Новости класс паладин днд

An in-depth guide for the Dungeons & Dragons Paladin character class covering optimisation of skills, weapons, features, and abilities in D&D 5e. At higher levels, this paladin can move with opportunity attacks and, at their highest level, are able to fly. Well, lucky you, we are discussing the best Race for a paladin in 5e DnD in this article. To build a dwarf paladin tank in DnD 5e, try this.

DnD 5. История знакомства. Нам не страшен паладин

Innate spellcasting options can work nicely as you can make repeat uses. Races that grant you resistances, increased damage and mobility are also great Think Warforged with their resistances and extra AC or Shadar-Kai with their misty step plus damage ability. Backgrounds Recommended options: City watch, courtier, faceless, faction agent, gambler, smuggler, soldier Options to avoid: Archaeologist, fisher, folk hero, inheritor, ruined Considerations: Primarily, you want your background to beef out your skills you only get 2 skill proficiencies with your class. Skills Recommended options: Athletics, insight, intimidation, persuasion Options to avoid: Medicine, religion Considerations: Persuasion is going to be your most important face skill but intimidation can be great too. Feats Recommended options: Gift of the Chromatic dragon, great weapon master, heavy armor master, inspiring leader, lucky, polearm master, resilient, sentinel, slasher Options to avoid: Grappler, healer, keen mind, martial adept, observant, ritual caster, sharpshooter, skulker Considerations: Any feats that make you tougher like heavy armor master , better in combat like great weapon master , use your charisma like inspiring leader or that keep your enemies engaged in combat with you like sentinel. Considerations: Polearms can be really effective for paladins giving them a greater presence on the battlefield. Combine them with sentinel and polearm master to make it really tough for enemies to bypass you for softer party members. Much will depend on your fighting approach though. Two-handed weapons for damage dealers, one handed for tanks with a shield and if you have gone for a finesse build, consider a rapier.

Javelins use strength though and are one handed so tend to be the best option. Armor Recommended options: Heavy armor for low dexterity builds full plate when you can afford it , light armor studded leather is best for high dexterity builds. Options to avoid: Make sure your armor matches with your dexterity score. Medium armor should not be a good option as you should either be dumping dexterity or going all in on it. Add a shield for extra durability at the sacrifice of some damage output. Generally though, a shield is an excellent option for a paladin. Options to avoid: All options are viable depending on your build and no options are bad. Considerations: Defense is your best option for enhancing your durability.

Protector builds will get a decent amount out of interception and protection, but they do rely on more situational circumstances and fighting alongside allies. Blind fighting is even more situational, but great if you can consistently work with your warlock to use darkness against your enemies. Blessed warrior will rarely give you something superior to do with your action unless you intend to take a ranged or out of combat cantrip but tends to be the weaker option. Multiclassing Recommended options: Bard, Sorceror, Warlock Options to avoid: Barbarian, Rogue Considerations: Bards, sorcerors and warlocks are a great option for getting extra spell slots for casting smites and other paladin spells. All 3 classes all use charisma as their spellcasting ability which works nicely for a paladin. Warlock is probably your best option, especially a hexblade. Bards will give you bardic inspiration, spells and extra skills.

In my opinion, the Variant Human is the best choice for a mighty paladin. You get the ability stats you need, you get a feat, and you have a lot of lore to work with for your background.

Other options that are a lot of fun to play with are the Goliath and the Half-Orc. These races make great Paladins that rely on Strength. While they have little lore for you to work with, your background story can be unique. If you are looking for a great role-playing experience, that makes a lot of sense; a great race to consider for the Paladin is the dwarves. These creatures have a lot of interesting lore and a ton of history and culture that make a lot of sense in this class.

