Paladin is a class in Baldur’s Gate 3. A promise made so deeply that it becomes divine in itself flows through a paladin, burning bright enough to inspire allies and smite foes.
Paladin
Class
A promise made so deeply that it becomes divine in itself flows through a paladin, burning bright enough to inspire allies and smite foes.
- Hit points at level 1
- 10
- Hit points per level
- 6
- Spellcasting ability
- Charisma
- Subclasses
- 5
Paladin progression
Class levels 1–12 · Select a feature to read its game description.
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1Level
Divine Sense
Granted
Gain
Advantage on
Attack Rolls against celestials, fiends, and undead.
Lay on Hands
Granted
Use your blessed touch to heal a creature or cure it of all diseases and poisons.Choose a subclass 5 branches -
2Level
Divine Smite
Granted spells
Deals an additional 1d8 Radiant damage to fiends and undead.
Divine Smite Critical: Reaction
Granted spells
Deals an additional 1d8 Radiant damage to fiends and undead.
Divine Smite: Reaction
Granted spells
Deals an additional 1d8 Radiant damage to fiends and undead.
Compelled Duel
Granted spells
Force an enemy to attack only you, giving it
Disadvantage against other targets.
Command
Granted spells
Command a creature to flee, move closer, freeze, drop to the ground or drop its weapon.
Wrathful Smite
Granted spells
Possibly
Frighten your target. They'll have
Disadvantage on
Ability Checks and
Attack Rolls and be unable to move.
Cure Wounds
Granted spells
Heal a creature you can touch.
Protection from Evil and Good
Granted spells
Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead.
Divine Favour
Granted spells
Your weapon attacks deal an additional 1d4 Radiant damage.
Shield of Faith
Granted spells
Protect a creature from attacks: increase its
Armour Class by 2.
Heroism
Granted spells
Make yourself or a target immune to
Frightened and gain [1] each turn.
Searing Smite
Granted spells
Deal an extra 1d6 Fire damage and set your target on fire: it takes 1d6 Fire damage every turn.
Thunderous Smite
Granted spells
Pushes your target 3m away and possibly knocks it
Prone.
Bless
Granted spells
Bless up to 3 creatures. They gain a +[1] bonus to
Attack Rolls and
Saving Throws.Level 1 spell slots × 2 Current spell slots -
3Level
Divine Health
Granted feature
The divine magic flowing within you prevents disease from affecting you.Level 1 spell slots × 3 Current spell slots -
4LevelLevel 1 spell slots × 3 Current spell slots
-
5Level
Extra Attack
Granted feature
Can make an additional free attack after making an unarmed or weapon attack. If you gain the Extra Attack feature from more than one class, they don't add together.
Branding Smite
Granted spells
Possibly marks your target with light, preventing it from turning
Invisible.
Protection from Poison
Granted spells
Touch a creature to neutralise all poisons affecting it, and grant it protection against poisonous influences.
Magic Weapon
Granted spells
Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to
Attack and Damage Rolls.
Aid
Granted spells
Heal your allies and increase their hit point maximum by 5.
Lesser Restoration
Granted spells
Cure a creature from disease, poison, paralysis or blindness.Level 1 spell slots × 4 · Level 2 spell slots × 2 Current spell slots -
6Level
Aura of Protection
Granted
You and any nearby allies gain a +[1] bonus to
Saving Throws. The aura disappears if you fall Unconscious.Level 1 spell slots × 4 · Level 2 spell slots × 2 Current spell slots -
7LevelLevel 1 spell slots × 4 · Level 2 spell slots × 3 Current spell slots
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8LevelLevel 1 spell slots × 4 · Level 2 spell slots × 3 Current spell slots
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9Level
Revivify
Granted spells
Revive a companion. They return to life with 1 hit point.
Crusader's Mantle
Granted spells
Radiate a holy power that emboldens you and nearby allies. You and your allies' weapon attacks deal an additional 1d4 Radiant damage.
Blinding Smite
Granted spells
Evoke a heavenly flare and possibly
Blind your target.
