Некоторые персонажи этого класса не считают себя настоящими паладинами до того как они получат 3 уровень и не дадут эту клятву. Part of our D&D 5E Basic Build Series, this Paladin uses the Oath of Devotion to add additional party protection in the form of charm immunity.
Paladin NPCs & How to Use Them for EVERY Tier of Play
Part of our D&D 5E Basic Build Series, this Paladin uses the Oath of Devotion to add additional party protection in the form of charm immunity. Tier 1 paladins are mostly likely to be encountered by player characters between levels 1 and 4, although they may crop up as allies or henchpeople of more powerful beings at later levels. Пожалуй, классы являются самым сложным аспектом DnD 5e, поскольку для полного понимания их механик нужно усвоить огромное количество информации. The Paladin table shows how many spell slots you have to cast your spells.
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- Paladin 5e - DnD Class Guide - Dungeon Mister
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Paladin 5e – DnD Class Guide
Вместо владения тяжёлыми доспехами получает бонусные стрелковые фиты, вместо паладинской лошади получает возможность добавить силы стрелковому или метательному оружию. Способен совершать возложение рук на дистанции. Вместо ауры храбрости даёт союзникам вокруг чувство относительных позиций, так что они никогда не заслоняют друг другу линию стрельбы. Может тратить применения своей способности карать зло, чтобы дать союзникам вокруг возможность стрелять точнее. Закатный рыцарь Dusk Knight из Blood of Shadows: паладин, ориентированный на действия в темноте. Получает навык маскировки вместо умения разбираться в чувствах окружающих.
Способность карать зло у него вместо добавочного урона делает паладина хуже различимым для цели. Наложением рук может давать союзникам и себе способность видеть во тьме. Сам постепенно обретает всё лучшее зрение в темноте на высоких уровнях - даже магической и умение сражаться вслепую вместо способности обзавестись паладинским скакуном. Его доспехи не мешают ему красться бесшумно в темноте и при тусклом свете. Рыцарь эмпиреев Empyreal Knight из Ultimate Combat: паладин, получающий подобие способностей ангела.
С ростом уровня получает всё большую долю сопротивлений и некоторых из знаковых способностей ангелов включая, например, способность говорить с любым владеющим речью существом на его языке. Вместо наложения рук получает возможность призывать союзников- небожителей. Его паладинский скакун становится небесным существом и получает способность летать. Сам паладин на максимальном уровне становится ангелоподобным outsider -ом c крыльями, которого, однако, можно воскрешать. Силовик Enforcer из Divine Anthology: паладин, чьи способности направлены не против зла, а против хаоса и беззакония.
Просветлённый паладин Enlightened Paladin из Inner Sea Combat: паладин со способностями монаха , связанный не паладинским кодексом, а тягой к совершенству и просветлению. Не владеет доспехами кроме лёгких, но имеет часть способностей монаха по рукопашному бою. Вместо паладинской лошади усиливает свой удар голыми руками. Получает запас энергии ци и вместо чувства зла может чувствовать других её обладателей. Вместо способности карать зло может выбирать врага персональной целью и получать бонусы к атаке по нему и защите от него.
Получает способности, связанные с перебросом кубиков и иммунитетом к принуждению к подобному со стороны вражеских способностей. Охотник на призраков Ghost Hunter из Occult Adventures: специалист по борьбе с призраками. Его способность карать зло не пробивает сокращение повреждений, но вместо этого может поражать бестелесных противников. Возложением рук паладин может разрушать метальный контроль и одержимость, а с уровнями он также получает способность говорить с уничтоженной нежитью если у него есть её голова или с призраком в месте, где он был изгнан, получая от них ответы на прямые вопросы.
This would have easily been a 3 if you could activate it as a bonus action independently. The range should have been at least 10 feet to start with to make the ability more feasible. This still warrants a 2, as a self-speed bump of 10ft can be useful to a melee character in particular. Glorious Defense 3 — This can be a very potent defensive and retribution ability, however, it is held back by requiring the party to stay tightly clustered together in melee range of the enemy and tying the number of uses to your Charisma modifier for some reason. Watchers Sworn to protect the world from extraplanar threats, this subclass is dedicated to being the ever-vigilant sentry against the threats who seek to invade from beyond our own world. Interestingly these Paladins are said to create and maintain a network of spies and informants, in order to keep an eye on any cult activity.