This also keeps pesky minions off your back, allowing you to save your weapon attacks for the main villain. Unlike the other Sacred Oaths, this one grants abilities that can most easily be used to prevent or end encounters and promote diplomatic avenues. This sacred oath requires you to max out your Charisma as soon as possible, in order to make the best use of your Charisma-based skills and spellcasting, all of which relies on your targets failing the spell save DC. Oath Spells: Your spells are all excellent and on theme. Calm emotions is a strong area of effect spell, but only works situationally. They give you great resilience. Wall of force is the best wall spell in the game. Channel Divinity: Both options are easy to use and commonly activated. Rebuke the Violent: Great to use against enemy casters, or big monsters who hit hard. Did they just hurt you? Make them feel your pain. Aura of the Guardian: Being able to soak up damage lets you tank at short range. In case one of your squishier party members accidentally gets hurt, you can soak it for them. Protective Spirit: This makes Aura of the Guardian safer to use and helps keep you alive. Emissary of Redemption: By being a punching bag, you can take no actions and kill something. Oath of the Ancients Ah, the Nature Paladin. Oath of the Ancients shares a lot of abilities with both Rangers and Druids. It includes abilities that restrain and hinder movement of enemies, which gives you a great degree of battlefield control. Misty Step is a great spell that solves a lot of mobility problems including pits, difficult terrain, walls, and enemies. Protection From Energy is a mandatory spell for any adventurer going after dragons, elementals, or any higher level caster. Stone Skin is a good buff, but it has an expensive material component. Given that you learn it at 13th-level, many enemies you encounter will have magic attacks. Channel Divinity: Two options that give you decent battlefield control. Aura of Warding: Resistance to spell damage turns you into a safe haven from enemy spellcasters. You are provided with several abilities to single out foes and taunt them into attacking you over your weaker, more vulnerable allies. Additionally, you are afforded ways to take damage that would otherwise be dealt to your friends and use your large pool of hit points and healing options to soak up damage instead. This gives your healer a more efficient turn, where they only have to heal you with a single spell, rather than taking multiple turns to spread it around. Oath Spells: Crown spells are a mix of useful and useless spells. Some of these spells are going to be used constantly, others are going to be converted into smites. Command is somewhat less useful. Warding Bond is a great way to ensure a squishy character stays alive, shunting damage they would take to you instead. Zone of Truth is very situational. Spirit Guardians a strong effect, but useless on ranged foes unless you spend your time chasing them around. Guardian of Faith is one of the best area control options available to you. Geas is usually less useful than killing something outright, but plays into your good-alignment sensibilities, and grants you some depth and could ultimately add a fun twist to the plot. Champion Challenge: Taunt effects are rare in 5e, and this one hits a wide area. Turn the Tide: A small amount of AoE healing is great in combination with your Lay on Hands ability, giving you even more utility as a support character. Divine Allegiance: Another way to redirect damage to yourself, giving your healing a single target. Exalted Champion: Unlike most other Paladin Oath capstone abilities, this one lasts for 1 hour instead of 1 minute. While less overtly powerful offensively, you gain a great defensive buff that extends to your allies, keeping everyone in it until the end, while making your whole team exceptionally difficult to kill. It provides you all the skillsof a great athlete and allows you to excel in combat. This Oath emphasizes your physical attributes while downplaying your spellcasting and diplomatic skills. Peerless Athlete: Activating this as a bonus action is a huge asset, you can pop it before trying to make a shove against an enemy. Inspiring Smite: Healing on demand for yourself and others. The radius increase at 18th level is nice, but again, too little too late. Glorious Defense: This is a really solid defensive ability. Use a reach weapon, profit. The fact that it only lasts for one minute means you need to use it wisely. Oath of Vengeance This Paladin build is the most offensive, attack-focused style of play, and will maximize the damage you deal while leaving healing and support primarily to the Cleric. It does well in tandem with another melee character to grans flanking bonuses, or a battlefield control caster to funnel enemies towards the pointy end. Dimension Door is just a longer- range Misty Step. Scrying is situational. Channel Divinity: One bad option and one perfect option make your choice on which to use easy. This is the bad option. Vow of Enmity: Here we go! Starting a boss fight? You have advantage against him. Relentless Avenger: Slower enemies will have a hard time getting away from you. Consider taking Polearm Master to further increase your threat radius and keep chasing them down. Soul of Vengeance: An extra attack each round against your target of Vow of Enmity greatly increases your damage output. Avenging Angel: Flight for an hour a day is pretty rad. The fear aura will hold lesser foes at bay while you take on the big bad, preventing you from being swarmed. All the abilities are great, but only apply in certain situations. If your campaign setting calls for it, this is one of the strongest paladin subclasses. However, in a vacuum when compared to the others, it underperforms. Oath Spells: A wide variety of spells that are mostly situational or overlap with other party roles. Ahead of a fight with casters, this is a solid buff, but otherwise it wastes an action you would otherwise use smiting. Abjure the Extraplanar: Situational. Aura of the Sentinel: An initiative boost for entering combat in tight formation.

At level 3 and further, levels should be put in Warlock, taking melee option abilities as you level. Warlocks regain all spell slots during a short rest. The strategy: As often as possible, utilize Divine Smite on hits to increase melee power - which can be then replenished during a short rest. The weakness: Although few monsters are resistant to radiant, this build focuses on radiant damage. Explore alternative damage sources for backup. This build is mainly suited for single target damage, facing multiple enemies can pose a problem.

