Paladin
Base Class: Paladin

In some universes, paladins who swear their oaths to protect those who cannot protect themselves are noticed by a mystical force that grants them special powers. This force is the Morphing Grid, and it grants its champions each a unique color and abilities. 

Tenants of the Oath of the Morphing Grid Paladins
Protection: I will protect those who do not have the ability to protect themselves. If a threat emerges, it will be my responsibility to take care of. 
Dedication: I fully and wholly devote myself to the cause, even if that means laying down my life. 
Preservation of Life: I will exterminate all those who threaten the life of others or seek to conquer and rule over my realm. 

Each warrior is granted a damage type by the Morphing Grid through their Morphing Color. The colors and damage types are: Red (Fire), Blue (Lightning), Green (Poison), Yellow (Thunder), Pink (Psychic), Black (Acid), and White (Cold). Each warrior also has a Morphin' Beast, a creature formed out of the powers granted to the warrior by the Morphing Grid. The Morphin' Beast takes a shape of the player's choice. The Morphing Color damage types and Morphin' Beast are used as detailed in the Oath of the Morphing Grid subclass features. 

 

Level 3: Oath of the Morphing Grid Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Morphing Grid Spells table, you thereafter always have the listed spells prepared.

Each of these spells is affected by your Morphing Color. If the spell does elemental damage (Fire, Cold, Thunder, Lightning, Acid), you have the option to change the damage to your Morphing Color damage type. 

Oath of Devotion Spells
Paladin Level Spells
3 Absorb Elements, Chromatic Orb
5 Dragon's Breath, Calm Emotions
9 Counterspell, Fly
13 Elemental Bane, Fire Shield
17 Hold Monster, Flame Strike

Level 3: Morphin' Time

As a Bonus Action, you can expend one use of Channel Divinity to assume your Morphed Form. For 10 minutes or until you use this feature again, you summon a Morphing Weapon (any weapon that you have proficiency with) and can add your Charisma modifier (minimum bonus of +1) to attack rolls made with your Morphing Weapon, and each time you can cause it to deal its normal damage type or the type of damage that your Morphing Color is associated with. This weapon continues your be your Morphing Weapon until you take a Long Rest, at which point you may change the weapon's type. You may also attune to a magic weapon over a Long Rest and make it your Morphing Weapon.

Additionally, if you are not wearing a shield, you gain a +1 to your AC until the Morphed effect wears off.

You can end this effect early (no action required) or it ends when you are not holding your Morphing Weapon. 

Level 3: Morphin' Beast

You can call upon and summon the mighty beast that your powers shape. You always have the Find Steed spell prepared, and you can cast it once without expending a spell slot per Long Rest. The beast summoned takes the shape of your Morphin' Beast. 

When you gain the Faithful Steed feature at level five, your Morphin' Beast gets an upgrade. It can now carry one additional willing creature, as well as gaining +1 AC and +5 HP per Spell Level.

Level 7: Aura of Morphing Energy

Your Aura of Protection becomes infused with energy from the Morphing Grid that stabilizes rampant energy signatures. While in your Aura of Protection, you and your allies have Resistance to Elemental Damage (Fire, Cold, Thunder, Lightning, and Acid). 

Level 15: Morphin' Master

Whenever you activate your Morphin' Time feature, you now gain the ability to infuse your Morphing Weapon with any type of damage. You also can use your Reaction to make an attack with your Morphing Weapon (distance does not matter) against an enemy creature when they deal damage to an ally within your Aura of Protection.

Additionally, as you are now fully accustomed to the Morphing Grid Energy, your transformation is now fully fortified. You gain a +2 to your AC when you are not wearing a shield while your Morphin' Time effect is active. 

Level 20: Summon Megazord

If your Morphin' Beast is summoned, you can use one Bonus Action to transform it into and pilot a Megazord, detailed below. This Megazord is a Huge humanoid creature with features resembling your Morphin' Beast (e.g. a beastly head, claws, talons, etc.). Upon destruction, your Megazord launches you atop your Morphin' Beast 20 ft. away and explodes, dealing 4d12 damage of your Mophing Color damage type or Fire damage. Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Megazord
Huge Construct, Neutral
AC: 20
HP: 100
STR: 18 (+4)     DEX: 10 (+0)     CON: 18 (+4)
INT: 14 (+2)      WIS: 10 (+0)      CHA: 9 (-1)
Resistances: Fire, Cold, Lightning, Thunder, Acid, Poison
Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
SensesDarkvision 60 ft., Passive Perception 10
Languages: Understands the languages you know.
Traits:
Morphing Grid Feedback: A creature that hits the Megazord with a melee attack takes 1d10 of your Morphing Color damage or an elemental damage type (Fire, Cold, Thunder, Lightning, Acid) of your choosing. 
Actions:
Multiattack: The Megazord makes a number of Grid Swipe attacks equal to the number of attacks your character can make, and it uses Morphing Blast. 
Grid Swipe: Melee Attack: Using a giant version of your Morphing Weapon, the Megazord attacks an enemy. On a hit, the enemy takes 3d12 damage of your Morphing Color damage or an elemental damage type of your choosing. 
Morphing Blast: Dexterity Saving ThrowThe Megazord lets loose a powerful blast of Morphing Grid Energy. The DC equals your spell save DC. On a fail, creatures take 2d12 of your Morphing Color damage or an elemental damage type of your choosing. On a success, they take half as much damage. 

 

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