Паладин — один из часто встречающихся классов в ролевых играх, представляющий из себя воина веры. Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields). Go through our paladin 5E class guide & learn their features, strengths, builds, etc.
Which Paladin Oath should you pick? (DnD 5E)
Бонусным действием вы направляете огромную мощь волн, чтобы усилить свои атаки на 1 минуту. Один раз в ход в течение продолжительности действия, когда вы попадаете по существу атакой оружием, вы можете оттолкнуть цель на 10 футов от себя. Если цель столкнулась с препятствием или другим существом, она получает дробящий урон, равный вашему модификатору Харизмы. Аура Освобождения 7-й уровень, умение клятвы открытого моря Вы наполняете ближайших существ энергией движения. Пока вы дееспособны, вы и существа по вашему выбору в пределах 10 футов от вас не могут быть схвачены или опутаны, а штрафы перемещения и атакам под водой игнорируются. Существа, которые уже были схвачены или опутаны, при входе в ауру, могут потратить 5 футов перемещения, чтобы автоматически освободится, если только они не связаны магическими оковами.
На 18-м уровне радиус этой ауры увеличивается до 30 футов. Бурные Воды 15-й уровень, умение клятвы открытого моря Всякий раз, когда существо входит в вашу досягаемость или выходит из неё вы можете реакцией призывать силу разрушающих вод. Существо получает 1к12 дробящего урона и должно преуспеть в спасброске Силы против Сл ваших заклинаний, иначе будет сбито с ног. Мистический сорвиголова 20-й уровень, умение клятвы открытого моря Вы учитесь управлять духами известных в истории морских капитанов, чтобы ненадолго стать образцом героического приключения. Действием вы вселяете в себя духов моря, чтобы получить следующие преимущества на 1 минуту: Вы совершаете с преимуществом проверки Силы Атлетика и получаете скорость лазания, равную вашей скорости ходьбы.
Если у вас уже есть скорость лазания, то она удваивается; Если вы находитесь в пределах 5 футов от существа и в пределах 5 футов от вас нет других существ, вы совершаете с преимуществом броски атаки против этого существа; Бонусным действием вы можете совершить Рывок или Отход; Вы совершаете с преимуществом проверки и спасброски Ловкости против видимых эффектов. Использовав это умение, вы не можете использовать его повторно до окончания продолжительного отдыха. Клятва почитания Источник: «Chronicles of Eberron» Паладины, призванные следовать по стопам великого героя, принимают клятву почитания. Тэрнадал - наиболее распространенная культура в Эберроне, придерживающаяся этих идеалов, берущая в руки оружие в надежде подражать предку-покровителю, назначенному им Хранителями Прошлого. Однако этот путь не ограничивается эльфами.
Гоблиноид-воин может подражать древним героям Дакани или человек из Пяти Наций может считать себя наследником воли Карна Завоевателя. Догматы почитания Догматы клятвы почитания призывают паладина поддерживать легенду о заветном предке.
By expending a 1st level spell slot they can add 2d8 Radiant damage to their attack. There is a cap of 5d8 and if the target is a fiend or undead it gets an additional 1d8. Divine Health Level: 3 — Paladins are immune to disease. They now make a full oath and join their sacred order. This is the subclass for the Paladin. Ability Score Improvement GameCows Ranking: 2 Like most of the other classes, Paladins get 2 points to add to any of their ability scores max 20.
This happens at levels 4, 8, 12, 16, and 19th level. Level: 18 — The range increases to 30ft. Aura of Courage Level: 10 — The Paladin and any creature within 10ft cannot be frightened.
For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds , you can cast it using a 1st-level or a 2nd-level slot. 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, since their power derives from the strength of your convictions. 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. Divine Health By 3rd level, the divine magic flowing through you makes you immune to disease. Sacred Oath When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it.
Now you choose an oath, such as the Oath of Devotion. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. 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. 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.
Когда вы достигнете 15-го уровня в этом классе, вы добавите поиск высшего скакуна [find greater steed] в список заклинаний, которые вы можете наложить таким образом. Аура совершенства 7-й уровень, умение клятвы почитания Вы излучаете ауру, напоминающую легендарную историю вашего предка-покровителя, наполняя вас и ваших спутников надеждой и стремлением. Когда вы используете « Божественную кару », дружественные существа в пределах 10 футов от вас могут реакцией завоевать благосклонность вашего предка до конца своего следующего хода. Существа с благосклонностью вашего предка наносят дополнительный 1к4 урона излучением при следующей атаке. Когда вы достигаете 18-го уровня в этом классе, дистанция этой ауры увеличивается до 30 футов. Образцовый компаньон 15-й уровень, умение клятвы почитания Пока на существо действует ваше заклинание улучшение характеристики [enhance ability] или пока вы контролируете существо, которое вы призвали, оживили или создали с помощью магии, это существо становится образцовым компаньоном. Ваша « Аура совершенства » распространяется на область вокруг каждого образцового компаньона, как если бы вы находились в пространстве этого существа.
Кроме того, когда образцовый компаньон получает благосклонность вашего предка, дополнительный урон, который он наносит, увеличивается на 1к4 за каждый уровень заклинания выше 1-го, который вы израсходовали с помощью « Божественной кары ». Идеальный аватар 20-й уровень, умение клятвы почитания Бонусным действием вы достигаете своего духовного апофеоза и полностью воплощаете дух своего предка-покровителя. Вы и ваши существа-образцовые компаньоны получаете следующие преимущества на 1 минуту: Вы совершаете с преимуществом все проверки характеристик. Когда вы совершаете действие Атака в свой ход, вы можете совершить одно из следующих действий частью этого действия: Рывок, Помощь, Использование предмета, или попытаться Толкнуть существо, Схватить существо или вырваться из захвата. Когда вы восстанавливаете хиты, считайте все кости, брошенные для определения восстанавливаемых вами хитов, как максимальное значение. После того, как вы воспользуетесь этим умением, вы не сможете сделать этого снова, пока не закончите продолжительный отдых, если только вы не потратите ячейку заклинания 5-го уровня, чтобы использовать его снова. Связанные клятвой, которая заражает их тела всевозможными язвами, эти вестники разложения продвигаются вперед с нечестивой твердостью и мрачной решимостью. Сила в превозмогании.