Notably, they get access to typically more arcane magic, including Alarm and Counterspell. Oath Spells 3 — A thematic list, with a lot of utility in it. It would have been nice to see some better combat-relevant entries. Mortal Bulwark 4 — This is a very powerful ability, mixing general combat effectiveness with the ability to potentially just end an encounter. This only warrants a 4 because it covers a lot of creature types, but not all of them, and a capstone should ideally not be this niche. Guidance [Cantrip] — Applicable if you chose the Blessed Warrior Fighting Style, this is a very useful cantrip to pick up to help your party pass the skill checks which really matter. Bless [1st level Spell] — Not only great for support Paladins, this spell, unfortunately, takes your entire action, but rewards the party with a significant boost to their accuracy and save defense. Cure Wounds [1st level Spell] — Whilst you have Lay on Hands, it never hurts to have another option for healing yourself and your party. This can be especially useful if you need to use your Lay on Hands to cure a disease or neutralize a poison, rather than heal hit point damage. Divine Favor [1st level Spell] — A damage boosting alternative to Divine Smite, this is a great spell for longer fights, or if you need to spread radiant damage, such as shutting down the regeneration of vampire spawn.
Protection from Evil and Good [1st level Spell] — A great defensive buff that works against a large enough number of creature types to be relevant frequently enough to keep on hand. Aid [2nd level Spell] — Not to be confused with temporary hit points, this spell increases your actual hit point maximum, meaning you can heal these newfound points. This is a great durability buff for your party and is especially useful for lower hit dice characters like Wizards. Find Steed [2nd level Spell] — Being able to summon your own mount, enhanced with a telepathic and magical link, is a very useful means of transportation. Small-sized Paladins can actually ride their mastiffs into those places! Here are some examples of strong race choices for a Paladin: Dragonborn 4 — Great stats, a damage resistance, and a breath weapon! Goblin 5 — A perfect Dexadin, bringing additional nova damage in the form of Fury of the Small, whilst giving you the ability to skirmish with Nimble Escape. Half-Elf 5 — You can boost your Charisma, Constitution, and the physical stat of your choice, whilst getting skills and some other nice ribbons. A great Paladin, regardless your primary stat, and potentially frees up an ASI for a feat. Combat-orientated feats are generally better for Paladins, however, feats which provide additional spellcasting can be valuable for the half casting class, especially support Paladins, and this will be reflected in their rating and description.
Here are some examples of strong feat choices for a Paladin: Great Weapon Master 5 — A potential damage boost and source of bonus action attacks, for Paladins using great weapons this is a great feat. This is particularly useful for Vengeance and Conquest Paladins, as they both have accuracy-increasing Channel Divinity options. Sentinel 5 — Excellent tanking feat, this will allow you to make reaction attacks more often and give you the ability to lock down the battlefield. Dragon Fear [Dragonborn] 4 — You can round out your choice of three different stats, all great for Paladins, and gain a good debuff that synergizes well with a Conquest Paladin. Slasher 5 — If you favor slashing weapons like longswords, scimitars, and great axes this feat gives you a great way to hinder the mobility of your enemies and adds a nasty debuff when you crit, to add insult to smite-based injury. The ratings take multiclassing prerequisites into consideration; if a multiclass will require you to have a 13 in a stat other than Str or Cha, it will likely receive a lower score unless the stat is one you would already have at 13 or higher, for example, Dexterity on a Dexadin. General multiclass tips for the Paladin: The multiclass prerequisites for a Paladin are Str and Cha scores of 13 or higher, this means multiclassing is easier for a Strength-based Paladin than a Dexadin. Multiclassing a Dexadin is still viable, but it will make you more MAD and require an investment in Strength you may not really use otherwise. If your primary interest in Paladin is using Divine Smite taking levels in any fullcaster class will give you a much faster spell slot progression to fuel those smites. Some popular jumping points for the Paladin class are 2nd level when you have Divine Smite and Spellcasting, 5th level when you have Extra Attack, and 6th level when you have all of those features and your Aura of Protection.
