You must beīy 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. Use your reaction to impose disadvantage on the attack roll. Weapon must have the two-handed or versatile property for you to gain this benefit.Īttacks a target other than you that is within 5 feet of you, you can With two hands, you can reroll the die and must use the new roll. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.ĭie for an attack you make with a melee weapon that you are wielding While you are wearing armor, you gain a +1 bonus to AC. You can’t take aįighting Style option more than once, even if you later get to choose again. This feature has no effect on undead and constructs.Īt 2nd level, you adopt a style of fighting as Single use of Lay on Hands, expending hit points separately for each one. You can cure multiple diseases and neutralize multiple poisons with a To cure the target of one disease or neutralize one poison affecting it. To restore a number of hit points to that creature, up to the maximumĪlternatively, you can expend 5 hit points from your pool of healing That pool, you can restore a total number of hit points equal to yourĪs an action, you can touch a creature and draw power from the pool Pool of healing power that replenishes when you take a long rest. When you finish a long rest, you regain all expended uses. You can use this feature a number of times equal to 1 + your Charisma modifier. Within the same radius, you alsoĭetect the presence of any place or object that has been consecrated or You know the type (celestial, fiend, or undead) of anyīeing whose presence you sense, but not its identity (the vampire Count Until the end of your next turn, you know the location of anyĬelestial, fiend, or undead within 60 feet of you that is not behind As an action, you can open your awareness to detect suchįorces. Senses like a noxious odor, and powerful good rings like heavenly music The presence of strong evil registers on your (a) a priest’s pack OR (b) an explorer’s pack.(a) five javelins OR (b) any simple melee weapon.(a) a martial weapon and a shield OR (b) two martial weapons.You start with the following equipment, in addition to the equipment granted by your background: Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion.Weapons: Simple weapons, martial weapons.Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per paladin level after 1st.Hit Points at 1st Level: 10 + Constitution modifier.Make Strength your highest ability score, followed by Charisma.
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