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14 способов создать сверхсильного паладина в Dungeons and Dragons

Oath of Redemption Description: Paladins that believe anyone can be redeemed and will inflict death only as a last resort. Good for: Paladins that prefer to talk first and punch later. Oath of Glory Description: A paladin that has made an oath to win at all costs and have their name etched into legends. Good for: Paladins that like to throw themselves into combat. Oath of the Watchers Description: A paladin that watches for and protects from the unnatural and alien forces of the universe.

Good for: Paladins that want to deal with extra-planar threats. How to optimise a paladin Optimising a character properly can be tricky. Options to avoid: Intelligence and wisdom. Only invest in one of strength and dexterity usually strength.

Innate spellcasting options can work nicely as you can make repeat uses. Races that grant you resistances, increased damage and mobility are also great Think Warforged with their resistances and extra AC or Shadar-Kai with their misty step plus damage ability. Backgrounds Recommended options: City watch, courtier, faceless, faction agent, gambler, smuggler, soldier Options to avoid: Archaeologist, fisher, folk hero, inheritor, ruined Considerations: Primarily, you want your background to beef out your skills you only get 2 skill proficiencies with your class. Skills Recommended options: Athletics, insight, intimidation, persuasion Options to avoid: Medicine, religion Considerations: Persuasion is going to be your most important face skill but intimidation can be great too.

Feats Recommended options: Gift of the Chromatic dragon, great weapon master, heavy armor master, inspiring leader, lucky, polearm master, resilient, sentinel, slasher Options to avoid: Grappler, healer, keen mind, martial adept, observant, ritual caster, sharpshooter, skulker Considerations: Any feats that make you tougher like heavy armor master , better in combat like great weapon master , use your charisma like inspiring leader or that keep your enemies engaged in combat with you like sentinel. Considerations: Polearms can be really effective for paladins giving them a greater presence on the battlefield. Combine them with sentinel and polearm master to make it really tough for enemies to bypass you for softer party members. Much will depend on your fighting approach though.

Two-handed weapons for damage dealers, one handed for tanks with a shield and if you have gone for a finesse build, consider a rapier. Javelins use strength though and are one handed so tend to be the best option. Armor Recommended options: Heavy armor for low dexterity builds full plate when you can afford it , light armor studded leather is best for high dexterity builds. Options to avoid: Make sure your armor matches with your dexterity score.

Medium armor should not be a good option as you should either be dumping dexterity or going all in on it. Add a shield for extra durability at the sacrifice of some damage output. Generally though, a shield is an excellent option for a paladin.

Constitution 3 — This is a very nice stat to have as high as possible. 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.

Когда вы достигаете определенных уровней в этом классе — 5-го, 9-го, 13-го и 17-го уровня — вы получаете ещё одно заклинание клятвы по вашему выбору из списка заклинаний класса вашего предка. Когда вы получаете уровень паладина, вы можете выбрать одно из этих заклинаний и заменить его другим заклинанием из списка заклинаний класса вашего предка. Божественный канал 3-й уровень, умение клятвы почитания Вы получаете следующие два варианта Божественного Канала. Родовой отзыв. Бонусным действием вы можете использовать « Божественный канал », чтобы вспомнить великий подвиг вашего предка. Выберите один навык и выберите один инструмент или язык, которыми владел ваш предок при жизни.

В течение следующих 10 минут вы владеете любым выбранным навыком или инструментом и ваш бонус мастерства удваивается за каждую проверку характеристики, которую вы совершаете, используя выбранное владение. Если вы выберете язык, вы сможете говорить, читать и писать на этом языке в течение всего времени. Спутник предков. Вы призываете дух одного из самых ценных союзников вашего предка, проявляя дух в виде верного скакуна или наполняя союзника его благосклонностью. Вы накладываете улучшение характеристики [enhance ability] , либо поиск скакуна [find steed] действием, не тратя ячейку заклинания. 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.

A band of well-equipped soldiers have taken over a small town. They are led by a young paladin seeking to establish a domain of security and iron-clad rule. Oath of Conquest. Tier 2 Paladins Tier 2 paladins are most likely to be encountered by PCs from levels 5 to 10, although you may insert them earlier as a potential patron or mentor figure. They may be used at later levels as allies or lieutenants of even more powerful creatures.