However, requiring an Int of 13 is a steep cost for a MAD character and you would have to go two levels in to gain Infusions, making this a very niche combination. Note: The Artificer has a unique spellcasting progression that increases your spellcasting level by 1 when you take a level in it, despite having similar spellcasting to a half caster like the Paladin. This means the spell slot gain is the same with a level of Artificer as it would be with a level of Cleric, Wizard, etc. If you take this class to third level, Armorer, specifically the Guardian form, is recommended for the temporary HP and Thunder Gauntlets. Barbarian 4 — Excellent for those looking to make a durable Paladin or a grappling Paladin, the small damage boost is a nice bump, but minor overall. If you choose to go three levels in, Totem Bear is a huge durability boost, Zealot gives you a damage boost, and Path of the Beast offers a mix of defense and offense with the tail and claws. Bard 3 — Best for support Paladins who focus on Charisma, this class will allow any Paladin to perform as a competent skill monkey with access to an additional skill, Jack of All Trades, and Expertise depending on how many levels you take in the class. If you choose to gain a subclass from this multiclass the recommended options for combat are the College of Swords, which gives you maneuver style uses for your Bardic Inspiration dice, and a second Fighting Style, or the College of Whispers which gives you a Divine Smite-like use for the same dice. If you want to further your side job as a skill monkey or want access to certain spells, the College of Lore grants you unrestricted spell choices and additional Expertise. Cleric 3 — Whilst MAD, Wisdom is a good tertiary stat to have some investment in, and gaining a subclass at Cleric level 1 and Channel Divinity the following level makes this a potent, front-loaded dip.
The subclass you choose is important here and should be dictated by what role you are trying to strengthen; a dip into Life Cleric will make you a very potent healer when combined with Lay on Hands, choosing the War Domain can allow you to do more nova damage with bonus action attacks, and the Forge Domain allows you to create your own magic weapon. The viability of this multiclass is entirely dependent on your ability scores and your priorities, depending on your build this can be very valuable. Druid 2 — This is only worth it if you already have the necessary Wisdom and there are Druid-specific spells that really interest you. Recommended subclasses are Circle of Dreams for access to bonus action healing, and Circle of Stars for a variety of benefits including Guidance, a bonus to healing, or an easier time maintaining concentration. Fighter 5 — With synergistic multiclassing requirements, and goodies at every level which actively enhance the core martial identity of the Paladin. The hard thing here is to stop yourself from taking more levels with how packed full of features the Fighter levels are. Importantly the Fighter adds more short rest resources to the Paladin, improving their endurance on longer, or harder, adventuring days. Recommended subclasses include the Battle Master for versatility and added damage, for example using Trip Attack to add more damage on your first attack and potentially advantage on your subsequent attack, and Samurai which can give you advantage at will three times per long rest, allowing you to increase your chances of hitting and getting critical hits for smiting.
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. Guided Strike [CD] 3 — Being able to make a big miss a hit is very nice, however, a single hit on a class with Extra Attack is a very expensive use of your Channel Divinity. Nice to have in your back pocket to pull off a smite when you need to, but it makes far more sense on the War Cleric, which makes fewer attacks and gets more uses of their CD. Oath Spells 5 — The overall theme of the list is very appropriate for the subclass, with a useful selection. Aura of Conquest 5 — This aura ties to your CD and spell options, giving the subclass a very cohesive feel, the effect of the aura itself is also very powerful. Being able to lock down a frightened creature, and automatically doing damage to them, is a quick path to victory. This feature benefits from gaining as many ways to impose the frightened condition as possible and having a higher save DC against that condition. Scornful Rebuke 5 — Automatic damage, of a good type, whenever someone hits you? What pushes this ability into a 5 is this working at range and both with weapons and spells. Redemption A more social and reactive Paladin, the Oath of Redemption focuses on avoiding conflict or mitigating its consequences. This is executed through spells like Sleep , Calm Emotions, and Hypnotic Pattern, as well as Persuasion buffing, and punitive options for Channel Divinity. This subclass makes a strong candidate for the Charisma-focused, support Paladin playstyle. Emissary of Peace [CD] 4 — A social ability is nice to see on a martial, a duration of 10 minutes makes it useful for entire social encounters. To get the most out of this ability you really need proficiency in Persuasion and a decent Cha modifier. Rebuke the Violent [CD] 5 — As enemy damage increases, this option will naturally scale in usefulness. Oath Spells 3 — Whilst the spells are very appropriate for the subclass, they run into problems of usefulness and scaling. That said having these spells as options is nice, and Hypnotic Pattern and Wall of Force are very useful control spells. Aura of the Guardian 2 — A slightly better version of the 7th level Oath of the Crown feature. Protective Spirit 4 — This is a very healthy amount of hp regeneration with some minor scaling built-in for the remaining levels. Note: As it is not stated, when you halve your Paladin level for this feature, you should round down. Emissary of Redemption 3 — Unfortunately, this is a mixed bag, whilst it fulfills the goal of the subclass and provides great benefits, using a lot of your core class features would negate this benefit entirely. This is best for support Paladins who focus on buffs and healing, or who are content with dealing with minions whilst other party members deal with the heavy-hitting enemies. Glory You thought Conquest was a different spin for a Paladin? Glory focuses on propelling you and your companions to legendary status by focusing on honing their body and skill and putting them to use through acts of courage.