Elemental Weapon
Granted spells
Imbue a weapon with elemental power. It receives a +1 bonus to
Attack Rolls, and deals an additional 1d4 damage of your choice.
Remove Curse
Granted spells
Touch a creature or object to remove all Curses and Hexes affecting it.
Daylight
Granted spells
Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it.
Warden of Vitality
Granted spells
While this aura lasts, you can cast
Restore Vitality as a bonus action to heal yourself or nearby allies.Level 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 2 Current spell slots -
10Level
Aura of Courage
Granted
You and any nearby allies can't be
Frightened. The aura disappears if you fall Unconscious.Level 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 2 Current spell slots -
11Level
Improved Divine Smite
Granted feature
Your attacks are suffused with divine might.
Melee weapon attacks deal an additional 1d8 Radiant damage.Level 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 Current spell slots -
12LevelLevel 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 Current spell slots
Oath of the Ancients subclass progression
Oath of the Ancients
Subclass
You fight on the side of light in the cosmic struggle against darkness to preserve the sanctity of life and the beauty of nature.
Related entry
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1Level
Oath of the Ancients Tenets
Granted feature
Oath of the Ancients paladins abide by the following tenets:
Kindle the Light. Through acts of kindness, enkindle the light of hope in the bleakest hollows of despair.
Shelter the Light. Where love blooms, stand against the devilry that would snip its stem.
Preserve Your Own Light. Delight in culture and small joys to preserve the light in your own heart.
Healing Radiance
Granted
Heal yourself and all nearby allies for [1]. Regain another [1] next turn. -
3Level
Speak with Animals
Granted
Gain the ability to comprehend and communicate with beasts.
Ensnaring Strike
Granted
Your attack summons thorny vines that possibly
Ensnare your target.
Turn the Faithless
Granted
Turn nearby fey and fiends. They are forced to flee and cannot come close to you.
Nature's Wrath
Granted
Restrain an enemy. They cannot move.
Attack Rolls against them have
Advantage. Their Attack Rolls and Dexterity
saves have
Disadvantage. -
5Level
Moonbeam
Granted spells
Residual Moonlight
Misty Step
Granted spells
Surrounded by silver mist, you teleport to an unoccupied space you can see. -
7Level
Aura of Warding
Granted
You and any nearby allies take only half the damage from spells. The aura disappears if you fall Unconscious. -
9Level
Plant Growth
Granted spells
Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their
movement speed quartered.
Protection from Energy
Granted spells
Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage.
Oath of Devotion subclass progression
Oath of Devotion
Subclass
Following the ideal of the knight in shining armour, you act with honour and virtue to protect the weak and pursue the greater good.
Related entry
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1Level
Oath of Devotion Tenets
Granted feature
Oath of Devotion paladins abide by the following tenets:
Courage. Stride dauntlessly into action.
Compassion. Show clemency when prudent, and lend your arm to those in need.
Duty. Tend your responsibilities, obey just laws, and support those entrusted to your care.
Holy Rebuke
Granted
Affected entity is surrounded by a vengeful aura that deals 1d4 Radiant damage to anyone who hits it with a melee attack. -
3Level
Protection from Evil and Good
Granted
Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead.
Sanctuary
Granted
You or an ally cannot be targeted until you attack or harm a creature. You can still take damage from area spells.
Turn the Unholy
Granted
Turn nearby undead and fiends. They are forced to flee and cannot come close to you.
Sacred Weapon
Granted
Turn your weapon into a
Sacred Weapon. It has a higher chance of hitting, and emits a bright light. -
5Level
Silence
Granted spells
This creature can't speak or cast spells that have a verbal component.
Lesser Restoration
Granted spells
Cure a creature from disease, poison, paralysis or blindness. -
7Level
Aura of Devotion
Granted
You and any nearby allies can't be Charmed. The aura disappears if you fall Unconscious. -
9Level
Remove Curse
Granted spells
Touch a creature or object to remove all Curses and Hexes affecting it.
