Base Class: Paladin
A "simple knigh", this i probably how you would discribe yoursel. But you are far more than that. You are a holy knight, blessed by Illmater. And even if you are faithless, because Illamter said "No need of faith to do good" to the first paladin of protection. You are the shield of the Weak, you are the bulwark agaisnt the Strong.
Tenets:
- Stand for the Weak: A weak is someone with less Max HP than you, or on the verge of death and asking for mercy.
-Bow for no Strong: A strong is someone with equal or more Max HP than you, or willing to hurt or overpower a weak
-Be the shield: None can accept pain like you, for you are strong, and you shall aim to take the most damage in a battle, physical or mental.
-Death isn't free: Death is never a good option. But it can be the best. Be prepared, paladin, for lives can be lost, but none shall be spoiled. Kill less, save more.
Level 3: Channel Divinity: Shield the Weak
For an Action or a Reaction, you can use a charge of Channel Divinity and cast a magical shield forming a sphere (3m / 9ft) around you. For any damage dealt to a Weak inside that shield, you take all their damage. If you succed a Constitution Saving Throw, you take only half the damages (they still suffer none).
Level 3: Channel Divinity: Break the Strong
On an attack that touch (a Strong), you can use a Channel Divinity. The enemy need to succed a Constitution Saving Throw (DD = 8 + [PaladinLV/2] + Profeciency Bonus).
If the enemy fail, he is Broken until he regenerate 20% of his MaxHP. Until then, he got:
- Disadvantange on all phisical throw (attack, damage, etc)
- a Debuff of (Charisma Modifier) to all magical Throw (attack, DD, damage, etc)
Level 7: Bulwark
At Level 7, you can take (and loose) a defensive stance for a Bonus action. As long as you are in this stance, you loose half your Movement Speed but add your Proficiency Bonus to your AC and your Opportunity Attack. And for anyone starting it's turn in your Melee Range, you get a free Opportunity Attack.
At Level 18, you also get a free Opportunity Attack for anyone entering or attacking from inside your Melee Range.
Level 15: Blessed Ground
At Level 15, you can use your Action to loose (4+PaladinLV) HP.
As you do so, you make a 9m radius circle that heal every Friendly for 1D4+ChaMod.
The circle stay until you or (CharismaMod) persones fall unconscious.
Level 20: Paragon of the Weak
At Level 20, you are the banner, the shield and the voice of the Weak. Everytime you can deal Radian Damage, you can choose to heal an ally (Every overheal is converted in Bonus HP)
Exemple:
Your weapon deal 2d10 (slashing) + 4 (radiant). You also have 1d8 (radiant) because of Lv11 Paladin. And you ad a Lv4 Smite, so 5d8 (radiant).
You then can choose to output 2d10 (slashing) on an enemy and heal for 4 + 1d8 + 5d8.
Let's say you heal 31 and the ally can take 15 before max Hp. Then you give 16 Bonus Hp to that ally.
The heal CAN'T be given to the paladin or to two or more ally. It's mono-taget.
PS: Crit Smite will also roll twice for heal
Previous Versions
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10/24/2025 3:27:28 PM
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29
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10
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0.1
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Coming Soon
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