Paladin
Base Class: Paladin

The Cursed Paladin has defied their deity and has had a curse bestowed upon them causing the curse to randomly activate taking making their spells not have the intended results.

Each Day or after each long rest the Player will roll a d4 to determine if the curse activates or not. If the roll is odd the curse is active. If the roll is even the paladin can use their abilities as normal.

While the curse is active When the Paladin casts a spell they must roll a d4 after the spell is chosen and if it works is decided along with how much damage is determined. If the paladin rolls a 1 or 3 the intended spell has the opposite effect. For example if you try to heal a player the spell in turn damages the player for the amount of damage rolled. If the Paladin casts a damage spell on the target It will heal the target for the amount of damage. If the Paladin rolls a 2 or 4 the spells works as intended.

 

Cursed Paladin Spells

A cursed Paladin has access to spells other paladins usually wouldn't have due to the nature of the curse.

PALADIN LEVEL

SPELLS

3rd

Eldritch Blast, Mage Hand

5th

Gentle Repose, Bestow Curse

9th

Guiding Bolt, Comprehend Languages

13th

Find Traps, Locate Object

17th

Spiritual Weapon, Raise Dead

Curse Immunity 

You are immune to all curses outside of the Devine cure placed on you.

Cursed Aura

All enemies within 10ft of the paladin become cursed. 

At the start of their next turn each enemy within 10 feet is cursed, even if they are unable to be seen. 

While the curse is active When the enemy casts a spell they must roll a d4 after the spell is chosen and if it works is decided along with how much damage is determined. If the enemy rolls a 1 or 3 the intended spell has the opposite effect. For example if you try to heal a player the spell in turn damages the player for the amount of damage rolled. If the enemy casts a damage spell on the target It will heal the target for the amount of damage. If the enemy rolls a 2 or 4 the spells works as intended.

This is repeated each turn until the enemy exits the aura or is killed.

At 18th level the aura increases from 10 feet to 30 feet.

Divinity's Gamble

At 15th level When the paladin is at half of their hit points or lower they can gamble with a Devine Spirit. Upon starting the gamble the paladin will roll a 1d4 if a 1 or 3 is rolled the paladin is damaged. If a 2 or 4 is rolled the paladin is healed. then the paladin will roll a 1d6 and they will be either damaged or healed 1d6+ half of their paladin level. 

You may gamble as many times as you wish until you are above half or your hit points or you are incapacitated, or dead

Divine Curse Deflection

For 1 minute The Paladin cannot be cursed in anyway. When this ability is used all Curses currently on active on the paladin are lifted. Upon expiration any curse that has a longer duration is reapplied with the same amount of time of effectiveness. This ability can only be used once every short or long rest.

Cursed Paladin Spells

A cursed Paladin has access to spells other paladins usually wouldn't have due to the nature of the curse.

PALADIN LEVEL

SPELLS

3rd

Eldritch Blast, Mage Hand

5th

Gentle Repose

9th

Guiding Bolt, Comprehend Languages

13th

Find Traps, Locate Object

17th

Spiritual Weapon

Cursed Aura

All enemies within 10 feet of the paladin become cursed. 

At the start of their next turn each enemy within 10 feet is cursed, even if they are unable to be seen. 

While the curse is active When the enemy casts a spell they must roll a d4 after the spell is chosen and if it works is decided along with how much damage is determined. If the enemy rolls a 1 or 3 the intended spell has the opposite effect. For example if you try to heal a player the spell in turn damages the player for the amount of damage rolled. If the enemy casts a damage spell on the target It will heal the target for the amount of damage. If the enemy rolls a 2 or 4 the spells works as intended.

This is repeated each turn until the enemy exits the aura or is killed.

At 18th level the Cursed Aura increases to 30 feet

Divinity's Gamble

At 15th level When the paladin is at half of their hit points or lower they can gamble with a Devine Spirit. Upon starting the gamble the paladin will roll a 1d4 if a 1 or 3 is rolled the paladin is damaged. If a 2 or 4 is rolled the paladin is healed. then the paladin will roll a 1d6 and they will be either damaged or healed 1d6+ half of their paladin level. 

You may gamble as many times as you wish until you are above half or your hit points or you are incapacitated, or dead

 

Divine Curse Deflection

For 1 minute The Paladin cannot be cursed in anyway.

When this ability is used all Curses currently on active on the paladin are lifted.

Upon expiration any curse that has a longer duration is reapplied with the same amount of time of effectiveness.

This ability can only be used once every short or long rest.

Curse Immunity

You are immune to all curses outside of the Devine cure placed on you

Previous Versions

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12/17/2020 5:43:11 PM
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