Base Class: Paladin
At 7th level you cannot use armor anymore (if you try, it will be destroyed, as well as r the armor you were already using when leveled up), but you gain 4 AC permanently.
At 14th level you cannot attack with any weapon anymore (if you try, it will break before the attack, or will not cause any damage), but your base unarmed damage turns to a 1d8 and the strength modifier bonus is doubled.
At 20th level all your spell slots are removed and you cant gain spell slots anymore, but you gain 5 strength, 5 constitution and (before they are gone) adds the sum of all your spell slots levels to your base unarmed damage.
The Golden Wheel
At 10th level, you manage to manifest the Golden Wheel and use its divine power.
Divine Healing: Starts with 0 stacks (max 10). Every time you take damage, add 1 stack. Each stack above 5 increases your AC by 1. When it gets to 10 stacks, the next damage you recieve will automatically consume all the stacks to be multiplied by half your Paladin Levels and being converted into healing. May regenerate lost body parts.
Divine Adaptation: Starts with 0 stacks (max 20). Any spell used against you that was already used in that combat, will deal half damage (if it deals damage) and will add 1 stack. Also, any damage you received that had the same type of other damage you toke in that combat, adds 1 stack. Being affected by any new spell or taking damage of any new type, consumes 2 stacks. When you have 3+ stacks, any spell used against you that was already used will be anulled. When you have 5+ stacks, reduce all damage taken that is not from a new type, by half. When you have 7+ stacks, any spell at 7th level or bellow used against you will be anulled. When you have 10+ stacks, only damage that are not of a new type will affect you. At 20 stacks, you suffer no damage, but if you gain any other stack, instead the skill resets (losing all stacks and registers of spells or damage types that already was used). When the combat ends, the skill resets too.
Divine Combat
At 17th level, all unarmed attacks are imbued with divine energy, making them deal additional radiant damage equal to 2 times your Strength modifier. If a unarmed attack imbued with divine energy reduces the target to 0 hit points, it is disintegrated as seen within the disintegrate spell.
Basic Adaptation
If in combat, after taking damage from any source you will take 1 less damage from that source until the end of combat (if you get hit by someone with a sword, the damage reduction works for the sword, not for its user, but it applies for equal sources as if they were one).
At 5th level you can use a reaction to double the damage reduction, instead of increasing it by 1.
At 10th level, when the damage reduction of something gets to 20, that thing will not cause any damage to you until the effect ends.
Environmental Adaptation
At 7th level your body starts to adapts to the ambient. The following effects are received permanently when you fulfill its conditions:
Aquatic: Breathe underwater; swim speed equals walking speed. Condition: have a total of 3 or more hours in contact with water.
Night Vision: Gain Darkvision equal to normal sight; treat darkness as bright light. Condition: have a total of at least 5 hours in the darkness.
Desert: Resistance to fire; protected from extreme heat. Condition: take 50 fire damage in total.
Arctic: Resistance to cold; protected from extreme cold. Condition: take 50 cold damage in total.
Forest: Cannot be surprised; advantage on Survival & Stealth in forests. Condition: take 100 damage while in contact with nature.
Swamp: Immunity to disease & poison; move freely through swamps. Condition: take poison damage 3 different times.
You also can pick 2 to recieve them instantly, but you will not be able to get the rest.
Advanced Adaptation
At 15th level, your adaptation is even more powerfull and complex.
Conditon Habituation: When affected by a condition, you can sacrifice 5 HP to make so in your next turn you recover from it and become immune to the condition for 10 minutes, or until the combat ends. This can be used 2 times max in combat, but unlimited times outside of combat.
Never Fail Twice: Missing a attack gives +5 to your next attack roll against the same target, if you miss again (even with the bônus), you gain +10 in the next one, if you miss again, you gain +15 and so on, until you hit or the combat ends.
Exploit Weakness: Causing damage on someone with a attack gives you advantage in your next attack on that same person and it will deal 2 more damage. If it causes damage again, you dont get the advantage, but the next attack will gain 4 damage, then the next attack will have +6 damage, then +8 and so on, until you misses the attack or the combat ends.
Absolute Adaptation
At 20th level, your adaptation transcended the fabric of reality, allowing you to adapt to everything in every way possible.
Inhuman Being: You dont age and dont requires anything to live (like food, water or sleep).
Ultimate Defense: When you take damage from the same source for the third time, you become permanently immune to all damage from that source.
Perfect Copy: You have 3 copy slots. Any action (including spells) you see being executed fully, can be copied to a slot and used whenever you want, using divine energy to fill the gaps. After using a copy, it is removed from the slot. Example: if you copy someone slashing with a sword, you will do that even if you dont have a sword, creating a divine energy blade (that doesnt count as a weapon). The copy doesnt need to be used exactly as the original, but the damage output is always the same.







-
View User Profile
-
Send Message
Posted Dec 9, 2025Bro is NOT mahoraga