Aura of WonderĪt 7th level, you and nearby friendly creatures within 10 feet gain a bonus to passive perception equal to your Charisma modifier (with a minimum of 1).Īt 18th level, this increases to 30 feet. The ally gets a bonus to their existing attack damage equal to your Charisma modifier (with a minimum of 1) for 5 minutes or until they exit view of your Paladin. You can use your channel divinity to improve an allies defense against the powers of evil. If they are already possessed or charmed, that effect immediately ends when the Channel Divinity is used.ĭream of the Victorious. The friendly creature affected gets advantage on saving throws against being charmed or possessed, as well as the ability to use Help as a bonus action for 10 minutes. You can use your channel divinity to augment a friendly creature with powers of the mind. When you take this oath at 3rd level, you gain the following two Channel Divinity options.įreedom of the Mind. There is always a hope in the battle on victory, do not ever lose sight of it. ![]() Even when the battle looks hopeless, never surrender. Think about the impossible, and the impossible shall happen. Nobody should be treated as lesser no matter their status.ĭream. Everyone deserves an opportunity to think of what they want, and when they want.įreedom. These tenets are symbolized among all Paladins of the Oath of Wonder, through runic text written on their bodies, to show their devotion to the freedom of the mind. Knights of Wonder are devoted to allowing everyone the freedom of their imagination, through the suppression of those who seek to harm it. Sometimes called the Knights of Wonder, they believe that the only path to success is through imagining the path you want to take, and taking it. Paladins who vow to the Oath of Wonder vow to the power that comes from imagination.
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