Difference between revisions of "Paladin V2"

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=== '''Divine Shield''' ===
 
=== '''Divine Shield''' ===
The character may spend one ''Channel Divinity'' to gain damage resistance against physical damage. The threshold for this damage resistance is equal to the sum total of Cleric and Paladin class levels the character possesses. The shield absorbs 10 damage per point of the character's Charisma or Wisdom bonus, whichever is higher, plus 10% of the target's maximum hitpoints. If ''Divine Shield'' is already active, any existing absorption is inherited by the new instance of ''Divine Shield''. ''Divine Shield'' has a duration of 15 minutes Combat Time.
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The character may spend two points of ''Channel Divinity'' to gain damage resistance against physical damage. The threshold for this damage resistance is equal to the sum total of Cleric and Paladin class levels the character possesses. The shield absorbs 10 damage per point of the character's Charisma or Wisdom bonus, whichever is higher, plus 10% of the target's maximum hitpoints. If ''Divine Shield'' is already active, any existing absorption is inherited by the new instance of ''Divine Shield''. ''Divine Shield'' has a duration of 15 minutes Combat Time.
  
 
=== '''Lay on Hands''' ===
 
=== '''Lay on Hands''' ===

Latest revision as of 00:24, 13 January 2024

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, Aura of Courage
3 Channel Divinity: Divine Might/Divine Shield, Lay on Hands, Smite, Divine Grace
4 Archetype Feature I
5 Spellcasting Level 2
6
7 Archetype Feature II
8
9 Spellcasting Level 3
10 Archetype Feature III

Paladin Core Mechanics

Simple Weapon Mastery

The Paladin receives the Simple Weapon Mastery feat for free.

Divine Health

The Paladin is immune to disease.

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, plus the highest of their Wisdom or Charisma modifiers. The character regains 1 Channel Divinity for every 6 non-minion foes slain.

Divine Might

The character may spend one Channel Divinity to add their Charisma or Wisdom bonus, whichever is higher, to all weapon damage for 1 minute. This damage is capped by the total sum of paladin and cleric levels. If Divine Might is already active, the duration is extended by 1 minute.

Divine Shield

The character may spend two points of Channel Divinity to gain damage resistance against physical damage. The threshold for this damage resistance is equal to the sum total of Cleric and Paladin class levels the character possesses. The shield absorbs 10 damage per point of the character's Charisma or Wisdom bonus, whichever is higher, plus 10% of the target's maximum hitpoints. If Divine Shield is already active, any existing absorption is inherited by the new instance of Divine Shield. Divine Shield has a duration of 15 minutes Combat Time.

Lay on Hands

Once per round, a Paladin may consume 2 uses of Channel Divinity to heal themselves or an ally for an amount equal to 3d4 per class level, plus the target's top [Charisma modifier] hit dice. This also removes any poison or disease afflicting the target. If targeting themselves, Lay on Hands activates instantly, with no action required.

Smite

Once per round, a Paladin may expend 1 use of Channel Divinity to strike the target of their next normal attack for 2d4 bonus Radiant damage per Paladin class level.

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, when you Smite a creature for the first time, the Smite is executed at no cost.
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 Radiant 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 1m.

Templar

"My will is steel."

Class Level Feature Details
4 Forge Your Divine Shield now absorbs damage of all types.


In addition, 50% of the post-mitigation damage you take is recorded, and added to your next Divine Shield. When your Divine Shield expires, any remaining absorption is stored and applied to your next Divine Shield.

7 Anvil When Divine Shield is activated you gain temporary hitpoints equal to half your base Divine Shield absorption limit, for a number of rounds equal to your Charisma modifier.


Your Smite now also refreshes your Divine Shield's duration and changes its DR value to your total Smite damage.

10 Tempered Your Divine Shield now costs only 1 Channel Divinity.


If a Smite expands the threshold of your Divine Shield, the Channel Divinity cost of the Smite is refunded. The Smite's damage is also added to your Forge counter.

Hospitaller

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

Class Level Feature Details
4 Divine Intervention When you use Lay on Hands, the target also gains the effects of your Divine Shield at no cost. Furthermore, any excess healing from your Lay on Hands is now granted as temporary hitpoints (THP) with the same duration as Divine Shield.


Finally, upon using Lay on Hands, you gain a free use of Smite. These free uses may stack to a maximum of 3.

7 Deliverance You may nominate a target with the use of your archetype menu to select a target for Deliverance.


For 3 rounds following Smite, any Radiant damage you deal is applied as temporary hit points (THP) to your Deliverance target. These THP possess a duration of 3 rounds. If your Deliverance target is more than 20m distant, you receive the THP instead.

Using Smite again whilst the duration is active adds another 3 rounds to the duration of Deliverance, to a total maximum duration of 5 rounds.

10 Salvation When your Deliverance feature grants temporary hitpoints, it also applies the effects of Restoration, cleansing the target of negative effects.


In addition, upon using Lay on Hands you grant the target the effects of the Death Ward spell. If the target is dead or dying, you first grant the effects of the Raise Dead spell.