Hurn Flashcards

1
Q

Channel Divinity: Control Undead

A

As an action, the paladin targets one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin’s commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin’s level is immune to this effect.

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2
Q

Channel Divinity: Dreadful Aspect

A

As an action, each creature of your choice that can see you within 30 ft. must make a WIS saving throw (DC 13). On failure, the target is frightened of you for 1 minute. If it moves more than 30 ft. from you, it can attempt another saving throw.

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3
Q

Charger Feat

A

When you use the Dash action, you can use a bonus action to make a melee weapon attack or shove a creature.

If you move at least 10 ft. in a straight line before using this bonus action, you either gain a +5 bonus to the damage roll (if you chose to make a melee attack and you hit) or push the target up to 10 ft. away from you (if you chose to shove and you succeed).

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4
Q

Hellish Rebuke

A

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

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5
Q

Divine Health

A

You are immune to disease.

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6
Q

Harness Divine Power

A

You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, which can be no higher than level 1. You regain all expended uses when you finish a long rest.

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