The Adventures of an Undead Who Becomes a Paladin
Getting started as a paladin isn’t easy. There are a lot of different things you have to learn, and you’ll need to have a clear understanding of the basics. The most important of these is how to cast paladin spells. This includes Channel Divinity and Sacred Oath spells.
Casting paladin spells
Unlike wizard spells, Paladin spells are situational. They are primarily healing, buffing, and smiting spells. These are all based on the paladin’s devotion to the good. In addition to casting spells, paladins are also expected to tank damage.
During combat, Paladins have an ability called Sense Motive. This feature can be used to determine the direction of a caster’s attacks. It’s useful in determining when to cast a spell. It can also be used to focus on a certain spell.
Paladin spells are mainly concentration buffs. This means they’re designed to improve a single target’s attack or defense. For instance, Compelled DuelPHB can force an enemy into single combat. It’s a great spell to use in long fights with high-AC enemies. It can even be used to force an enemy to attack party members.
Most spells have a one-round casting time. However, a few have a timer that is reduced by half or more.
Sacred Oath spells
Sacred Oath spells are an important part of the class. They are the tools that Paladins use to solve specific problems. For example, the Oath of Devotion is a very good spell. It can be useful in a wide range of campaigns, and is particularly effective in a campaign with a large population of undead.
The Oath of Redemption is also a great spell. It gives the caster the ability to make a saving throw, but it is a bit less useful than the Oath of Devotion. These spells are a little more situational, and have a more roleplaying feel.
The Oath of the Ancients is a bit more powerful. It stresses the principles of mercy, kindness, and law. It also emphasizes the role of corruption and disease in the cycle of life. The DM can add the effect to the spell in order to fit it into the overall theme of the character.
The Oath of the Fallen is a little different. It is influenced by the dark god that the serves. Each tenant of the oath is unique, and the tenants vary according to the dark fiend. Those that serve a dark god often become corrupted by hatred or disillusionment.
Channel Divinity
Among the abilities of the paladin is the ability to Channel Divinity. This ability allows the caster to channel divine energy and perform the role of a buffer.
This subclass is a great option for a paladin who wants to deal damage from a distance. It can be used to deal extra damage to a creature and to allow a paladin to teleport around the battlefield.
While it isn’t the most powerful of the oath spells, it does have a couple of nice features. During a long rest, the caster can activate a Cleansing Touch spell. This spell removes the effects of one magic spell from a willing creature. At the beginning of the character’s next long rest, the caster can use this spell again. The caster can also activate a Turn the Unholy spell. This spell turns a foe who fails a wisdom saving throw.
During a long rest, the paladin can use two of his two second level spell slots to cast a spell. This spell is the level three Channel Divinity.
Lay on Hands
Whether you’re a Paladin, an Undead Cleric, or a Divine Champion, you’ll always have the Lay on Hands ability. It’s a positive energy healing effect. You can use it to cure disease and heal yourself or others, as well as deal damage to undead creatures. You can choose to use it once per rest.
Paladins gain immunity to diseases at 3rd level. The amount of damage healed is dependent on your Charisma modifier. If your Charisma is 12 or higher, you can divide the damage that you heal among two or more people. For example, if your Charisma is 13, you can choose to heal a total of 100 points of damage. You can also heal the damage caused by a piercing attack.
Paladins gain the supernatural ability to turn undead at the fourth level. At the sixth level, they can produce the remove disease effect as a spell. At the ninth level, they can produce this effect twice a week. At the twelfth level, they can cast this spell three times a week.