At tier 2, these paladins could be leaders of religious groups in notable cities, members of secret organizations, or serve as protectors to the nobility and other prominent members of society. Add the 7th level oath feature from a paladin subclass. Two feuding kingdoms or factions seem poised for war. In an effort to prevent the massive bloodshed that would follow, a paladin recruits the party to act as diplomats and peacemakers. Oath of Redemption. Small villages and townships on the fringes of the nation have been under attack or besieged by supernatural events. Tier 3 Paladins Tier 3 paladins are most likely to be encountered by PCs from levels 11 to 16, although you may insert them earlier as a potential patron or mentor figure. Unless your setting has uniquely powerful NPCs, tier 3 paladins should be very rare.

Мнение: Что такое Паладин?

They are tough with lots of HP, access to all armour types for high AC and spells that can enhance this too , deal lots of damage especially when paired with smites and can heal. Because of this, paladins tend to work best in the thick of melee combat. Despite this, there are a few ways to approach combat with a paladin that you can use depending on the style of play you want to use: Tank Good for: Soaking up damage, dealing melee damage, protecting less durable party members. Creating a tank: High strength for melee weapons , high constitution, heavy armor to increase AC full plate if you can afford it , take a shield too. Focus on spells and fighting styles that will help you last longer in combat like shield of faith and defense. At low levels, this will make you extremely difficult to hit with 21-23AC if you can get full plate but tends to mean you do less damage during combat. Holy Warrior Good for: Dealing high damage, still reasonably durable and very much a frontline combatant Creating a warrior: High strength for melee weapons , high constitution, heavy armor to increase AC full plate if you can afford it. Two-handed weapons are best with the great weapon fighting style but if you opt for a sword and shield which is statistically a better build then the dueling fighting style can help compensate for some of the lost damage output.

Use your spell slots on smites to maximise your damage output. How it works: holy warrior builds are also great at wading into combat, and while they can definitely soak up a fair bit of damage, will lack the AC of a tank build to absorb as many attacks. Instead, you can focus on thinning the herd in an attack is the best form of defence kind of method. Your best options for damage dealing are a two handed weapon with the great weapon fighting style or a one handed weapon, shield and the dueling fighting style which works while holding a shield and allows you to take a hybrid approach to damage and defense. Protector Good for: A variation of the tank so great for soaking up attacks, but works closely with allies to protect them from danger. Creating a protector: High strength for melee weapons , high constitution, heavy armor to increase AC full plate if you can afford it. You can take spells like heroism and bless to enhance your allies bless is usually the better option, but heroism is good if you expect to face a frightening enemy and compelled duel to prevent others being attacked.

How it works: Tactically, the protector build is the hardest to make work. Interception will be used a little less than the other fighting styles making them technically inferior though not bad. Use your auras to protect allies from conditions, again, staying close to allies. Which subclass should I choose? Oaths tend to form a large part of the ideals for your paladin, so a paladin seeking to make restitution for past crimes might take the oath of redemption while paladins seeking to exact righteous judgement on their foes might take the oath of vengeance. Oath of Devotion Description: Holy warriors, devoted to their cause. Good for: Archetypal paladins with a broad mix of abilities.

Oath of the Ancients Description: Paladins that seek to wage war against darkness for a love of light and life. Good for: Paladins that want to be a bit more like a ranger.

This marks the fourth batch of playtesting materials that Wizards of the Coast has released to the general public for feedback under their Unearthed Arcana banner. While past playtests covered a wide range of content, this particular update features a number new rules for the Druid and Paladin.

Below, we break out all the details. 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.

If a despot is affected by an enchantment spell or effect and fails her saving throw, she can attempt the saving throw again 1 round later to break free of the effect, Failing this second saving throw does not grant the despot further saving throws against the enchantment. Aura of Fear Su : Beginning at 3rd level, a despot exudes an almost palpable aura of menace and evil. Each enemy within 10 feet of her suffers a -4 morale penalty on saving throws against fear effects. The despot herself is deadened to the emotion of fear, and is immune to all fear effects. This ability functions while the despot is conscious, but not if she is unconscious or dead. A despot can suppress or activate this aura as a free action. She is now completely immune to all spells of the charm subschool. Oppression Su : When a despot reaches 4th level, she gains the supernatural ability to oppress other living creatures by speaking to them and channeling negative energy into the power of her voice.

