5e:Nightstalker/Paladin: Difference between revisions
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<div class="bctop">{{backto|{{SRD5|Paladin}}}}</div> | <div class="bctop">{{backto|{{SRD5|Paladin}}}}</div> | ||
<div class="notice"> | <div class="notice"></div> | ||
<div class="badge">{{Author | <div class="badge">{{Author | ||
|author_name=Rlyehable | |author_name=Rlyehable | ||
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<div class="gi-main">{{tocright}} | <div class="gi-main">{{tocright}} | ||
{{5e Subclass Traits | {{5e Subclass Traits | ||
|name=Nightstalker | |name=Oath of the Nightstalker | ||
|sorttext=Nightstalker Paladin | |sorttext=Nightstalker Paladin | ||
|class=Paladin | |class=Paladin | ||
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|summary=Vampire/Witch/Dragon/Ghost Hunter/Exorcist | |summary=Vampire/Witch/Dragon/Ghost Hunter/Exorcist | ||
|trait1name= | |trait1name=Oath Spells | ||
|trait1desc= | |trait1lvl=3rd | ||
|trait1desc= | |||
{{5e Subclass Spells Table | |||
|name=Oath of the Nightstalker <!-- name of subclass, like "Oath of Awesomeness", "Blight Circle", "Prescience Domain", or similar --> | |||
|class=Paladin <!-- name of the class that this subclass belongs to --> | |||
|spells3=Bane, Protection from Evil and Good | |||
|spells5=Moonbeam, See Invisibility | |||
|spells9=Counterspell, Remove Curse | |||
|spells13=Banishment, Locate Creature | |||
|spells17=Mass Cure Wounds, Greater Restoration | |||
}} | |||
|trait2name=Enmity | |||
|trait2lvl=3rd | |||
|trait2desc=You have enmity with a certain {{SRD5|Monster Type|type}} of {{srd5lc|Creature}}. Choose one of the following types: {{srd5lc|Aberration}}s, {{srd5lc|Celestial}}s, {{srd5lc|Construct}}s, {{srd5lc|Dragon}}s, {{srd5lc|Fey}}, {{srd5lc|Fiend}}s, {{srd5lc|Shapechanger}}s, or {{srd5lc|Undead}}. These are {{anchor|creatures of enmity}}. | |||
You also learn to speak, read, and write one of the following languages: {{5elang|Abyssal}}, {{5elang|Celestial}}, {{5elang|Deep Speech}}, {{5elang|Draconic}}, {{5elang|Infernal}}, or {{5elang|Sylvan}}. | You also learn to speak, read, and write one of the following languages: {{5elang|Abyssal}}, {{5elang|Celestial}}, {{5elang|Deep Speech}}, {{5elang|Draconic}}, {{5elang|Infernal}}, or {{5elang|Sylvan}}. | ||
You may gain enmity with an additional type every | You may gain enmity with an additional type every 5th level hereafter (8th, 13th, and 18th). You do not gain additional languages at these levels. | ||
| | |trait3name=Esoteric Knowledge | ||
| | |trait3lvl=3rd | ||
|trait3desc=Your esoteric knowledge grants you {{srd5lc|Advantage}} on {{SRD5|Intelligence}} and {{SRD5|Wisdom}} {{srd5lc|Skill}} {{srd5lc|Check}}s that are related to {{iplink|creatures of enmity}}. | |||
| | |trait4name=Smite of Enmity | ||
| | |trait4lvl=7th | ||
|trait4desc=You hit a creature of enmity with a {{srd5lc|Melee Attack}} on your {{srd5lc|Turn}}, you may choose to deal extra {{srd5lc|Radiant}} damage equal to your {{srd5lc|Proficiency Bonus}}. This feature may be used only once per turn. | |||
| | |trait5name=Iron Resolve | ||
| | |trait5lvl=11th | ||
|trait5desc=You gain {{srd5lc|Proficiency}} in {{SRD5|Intelligence}} {{srd5lc|Saving Throw}}s. | |||
| | |trait6name=Turn Creatures of Enmity | ||
| | |trait6lvl=15th | ||
|trait6desc=Starting at 15th you gain the ability to turn creatures of enmity. As an {{srd5lc|Action}}, you present your {{srd5lc|Holy Symbol}} or item that is a bane to the creature (wolf's bane, cold iron, silver, etc.) and verbally censure the creature of enmity. Each creature of enmity that can see or hear you within 30 feet of you must make a Wisdom saving throw ({{SRD5|DC}} = 8 + your {{srd5lc|Proficiency Bonus}} + your {{SRD5|Charisma}} modifier). If the creature fails its saving throw, it is ''turned''. This lasts for 1 {{srd5lc|Minute}}, or until it takes any damage. | |||
A turned creature must spend its {{srd5lc|Turn}}s trying to {{srd5lc|Move}} as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take {{srd5lc|Reaction}}s. For its action, it can use only the {{srd5lc|Dash}} action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the {{srd5lc|Dodge}} action. | A turned creature must spend its {{srd5lc|Turn}}s trying to {{srd5lc|Move}} as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take {{srd5lc|Reaction}}s. For its action, it can use only the {{srd5lc|Dash}} action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the {{srd5lc|Dodge}} action. | ||
Once nightstalker uses this feature, he/she may not use it again until he/she finishes a {{5e Rest}}. | Once a nightstalker uses this feature, he/she may not use it again until he/she finishes a {{5e Rest}}. | ||
|trait7name= | |trait7name=Refuse to Die | ||
|trait7desc= | |trait7lvl=20th | ||
|trait7desc=If you are reduced to 0 {{srd5lc|Hit Point}}s by an {{srd5lc|Attack}} or {{srd5lc|Spell}}, you are reduced to 1 hit point instead. This lasts until the end of the nightstalker's next {{srd5lc|Turn}} and cannot be reduced below 1. At the end of the nightstalker's next turn, you loose 1 hit point. Once this feature is used, it may not be used again until a long rest has been completed. | |||
