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. ![]() The damage increases by 1d8 if the target is an undead or a fiend. 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. You must be wielding a shield.ĭivine SmiteStarting 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. ProtectionWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. The weapon must have the two-handed or versatile property for you to gain this benefit. Great Weapon FightingWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. You can’t take a Fighting Style option more than once, even if you later get to choose again.ĭefenseWhile you are wearing armor, you gain a +1 bonus to AC.ĭuelingWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. This feature has no effect on undead and constructs.įighting StyleAt 2nd level, you adopt a style of fighting as your specialty. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. With that pool, you can restore a total number of hit points equal to your paladin level x 5.Īs 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.Īlternatively, 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 have a pool of healing power that replenishes when you take a long rest. Lay on HandsYour blessed touch can heal wounds. When you finish a long rest, you regain all expended uses. You can use this feature a number of times equal to 1 + your Charisma modifier. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). 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. As an action, you can open your awareness to detect such forces. (a) a priest's pack or (b) an explorer's packįighting Style, Spellcasting, Divine Smiteĭivine SenseThe presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears.(a) five javelins or (b) any simple melee weapon.(a) a martial weapon and a shield or (b) two martial weapons.Starting EquipmentYou start with the following equipment, in addition to the equipment granted by your background: Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion Starting ProficienciesYou are proficient with the following items, in addition to any proficiencies provided by your race or background.Īrmor: light armor, medium armor, heavy armor, shields Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st Hit Points at 1st Level: 10 + your Constitution modifier Hit Points Hit Dice: 1d10 per paladin level ![]() As a paladin, you gain the following class features. ![]()
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