This is a language-dependant, mind-affecting ability. Creatures with chaotic alignments are affected first, and creatures with lawful alignments are affected last. Within the alignment spectrum, closer creatures are affected first. A target that is oppressed becomes sickened with guilt and depression -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for 1 minute. If the despot has twice as many levels or more than any creature that is oppressed, that creature is instead nauseated can only take a single move action each turn for 1 minute. 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.

This power, activated as a bonus action, gives you advantage no ifs ands or buts , against the enemy you target. Later features key of this incredibly well also. All of your Oath spells reinforce your ability to inflict incredible damage on one target. Either by incapacitating your target so you can get close or holding one enemy off so you can focus your Enmity target. Relentless Avenger: Lv. A great tool to pursue and get in front of a fleeing enemy so that they must move past you again. Potentially useful with Sentinel and Polearm Master. Soul of Vengeance: Lv. Any time your Vow of Enmity target makes an attack you can use your reaction to make a melee weapon attack against it. Avenging Angel: Lv. The Vengeance capstone; for 1 hour you gain 60 ft. The flight speed for 1 hour is great, but somewhat late. The Aura of Menace makes every creature that starts or enters the 30ft aura make a Wisdom save or be frightened for 1 minute. Float into a room and fill everything with dread. A lot of your kit lets you direct damage and attacks to yourself so that your allies can get stuff done. Champion Challenge: Lv. You can prevent melee enemies attacking allies by standing apart, the problem then comes from allies wanting to be close for your aura. Turn the Tide: Lv. Fair to have on hand for emergencies, if nothing else. All but two of these are already on the Paladin spell list, however: Spirit Guardians, and Warding Bond are fantastic spells to boost the power you have. And it should be noted that even the redundant Paladin spells on this Oath list are still at least good or even great spells e. Command, Aura of Vitality, Banishment. Divine Allegiance: Lv. Take damage that would otherwise go to an ally within 5 ft of you. Unfortunately, it can only be done once per round since it uses your reaction, making it sharply less effective in a fight with multiple enemies or against multiattacking bosses. Unyielding Spirit: Lv. Advantage on your saves against two of the most devastating conditions in the game, paralyzed and stunned. Exalted Champion: Lv. For a full hour you get resistance to all non-magical weapons which is still has an impact at the top levels. The person to bring the correct law is of course you. This Oath takes Lawfulness to the extreme, arguably to the point of tyranny. Overall, this Oath is a lot more about control and lockdown than it is outright damage. Conquering Presence: Lv. Frighten each creature within 30ft of you as an action. This is already strong but gets better as more features key off the frightened condition. Good tool for controlling a horde of enemies. Guided Strike: Lv. Great when paired with an active Wrathful Smite to get a better chance at triggering frightened. There are some solid additions to your Paladin arsenal here. At 9th level you come online with Fear, but at all levels there are an excellent thematic mix of defense armor of Agathys, and offense spritual weapon. Aura of Conquest: Lv. This is where your Conquest really begins. This 10ft Aura brings you online as a fear consuming machine. Any creature frightened by you gets its speed reduced to 0 and takes psychic damage at the start of its turn. The most important thing is to keep your arsenal loaded with frightening spells and abilities, and that means preparing the excellent Wrathful Smite 1st-level spell , keeping it prepared and using it against the most threatening single targets. When dealing with hordes, you have Conquering Presence and later Fear as an Oath spell. Scornful Rebuke: Lv. How dare they even think of attacking you. Any time an enemy hits you with an attack, including ranged attacks, it takes your CHA-modifier in psychic damage. Every single time. Every single enemy. No reaction needed on your part. This can add up very quickly. Invincible Conqueror: Lv. Resistance to ALL damage is huge. An extra attack is always nice, especially because your crit range is expanded during this time. You spend more time healing others and casting buffs than actually doing damage. The pacifism part of this Oath can make it very challenging to play in a traditional dungeon crawl.

All D&D 5E Paladin Class Changes (2024)

Класс паладин подходит для тех, кто ищет баланс между защитой и атакой. Он также подойдет тем, кто хочет играть роль главного защитника команды. Основные характеристики паладина - Сила: Паладины - это физически сильные воины, которые используют тяжелое оружие и броню. Часто именно паладин является моральным компасом группы. Лучшие расы для паладина Любая раса может стать паладином, но некоторые расы имеют преимущества. Лучшие навыки для паладина Атлетика и Убеждение. Атлетика поможет паладину справляться с физическими задачами, такими как подъем или перемещение тяжелых предметов.

