Class: Paladin

The Paladin

 
ClassName Description filled with Flowery Text
 

Paladin Mindset

 

Playing a Paladin

You are an emissary of a power greater than yourself, a devoted servant who has taken up a weighty mantle, or a warrior of zeal and greater purpose(s). You adhere to a code that holds you apart from those around you, and through weaponry or magic, you pit yourself against those who would stand against you and yours. You have powerful defenses that you share freely with your allies and bystanders, as well as holy power you use to end any threat you face. Your devotion to your creed of other oaths and orders, as your journey takes you down the road of champions.  

Roleplay

During Social Encounters; you are a voice of devoted authority, with strong intentions to embody the behaviors your creed encourages.

While Exploring; you overcome barriers both physical and spiritual, providing inspiration to your allies through your actions and—when your fellow adventurers ask for it—providing guidance with a sure hand.

In Downtime;You spend much of your time in solemn prayer and contemplation, rigorous training, and fulfilling the edicts of your cause, but that doesn’t mean there isn’t time to take up a craft or hobby.

 
You Might...
  • Believe the might of your cause will triumph, no matter how grim the odds.
  • Explain how the teachings of the power(s) you follow, applying such traits to decisions and actions in everyday life.
  • Be a bit overprotective of your allies.
Others Probably...
  • See you as a symbol of the ideal you embody, for good and for ill.
  • Worry you secretly despise them for not living up to your impossible standard, or that you are unwilling to compromise when necessary.
  • Know that you’ve sworn divine oaths of service they can trust you to keep. Even if that involves walking in a straight line, no matter what.
 

Mechanical Talk

  How to play, etc etc.  

Key Attribute(s):

  Strength Dexterity Constitution Intelligence Wisdom Charisma  

Key Terms

  BONUS/PENALTY DICE): Bonus and Penalty die are important to all characters. For the Paladin, your kit will give you bonus die on fear effects...   PROFICIENCY: Proficiency and Proficiency Bonus is an important term for all classes. For the Paladin, your proficiency will your usual kit (Attacks, Save DC, Skills, etc), as well as...   Name them all.  

X Class Table

 
Class Level Class Features
1
  • Initial Character Additions
    • Ancestry (and Heritage), Background (and Skill Talent), 1st Feat(s), etc
  • Multiclass Additions
    • Class Hit Dice
    • Added Proficiencies
  • Class Features
  Class Features Here
2 X (Subclass),
3 Class Feature, Subclass Feature
4 +Y: Y, 1st Class Mastery Choices
5 Token Class Feature (PS, AA, etc), Class Features
6 Subclass Feature
7 +Y: Y, 2nd Class Mastery Choices
8 Class Feature
9 Subclass Feature
10 +Y:Y, 3rd Class Mastery Choices
11 Class Feature/td]
12 Subclass Feature
13 +Y: Y, 4th Class Mastery Choices
14 Build on Class Feature
15 Subclass Feature
16 +Y: Y, 5th ClassMastery Choices
17 Named Class Feature
18 Subclass Feature
19 +Y: Y, Last Class Mastery Choices
20 Class Capstone
 

Paladin Basics

 

Initial Character Additions

  If the Paladin is your starting Class, you gain the following features and proficiencies:  

Ancestry, Background, etc

You gain the benefits of your selected Ancestry, Heritage (be they Ancestral Heritages or Versatile Heritages, your Background and it's Skill Talent, your 1st level Feat Choice, etc.
 

Attribute Boosts

You gain two Attribute Boosts. One of which must be used on Strength or Dexterity. The other can be whatever you wish.  

Health

Starting / Leveled Health: 10 (6 or 1d10 )  

Proficiencies and Gear

 
Gear Profs
  Armor: All Armors (Light Armors, Medium Armors, Heavy Armors) All Shields. Weapons: All Simple Weapons and Martial Weapons; the Shieldstrike Weapon Group   Saving Throws: Fortitude (Con/Cha), Reflex (Str/Dex) and Will (Int/Wis)  
Skill Profs
  Choice of 3 primary skills from the following list:     Choice of 1 secondary skill from the following list:     Note A: For each additional Intelligence attribute point above 0, you do not gain additional Skills. Instead, you gain Skill Talents of your choice that you qualify for.   Note B: For each Skill listed abovet that is also given by your Ancestry or Background, you may pick any skill from the full list of Primary and Secondary skills (depending on which choice is given already), as per the Origin Customization Rule.  
Starting Gear
  You gain either 5d6 times 10 sp (or 175 sp / 17 gp 5 sp) as starting gold to spend on gear, OR gear from any one of the following starter packs: Paladin Class, Channeler Group, Warrior Group, Explorer's Pack, Parson's Pack.  