Переживание трудностей и болезней закаляет, даёт силу. Распространение этих вещей рождает ещё больше сильных людей. Все мы когда-то умрём.
Paladin NPCs & How to Use Them for EVERY Tier of Play
The key changes to the Paladin in this playtest are primarily reworks and changes to existing material, including those found in previous Unearthed Arcana materials. Нам представили переработанный классы друида и паладина, а также изменённые заклинания для них. Tier 1 paladins are mostly likely to be encountered by player characters between levels 1 and 4, although they may crop up as allies or henchpeople of more powerful beings at later levels. Read the ultimate Paladin 5e DnD class guide. Click here for our in-depth guide to the Paladin class in Dungeons & Dragons 5th edition. This 5E Paladin optimisation guide covers the latest fighting styles, Oaths and subclasses from the Players Handbook to Xanathar's Guide to Everything. Here you can find the details of the D&D Paladin level up process, in particular the new abilities, feats and character’s stats changes.
Всё о классе Паладина в ДнД!
However, the damage for each Divine Smite increases as the Warlock levels since the effective spell level increases - cappng at 5d8 radiant damage at Warlock level 9. One thing to note is, if you decide to level both Paladin and Warlock, the levels do not stack for effective caster level ie. Therefore, how you build this warlock should be consistent with the role you wish to fulfill. This Nature Warden build allows you to focus on a particular theme while still using the Divine Smite combo, and also giving you great crowd control options. All builds considering optimized build for single target damage. The y-axis represents damage, and the x-axis represents levels.
They are proficient with heavy armor. You have no reason to have a high Dexterity score, so you can safely dump it. Constitution: Paladins are arguably the most durable and self-sufficient class in the game. By keeping your Constitution nice and high, you ensure your survivability.
Intelligence: You can safely dump this stat. Wisdom: Paladins are high-Charisma characters, and benefit from social skills. Charisma: Your Paladin abilities are all tied to Charisma. Scourge: The added durability is welcome.
BugbearVGtM: Strength and reach make you powerful. Dragonborn: Strength and Constitution increases, energy resistance, and a breath weapon. Dwarf: The Constitution increase is welcome. Elf: Elves are naturally lithe and dexterous, where Paladin looks for Brute Strength.
Drow: Sunlight sensitivity is a huge drawback. EladrinMToF: Charisma, and the teleportation ability make a nice combo. High Elf: Not useful for Paladin. Wood Elf: Not useful for Paladin.
Some innate spellcasting. Earth: Strength and Constitution, plus some additional abilities. Fire: Not useful for Paladin. Water: Not useful for Paladin.
Githyanki: Strength increase, but otherwise not useful. Githzerai: Not useful for Paladin. Gnome: Nothing Gnome has to offer is useful for Paladins. Forest: Not useful for Paladin.
Rock: Not useful for Paladin. GoblinVGtM: A hilarious choice, your movement and Fury of the Small can be useful, but other races are generally better. Half-Elf: The best overall choice for Paladin, and a great choice for any class at all. Charisma, and your choice of two others but make them Strength and Constitution Standard: Two free skills!
If you really want Booming Blade or Green Flame Blade, go with the feat so you at least get a 1st level spell out of it as well. Half-Orc: Good stat increases, speed, and a skill. Stout: Extra durability in a small frame. Human: Humans are a very versatile race that work well in any class.
Variant: You can still increase your main stats, and you have an option to pick up a feat at first level. OrcVGtM: Half-orc is strictly better. And the Eberron variant is the better use of the Orc race. TabaxiVGtM: feline agility functions even in heavy armor, so this race is actually viable for Paladin.
Some of the subraces add even more. Standard: The basic Tiefling grants abilities that help out, but some other variants are better. LevistusMToF: The spells are very useful, but this subrace causes you to miss out on key ability score buffs. ZarielMToF: Good ability score increases, spells, and extra smites.
TritonVGtM:Perfect ability score spread, spellcasting, and resistance. Two skills, and disguise. Beasthide: Strength and Constitution, and a free skill. The temporary hit points you gain while shifting are a great perk as well.
Longtooth: A less favorable ability score increase, but the extra attack granted by your shifting more than makes up for it. Swiftstride: Not useful for Paladin. Wildhunt: Not useful for Paladin. Strength, a flexible ability score increase, natural armor, AC bonus, and the vigilance to keep watch over a sleeping party.
Totally flexible, and lots of great options. Class Features Hit Dice: d10 hit points put you at the top of the hit point game. Weapon Proficiencies: All weapons. The best kind.
Armor Proficiencies: All armor and shields. Tool Proficiencies: None. Lay On Hands: This is the most efficient healing ability in the game. Fighting Style: Paladins get a smaller list of fighting styles than Fighters do, but there are still solid options on the list.
The reroll does not apply to Smite damage dice, making it less useful. If you plan on using two-handed weapons, pick Defense instead to compensate for your lack of a shield. Protection: Tempting, but it only works with adjacent allies. Spellcasting: Paladin spellcasting is a nice mix of defensive buffs and healing.
Your Smite spells are unique to your class, and powerful options for your swordsmanship. Burning spell slots on your Divine Smite is also a great use of spells. Using the Smite spells, such as Searing Smite, Thunderous Smite, and Wrathful Smite can do decent damage with helpful additional effects which may be more situationally useful than the small amount of extra damage that Divine Smite provides. Extra Attack: A second attack doubles your damage output.