Level 2 Paladin Fighting Style — Dueling. Note: Your reach is now 5 feet. Note that Divine Smite specifically says you deal the damage when you hit a creature, so it will never be wasted on a miss, and if you score a critical hit, you can choose to use a Divine Smite on that hit and double the damage. Spellcasting — Spellcasting is a hugely important piece of the Paladin class, and adds to your versatility and effectiveness beyond the simple damage increase from Divine Smite. Spells Prepared 1st Level: bless, command, shield of faith, wrathful smite. Command — A good control spell that can force an enemy to spend its turn doing something advantageous to you. For example: Command a creature in melee with you to flee to cause it to provoke opportunity attacks from you and any allies in melee with it. This was confirmed to not violate the restrictions for Command in Sage Advice. Command a flying creature to grovel to ground it. Command a creature in melee with you to drop its weapons, and pick them up using your Object Interaction, effectively disarming them. Command a creature to halt to keep it still but not give ranged characters disadvantage. Shield of faith — A solid buff spell that increases AC by 2 and only takes a bonus action to cast. Bless is usually better, but sometimes you want this. For such a low level spell, this effect is very powerful, and can severely hinder the large number of monsters who rely on attacks and are crippled by being frightened. However, this costs concentration both before and after the strike.
Best Race for a paladin in 5e DnD [Ranked]
This 5E Paladin optimisation guide covers the latest fighting styles, Oaths and subclasses from the Players Handbook to Xanathar's Guide to Everything. Create a better PALADIN using the Color Pie System for your next DnD Campaign. This Guide is designed to help with designing more robust backstories and motivations for your Paladin. Wizards of the Coast recently unveiled the latest One D&D playtest update, with major changes to the Druid and Paladin classes. Paladins take their adventures seriously and have a penchant for referring to them as quests. Главная» Новости» История паладина для днд.
Which Paladin Oath should you pick? (DnD 5E)
Tank First on my list is the Tank. Examples of Tanks in pop culture would be the Hulk, Superman, and the Juggernaut. Tanks can be damage dealers as well but their main focus is to absorb damage so that other archetypes like skirmishers or glass cannons can do their thing without getting clobbered before they get to do anything. These work together in order to grant resistance to all incoming non magical damage, make sure that any ranged attacks made in your general direction target you instead of allies, and increase your hit point maximum. All of these are synergistically adding up to keeping you, and consequently your allies, in the fight longer.
Holy Spirit: At 20th level, you can emit a radiant light for one minute and 30ft around you, causing 10 radiant damage to enemies within it.
Oath of the Ancients The Oath of the Ancients is connected to nature, the Fey, and the eternal struggle between light and darkness. Paladins who take the Oath of the Ancients do so because they love the world and all living things on it and they are committed to protecting life and beauty. They are often called fey knights, green knights, or horned knights. What are the tenets of the Oath of the Ancients? These are: Kindle the Light: You always try to kindle a light of hope in the world through mercy and kindness.
Shelter the Light: You protect goodness and beauty in the world. Preserve Your Own Light: Delight in the beauty of the world. Be the Light: Let your love of the world be an inspiration for all around you. What are the Oath of the Ancients spells? If you take the Oath of the Ancients, at lower levels you can cast ensnaring strike, speak with animals , moonbeam , and misty step.