Multiclass Additions

  Minimum Requirements: STR/DEX and CHA stat +2 or more   If you are multiclassing into the Paladin, you gain the following proficiencies:
  • Proficiencies
  • Shieldstrike Weapon Group
  •  

    Other Paladin Info

      Class Hit Die: D10   Class Group(s): Warrior, Channeler   Favorite Class Bonus: You gain additional health equal to your Proficiency Bonus. Additionally, you gain additional Power Points equal to 1/2 your Paladin class level (rounded up).  

    Core Class Features

    As a Paladin, you gain Class Features associated with your class at certain class levels.
    At levels 1, 2, 3, 5, 8, 11, 14, and 17 you gain Your main Features, or semi-unique features that establish your class and your role in the game with such.   At class levels 4, 7, 10, 13, 16, and 19 you will gain Class Mastery Features, or features that that improve on your main features; and a mini-feat called a Mastery Talent (1 out of 3+ preset choices). (Note: You can forgo taking Mastery Features and Talent(s) to gain or advance a Dedication Template instead).
      You gain the following class features:  

    (1st) Initiate of Champions

    You learn the sort of Divine Grace that many champions and knightly orders strive for. You gain the Power Point Pool common feature, and learn the Divine Smite and the Sense Planar Forces abilities. Additionally, you can use your Power Points or spell slots to cast either ability.

    Finally, you learn the Arrest Fall skill talent, to prevent you from falling harshly.

     

    (1st) Tenet Attunement

    You are introduced to the tenets of your ideal, patron, or deity, coming in the form of a Domain. You will not gain every feature from the Domain itself, but it will provide you with a glimpse into the broader scope of your ability and communing with nature.   From the Domain, you gain all of it's 1st level features, spells included. You also gain the Cantrips, Prepared, using the Divine Spell list and the spell list provided by your Domain. These spells are Paladin spells to you, and use your Charisma.  
     

    (2nd) Paladin' Creed

    At class lvl 2, all Paladins choose to follow a Creed, or their subclass. Your subclass gives you features at class levels 2, 3, 6, 9, 12, 15, and 18. It also gives you a unique capstone choice at class level 20, as well as separate Mastery Talent choices (the C choice) when they come up (at 4, 7, 10, 13, 16, 19).
     

    (2nd) Fighting Styles, Paladin

    You gain a Fighting Style from the list below. The Fighter will gain more as they specialize and become more experienced.     Your Maneuvers are governed by the Attribute you attack with (traditionally Strength or Dexterity), and you may add your proficiency bonus to these attacks or their Save DC (your default ability save DC is 10 + your proficiency bonus + your ability modifier + other modifiers, should they exist).
     
     

    (2nd) Limited Spellcasting, Paladin

    Paladins are champions of martial combat for their deity ot ideal, drawing their power from such powerful convictions. This gives them a limited, but effective form of spellcasting they can use to hurt their enmies. You gain the following features pertaining to your ability to cast spells.
        The Paladin's spellcasting attribute is Charisma, and you may add your proficiency bonus to your spell's attacks or Save DC (your default spell save DC is 10 + your proficiency bonus + your spellcasting modifier + other modifiers, should they exist).
      You can use generic casting focuses to cast spells. You may also use holy symbol, as well as your weapon or shield.
     

    (2nd) Lay On Hands

    You gain a blessed touch that can heal nearly any wound.

    You have a pool of healing power that replenishes when you complete a Long Rest. The pool's maximum amount is equal to your Paladin level x 5.

    By using 3 actions / ◈◈◈ you can touch a creature and draw power from the pool to restore hit points to that creature, equal to 1d4 per point spent. This has no effect on Constructs

    .
     

    (3rd) Harnessing of Divine Power

    You learn the ability to wield your divine power. You gain the 2nd and 3rd level feature(s) from your Domain. Additionally, each Creed has spells associated with them, allowing you to prepare prepare them as if they were on your spell list.

    If you gain a spell from a Creed or Domain that doesn’t appear on your spell lists and/or is of a Spell Complexity you cannot use, can still prepare the spell nonetheless.

    Additionally, you gain the Find Steed ability, and can cast it once Short Rest without it consuming resources.

    (3rd) Champion's Health

    At 3rd class level, your magic makes you immune to Lesser Afflictions. Rather, such Afflictions (such as Diseases do not get applied to you, requiring no save. If something were to bypass such (such as a story based disease or a Cursed Gift), you can choose to mitigate it, though it is at your GM's discretion.
     

    (3rd) Subclass Feature(s)

    At 3rd class level, and every 3rd level after until 18th class level (6th, 9th, 12th, 15th, and 18th), you will get features from your subclass.
     