Cleansing Touch: A great way to un-curse your allies without using a spell slot. The abilities granted are a mix of crowd control options and strong offensive options. Oath Spells: Most of the spells on this list require a save by the target, so upping your Charisma is mandatory if you plan on using them to their best effect. Hold Person will be unreliable unless you have a really strong Charisma.
This might be the level reserved for smites.
И даже если способность «обнаружить зло» определяет какого-то человека как зло, даже если вы видите, что торговец жаден до безобразия — это не значит, что пора пускать в ход освященный клинок. Вполне возможно, что его семья погибла в неурожайный год от голода, еще когда он был маленьким, а теперь этот человек ожесточился и выплескивает свою злобу на других. Быть плохим человеком — не преступление. А любое наказание должно быть соразмерно преступлению. Вы не палач, не судья, несмотря на то, что служите Справедливости. Ваша задача ее восстановить и не дать совершиться еще большему злу. Помните, что все ограничения, которые налагает на вас ваше высокое звание, призваны не ослабить вас, а дать силы противостоять Злу. Кодекс Чести и Милосердие не дадут превратиться в бездушного хладнокровного убийцу, чувство Справедливости не даст вам сбиться с истинного пути. Даже более приземленные вещи вполне логичны и обоснованы.
Ограничение в спиртных напитках? Будучи в подпитии вы можете совершить неподобающий поступок, или просто не суметь совладать с опытным врагом. Ограничение в азартных играх и обязательные пожертвования? Даже если не брать в рассмотрение моральный аспект данного положения, то следует помнить, что Деньги не должны владеть вами, меньше денег — меньше проблем. Представьте, если вы проиграетесь в кости, а адепт Зла использует это против вас. И так далее и тому подобное. Принцип «меньшего зла» совершенно неприменим для паладина. Спасение целого мира не стоит слезинки одного ребенка. У паладина не может быть никаких сделок с совестью или Злом «Меня зовут Амодеус, и я помогу тебе, храбрый рыцарь замочить моего конкуре…то есть подлого демона! А самый худший грех для паладина — это первый из грехов, Гордыня.
Нет ничего страшнее, чем возгордившийся паладин. Это самый верный путь к падению. О падших паладинах… А что толку говорить о слабовольных людях, которые не в силах исполнить свой долг, невзирая на собственные желания и амбиции? Они могут называть свои деяния «освобождением от оков» и прочей чушью, но это слабость. Сила — это свернуть с темного пути вседозволенности, слабость — свернуть со светлой дороги долга. Но наступают и такие моменты, когда нет места лишним сомненьям. Когда от вас зависят жизни других. Когда вы столкнетесь с настоящим Злом, Злом с большой буквы. Пусть не дрогнут в этот миг ни ваши руки, сжимающие меч, ни сердце, пробуждающее праведный гнев. Тогда остается лишь две вещи.
All of the children in her village played together, dreaming of becoming great warriors, monsters, and heroes. Elyssa dreamed of becoming a paladin of the law; this was not for any particular reason other than her being a child who wanted to serve what she perceived to be the greater good. She and the other children formed a militia that they eventually used to defend the villagers and their community. Over the years, Elyssa became a skilled combatant, but she also studied diplomacy and negotiation with the natives of Fallowweed. Personality: Elyssa has a strong sense of duty and justice that she strives to uphold in herself and others. She lives by the law and believes in the power of the law to bring peace and order to Grabisco. Her sense of humor is often dry and sarcastic, earning her a reputation as a tough customer. This is especially true when it comes to criminals.
Appearance: With strawberry blonde hair and matching eyes, Elyssa is a beautiful young woman. She forgoes armor in favor of the leather armor worn by the militia of Kreston. She spent years searching for the perpetrators and avenging her family and village, but she never found them. Now she is searching for a new place to call home and have a chance to rebuild her life. He was like a lion or tiger, and he had a fearless sense of adventure. When he was old and frail, he taught his daughter everything he knew about fighting and hunting, hoping she would continue the family legacy after he passed away. She chose a different path, however, joining the clerics in Yorebridge. Zaela trained under the Lord Marshall of the Grabisco Army.
She learned at an early age that her people halflings were not as popular as humans or elves. She trained hard and became a powerful cleric-warrior, and was the only halfling to become a Lord Marshall. Zaela eventually took over the role as leader of the clerics in Yorebridge and the surrounding area. With the attack by the dragon, Gulo, Zaela has been called upon once again to protect her people. The Green Dragon Gulo was born many years ago. With a head as big as a horse, and a huge wingspan, he was the biggest dragon in the land. He was very cunning and powerful. People feared him.
He liked to drink the blood of humans and halflings, and enjoyed destroying small farms and villages in the countryside. He was not above eating a dog or chicken, either. His size was intimidating, and he was tough to defeat! The elves were the first to come up with a plan to defeat the dragon Gulo.
Paladin Handbook: DnD 5th Edition Class Guide – RPGBOT
Мнение: Что такое Паладин? | Многие паладины преданы богам добра, но сила паладина происходит скорее от собственного стремления к справедливости, чем от божества. |
Paladin Class Color Guide For DnD | Tier 1 paladins are mostly likely to be encountered by player characters between levels 1 and 4, although they may crop up as allies or henchpeople of more powerful beings at later levels. |
D&D 5E Basic Build Series: Paladin
Выбор пути: способности и специализации паладина Паладин DnD: особенности класса и его роли Основной особенностью паладина является его связь с магией и божественными силами. Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields). Go through our paladin 5E class guide & learn their features, strengths, builds, etc. The Paladin table shows how many spell slots you have to cast your paladin spells.
Как отыграть паладина в D&D 5e
Leadership Ex : Upon reaching 5th level, a despot gains the Leadership feat as a bonus feat. Mark of Justice Sp : At 7th level, a despot can cast mark of justice, as the spell, once per week. She can use this ability one additional time per week for every four levels after 7th, to a maximum of 4 times a week at 19th level. Code of Conduct A despot must be of lawful evil alignment and loses all class abilities if she ever willingly commits a chaotic act such as breaking a vow or contract or betraying an ally.