As your level increases, you will eventually be able to cast plant growth, protection from energy, ice storm , stoneskin, commune with nature, and tree stride. Other Oath of the Ancients abilities Like the other Sacred Oaths, the Oath of the Ancients will grant you special abilities at certain levels. Turn the Faithless: You can force fey or fiends to run away from you in fear. Aura of Warding: At 7th level, you and your friends nearby are resistant to damage from spells. Undying Sentinel: At the 15th level, once between long rests, if you are reduced to 0 hit points you are reduced to 1 instead.
Elder Champion: At the 20th level, you can transform into a divine force of nature. This can be used to regain 10 hit points, cast a Paladin spell as a bonus action, or give nearby enemies a disadvantage on their saving throws against your spells and abilities. A Paladin who takes the Oath of Vengeance has an unwavering commitment to punishing evil beings. Vengeful Paladins will be enraged at evil and violent acts — and their response may be extreme. Some call these Paladins dark knights or avengers.
What are the tenets of the Oath of Vengeance? The tenets of the Oath of Vengeance are the most different from the other Sacred Oaths. Unlike the Oath of Devotion or the Oath of the Ancients, they often lack mercy and forgiveness. Instead, they are rooted in cruel vengeance against those who have committed sins. The tenets of the Oath of the Ancients are: Fight the Greater Evil: You will always attack the greater evil in a scene rather than lesser evils.
No Mercy for the Wicked: You never show mercy to your true enemies, but you may be merciful towards inconsequential foes. By Any Means Necessary: You care little about consequences or morals outside of your search for vengeance. Restitution: You help those who are harmed by your enemies. What is the Oath of Vengeance spells? The Oath of Vengeance also comes with its own spells.
Other Oath of Vengeance abilities As you level up, your Oath of Vengeance will give you special abilities. These are: Channel Divinity: Like the other Sacred Oaths, at the 3rd level, you will be able to channel divinity.
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.
Если цель или существо, находящееся в пределах 5 футов от неё, потратит действие на тушение пламени, или если какой-то другой эффект потушит пламя например, погружение в воду , заклинание тоже закончится.
There is a cap of 5d8 and if the target is a fiend or undead it gets an additional 1d8. Divine Health Level: 3 — Paladins are immune to disease. They now make a full oath and join their sacred order. This is the subclass for the Paladin. Ability Score Improvement GameCows Ranking: 2 Like most of the other classes, Paladins get 2 points to add to any of their ability scores max 20.
This happens at levels 4, 8, 12, 16, and 19th level. Level: 18 — The range increases to 30ft. Aura of Courage Level: 10 — The Paladin and any creature within 10ft cannot be frightened. Level: 18 — The range increases to 30 ft.
What are Paladins in 5e?
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- Introduction
- The Ultimate D&D 5E Paladin Class Guide (2024)
- Мнение: Что такое Паладин?
D&D 5th Edition
Informational discussions and presentations that explore the powerful options available to players and DMs. This build requires a minimum Paladin level of 2, and the first level should be taken in Paladin. This character is primarily considered a melee character to utilize the strength-based abilities of the Paladin including smite and heavy armor. Charisma is a highly favored ability score, since both Paladin and Warlock spells and abilities use this score.
Constitution, as usual, is extremely important for survival. At level 3 and further, levels should be put in Warlock, taking melee option abilities as you level.
Но пока что эта клятва выглядит очень серьёзной.
Изменение заклинаний: - Кары. Изгоняющая, ослепляющая, огненная и т. Теперь они кастуются бонусным действием после попадания и эффект срабатывает на атаку.
Отлично прибрали их и теперь от этих заклинаний стало меньше душки. Внешний вид на усмотрение кастера. Не будет летучих мышей со слепым зрением.
Не будет сов с облётом. Убрали несколько других проблем с абузом фамильяра. Теперь он не такой сильный, хотя всё ещё неприятный.
Умирающее существо восстанавливает 1 хит. Теперь при стабилизации существо сразу начинает делать короткий отдых и восстанавливает 1 хит, но лежит без сознание до будущих восстанвлений хитов. Но из вординга не понятно стороннее это лечение или тот самый хит, который нам есть.
В общем, криво и плохо.
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. She can use this ability one additional time per week for every four levels after 7th, to a maximum of 4 times a week at 19th level. Code of Conduct A despot must be of lawful evil alignment and loses all class abilities if she ever willingly commits a chaotic act such as breaking a vow or contract or betraying an ally. She must at all times work to expand and grow her domain, either by virtue of the Leadership feat or by strong-arming those less fortunate and powerful than herself. She is allowed to abuse her sovereignty in any way she sees fit to further her own personal strength and glory, but she must protect and defend her subjects and allies from harm from other forces. Likewise, she must not overburden her subjects so that they cannot support her. Associates A despot adventures only with characters of a non-chaotic alignment and remains suspicious and wary of those who are not lawful.
