Base Class: Paladin
coin toss - they are not wordy of deciding so when need arises a coin is king
Weapon of Probability
Starting at lvl.3 you can roll 1d6 for a random effect on your weapon:
effect name | normal effect | on critical effect | effect on natural 1
- fire weapon | deal +1d4 fire damage on hit | target must succeed DEX saving throw or be burned | take 1d4 fire damage
- ice weapon | deal +1d4 cold damage on hit | target must succeed STR saving throw or get disadvantage on hit throws until saving throw succeeds | take 1d4 cold damage
- wind weapon | attack range is 20 feet, extra attack | target is bleeding for 1d6 turns, bleeding deals damage = to turn left, bleeding stacks | none
- lightning weapon| deal +1d4 lightning damage on hit | target must succeed CON saving throw or be stunned for 1 turn | take 1d4 lightning damage
- radiant weapon | deal +1d4 radiant damage on hit * | for 1d4 turns attacks on target can crit on 19(if you can already crit on 19 now you can crit on 18) | none
- necrotic weapon | deal +1d4 necro damage on hit | if target dies on the next 1d4 turns it will resurrect with 1d8 hit points and half movement ** | take 2d4 necrotic damage
*stacks with divine smite
**if target is already dead or dies with the strike take 1d6 damage and resurrect it with 1d8 hit points and half movement
burned- deals 1d4 fire damage for stack. Each turn if DEX save is failed one stack is added. Effected can use action or bonus action to make DEX saving throw to remove one stack.
if ability is used while an effect is in use for the next 1d12 attacks you have disadvantage on hit throws
It can be used as an action or bonus action
It has a 10 min cooldown
Coin Toss
Starting at lvl.3 you can use a bonus action before a hit throw to Roll any dice
if top half- any attack you make this round you have advantage
if bottom half- any attack you make this round has disadvantage
you can chose to cancel your attack depending on your roll
Weapon of Probability lvl.2
Starting at lvl.7 you can use a spell slot to use the full power of your weapon (action/cooldown 2min)
- Fire Weapon - for 1 min your extra fire damage is doubled your on critical effect applies every time you hit a target (can be used as bonus action).
- Ice Weapon - you can use 1 cubic feet of ice to your will(it's up to the DM to reward creative use of the spell). It breaks on blunt impacts dealing 10 cold damage and applies on critical effect on any attack made with or to the ice.
- Wind Weapon - pushes any creature back whit a gust of wind 15 feet and deal 1d6 force damage. all effected must succeed DEX save or start bleeding for 1d12 turns.
- Lightning Weapon - Stab your target dealing double extra lightning damage. While target fails CON saving throws he is stunned and receives 1d4 lightning damage. While target is stunned you can't move or attack with your Weapon of Probability.
- Radiant Weapon - Next hit doesn't fail, doubles all damage on it and applies on critical effect
- Necrotic Weapon - Chose 2 creatures whit in 30 feet and apply on critical effect to them for 1d8 turns.
if Weapon of Probability is switched while cooldown is active, it resets.
Probability Proficiencie
Starting at lvl.15 your Weapon of Probability lvl1 and 2 cooldown is removed
If change your Weapon of Prob. you now only have disadvantage for the next hit throws.
Probability is Malleable
Starting at lvl.20 for 1 minute per day you and every friendly creature within 30 feet has advantage on all rolls and hostile creature have disadvantage on all roll
During this time every critical hit you or any affected friendly creatures makes applies on critical effect of Radiant Weapon
Can be used as bonus action.
Can only be used once per day resets at dawn.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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5/12/2021 10:59:26 PM
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6
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1
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1
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Coming Soon
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