She must at all times work to expand and grow her domain, either by virtue of the Leadership feat or by strong-arming those less fortunate and powerful than herself. She is allowed to abuse her sovereignty in any way she sees fit to further her own personal strength and glory, but she must protect and defend her subjects and allies from harm from other forces. Likewise, she must not overburden her subjects so that they cannot support her.
Associates A despot adventures only with characters of a non-chaotic alignment and remains suspicious and wary of those who are not lawful. She will never knowingly associate with chaotic characters, nor will she continue an association with someone who consistently offends her moral code. This includes remaining in a group in which she is not equal or superior to the highest-level member A despot can adventure or associate with those of equal level, although doing so makes her more uncomfortable and irritable than normal.
A despot may only accept henchmen, followers, or cohorts who are lawful evil. Despot Spell List Despots choose their spells from the following list: 1st Level: Alarm, bane, bless, curse water, command, cure light wounds, detect poison, divine favor, endure elements, magic weapon, profane weapon, protection from chaos, protection from good, resistance, virtue. Detect Undead Lightbringer paladins are little different from standard paladins, and share the same compassion to pursue good, the will to uphold law, and the power to defeat evil.
However, the lightbringer paladin has made it her specialization to seek out and destroy undead, seeing them as the penultimate manifestation of evil in the world. Level: 1st.
Он всё ещё не может совершать явно злые поступки вроде применения злых заклинаний , но может иметь нейтрально-доброе или законопослушно-нейтральное мировоззрение и может порой совершать бесчестные поступки без потери своих способностей. Получает ослабленные варианты способностей обычного паладина: не иммунитет к болезням и ядам, а бонус к спасброскам от них, например, а аура решимости не защищает его от очарования, а лишь даёт бонус. Тем не менее, он может использовать способность карать зло не только на злых, но и на недобрых существ хотя ценой удвоенных трат применения способности и получает ауру защиты от обнаружения поисковыми заклинаниями. Святой проводник Holy Guide из Advanced Class Guide : паладин, посвятивший себя безопасности путешественников. Получает избранную местность как рейнджер и возможность давать своим союзникам бонусы тактических фитов, действуя как группа.
Святой стрелок Holy Gun из Ultimate Combat: паладин с огнестрельным оружием. Не владеет доспехами тяжелее лёгких, но получает огнестрельное оружие и способность с ним обращаться и чинить. Получает часть способностей стрелка и вместо паладинского скакуна получает волшебное огнестрельное оружие. Вместо способности карать зло получает способность усиливать свои выстрелы особенно мощными они становятся против обычных противников паладинов - нежити, злых драконов и демонических существ. Святой тактик Holy Tactican из Ultimate Combat: паладин-предводитель. Вместо способности карать зло получает усиленный удар по злым врагам, который также даёт бонус союзникам паладина к атакам по этой цели. Получает бонусные тактические фиты и возможность давать их эффект союзникам, а также способность слегка менять позицию своих союзников для более выгодного положения вместо паладинских аур.
Получает меньше возможности карать зло, но большие возможности по лечению использовании позитивной энергии и лечебную ауру. Вместо исцеления болезней и прочих эффектов возложением рук, может создавать прямо на себе волшебные доспехи, а с ростом уровня - добавлять им различные свойства и, если паладин выбрал паладинского скакуна, давать защиту и ему. Мученик Martyr из Horror Adventures: паладин для жанра ужасов , подвергающий себя мучениям и скрывающий это, чтобы в случае нужды воодушевлять окружающих. Когда он раскрывает следы своих мучений, то начинает получать продолжительный урон от кровотечения, но действует на союзников как бард с воодушевляющими песнями. Вместо части паладинских иммунитетов даёт их ослабленные версии всем союзникам вокруг, в виде ауры. Может исцелять различные состояния возложением рук даже те, способность лечить которые не выбирал при подъёме уровня , но при этом, исцеляя "не то" состояние просто переносит его на себя. Меч разума Mind Sword из Occult Origins: паладин- псионик , вместо возложения рук могущий атаковать оружием телекинетически, возложением рук способный излечивать расстройства рассудка в том числе и вызванные магией , и получающий часть псионических способностей как паладинские заклинания.
Паладин клятвы Oathbound paladin Ultimate Magic: паладин, принёсший один из священных обетов. Обеты временные и имеют условия завершения и исполнивший их паладин может стать обычным паладином или принести новый обет. Паладины с таким обетом получают добавочные заклинания в список доступных им по одному на круг заклинания , зависящие от природы обета: например, паладин с клятвой против драконов получает полёт и увеличение, а с клятвой против тиранов - понимание языков и поиск предметов. Также изменяется часть их классовых черт, обычно для большей эффективности в выбранном деле, однако вместе с этим паладины клятвы получают добавочные пункты в паладинском кодексе: тот же паладин с клятвой против драконов обязан убивать злых драконов, а также защищать сообщества от драконьих нападений и не давать драконам заводить потомков среди людей и подобных существ, а паладин с клятвой защиты от тиранов должен знать законы местности, следовать им сам и не давать власть имущим отступать от законов или искажать их в свою пользу. Искатель жемчужины Pearl Seeker из Aquatic Adventures: подводный паладин, услышавший зов таинственной жемчужины, являющейся в видениях. Не владеет тяжёлыми доспехами и щитами, но считает плавание классовым навыком и со временем получает способность приказывать водным существам и сражаться в воде без проблем.
Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.
Improved Divine Smite By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite. Cleansing Touch Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier a minimum of once. You regain expended uses when you finish a long rest. Sacred Oaths Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. Oath of Devotion The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good.
