Difference between revisions of "Paladin"

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| If you [[#Divine Smite|''Smite'']] any creature whilst under the effects of ''Judge'', you gain a bonus attack for one minute. The struck target also proceeds to take damage each round equal to the [[#Divine Smite|''Smite'']] damage, for a total of 12 rounds. If the target dies while under the effects of ''Jury'', the damage over time effect transfers to another enemy within 10m of the target. You may only have one instance of ''Jury'' in play at a time.
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| If you [[#Divine Smite|''Smite'']] any creature whilst under the effects of ''Judge'', you gain a bonus attack for one minute. The struck target also proceeds to take damage each round equal to the [[#Divine Smite|''Smite'']] damage broken up into 2 second ticks, for a total of 12 rounds. If the target dies while under the effects of ''Jury'', the damage over time effect transfers to another enemy within 10m of the target. You may only have one instance of ''Jury'' in play at a time.
 
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|'''Forge'''
 
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| 25% of the damage you take is recorded. When this value exceeds your [[Feats#Channel Divinity: Divine Shield|''Divine Shield'']] absorption limit, you regain a use of [[#Channel Divinity|''Channel Divinity'']]. In addition, whenever you cast Divine Shield any remaining absorption will be included in the new shield.
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| 25% of the damage you take is recorded. When this value exceeds your [[Feats#Channel Divinity: Divine Shield|''Divine Shield'']] absorption limit, you regain a use of [[#Channel Divinity|''Channel Divinity'']]. In addition, whenever you cast Divine Shield any remaining absorption will be included in the new shield. This only counts for inflicted damage, soaked or blocked damage does not count. For example, a Paladin with 8 Charisma modifier would have an absorption limit of 80, and Forge would require 360 damage taken overall to replenish divinity.
 
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|'''Anvil'''
 
|'''Anvil'''
| When [[Feats#Channel Divinity: Divine Shield|''Divine Shield'']] is activated, you gain temporary hitpoints equal to the total absorption limit for a number of rounds equal to your Charisma modifier. In addition, Smite extends your Divine Shield's duration and changes its DR value to your total Smite damage."
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| When [[Feats#Channel Divinity: Divine Shield|''Divine Shield'']] is activated, you gain temporary hitpoints equal to the total absorption limit for a number of rounds equal to your Charisma modifier. In addition, Smite extends your Divine Shield's duration and changes its DR value to your total Smite damage.
 
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Revision as of 03:06, 12 February 2021

Paladins draw Power from devotion to an Oath, or set of Oaths. Their high HP and basic proficiencies are supplemented by Channel Divinity features and a small support spell list to make them an effective martial combatant and ally. Paladin Archetypes focus on particular aspects of their playstyle: dealing bursts of unmitigated damage, effective tanking, or healing.

Maximizing Strength or Dexterity is recommended for attacking with weapons and using Maneuvers like Knockdown. It also provides bonuses to your Fortitude or Reflex save.
Charisma contributes to your spellcasting, certain Archetype features, Divine Grace, support Maneuvers such as "Commander Strike", and your Will save.
Constitution is recommended for increasing your survivability in raw hit points and contributing to your Fortitude save.
Dexterity contributes to Armor Class depending on armor type and your Reflex save.
Intelligence contributes to your maximum Maneuver pool and Reflex save.
Wisdom contributes to your Will save.

Vitals

Hit Die: d10 (10 HP per Level)
Proficiencies: Armor (All), Shields, Weapons (Simple, Martial)
Skill Points per level (*4 at 1st level): 6
Skills: All
Primary Saving Throw(s): Fortitude
Spellcasting Ability: Charisma (10 + Spell Level to be able to cast a spell)
Spellcasting Type: Devotion. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. However, any spells placed into an empty slot start as memorized and available for use.
Spellbook: Paladins know all available spells once they become capable of casting at a given spell level.
Level Feature
1 Spellcasting Level 1, Simple Weapon Mastery
2 Divine Health, Lay on Hands I, Aura of Courage
3 Channel Divinity: Divine Might/Divine Shield, Smite I, Divine Grace
4 Archetype Feature I, Lay on Hands II
5 Spellcasting Level 2, Smite II
6 Lay on Hands III
7 Archetype Feature II, Smite III
8 Lay on Hands IV
9 Spellcasting Level 3, Smite IV
10 Archetype Feature III, Lay on Hands V

Paladin Core Mechanics

Simple Weapon Mastery

The Paladin receives the Simple Weapon Mastery feat for free.