|desc=Nightstalker {{srd5lc|Paladin}}s are trained to seek out and exterminate these creatures of enmity. | |desc=Nightstalker {{srd5lc|Paladin}}s are trained to seek out and exterminate these creatures of enmity. | ||
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|name=Nightstalker <!-- name of subclass --> | |name=Nightstalker <!-- name of subclass --> | ||
|class=Paladin <!-- name of the class --> | |class=Paladin <!-- name of the class --> | ||
|level3={{iplink|Enmity}}, {{iplink|Esoteric Knowledge}} | |level3={{iplink|Oath Spells}}, {{iplink|Enmity}}, {{iplink|Esoteric Knowledge}} | ||
|level7={{iplink| | |level7={{iplink|Smite of Enmity}} | ||
|level15={{iplink|Iron Resolve}}, {{iplink|Turn Creatures of Enmity}} | |level15={{iplink|Iron Resolve}}, {{iplink|Turn Creatures of Enmity}} | ||
|level20={{iplink| | |level20={{iplink|Refuse to Die}} | ||
}} | }} | ||
===Tenets of the Nightstalkers=== | |||
The tenets of the Oath of the Nightstalkers emphasize: | |||
{{p}}'''Protect.''' The population must be protected from unnatural forces. | |||
{{p}}'''Vengeance.''' If you were unable to protect people from unnatural forces, you must seek to enact vengeance. | |||
{{p}}'''Courage.''' You must be willing to do what needs to be done, even in the face of overwhelming odds. If you don't act, then who will? | |||
{{p}}'''Responsibility.''' You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations. | |||
}} | }} | ||
Latest revision as of 19:32, 2 February 2021
Oath of the Nightstalker is a sacred oath of the Paladin class.
Oath of the Nightstalker
Nightstalker paladins are trained to seek out and exterminate these creatures of enmity.
Nightstalker Features
Paladin Level | Features |
---|---|
3rd | Oath Spells, Enmity, Esoteric Knowledge |
7th | Smite of Enmity |
15th | Iron Resolve, Turn Creatures of Enmity |
20th | Refuse to Die |
Tenets of the Nightstalkers
The tenets of the Oath of the Nightstalkers emphasize:
Protect. The population must be protected from unnatural forces.
Vengeance. If you were unable to protect people from unnatural forces, you must seek to enact vengeance.
Courage. You must be willing to do what needs to be done, even in the face of overwhelming odds. If you don't act, then who will?
Responsibility. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.
Oath Spells
3rd level Oath of the Nightstalker feature.
Oath of the Nightstalker Spells
Paladin Level | Spells |
---|---|
3rd | bane, protection from evil and good |
5th | moonbeam, see invisibility |
9th | counterspell, remove curse |
13th | banishment, locate creature |
17th | mass cure wounds, greater restoration |
Enmity
3rd level Oath of the Nightstalker feature.
You have enmity with a certain type of creature. Choose one of the following types: aberrations, celestials, constructs, dragons, fey, fiends, shapechangers, or undead. These are creatures of enmity.
You also learn to speak, read, and write one of the following languages:
- redirect: Template:5xlang,
- redirect: Template:5xlang,
- redirect: Template:5xlang,
- redirect: Template:5xlang,
- redirect: Template:5xlang, or
- redirect: Template:5xlang.
You may gain enmity with an additional type every 5th level hereafter (8th, 13th, and 18th). You do not gain additional languages at these levels.
Esoteric Knowledge
3rd level Oath of the Nightstalker feature.
Your esoteric knowledge grants you advantage on Intelligence and Wisdom skill checks that are related to creatures of enmity.
Smite of Enmity
7th level Oath of the Nightstalker feature.
You hit a creature of enmity with a melee attack on your turn, you may choose to deal extra radiant damage equal to your proficiency bonus. This feature may be used only once per turn.
Iron Resolve
11th level Oath of the Nightstalker feature.
You gain proficiency in Intelligence saving throws.
Turn Creatures of Enmity
15th level Oath of the Nightstalker feature.
Starting at 15th you gain the ability to turn creatures of enmity. As an action, you present your holy symbol or item that is a bane to the creature (wolf's bane, cold iron, silver, etc.) and verbally censure the creature of enmity. Each creature of enmity that can see or hear you within 30 feet of you must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). If the creature fails its saving throw, it is turned. This lasts for 1 minute, or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the dodge action.
Once a nightstalker uses this feature, he/she may not use it again until he/she finishes a short or long rest.
Refuse to Die
20th level Oath of the Nightstalker feature.
If you are reduced to 0 hit points by an attack or spell, you are reduced to 1 hit point instead. This lasts until the end of the nightstalker's next turn and cannot be reduced below 1. At the end of the nightstalker's next turn, you loose 1 hit point. Once this feature is used, it may not be used again until a long rest has been completed.