Tim Ferriss owns the copyright in and to all content in and transcripts of The Tim Ferriss Show podcast, with all rights reserved, as well as his right of publicity. Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.DUE TO SOME HEADACHES IN THE PAST, PLEASE NOTE LEGAL CONDITIONS: If you fail a saving throw, you can use your reaction to reroll it.Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.You are blessed with an otherworldly presence, gaining advantage on all Charisma checks.As a bonus action, you gain the following benefits for 1 minute: Living LegendĪt 20th level, you can empower yourself with the legends - whether true or exaggerated - of your great deeds. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon's range. The bonus equals your Charisma modifier (minimum of +1). When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target's AC against that attack, potentially causing it to miss. When you reach 15th level, you can turn defense into a sudden strike. When you reach 18th level in this class, the range of the aura increases to 10 feet. In addition, if you aren't incapacitated, the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like.Īt 7th level, you emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks you can carry, push, drag, and lift twice as much weight as normal and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal). As a bonus action, you can use your Channel Divinity to augment your athleticism. See the Sacred Oath class feature for how Channel Divinity works. When you take this oath at 3rd level, you gain the following two Channel Divinity options. You gain oath spells at the paladin levels listed. You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends. Like raw stone, your body must be worked so its potential can be realized.ĭiscipline the Soul. Face hardships with courage, and encourage your allies to face them with you. Strive to be known by glorious deeds, not words.Ĭhallenges Are but Tests. The tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend.Īctions over Words. Source: Mythic Odysseys of Theros, Tasha's Cauldron of Everything Tenets Of Glory They train diligently and encourage their companions so they're all ready when destiny calls. Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism.
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