Beacon of Hope
Granted spells
Your allies will regain the maximum
hit points possible when healed. They also gain
Advantage on Wisdom
Saving Throws and Death Saving Throws.
Oath of Vengeance subclass progression
Oath of Vengeance
Subclass
You have set aside even your own purity to right wrongs and deliver justice to those who have committed the most grievous sins.
Related entry
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1Level
Oath of Vengeance Tenets
Granted feature
Oath of Vengeance paladins abide by the following tenets:
Fight the Greater Evil. Exerting your wisdom, identify the higher morality in any given instance, and fight for it.
No Mercy for the Wicked. Chasten those who dole out their villainy by wiping their blight from the world forever.
Inquisitor's Might
Granted
Weapon deals an additional [1] and may possibly inflict
Dazed. -
3Level
Hunter's Mark
Granted
When you attack your quarry, you deal an additional 1d6 damage.
Bane
Granted
Up to 3 creatures receive a -[1] penalty to
Attack Rolls and
Saving Throws.
Abjure Enemy
Granted
Frighten an enemy. They'll have
Disadvantage on
Ability Checks and
Attack Rolls, and they cannot move.
Vow of Enmity
Granted
Gain
Advantage on
Attack Rolls against an enemy. -
5Level
Misty Step
Granted spells
Surrounded by silver mist, you teleport to an unoccupied space you can see.
Hold Person
Granted spells
Hold a humanoid enemy still. They can't move, act or react. Attacks from within 3m are always Critical Hits. -
7Level
Relentless Avenger
Granted feature
If you hit an enemy with an Opportunity Attack, your
movement speed increases by 4.5m on your next turn. -
9Level
Haste
Granted spells
Target yourself or an ally to become
Hastened: gain an action, become faster and gain +2 to
Armour Class.
Protection from Energy
Granted spells
Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage.
Oath of the Crown subclass progression
Oath of the Crown
Subclass
You have sworn yourself to the ideals of civilisation, serving the laws that hold society together and preserving the order they command.
Related entry
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1Level
Oath of the Crown Tenets Granted feature
Oath of the Crown paladins abide by the following tenets:
Law. Uphold civilisation and order.
Loyalty. Your word is your bond; without loyalty, oaths and laws are meaningless.
Responsibility. Deal with the consequences of your actions, and fulfill your duties and obligations.
Righteous Clarity
Granted
Target yourself or an ally to additionally grant the target's
Proficiency Bonus to their
Attack Rolls. -
3Level
Compelled Duel
Granted
Force an enemy to attack only you, giving it
Disadvantage against other targets.
Command
Granted
Command a creature to flee, move closer, freeze, drop to the ground or drop its weapon.
Turn the Tide
Granted
Shout out and heal all nearby non-enemy creatures.
Champion Challenge
Granted
Challenge the enemies around you, compelling them to attack only you. Any attacks they might make against other targets have
Disadvantage. -
5Level
Warding Bond
Granted spells
Create a mystic bond between you and an allied creature. Until your next rest, it gains a +1 bonus to
Armour Class and
Saving Throws, and it has Resistance to all damage. Also, each time it takes damage, you take the same amount of damage. The spell ends if you dismiss it, drop to 0
hit points, cast it again, or if you and the target become separated by more than [1].
Spiritual Weapon
Granted spells
Summon a floating, spectral weapon that attacks your enemies alongside you. -
7Level
Divine Allegiance
Granted feature
When an ally within 1.5m of you takes damage, you can use your reaction to magically substitute your own health for your ally's, taking the damage instead of them. -
9Level
Spirit Guardians
Granted spells
Call forth spirits to protect you. Nearby enemies take 3d8 Radiant damage or 3d8 Necrotic damage per turn, and their
movement speed is halved.
Warden of Vitality
Granted spells
While this aura lasts, you can cast
Restore Vitality as a bonus action to heal yourself or nearby allies.
Oathbreaker subclass progression
Oathbreaker
Subclass
You have broken your sacred Oath in pursuit of power and ambition. Only darkness remains to fuel you now.
