Ty i wszyscy przyjazni w promieniu 10 stop otrzymuja bonus do WSZYSTKICH saving throws rowny modyfikatorowi CHA (min +1).
Dla Ciebie: +2 do wszystkich saving throws (CHA 14).
Sojusznik musi byc przytomny aby otrzymac bonus.
Aura nie dziala gdy jestes incapacitated.
Najpotezniejsza defensywna umiejetnosc paladyna.
W swojej turze mozesz wykonac jedna dodatkowa akcje oprocz zwyklej akcji i bonus action.
Pozwala wykonac 4 ataki w jednej turze (2 z Attack + 2 z Action Surge).
Odnawia sie po short lub long rest.
Wybierasz istote w zasiegu 10 stop.
Masz advantage na wszystkie rzuty ataku przeciwko temu celowi przez 1 minute.
Efekt konczy sie gdy cel spadnie do 0 HP lub Ty stracisz przytomnosc.
Nie wymaga concentration.
Synergia z Improved Critical (19-20) = ok 19% szansy na crit z advantage.
Wybierasz istote w zasiegu 60 stop. Cel wykonuje Wisdom saving throw (DC 12).
Fail: cel jest frightened przez 1 minute i ma speed 0.
Success: cel ma zmniejszona szybkosc o polowe do konca twojej nastepnej tury.
Undead i fiend maja disadvantage na save.
Wspolna pula z Vow of Enmity (1 na short rest).
Gdy trafisz istote melee atakiem bronia, mozesz wydac spell slot aby zadac dodatkowe obrazenia radiant.
Slot 1st: 2d8 radiant. Slot 2nd: 3d8 radiant.
+1d8 dodatkowo przeciwko undead i fiend. Max 5d8 (6d8 vs undead/fiend).
Na critical hit: kostki obrazen sa PODWOJONE.
Decyzja o uzyciu PO rzucie na trafienie.
Do konca nastepnej tury znasz lokalizacje celestials, fiends i undead w promieniu 60 stop (poza total cover).
Znasz typ istoty, ale nie konkretny rodzaj.
Wykrywa tez consecrated/desecrated miejsca i przedmioty.
Uzyc 1 + CHA mod razy na long rest = 3 razy dla Ciebie.
Jestes odporny na choroby (disease immunity).
Nie podlegasz efektom chorob, magicznych ani niemagicznych.
Mozesz zaatakowac dwa razy zamiast raz, gdy bierzesz akcje Attack.
UWAGA: Nie stackuje sie z Extra Attack z Fightera (nadal 2 ataki).
Mozesz zaatakowac dwa razy zamiast raz, gdy bierzesz akcje Attack.
UWAGA: Nie stackuje sie z Extra Attack z Paladyna (nadal 2 ataki).
Twoj maksymalny HP zwieksza sie o 2 za kazdy poziom postaci.
Za kazdy kolejny zdobyty poziom, max HP rosnie o dodatkowe 2.
Na poziomie 10: +20 HP.
Gdy rzucasz 1 lub 2 na kosci obrazen broni trzymanej oburacz, mozesz przerzucic kosc.
Musisz uzyc nowego wyniku, nawet jesli to tez 1 lub 2.
Dziala tylko z broniami two-handed lub versatile trzymanymi oburacz.
+1 do AC gdy nosisz zbroje.
Stackuje sie z innymi bonusami AC.
Twoje ataki broni zadaja critical hit przy wyniku 19 lub 20 na k20.
Zwieksza szanse na crit z 5% do 10% na atak.
Synergia z Divine Smite (podwojone kostki) i Vow of Enmity (advantage = ok 19% crit).
Masz pule leczenia rowna 5 x poziom paladyna = 30 HP na Paladin 6.
Dotykajac istoty, mozesz wydac dowolna ilosc HP z puli aby ja wyleczyc.
Alternatywnie: wydaj 5 HP z puli aby wyleczyc jedna chorobe lub trucizne.
Pula odnawia sie po long rest. Nie dziala na undead i constructs.
Twoja przysiega: walka z wielkim zlem, brak litosci dla winnych.
Daje dostep do Oath Spells (zawsze przygotowane) i Channel Divinity.
Oath Spells 1st: Bane, Hunter's Mark.
Oath Spells 2nd: Hold Person, Misty Step.
Odzyskujesz 1d10 + poziom wojownika punktow zycia.
Dla Fighter 4: 1d10 + 4 HP.
Odnawia sie po short lub long rest.
(a sprinkling of holy water)You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
(a drop of blood)Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
(holy water or powdered silver and iron, which the spell consumes)Until the spell ends, one willing creature you touch is protected against certain types of creatures - aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. 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 the relevant effect.
(a small parchment with a bit of holy text written on it)A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
(a tiny strip of white cloth)Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.
(a small, straight piece of iron)Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.