They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. They hold angels—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms. Tenets of Devotion Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets. Let your word be your promise. Courage: Never fear to act, though caution is wise. Compassion: Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
You must be wielding a shield. 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 a celestial, good aligned dragon or a fey, to a maximum of 6d8. By 3rd level, the unholy magic flowing through you makes you immune to disease. Ability Score Improvement[ edit ] When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Extra Attack[ edit ] Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Aura of Vulnerability[ edit ] Starting at 6th level, whenever a hostile creature within 10 feet of you must make a saving throw, the creature gains a penalty to the saving throw equal to your Charisma modifier with a minimum penalty of -1. You must be conscious to grant this penalty. At 18th level, the range of this aura increases to 45 feet. Aura of Cowardice[ edit ] Starting at 10th level, hostile creatures that start their turns within 10 feet of you have disadvantage on their saving throws against the frightened condition, and creatures immune to this condition lose their immunity while inside the aura. Improved Unholy Smite[ edit ] By 11th level, you are so imbued with profane power that all your melee weapon strikes carry negative energy with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d10 necrotic damage. Corrupted Touch[ edit ] When a creature is under the effect of a spell that requires saving throw in each of its turns, you can use your action to touch that creature. Doing so causes the next saving throw made by that creature to instantly fail.
Paladin Backstory: 10 Amazing DND Background Builds
You know your game better than me, after all. Armor Proficiency: You have armour proficiency in everything including shields. Tools: You get no tool proficiency from your class. Equipment, not a bad way to start the game. Useful if your campaign involves undead or fiends, you may get some wiggle room on learning if areas have been tainted by necrotic or fiendish magic. Lay on Hands 1st Level : Heal people without using a spell slot, though it does require an action. Scales with Paladin level and is a great pool to give someone 1 hp to bring them conscious after a battle. Combine this with heavy armour plus a shield and most hits will bounce off you.
So a fencing fighter or a sword-and-board style Paladin. Great Weapon Fighting: For when you want two hands on your weapon. As written this is incredible because the re-roll will apply to Divine Smite damage. Protection: Another good style for you shield users. Uses your reaction to impose disadvantage, if your party looks to you for protection this fits that role. Worthwhile if you see yourself climbing rigging and swimming in the oceans. Like Druids this gives them amazing day-to-day versatility.
A holy symbol is required as a focus, which can be worn as an amulet or embossed on your shield. Divine Smite: The cornerstone of your burst damage ability. This one can especially become devastating on a critical hit, in which case the damage dice from this are doubled. Another key thing to remember about this is that it uses no action whatsoever, which means you can use it multiple times per round if you have additional attacks, can use it on the same turn you cast a bonus action spell including stacking this on top of a smite spell! NOTE: The 5d8 cap means the maximum damage from this uses a 4th-level spell slot, so you get no benefit from blowing a 5th-level slot. This may need to be errata-ed to a 6d8 cap. Divine Health 3rd Level : Immune to disease.
Great when it comes up. The archetype you choose grants you features at 3rd level and again at 7th, 15th, and 20th level. Only the Fighter gets more of these. Max out your primary stats and then take a some feats. Aura of Protection 6th Level : Arguably the signature of the Paladin class, where you add your CHA modifier to all of your saving throws. And if allies are within 10 feet, they get that benefit, too. Aura of Courage 10th Level : Frightened can be quite nasty for a melee combatant, which you are, because it not only invokes disadvantage on all attack rolls and ability checks, but it also prevents you from moving towards the source of the frightening.
Improved Divine Smite 11th Level : Bonus radiant damage every time you hit at no cost. Cleansing Touch 14th Level : Negate a hostile spell on yourself or an ally with your action, with CHA-mod uses per day. Pretty neat ability, if not quite a flat-out game changer. Aura Improvements 18th Level : All those lovely Auras you get Protection, Courage, anything from your Oath expand from 10 feet to 30 feet. Strength is the best for a two-handed attacker, both are viable for dual wielding and sword-and-board fighting styles. Dex: Dexterity is obviously preferable for finese weapons. Con: Another top tier stat.
Hit points are just too important to let slide. Paladins are melee combatants, and more hit points lets them stay in combat for longer and recover more HP with hit dice. If you plan on casting Concentration spells in the middle of combat, you want a decent score here to maintain them when taking damage. It helps that the Paladin is proficient in Wisdom saves. Boost Charisma instead and let Aura of Protection take care of the rest. Defensive bonuses are also useful early though some options may be less effective later. Enlarge gives you advantage on STR checks and saves, plus an extra d4 damage on each attack.
They get Darkvision, advantage against charm and immunity to sleep. Boosted darkvision and Faerie Fire can help in an ongoing underground campaign, and the sunlight sensitivity hurts if you go outside. Maybe you can wear a big fancy hat like Jarlaxxle. The new Fey Step also has a side effect depending on what season you are, which you can change any day you want. Note that Winter is a frightening effect and is thus valuable for Conquest. Using a bonus action you can do a short range teleport that gives you resistance to all damage. A solid defensive option.
Relying on at least 3 stats makes this a decent idea but not an incredible one. Get a head start on your character concept with a feat! The small size but without the benefits of Lucky or the Dex Bonus. Many Paladins will want to consider this, there are even more sub-race options on Half-Elf now similar to the Elf subraces. Perception is a solid choice in any campaign and the other one is up to you. All the positives with none of the downsides. Good deal.
Thematically a Fiend Paladin who is resistant to fire like a Blackguard just sounds badass.
Because of this, Paladins are able to put out massive damage in a single round of combat every once in a while. Players can lean into this playstyle with feats like Great Weapon Master and smite spells. Players who want to lean into this element of being a Paladin should choose proficiencies in social skills like Intimidation, Persuasion, and Deception. However, the spells that Paladins do get can be quite impactful, both for themselves and the rest of their party.
Here are the basics of Paladin spellcasting in 5e: Preparing and Casting Spells. Paladins get acceess to two 1st-level spells when they reach 2nd level, and this scales to 2nd-level spell slots at 5th level. This continues and eventually caps out at 5th-level spells at 17th level. Paladins have full access to their entire spell list when they reach the appropriate level. You prepare spells at the end of a long rest.