Related entry
-
1Level
Spiteful Suffering
Granted
The target takes [1] each turn and
Attack Rolls against it have
Advantage. -
3Level
Inflict Wounds
Granted
Putrefy a creature with the necrotic energy filling your hands.
Hellish Rebuke
Granted
React to your next attacker with flames that deal 2d10 Fire damage.
Dreadful Aspect
Granted
Accentuate your horrific form,
Frightening creatures and dealing 3d10 Necrotic damage. Creatures take half the damage on successful Wisdom Saving Throws.
Control Undead
Granted
Use the power of your Oath to gain control over an undead creature. The undead will follow you around and attack your enemies. -
5Level
Crown of Madness
Granted spells
Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied.
Darkness
Granted spells
Create a dark shroud that Heavily Obscures and
Blinds creatures within. Creatures cannot make ranged attacks into or out of it. -
7Level
Aura of Hate
Granted
You and any nearby fiends and undead gain an additional [1] to damage dealt with melee weapons. -
9Level
Animate Dead
Granted spells
Animate a pile of bones or a corpse to serve you.
Bestow Curse
Granted spells
Curse a creature with your touch. The curse either bestows
Disadvantage on
checks and
Saving Throws or
attacks, lets you deal additional damage to the target, or robs it of its actions.
Athletics
Strength skill
Insight
Wisdom skill
Intimidation
Charisma skill
Medicine
Wisdom skill
Persuation
Charisma skill
Religion
Intelligence skill
Charisma
No description was found in the game data.
Constitution
No description was found in the game data.
Dexterity
No description was found in the game data.
Intelligence
No description was found in the game data.
Strength
No description was found in the game data.
Wisdom
No description was found in the game data.
Duelling
When you are wielding a melee weapon that is not Two-Handed in one hand, and no weapon in the other, you deal an additional 2 damage with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack with a two-handed melee weapon, that die is rerolled once.
Defence
You gain a +1 bonus to
Armour Class while wearing armour.
Armour Class while wearing armour.
Protection
When you have a shield, impose
Disadvantage on an attack against your allies when you are within 1.5m. You must be able to see the attacker.
Disadvantage on an attack against your allies when you are within 1.5m. You must be able to see the attacker.
Tough
Your hit point maximum increases by 2 for every level you have gained.
Lightly Armoured
You gain Armour Proficiency with Light Armour and your
Strength or
Dexterity increases by 1, to a maximum of 20.
Strength or
Dexterity increases by 1, to a maximum of 20.
Alert
You gain a +5 bonus to Initiative and can't be
Surprised.
Performer
You gain Musical Instrument Proficiency, and your
Charisma increases by 1, to a maximum of 20.
Charisma increases by 1, to a maximum of 20.
Mobile
Your
movement speed increases, and difficult terrain doesn't slow you down when you
Dash.
If you move after making a melee attack, you don't provoke Opportunity Attacks from your target.
movement speed increases, and difficult terrain doesn't slow you down when you If you move after making a melee attack, you don't provoke Opportunity Attacks from your target.
Ability Improvement
You increase one Ability by 2, or two Abilities by 1, to a maximum of 20.
Great Weapon Master
When you land a Critical Hit or kill a target with a melee weapon attack, you can make another melee weapon attack as a
bonus action that turn.
Attacks with melee weapons you are
Proficient with, and are wielding in both hands, can deal an additional 10 damage at the cost of a -5
Attack Roll penalty. (You can toggle this on and off.)
bonus action that turn.Attacks with melee weapons you are
Proficient with, and are wielding in both hands, can deal an additional 10 damage at the cost of a -5
Attack Roll penalty. (You can toggle this on and off.)
Dungeon Delver
You gain
Advantage on Perception
Checks made to detect hidden objects and on
Saving Throws made to avoid or resist traps.
You gain Resistance to the damage dealt by traps.
Advantage on Perception
Checks made to detect hidden objects and on
Saving Throws made to avoid or resist traps.You gain Resistance to the damage dealt by traps.
