![]() Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. As an action, you can open your awareness to detect such forces. The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. (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 Equipment Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st Proficiencies Hit Points at 1st Level: 10 + your Constitution modifier You must have a Charisma score and a Strength score of 13 or higher in order to multiclass in or out of this class.įighting Style, Spellcasting, Divine Smiteĭivine Health, Sacred Oath, Harness Divine Power (Optional)Ībility Score Improvement, Martial Versatility (Optional)Īs a paladin, you gain the following class features. Whether sworn before a god's altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin's oath is a powerful bond.
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