You can prepare a number of Paladin spells equal to your Charisma modifier plus half your Paladin level. Spellcasting Ability. Spellcasting Focus. Paladins can use a holy symbol as their spellcasting focus. More on the best Paladin spells at each level later on.
They can also choose to replace this fighting style whenever they reach a level where they get an Ability Score Improvement 4, 8, 12, 16, 19 with the Martial Versatility feature TCoE 53. Blessed Warrior TCoE. Learn two Cleric cantrips, which you can swap out every time you level up. Blind Fighting TCoE. Great Weapon Fighting.
Reroll damage rolls of 1 or 2 when attacking with a two-handed weapon. Interception TCoE. Use a reaction to protect an ally within 5 feet, imposing disadvantage on an attack roll targeted at them. Your choice of fighting style can have a big impact on Paladin gameplay: Blessed Warrior. More spellcasting utility and reliability.
Defense, Interception, or Protection. Great Weapon Fighting or Dueling. Double down on your burst damage potential.
The hit points will help with tanking and being in melee, and the higher chance to maintain concentration on your spells is very useful. However, being a MAD class means you likely cannot afford a particularly high score here, try and aim for no less than a 14, ideally a 16. Wisdom 3 — A good tertiary stat to have, if you think you may want to multiclass into a Wis requiring class then try to have at least a 14, otherwise whatever you can afford to put here is a good choice. Charisma 5 — Cha is a great stat to have, it ties to many of your class features and will make you a more effective Paladin. Even if you dump it to 8, a lot of abilities have a minimum of one use clause in them and other key features like Divine Smite and Lay on Hands have no interaction with Cha at all. I recommend putting at least a 16 here, but you are by no means a bad Paladin if you decide otherwise. On the other hand, I would say Paladins are one of the more heavily affected classes in terms of role play, with the Oaths and the tenets that they present acting as a strong base to ground your character in, should you choose to do so. In our Paladin DnD 5E guide, we suggest that unless there is a particular spell or CD that is important for your build or really interests you, I would recommend choosing an Oath which resonates most with your character. There is an additional Oath option, the Oathbreaker, which will not be covered here as it is a DM-facing subclass, primarily intended for NPCs. Channel Divinity options will be denoted by [CD]. Devotion The more stereotypical of the Paladin Oaths , Devotion is driven by justice, virtue, and order, in true knight in shining armor fashion. Their abilities and spells are geared towards fighting the stereotypical enemy of Paladins: fiends, undead, and aberrations but they are also effective against other foes. In practice, losing your first action of a fight is a very steep cost. This gets a 3 for helping you overcome resistance or immunity to non-magical BPS, and the potential it has in longer combats. Aura of Devotion 4 — Situational, but the amount of charmed-based effects on monsters is surprisingly large. This is worthy of a 4 as it completely shuts down the dangerous aspect of some creatures, and saves the party from the Barbarian being controlled by a spell like Dominate Monster… again. Purity of Spirit 4 — A very powerful passive benefit, Protection from Evil and Good covers a large number of creature types, making this relevant in a lot of situations. Holy Nimbus 3 — This capstone is okay, but nothing special, primarily because of the action cost with so little in return. Additionally, saves against spells cast by fiends and undead are very niche, not protecting you from their non-spell abilities is disappointing. This would have been a 4 if it only cost a bonus action to activate. Ancients Paladin meets Druid, this Oath is focused more on the principle of good overall, rather than law or chaos, and does so with a nature theme. The features and spells continue a theme of nature magic, combined with protection against fey and fiends, and enhancing the survivability of the Paladin. This subclass is often talked about because of its aura that gives resistance to spell damage. Aura of Warding 3 — A fantastic aura… if it applies to you, that is. Great for certain adventures, but too powerful to rate only a 2. The added ribbon of not feeling your age, or being vulnerable to magical aging is nice flavor added on. Elder Champion 5 — An excellent capstone ability worth the action cost. Excellent to pair with Ensnaring Strike, the disadvantage on the saving throw can be easily converted into advantage on your attacks, and additional damage. Vengeance If vengeance stories motivate you, the idea of chasing down the monsters who wronged the innocent stirs your righteous heart then this is the subclass for you. The mechanics support an aggressive playstyle with access to teleportation spells which give you the capability to pursue or your quarry or form a tactical retreat when necessary. Abjure Enemy [CD] 2 — Frightened with a speed of zero is a very nice debuff, and the increased potency against fiends and undead makes this a more effective feature even for lower Charisma Paladins. Though, the effect disappearing when the creature takes damage completely undermines all of those benefits, especially when it took your entire action to set up. This can still be helpful but is not a go-to use of your Channel Divinity by any means. Vow of Enmity [CD] 5 — A fantastic buff against bosses and other meaty single targets. Not only can this help land more smites, but can also aid if you went the route of using Great Weapon Master. Relentless Avenger 2 — A feature that can be useful for chasing down your quarry, but an enemy running away from you whilst provoking an opportunity attack is a bit too niche of a trigger. Soul of Vengeance 4 — A significant improvement to your Vow of Enmity that will increase your damage output drastically, remember the reaction attack will have advantage. Avenging Angel 3 — This is okay overall, the mobility of having a 60ft fly speed is a significant increase to the Paladin, and the fear aura has potential. Crown Driven by their ideals of civilization, Crown Paladins are guided by the law, their loyalty to whichever form of civilization they have chosen, such as a nation or sovereign, and the belief of being responsible for your actions. Their mechanics are that of a tank Paladin, gaining access to spells and features to protect others or make themselves the center of hostile attention instead. This subclass is often forgotten about, as it was published in the SCAG but not later republished like other subclasses from the same book. Champion Challenge [CD] 5 — A great tanking ability and one of the few abilities in the game that forces enemies to pay attention to you, rather than the squishy spellcasters 35 feet behind you. Turn the Tide [CD] 3 — This ability has a lot of potential and is potentially a lot of hit points. The stand-out spell here is Spirit Guardians, which would synergize well with Champion Challenge, this is the only Paladin to gain access to this great spell. I would have preferred to see a little more healing on the list, this is the perfect Paladin for Healing Word. Divine Allegiance 2 — If you build your Paladin with soaking up large amounts of damage in mind, this can be very useful to keep your party members alive. However, the inability to reduce the damage, and the 5ft limit of the feature means you would likely be better off using the Interception style for the most part. Unyielding Spirit 2 — Advantage against paralysis and being stunned is nice, but very niche to be the only feature at this late a level. The advantage on Wisdom saving throws is also a large defensive boost at this level, where Wisdom saves are pretty common and the effects of failing them particularly unpleasant. The stand-out here is that this ability lasts for an entire hour, rather than the much shorter duration of other Oath capstones, allowing you to fit potentially several encounters into a single use. Conquest A very different take on the Paladin archetype, being devoted to crushing all who stand before you and amassing personal power, the mechanics and spells are based around inducing and extorting fear in your enemies. Between the focus on causing the frightened condition and their aura, Conquest Paladins have a reputation of being great battlefield control Paladins. Conquering Presence [CD] 5 — A great debuff with no chance of friendly fire and no risk of removing the effect by damaging the creatures affected. Guided Strike [CD] 3 — Being able to make a big miss a hit is very nice, however, a single hit on a class with Extra Attack is a very expensive use of your Channel Divinity.