Charger
You gain
Charger: Weapon Attack and
Charger: Shove.
Magic Initiate: Druid
You learn 2
cantrips and a Level 1 spell from the druid spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom.
cantrips and a Level 1 spell from the druid spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom.
Magic Initiate: Bard
You learn 2
cantrips and a Level 1 spell from the bard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
cantrips and a Level 1 spell from the bard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
Magic Initiate: Sorcerer
You learn 2
cantrips and a Level 1 spell from the sorcerer spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
cantrips and a Level 1 spell from the sorcerer spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
Magic Initiate: Warlock
You learn 2
cantrips and a Level 1 spell from the warlock spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
cantrips and a Level 1 spell from the warlock spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
Magic Initiate: Wizard
You learn 2
cantrips and a Level 1 spell from the wizard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Intelligence.
cantrips and a Level 1 spell from the wizard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Intelligence.
Magic Initiate: Cleric
You learn 2
cantrips and a Level 1 spell from the cleric spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom.
cantrips and a Level 1 spell from the cleric spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom.
Mage Slayer
When a creature casts a spell within melee range of you, you have
Advantage on any
Saving Throw against it, and you can use a
reaction to immediately make an attack against the caster.
Enemies you hit have
Disadvantage on
Concentration
Saving Throws.
Advantage on any
Saving Throw against it, and you can use a
reaction to immediately make an attack against the caster.Enemies you hit have
Disadvantage on
Concentration
Saving Throws.
Savage Attacker
When making melee weapon attacks, you roll your damage dice twice and use the highest result.
Sharpshooter
Your ranged weapon attacks do not receive penalties from High Ground Rules.
Ranged weapon attacks with weapons you are
Proficient with have a -5 penalty to their
Attack Roll, but deal an additional 10 damage. (You can toggle this on or off.)
Ranged weapon attacks with weapons you are
Proficient with have a -5 penalty to their
Attack Roll, but deal an additional 10 damage. (You can toggle this on or off.)
Weapon Master
You gain
Proficiency with four weapons of your choice, and your
Strength or
Dexterity increases by 1, to a maximum of 20.
Proficiency with four weapons of your choice, and your
Strength or
Dexterity increases by 1, to a maximum of 20.
Martial Adept
You learn two manoeuvres from the Battle Master subclass and gain a
Superiority Die to fuel them. You regain expended Superiority Dice after a Short or Long Rest.
Superiority Die to fuel them. You regain expended Superiority Dice after a Short or Long Rest.
Defensive Duellist
When attacked while wielding a Finesse Weapon you're
Proficient with, you can use a
reaction to add your
Proficiency Bonus to your
Armour Class, possibly causing the attack to miss.
Proficient with, you can use a
reaction to add your
Proficiency Bonus to your
Armour Class, possibly causing the attack to miss.
Shield Master
You gain a +2 bonus to Dexterity
Saving Throws while wielding a shield. If a spell forces you to make a Dexterity
Saving Throw, you can use a
reaction to shield yourself and diminish the effect's damage. On a failed Saving Throw, you only take half damage. On a successful Saving Throw, you don't take any damage.
Saving Throws while wielding a shield. If a spell forces you to make a Dexterity
Saving Throw, you can use a
reaction to shield yourself and diminish the effect's damage. On a failed Saving Throw, you only take half damage. On a successful Saving Throw, you don't take any damage.
Actor
Your
Charisma increases by 1, to a maximum of 20.
Your
Proficiency Bonus is also doubled for Deception and Performance
Checks.
Charisma increases by 1, to a maximum of 20.Your
Proficiency Bonus is also doubled for Deception and Performance
Checks.
Durable
Your
Constitution increases by 1, to a maximum of 20.
You regain full
hit points each time you take a Short Rest.
Constitution increases by 1, to a maximum of 20.You regain full
hit points each time you take a Short Rest.
Crossbow Expert
When you make crossbow attacks within melee range, the
Attack Rolls do not have
Disadvantage.