Когда у персонажа уровня так 10 счет убитых врагов переваливают за вторую сотню — это даже не смешно. Но паладин постарается, если есть возможность, решить дело миром. Если не он давал жизнь, то он не в праве и отбирать ее, если есть другой выход. Каждый умерший злодей — лишь отсрочка, потому что ему на смену появится новый. Каждый раскаявшийся злодей — победа, потому что стало меньше одним плохим человеком и одним хорошим — больше. Убийство в бою, когда ты защищаешься сам или защищаешь других, — это одно. Убийство беззащитного человека, который потерял сознание, выронил меч, упал и т. А именно — недопустимое поведение. Да, с точки зрения эффективности — это разумный ход. Но не забывайте, паладин — человек Веры. Веры в свои идеалы. И в этих запретах и ограничениях не его слабость, а его сила, но этого вопроса мы коснемся чуть позже. Кроме того стоит заметить, что не ко всем существам применимо милосердие. Нежить, демоны и прочие существа, не имеющие ничего общего с человеком, не подлежат состраданию. С ними не может быть переговоров и мирного сосуществования. Нет ни малейшего шанса, что они встанут на «путь истинный». Пощадишь сегодня соблазнительного суккуба — значит обречешь на смерть десятки невинных людей. Справедливость… наверное, это та Добродетель, которое ведет паладина за собой. По сути, его долг, его предназначение — это восстановление справедливости везде, где это необходимо. Не только демоны, личи и драконы — сфера ответственности паладина. Всякий раз, когда вершится неправедный суд, когда местные правители позволяют себе больше, чем им положено, когда зарвавшийся первосвященник огнем и мечом насаждает свою религию — тогда паладин с мечом в руках должен встать на защиту угнетенных и невинных. Вот только не надо уходить в крайность. Все мы люди. Паладины тоже. И если вы не отыгрывайте безумного фанатика, который не проживет в реальном мире и суток, то не надо рубить мечом руку мальчишке-карманнику, который попытался стащить у вас кошелек. Это не справедливость. Это безнаказанная жестокость. Помните, рубить святым мечом, сокрушать зло и определять его — очень просто, у вас для этого есть все средства. С тем же успехом эти способности могли быть даны оживленным магией доспехам или големом — результат был бы тот же самый.
Всё о классе Паладина в ДнД!
dnd 5e paladin handbook. Go through our paladin 5E class guide & learn their features, strengths, builds, etc. Некоторые персонажи этого класса не считают себя настоящими паладинами до того как они получат 3 уровень и не дадут эту клятву. The Paladin table shows how many spell slots you have to cast your spells.
Paladin Handbook: DnD 5th Edition Class Guide – RPGBOT
An in-depth guide for the Dungeons & Dragons Paladin character class covering optimisation of skills, weapons, features, and abilities in D&D 5e. Главная» Новости» История паладина для днд. An in-depth guide for the Dungeons & Dragons Paladin character class covering optimisation of skills, weapons, features, and abilities in D&D 5e. ›RULEBOOKS/WC5E/WC5E Paladin. In this Paladin DnD 5E guide, we’ll train you on your options as a Paladin, as well as supportive choices you can make to build your character to achieve what you want.
Все изменения класса паладина D&D 5E (2024 г.)
Steam Community :: Guide :: Паладин здорового человека или божественная кара как смысл жизни | Сегодня рассматриваем класс Паладинов (Paladin) для пятой редакции правил Dungeons and Dragons. |
D&D Paladin Level Up – a step by step guide (5e) | Паладин — один из часто встречающихся классов в ролевых играх, представляющий из себя воина веры. |
The Ultimate D&D 5E Paladin Class Guide (2024) | Некоторые персонажи этого класса не считают себя настоящими паладинами до того как они получат 3 уровень и не дадут эту клятву. |
Paladin 5e Guide | An in-depth guide for the Dungeons & Dragons Paladin character class covering optimisation of skills, weapons, features, and abilities in D&D 5e. |