Mark of Justice Sp : At 7th level, a despot can cast mark of justice, as the spell, once per week. She can use this ability one additional time per week for every four levels after 7th, to a maximum of 4 times a week at 19th level. Code of Conduct A despot must be of lawful evil alignment and loses all class abilities if she ever willingly commits a chaotic act such as breaking a vow or contract or betraying an ally. She must at all times work to expand and grow her domain, either by virtue of the Leadership feat or by strong-arming those less fortunate and powerful than herself. She is allowed to abuse her sovereignty in any way she sees fit to further her own personal strength and glory, but she must protect and defend her subjects and allies from harm from other forces. Likewise, she must not overburden her subjects so that they cannot support her. Associates A despot adventures only with characters of a non-chaotic alignment and remains suspicious and wary of those who are not lawful. She will never knowingly associate with chaotic characters, nor will she continue an association with someone who consistently offends her moral code. This includes remaining in a group in which she is not equal or superior to the highest-level member A despot can adventure or associate with those of equal level, although doing so makes her more uncomfortable and irritable than normal. A despot may only accept henchmen, followers, or cohorts who are lawful evil. Despot Spell List Despots choose their spells from the following list: 1st Level: Alarm, bane, bless, curse water, command, cure light wounds, detect poison, divine favor, endure elements, magic weapon, profane weapon, protection from chaos, protection from good, resistance, virtue. Detect Undead Lightbringer paladins are little different from standard paladins, and share the same compassion to pursue good, the will to uphold law, and the power to defeat evil. However, the lightbringer paladin has made it her specialization to seek out and destroy undead, seeing them as the penultimate manifestation of evil in the world. Level: 1st. Replaces: Detect evil.
Мнение: Что такое Паладин?
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DnD 5. История знакомства. Нам не страшен паладин / Блог им. Erfar / Имажинария | Read the ultimate Paladin 5e DnD class guide. Click here for our in-depth guide to the Paladin class in Dungeons & Dragons 5th edition. |
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Все изменения класса паладина D&D 5E (2024 г.)
Go through our paladin 5E class guide & learn their features, strengths, builds, etc. Некоторые персонажи этого класса не считают себя настоящими паладинами до того как они получат 3-м уровень и не дадут эту клятву. While Jadina was training to become a paladin, her father told her that it would be dangerous to travel any farther than from Gilderdrip without being instructed first by a paladin sage or an experienced paladin.
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Using this ability, druids will now be able to call animal familiars, summon magical healing blossoms and perform a number of other actions as they progress in levels. So whether a player wants to transform into a wolf or a bear, the basic stat block would remain the same with bonuses added based on their ability scores. Initially, players will only have access to the Animals of the Land, with the Sky and Sea options available at later levels. That being said, players will eventually have the ability to turn to smaller-sized creatures and customize their animal form, including creating optional hybrid versions which could potentially allow for a druid to transform into something like an owlbear. Later levels will also be able to shift in and out of wildshape without wasting an action. Finally, the ability is now available to Druids at 1st level, rather than 2nd level.
These can also be used without expending a spell slot once before needing to Long Rest.
Spellcasting has seen three major changes for Paladins that are as follows: Spell preparation is no longer tied to the level of Paladin spell slots. Paladins can change one prepared spell when finishing a long rest. Paladins no longer have cantrips as in previous playtests. Instead, they receive the Weapon Mastery feature. Lay on Hands is now a Bonus Action, meaning players can use it alongside attacking, healing, using a spell, or any other move that requires an Action. Aura of Protection has returned to 6th-level and will now become inactive if the Paladin is incapacitated.
Adjure Foes will now do nothing on a successful save.
Его способность карать зло не пробивает сокращение повреждений, но вместо этого может поражать бестелесных противников. Возложением рук паладин может разрушать метальный контроль и одержимость, а с уровнями он также получает способность говорить с уничтоженной нежитью если у него есть её голова или с призраком в месте, где он был изгнан, получая от них ответы на прямые вопросы.
Серый паладин Gray Paladin из Ultimate Intrigue: паладин, придерживающийся менее строгого кодекса поведения. Он всё ещё не может совершать явно злые поступки вроде применения злых заклинаний , но может иметь нейтрально-доброе или законопослушно-нейтральное мировоззрение и может порой совершать бесчестные поступки без потери своих способностей. Получает ослабленные варианты способностей обычного паладина: не иммунитет к болезням и ядам, а бонус к спасброскам от них, например, а аура решимости не защищает его от очарования, а лишь даёт бонус.