Your
Piercing Shot also inflicts
Gaping Wounds for twice as long.
Attack Rolls do not have
Disadvantage.Your
Skilled
You gain
Proficiency in 3 Skills of your choice.
Proficiency in 3 Skills of your choice.
Tavern Brawler
When you make an unarmed attack, use an improvised weapon, or throw something, your Strength Modifier is added to the damage and
Attack Rolls an additional time.
Attack Rolls an additional time.
Dual Wielder
You can use Two-Weapon Fighting even if your weapons aren't Light, and you gain a +1 bonus to
Armour Class while wielding a melee weapon in each hand. You cannot dual-wield Two-Handed weapons.
Armour Class while wielding a melee weapon in each hand. You cannot dual-wield Two-Handed weapons.
Athlete
Your
Strength or
Dexterity increases by 1, to a maximum of 20.
When you are Prone, standing up uses significantly less movement. Your
Jump distance also increases by 50%.
Strength or
Dexterity increases by 1, to a maximum of 20.When you are Prone, standing up uses significantly less movement. Your
Elemental Adept
Your spells and attacks ignore Resistance to a damage type of your choice. When you cast spells of that type, you cannot roll a 1.
Ritual Caster
You learn two ritual spells of your choice.
Polearm Master
When attacking with a glaive, halberd, quarterstaff, or spear, you can use a
bonus action to attack with the butt of your weapon.
You can also make an Opportunity Attack when a target comes within range.
bonus action to attack with the butt of your weapon.You can also make an Opportunity Attack when a target comes within range.
Resilient
You increase an Ability by 1, to a maximum of 20, and gain
Proficiency in that Ability's
Saving Throws.
Proficiency in that Ability's
Saving Throws.
War Caster
You gain
Advantage on
Saving Throws to maintain
Concentration on a spell.
You can also use a
reaction to cast
Shocking Grasp at a target moving out of melee range.
Advantage on
Saving Throws to maintain
Concentration on a spell.You can also use a
reaction to cast
Spell Sniper
You learn a
cantrip, and the number you need to
roll a Critical Hit with spells is reduced by 1. This effect can stack.
cantrip, and the number you need to
roll a Critical Hit with spells is reduced by 1. This effect can stack.
Heavily Armoured
You gain Armour Proficiency with Heavy Armour and your
Strength increases by 1, to a maximum of 20.
Strength increases by 1, to a maximum of 20.
Heavy Armour Master
Your
Strength increases by 1, to a maximum of 20.
Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.
Strength increases by 1, to a maximum of 20.Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.
Sentinel
When an enemy within melee range attacks an ally, you can use a
reaction to make a weapon attack against that enemy. Target ally must not have the Sentinel Feat.
You gain
Advantage on Opportunity Attacks, and when you hit a creature with an Opportunity Attack, it can no longer move for the rest of its turn.
reaction to make a weapon attack against that enemy. Target ally must not have the Sentinel Feat.You gain
Advantage on Opportunity Attacks, and when you hit a creature with an Opportunity Attack, it can no longer move for the rest of its turn.
Moderately Armoured
You gain Armour Proficiency with Medium Armour and shields, and your
Strength or
Dexterity increases by 1, to a maximum of 20.
Strength or
Dexterity increases by 1, to a maximum of 20.
Medium Armour Master
When you wear Medium Armour, it doesn't impose
Disadvantage on Stealth
Checks. The bonus to
Armour Class you can gain from your Dexterity Modifier also becomes +3 instead of +2.
Disadvantage on Stealth
Checks. The bonus to
Armour Class you can gain from your Dexterity Modifier also becomes +3 instead of +2.
Lucky
You gain 3
Luck Points, which you can use to gain
Advantage on
Attack Rolls,
Ability Checks, or
Saving Throws, or to make an enemy reroll their Attack Rolls.
Luck Points, which you can use to gain
Advantage on
Attack Rolls,
Ability Checks, or
Saving Throws, or to make an enemy reroll their Attack Rolls.