Divine Health

The Paladin is immune to disease.

Lay on Hands

A Paladin may heal themselves or an ally for an amount equal to 1d4 per class level, plus the target's top [Charisma modifier] hit dice. This also removes any poison or disease afflicting the target. The Paladin may use this a number of times per day as follows:

Class Level Uses
2 1
4 2
6 3
8 4
10 5

Aura of Courage

The Paladin is immune to Fear.

Channel Divinity

The character gains access to features that draw upon a Channel Divinity pool, representing a reserve of divine energy. These features may be granted by class levels, feats, or archetypes. This pool has a maximum capacity of equal to the sum total of their Paladin and Cleric levels. The character also regains 1 charge of Channel Divinity whenever an Elite rated enemy or higher is slain. Paladins receive the Divine Might and Divine Shield options for free.

Divine Smite

Once per round, a Paladin may expend a use of Smite and strike a target for 1d4 bonus Divine damage per Paladin class level. This damage is applied to their next successful attack, and this is also when the one round timer is applied. A Paladin regains a use of Smite when an enemy rated Elite or higher is slain. A Paladin may use Smite a number of times per day according to their class level:

Class Level Uses
3 2
5 4
7 6
9 8

Divine Grace

The Paladin adds half their Paladin level rounded down to their saving throws.

Spell List

1st Level Spells 2nd Level Spells 3rd Level Spells

Bless
Cure Light Wounds
Endure Elements
Magic Weapon
Protection

Aid
Aura Of Glory
Bless Weapon
Bull's Strength
Cure Moderate Wounds
Eagle's Splendor
Remove Paralysis
Resist Elements

Cure Serious Wounds
Dispel Magic
Greater Magic Weapon
Neutralize Poison
Prayer
Remove Blindness/Deafness

Spellcasting Progression

Paladins receive the following number of spell slots per level, with bonus slots possible from a high CHA modifier.

Class Level Slots (level 1/level 2/level 3)
1 1
5 2/1
9 3/2/1


Archetypes

Avenger

"Your sins have been counted."

Class Level Feature Details
4 Judge When you Smite a creature, your Divine Might damage bonus is doubled until its effect expires. In addition, if a creature you have previously struck with Smite is slain, you regain one use of Smite.
7 Jury If you Smite any creature whilst under the effects of Judge, you gain a bonus attack for one minute. The struck target also proceeds to take damage each round equal to the Smite damage broken up into 2 second ticks, for a total of 12 rounds. If the target dies while under the effects of Jury, the damage over time effect transfers to another enemy within 10m of the target. You may only have one instance of Jury in play at a time.
10 Executioner When you strike a creature with Smite, you do additional damage according to its health category: Injured +2d6, Badly Wounded +4d8, and Near Death +8d10. This additional damage also strikes enemies within 4m of the slain target and knocks them back 4m.

Templar

"My will is steel."

Class Level Feature Details
4 Forge 25% of the damage you take is recorded. When this value exceeds your Divine Shield absorption limit, you regain a use of Channel Divinity. In addition, whenever you cast Divine Shield any remaining absorption will be included in the new shield. This only counts for inflicted damage, soaked or blocked damage does not count. For example, a Paladin with 8 Charisma modifier would have an absorption limit of 80, and Forge would require 360 damage taken overall to replenish divinity.
7 Anvil When Divine Shield is activated, you gain temporary hitpoints equal to the total absorption limit for a number of rounds equal to your Charisma modifier. In addition, Smite extends your Divine Shield's duration and changes its DR value to your total Smite damage.
10 Tempered While Divine Shield is active, you gain physical damage immunity equal to your Paladin class level plus Charisma modifier.

Hospitaller

"Stay on your feet, we have much work to be done this day."

Class Level Feature Details
4 Fending Gauntlet When you use Lay on Hands on an ally, they also gain the effects of your Divine Shield at no cost. When you use your last Lay on Hands, a point is deducted from your Channel Divinity and a use of Lay on Hands is restored.
7 Furious Rejuvenation Your Smite restores a use of Lay on Hands when used, and causes the next Lay on Hands used within [Charisma modifier] rounds to have an empowered effect.
10 Ablative Assault When you use Lay on Hands, your target also receives temporary hit points equal to your Lay on Hands healing value for a number of rounds equal to your Charisma modifier. In addition, any Divine damage you deal for this same number of rounds is applied as temporary hit points to your last Lay on Hands target. These temporary hit points also last a number of rounds equal to your Charisma modifier.