Тем не менее, он может использовать способность карать зло не только на злых, но и на недобрых существ хотя ценой удвоенных трат применения способности и получает ауру защиты от обнаружения поисковыми заклинаниями. Святой проводник Holy Guide из Advanced Class Guide : паладин, посвятивший себя безопасности путешественников. Получает избранную местность как рейнджер и возможность давать своим союзникам бонусы тактических фитов, действуя как группа.
Святой стрелок Holy Gun из Ultimate Combat: паладин с огнестрельным оружием. Не владеет доспехами тяжелее лёгких, но получает огнестрельное оружие и способность с ним обращаться и чинить. Получает часть способностей стрелка и вместо паладинского скакуна получает волшебное огнестрельное оружие.
Вместо способности карать зло получает способность усиливать свои выстрелы особенно мощными они становятся против обычных противников паладинов - нежити, злых драконов и демонических существ. Святой тактик Holy Tactican из Ultimate Combat: паладин-предводитель. Вместо способности карать зло получает усиленный удар по злым врагам, который также даёт бонус союзникам паладина к атакам по этой цели.
Получает бонусные тактические фиты и возможность давать их эффект союзникам, а также способность слегка менять позицию своих союзников для более выгодного положения вместо паладинских аур. Получает меньше возможности карать зло, но большие возможности по лечению использовании позитивной энергии и лечебную ауру. Вместо исцеления болезней и прочих эффектов возложением рук, может создавать прямо на себе волшебные доспехи, а с ростом уровня - добавлять им различные свойства и, если паладин выбрал паладинского скакуна, давать защиту и ему.
Мученик Martyr из Horror Adventures: паладин для жанра ужасов , подвергающий себя мучениям и скрывающий это, чтобы в случае нужды воодушевлять окружающих. Когда он раскрывает следы своих мучений, то начинает получать продолжительный урон от кровотечения, но действует на союзников как бард с воодушевляющими песнями. Вместо части паладинских иммунитетов даёт их ослабленные версии всем союзникам вокруг, в виде ауры.
Может исцелять различные состояния возложением рук даже те, способность лечить которые не выбирал при подъёме уровня , но при этом, исцеляя "не то" состояние просто переносит его на себя. Меч разума Mind Sword из Occult Origins: паладин- псионик , вместо возложения рук могущий атаковать оружием телекинетически, возложением рук способный излечивать расстройства рассудка в том числе и вызванные магией , и получающий часть псионических способностей как паладинские заклинания. Паладин клятвы Oathbound paladin Ultimate Magic: паладин, принёсший один из священных обетов.
Обеты временные и имеют условия завершения и исполнивший их паладин может стать обычным паладином или принести новый обет. Паладины с таким обетом получают добавочные заклинания в список доступных им по одному на круг заклинания , зависящие от природы обета: например, паладин с клятвой против драконов получает полёт и увеличение, а с клятвой против тиранов - понимание языков и поиск предметов.
Undead enemies who fail a Wisdom saving throw will run away from you for one minute or until hit. Aura of Devotion: At 7th level, you can make yourself and friendly creatures within 10ft of you immune from charm spells. Purity of Spirit: At 15th level, you always receive the effect of the protection from evil and good spell. Holy Spirit: At 20th level, you can emit a radiant light for one minute and 30ft around you, causing 10 radiant damage to enemies within it. Oath of the Ancients The Oath of the Ancients is connected to nature, the Fey, and the eternal struggle between light and darkness. Paladins who take the Oath of the Ancients do so because they love the world and all living things on it and they are committed to protecting life and beauty.
They are often called fey knights, green knights, or horned knights. What are the tenets of the Oath of the Ancients? These are: Kindle the Light: You always try to kindle a light of hope in the world through mercy and kindness. Shelter the Light: You protect goodness and beauty in the world. Preserve Your Own Light: Delight in the beauty of the world. Be the Light: Let your love of the world be an inspiration for all around you. What are the Oath of the Ancients spells? If you take the Oath of the Ancients, at lower levels you can cast ensnaring strike, speak with animals , moonbeam , and misty step.
As your level increases, you will eventually be able to cast plant growth, protection from energy, ice storm , stoneskin, commune with nature, and tree stride. Other Oath of the Ancients abilities Like the other Sacred Oaths, the Oath of the Ancients will grant you special abilities at certain levels. Turn the Faithless: You can force fey or fiends to run away from you in fear. Aura of Warding: At 7th level, you and your friends nearby are resistant to damage from spells. Undying Sentinel: At the 15th level, once between long rests, if you are reduced to 0 hit points you are reduced to 1 instead. Elder Champion: At the 20th level, you can transform into a divine force of nature. This can be used to regain 10 hit points, cast a Paladin spell as a bonus action, or give nearby enemies a disadvantage on their saving throws against your spells and abilities. A Paladin who takes the Oath of Vengeance has an unwavering commitment to punishing evil beings.
Vengeful Paladins will be enraged at evil and violent acts — and their response may be extreme. Some call these Paladins dark knights or avengers. What are the tenets of the Oath of Vengeance? The tenets of the Oath of Vengeance are the most different from the other Sacred Oaths. Unlike the Oath of Devotion or the Oath of the Ancients, they often lack mercy and forgiveness. Instead, they are rooted in cruel vengeance against those who have committed sins. The tenets of the Oath of the Ancients are: Fight the Greater Evil: You will always attack the greater evil in a scene rather than lesser evils. No Mercy for the Wicked: You never show mercy to your true enemies, but you may be merciful towards inconsequential foes.
By Any Means Necessary: You care little about consequences or morals outside of your search for vengeance. Restitution: You help those who are harmed by your enemies. What is the Oath of Vengeance spells?