Level: 1st cleric or 4th paladin. Special Requirement: Knowledge arcana 1 rank. Replaces: You do not gain the ability to turn or rebuke undead. This ability functions just as if you were using dispel magic to counter the spell, except that you add your cleric level instead of your caster level to the d20 roll. For example, a paladin would normally turn undead as a cleric of three levels lower; her effective cleric level for counterspelling is equal to her paladin level - 3. Divine Spirit Most paladins form a special relationship with a celestial mount that aids them in battle. You, however, spend most of your time fighting below the ground or in enclosed spaces, where a mount is of little use. Instead, you have forged a bond with celestial spirits whose aid you can call upon when needed. Level: 5th.

Replaces: If you select this alternative class feature, you do not gain the special mount ability. Benefit: Upon reaching 5th level, you can call upon your deity for aid in the form of a celestial spirit. Using this ability is a standard action that does not provoke attacks of opportunity. See below for detailed spirit descriptions and rules. Your paladin level determines which kinds of celestial spirits answer your summons. You can summon the spirit available at your current level as well as any that became available at lower levels.

Дело в том что сигнатурная способность паладина это Божественная кара Ели вы попадаете по существу рукопашной атакой оружием, вы можете потратить одну ячейку заклинания любого своего класса для причинения цели урона излучением, который добавится к урону от оружия. Дополнительный урон равен 2к8 за ячейку 1-го уровня, плюс 1к8 за каждый уровень ячейки выше первого, до максимума 5к8.

Если цель — нежить или исчадие, урон увеличивается на 1к8 с максимумом 6к8. Это прекрасная способность делающая паладина тем самым классом с «огого критами» которого так любят и уважают. Но есть нюанс, а именно заклинания-кары которые также существуют в книге правил и которыми… Будем честны мало кто пользуется за исключением редких случаев. Пока заклинание активно, цель в начале каждого своего хода должна совершать спасбросок Телосложения. При провале она получает урон огнём 1к6. При успехе заклинание заканчивается.

Or, consider picking the Sentinel Feat, to improve your opportunity and reaction attacks. Aasimar redeemer For times when a Cleric is nowhere to be found, and your party tends to come away from fights looking more like a band of broken stragglers than heroic adventurers, check out this build. Paladin defenders built around the Oath of Redemption specialize less in direct restorative abilities, and more in redirecting damage to themselves, or avoiding fighting altogether.

A highly effective class, but also a stressful one, as you see your HP will bob up and down dramatically mid-fight. For weapons, take a battleaxe and shield. Your choice of martial weapon is less important, but the shield will provide an essential AC boon. At third level, pick the Oath of Redemption. Both Channel Divinity options are stellar picks, and your choice between them should be guided by the style of your DM. If they like to throw monster after monster at you, Rebuke the Violent will be essential to mirror the blows dealt to your party. But if creative roleplay better suits your campaign, Emissary of Peace allows you to avoid even the most certain of conflicts. Upon reaching fourth level, take the Tough feat. At level eight, increase your Cha score so you can make better use of your absolutely excellent spell list, and put your Oath spells to maximum use.

From here, your Paladin should be set up to use the Aura of the Guardian class feature efficiently. Keep plugging Cha and Con, letting damage dealing fall to other party members. Rock Gnome Lancer For a slightly sillier, and outright peculiar playstyle, consider building your Paladin as a mounted lancer, harrying the enemy with recurring charges. Playing a mounted character can be tricky, although Paladins get around the most persistent problems using their Find Steed spell.

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Paladin 5e Guide: What Are The Paladins in DnD 5E?

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. Некоторые персонажи этого класса не считают себя настоящими паладинами до того как они получат 3 уровень и не дадут эту клятву. Пожалуй, классы являются самым сложным аспектом DnD 5e, поскольку для полного понимания их механик нужно усвоить огромное количество информации. Паладин — один из часто встречающихся классов в ролевых играх, представляющий из себя воина веры.

The Ultimate D&D 5E Paladin Class Guide (2024)

А на восьмом сбросить класс и взять 2 уровня паладина и 6 барда. Некоторые персонажи этого класса не считают себя настоящими паладинами до того как они получат 3 уровень и не дадут эту клятву. In this article, we explore my top 5 paladin builds, presented in no particular order.

Per Fidem, или несколько слов об отыгрыше паладина

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Paladin Backstory: 10 Amazing DND Background Builds

The Paladin table shows how many spell slots you have to cast your spells. Это хороший стартовый билд для любого класса, а билд для OP-паладина довольно прост. In this article, we explore my top 5 paladin builds, presented in no particular order. dnd 5e paladin handbook.

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