    (4th) MF: Feature Name, Y

    Your Y feature improves with your mastery. does one or two ribbons. Like a feat.
      You also gain your choice of the following below.  
    • A:.
    • B: :.
    • C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
      These choices are also listed in the Classname Mastery Array, and will also be presented with every Mastery Feature. You will gain similar Mastery features and talents at class levels 7th, 10th, 13th, 16th, and 19th.  

    (5th) Additional Attack

    As a character capable of fighting well, you're trained in pressing the attack.

    You gain an instance of the Additional Attack common feature, if you don't already have it.

     

    [(5th) Aura of Protection

    You project a helpful aura, which your allies can take advantage of with certain effects.

    You project this Aura around you in all directions, with a radius in feet equal to 10 ft x your Proficiency Bonus, + 10 ft. You must be conscious to grant this aura and its bonuses.

    As your first bonus, your allies gain a flat numerical bonus to all saves equal to your CHA.

     

    (5th) Channel Divinity, Paladin

    At 5th class level, you gain the ability to channel your divine energy into power familiar with other magic users. You gain the Rebuke Undead and the Turn Undead unique abilities, with more coming from your Creed.

     

    (7th) MF: Y, Y

    Your X feature improves with your mastery.   :y
     
    • A:.
    • B: :.
    • C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
     

    [(8th) Aura of Courage

    At 8th class level, your Aura of Protection also makes allies immune to the Frightened condition.

     

    [(8th) Divine Strikes

    At 8th class level, you gain the Divine Strikes.

     

    (10th) MF: Y, Y

    Your X feature improves with your mastery.   Improves a prior ability that defined the class, and welcomes the class into a new tier of content.
     
    • A:.
    • B: :.
    • C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
     

    (11th) Instrument of Justice

    By the power of what powers you, your smites have become formidably dangerous.

    Your Smites deal twice as much damage when they hit, and their numerical effects are doubled.

     

    [ (11th) Purifying Touch

    Beginning at 11th level, you can use ◈ to end a harmful condition on an ally that isn't Death or Exhaustion. You can use this feature a number of times equal to your Proficiency Bonus + CHA, and you regain expended uses when you finish a Long Rest.

     

    (13th) MF: Y, Y

    Your X feature improves with your mastery.   Builds on something, etc.
     
    • A:.
    • B: :.
    • C: Player Choice: YYou may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
     

    (14th) Critical Healing

    Your Healing effects can now critically strike.

    Each time you apply an effect that uses the Healing trait, roll an additional 1d20 . If you roll more than a certain amount, the healing you do is doubled.

    This amount is equal to 20 - your Half-Proficiency.

     

    (14th) Divine Intervention

    Beginning at 14th level, you can call on your domain granting entity's aid to intervene on your behalf when your need is great.

    You use ◈◈ and and open a channel to the entity. Describe the assistance you seek, and roll percentile dice (a 1d100 ). If you roll a number equal to or lower than your Paladin level, your entity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or domain spell would be appropriate.

    If the entity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

     

    (16th) MF: Y, Y

    Your X feature improves with your mastery.   :y
     
    • A:.
    • B: :.
    • C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
     

    (17th) Will and Wrath

    You've become a paragon (or menace) of your beliefs, embodying the meaning of a one man crusade.

    The effects of your Aura of Protection, your Healing, and your critical damage are doubled.

       

    (19th) MF: Y, Last Class Enhancement

    Your X feature improves with your mastery.   Something Big, and usually something that does something cool or pinnacle-like.
     
    • A:.
    • B: :.
    • C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
     

    (20th) Class Capstones

      When you reach the 20th class level in this class you may pick a capstone from this class's Class Group(s), it's subclass/dedication(s)/template(s), or from one below.   Paladin Capstone: WIP
    WIP.
     
    Class Group Capstone: Channeler's Pinnacle

    You're a living conduit of energy, holding onto many universes' greater mysteries ever so casually.

    All your Point-based resource pools (even Luck) are doubled. Additionally, they recover fully on a Swift Rest.

    ClassName Mastery Array

     
    Class Level Feature Enhanced Choice A Choice B Choice C
    4th +4: 4 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
    7th +4:4 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
    10th +10: 10 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
    13th +13: 13 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
    16th +16: 16 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
    19th +19: 19 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
     

    Subclasses and Archetypes

     

    Subclass, manually color

    Short Description Good At Mechanically Grants
    X (Classic Subclass)
    Variant Subclass 1
    Variant Subclass 2
    Weird Subclass (if applicable)
     

    Archetypes

    Short Description Good At Mechanically Grants/Replaces
    TBD TBD
    • +Benefits
    • -The Cost
     

    Sample Builds

      To come.

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