5e:Nightstalker/Paladin: Difference between revisions

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|summary=Vampire/Witch/Dragon/Ghost Hunter/Exorcist
|summary=Vampire/Witch/Dragon/Ghost Hunter/Exorcist


|trait1name=Enmity
|trait1name=Oath Spells
|trait1desc=When you choose this subclass at 3rd level, 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}}.  
|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
|trait2desc=When you choose this subclass at 3rd level, 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}}.
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You may gain enmity with an additional type every 3rd level hereafter (4th, 7th, 10th, 13th, 16th, and 19th). You do not gain additional languages at these levels.
You may gain enmity with an additional type every 3rd level hereafter (4th, 7th, 10th, 13th, 16th, and 19th). You do not gain additional languages at these levels.


|trait2name=Esoteric Knowledge
|trait3name=Esoteric Knowledge
|trait2desc=Beginning at 3rd level, 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}}.
|trait3desc=Beginning at 3rd level, 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}}.


|trait3name=Smite of Enmity
|trait4name=Smite of Enmity
|trait3desc=Starting at 7th level, when 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.
|trait4desc=Starting at 7th level, when 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.
   
   
|trait4name=Iron Resolve
|trait5name=Iron Resolve
|trait4desc=Beginning at 11th level, you gain {{srd5lc|Proficiency}} is Wisdom {{srd5lc|Saving Throw}}. If you already have proficiency in this, you gain proficiency in your choice of either {{SRD5|Intelligence}} or {{SRD5|Charisma}} saving throws.  
|trait5desc=Beginning at 11th level, you gain {{srd5lc|Proficiency}} is Wisdom {{srd5lc|Saving Throw}}. If you already have proficiency in this, you gain proficiency in your choice of either {{SRD5|Intelligence}} or {{SRD5|Charisma}} saving throws.  


|trait5name=Turn Creatures of Enmity
|trait6name=Turn Creatures of Enmity
|trait5desc=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.  
|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.  
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Once a 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}}.


|trait6name=Refuse to Die
|trait7name=Refuse to Die
|trait6desc=At 20th level, 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.
|trait7desc=At 20th level, 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.
 
|trait7name=
|trait7desc=


|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.

Revision as of 05:09, 1 September 2020

Rlyehable  +

User Creation
Source: Rlyehable
Date Created: 2020-08-24
Status: 1st Draft


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 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

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

When you choose this subclass at 3rd level, 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: Abyssal, Celestial, Deep Speech, Draconic, Infernal, or Sylvan.

You may gain enmity with an additional type every 3rd level hereafter (4th, 7th, 10th, 13th, 16th, and 19th). You do not gain additional languages at these levels. 

Esoteric Knowledge

Beginning at 3rd level, your esoteric knowledge grants you advantage on Intelligence and Wisdom skill checks that are related to creatures of enmity

Smite of Enmity

Starting at 7th level, when 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

Beginning at 11th level, you gain proficiency is Wisdom saving throw. If you already have proficiency in this, you gain proficiency in your choice of either Intelligence or Charisma saving throws. 

Turn Creatures of Enmity

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

At 20th level, 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.


Sources and Notes


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