Paladin Level Spells 3rd: comprehend languages, expeditious retreat: 5th: levitate, misty Step: 9th: haste, fly: 13th: private sanctum, dimension door: 17th: teleportation circle, control winds: Channel Divinity. When you choose this Oath at 3rd level you gain access to the following Channel Divinity options: 10 Feet Under As a bonus action, you Clutch your holy symbol and say an incantation.
Paladin Create custom classes for 5e DnD and save them for use in your campaigns.
As a bonus action, the paladin can expend a spell slot to cause its melee weapon attacks to magically deal an extra 9 (2d8) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the paladin expends a spell slot of 2nd level or higher, the extra damage increases by 1d8 for each level above 1st. The damage increases by 1d8 if the target is an undead or a fiend.
CHA is used as the Paladin’s Spellcasting Modifier, the save DC for Channel Divinity, the bonus to your Aura of Protection, and affects how many spells you can prepare each day. If you want to get by on limited spells and just wade into a battle and smash people with smites then you likely can make CHA a secondary priority, otherwise you will be forgoing a maxed CON or STR for CHA.
Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. The Cunning Action feature, for example, allows a rogue to take a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. You otherwise don’t have a bonus action to take.
Fifth edition Dungeons and Dragons has caused a massive. The paladin’s spell list is full of useful healing spells, but its the paladin’s channel energy and lay on hands abilities that really separate the class’s healing from the rest of the pack. My personal favorite paladin archetypes are the oath of treachery and the oath of conquest. A. Image credit to dndbeyond.com. Cleric.
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Oath of Treachery Spells Paladin Level Spells 3rd charm person, expeditious retreat 5th invisibility, mirror image 9th gaseous form, haste 13th confusion, greater invisibility 17th dominate person, passwall Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Conjure Duplicate. As an action, you create a visual illusion of yourself that.
Paladin spells are primarily buffs, healing, and support options, many of which are borrowed from the Cleric's spell list. However, they have numerous powerful and unique options, including Smite spells, Compelled Duel, and Find Steed. This article is a perpetual work-in-progress. Please check back periodically as I add assessments for more spells.
Divine Favor. 1st-level evocation. Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 1 minute Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.
Their spell list is pretty solid, too, full of some of the most staple combat buffs, quality healing spells and bonus-action smite spells that make them do a burst of extra damage and often a harsh status effect on a following weapon hit. Divine Smite: The cornerstone of your burst damage ability. This one can especially become devastating on a.
A paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all paladin spells and abilities (including the service of the paladin’s mount, but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a paladin. She regains her abilities and advancement potential if she atones for her.
Oath of Awakening Spells; Paladin Level Spells; 3rd: bless, sleep: 5th: aid, dream guide: 9th: daylight, fear: 13th: death ward, freedom of movement: 17th: dispel evil and good, dream: Channel Divinity. When you take this oath at 3rd level, you gain the following two Channel Divinity options. Dreamed Destiny. When you fail on a saving throw or miss with an attack roll, you can invoke your.
Most Spells require a single action to cast, but some Spells require a Bonus Action, a Reaction, or much more time to cast. Bonus Action A spell cast with a Bonus Action is especially swift. You must use a Bonus Action on Your Turn to cast the spell, provided that you haven’t already taken a Bonus Action this turn. You can’t cast another spell during the same turn, except for a cantrip.
As a bonus action, you can use your Channel Divinity to invoke a specific spirit to aid you. The spirit may belong to someone you were once close to, such as a deceased sibling or parent, or a prominent figure of your household, such as a great, great-grandparent that forged a family heirloom or accomplished a notable feat. The spirit remains by your side for 1 minute and can’t be harmed.
You get one bonus action every turn, if you have something that can use it. If you're duel wielding and attack with your main hand, you may use your bonus action to attack with your off hand. If you have spells that are bonus actions (most paladin smites are, and that is spells named smite not the class feature smite) you can use it or attack with offhand, not both.
As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of you must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn't blinded. At the end of.
Oath of Vengeance spells for paladins. (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.
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.