Paladin
Base Class: Paladin

Many paladins come from all over to learn the ways of the protectors of the Ancient Blades. Some succeed... some fail... however, if they succeed, they will be granted access to one of the Ancient Blades, based on their motives and how well they performed in training. The Ancient Blade that is given to you is added to your starting equipment and you have proficiency with it. The Ancient Blade is also considered a magic item, effect decided upon taking this subclass and must be approved by DM.

Divine Weapon

Also at 3rd level, you gain the following:

While wielding a glaive, gain the following benefits:

  • Attack rolls can use Charisma instead of strength/Dexterity.
  • You can use it as a spellcasting focus.

Balance

Starting at 7th level, you can now use a spell with a casting time of an action as part of your extra attack feature.

Channel Divinity

Starting at 3rd level, you gain the channel divinity feature.

Defensive stance

Gain an additional 1 to your AC. Additionally as a reaction you can reduce all incoming damage by your proficiency + your charisma modifier for one attack.

Flowing stance

Successful attacks bolster you improving both damage and precision. Each time you successfully attack a creature while in this stance you crit 1 lower to a max of 15. This resets back to normal upon critting.

Level 15: Improved stances

Starting at 15th level, your martial and magical capabilities greatly improve and synergies within each other. Gain the following changes:

Improved Flowing stance:

  • When you land a crit on a target while in this stance, you can now force them to make a constitution saving throw DC = Your spellcasting DC save On a failed save they become heavily concussed and will have disadvantage on all attack rolls, Str & Dex saving throws and will be immobile until the start of your next turn.

Improved Defensive stance:

  • Magical energy surges around you protecting you, while within this stance you gain advantage on all saving throws which would knock you prone, stun you or move you. Additionally you passively reduce all damage you take equal to your Charisma modifier while within this stance.

 

Improved Defensive stance

Magical energy surges around you protecting you, while within this stance you gain advantage on all saving throws which would knock you prone, stun you or move you. Additionally you passively reduce all damage you take equal to your Charisma modifier while within this stance.

Improved Flowing stance

When you land a crit on a target while in this stance, you can now force them to make a constitution saving throw DC = Your spellcasting DC save On a failed save they become heavily concussed and will have disadvantage on all attack rolls, Str & Dex saving throws and will be immobile until the start of your next turn.

Level 20: True balance

Starting at 20th level, you can temporarily enter a stance of perfect balance, granting you the following benefits for 1 minute:

Stance of perfect balance:

  • Whenever you take damage from an attacker you can store it, allowing for your next attack against that creature to deal damage back to it equal to 50% of the damage you took. You can use this feature only 3 times while within this stance.
  • Whenever you take damage from an attacker you can store it, allowing you to manifest the impact as protection. You gain temporary hit points equal to 50% of the damage you took. You can use this feature only 3 times while within this stance
  • When you take the attack action and hit, you can attack that target again immediately after, you can repeat this a number of times up to a max of 4.
  • You magically bolster yourself granting you AC equal to your Charisma modifier.

While within this stance you can not benefit from any of your other stances. Nor can you swap into them for the duration.

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