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rules:homebrew:heartbreaker:paladin

Paladin

Hitpoints per level: 6
Skillpoints per level: 3
Value of starting equipment: 30gp
Starting gold: 2d6

Weapon and Armor Proficiency:
Paladins are proficient with simple and martial weapons, and all armors and shields.

Progression

Level BAB Fort Ref Will Class features Aura
1st +1 +1 +0 +1 Auras Virtue I
2nd +2 +1 +0 +1 Lay on Hands Woe I
3rd +3 +2 +1 +2 Heroic Smite Wane I
4th +4 +2 +1 +2 Virtue II
5th +5 +3 +1 +3 Cure ability damage Woe II
6th +6/+1 +3 +2 +3 Ranged Lay on Hands Wane II
7th +7/+2 +4 +2 +4 Virtue III
8th +8/+3 +4 +2 +4 Woe III
9th +9/+4 +5 +3 +5 Cure diseases Wane III
10th +10/+5 +5 +3 +5 Double Aura Virtue IV
11th +11/+6/+1 +6 +3 +6 Woe IV
12th +12/+7/+2 +6 +4 +6 Wane VI
13th +13/+8/+3 +7 +4 +7 Cure curses Virtue V
14th +14/+9/+4 +7 +4 +7 Woe V
15th +15/+10/+5 +8 +5 +8 Wane V
16th +16/+11/+6/+1 +8 +5 +8 Virtue VI
17th +17/+12/+7/+2 +9 +5 +9 Cure negative levels Woe VI
18th +18/+13/+8/+3 +9 +6 +9 Wane VI
19th +19/+14/+9/+4 +10 +6 +10 Virtue VII
20th +20/+15/+10/+5 +10 +6 +10 Woe VII
Auras

A 1st level, a paladin gains the ability to project an aura from himself that expands out to 30 ft. He gains three auras called Virtue, Woe and Wane and it takes a standard action to switch between them. Each of these auras are “empty” from the start, and thus gives no bonus. At 1st level the paladin chooses from among the component options below and applies it to his Virtue aura. At 4th level and each third level thereafter he may choose a benefit from the list below again and apply it to his Virtue aura.
Example: Sir Robert the Righteous is a first level paladin and chooses the Accuracy benefit, and thus his Virtue aura bestows a +1 to attack rolls to him and his allies within the aura. At 4th level, he chooses Righteousness. Now his Virtue aura bestows +1 class bonus to both attacks and damage rolls.

At 2nd level, the paladin chooses a benefit from the list again, but he applies it to his Woe aura. At 5th level and every third level thereafter he may choose a benefit from the list again and apply it to his Woe Aura.

At 3rd level, he again chooses a benefit but now applies it to his Wane aura. At 6th level and every third level thereafter he may choose a benefit from the list again and apply it to his Wane Aura.

The benefits of an aura stacks with itself, so you can gain a higher bonus by choosing the same benefit more than once for the same aura. Some benefits affect your enemies instead of your allies, and will be marked with *.
Example: Sir Robert the Righteous has reached level 7, and chooses Accuracy for his Virtue aura once more. Now it bestows a +2 class bonus to attack and a +1 bonus to damage.

List of Aura benefits

Aura of… Effect
Accuracy You and allies within the aura gains a +1 class bonus to attack rolls.
Alacrity You and allies you gain an additional +5 ft. to your land speed.
Corruption* Enemies receives 2 less healing from healing spells.
Distraction* Enemy spellcasters within the aura must succeed on a concentration check to cast spells. The DC is equal to the normal DC +2.
Missfortune* Enemies within the aura gets a -1 stackable penalty to saves.
Preservation When an ally under influence of your aura takes damage from any source, that ally takes 2 less damage, and you lose 2 life.
Protection You and allies receive a +1 class bonus to Armor Class.
Regret* Enemies within the aura get a -1 penalty to attack rolls.
Resistance You and allies receive Resistance 5 against an element chosen by the paladin upon taking this benefit. If you select this benefit several times, you may choose to add 5 to any resistance you have already chosen before, or add 5 Resistance to a new element.
Retribution* When you or an ally is hit by an adjacent enemy's melee attack, that enemy takes 2 holy damage.
Righteousness Weapon attacks you and your allies make deals 1 additional holy damage.
Vengeance* When you successfully hit an opponent that is under the influence of Vengeance, you heal 1 Hit Point.
Lay on Hands

At 2nd level, the paladin receives a pool of healing power that he can distribute among himself or his friends to heal wounds and cure ailments. The size of the pool is equal to his class level x 5. It takes a standard action to touch a person and use points from his Lay on Hands pool. He can use all of the points he has left in a single go if he so desires.

At 5th level, the paladin may spend 5 points from his pool to heal 1 point of ability damage instead.

At 6th level, the paladin may extend the range of this ability to a ranged touch for 1 round by spending his focus. In that round he may apply the healing to a person within the range of his aura instead.

At 9th level, the paladin may spend 8 points from his pool to heal one disease instead.

At 13th level, the paladin may spend 8 points from his pool to heal one curse instead.

At 17th level, the paladin may spend 20 points from his pool to heal one negative level instead.

Heroic Smite

By sacrificing some of his health, the paladin may make a heroic effort to smite his enemies. A paladin of 3rd level or higher may attempt to smite by paying 1 hit point per three paladin levels. This smite attack is made with a +1 sacred bonus to attack, and +3 holy damage per hit point sacrificed. The payment of hit points can't be mitigated by anything, and may not be payed with temporary hit points. This ability can be used on any attack the paladin performs.

Double Aura

At 10th level, the paladin may spend his focus and a minor action to project two auras at the same time. This lasts for 3 rounds, and when the time expires he reverts to having only one aura active. He may choose which of the two auras he just projected that he wants to stay active when this ability expires.


rules/homebrew/heartbreaker/paladin.txt · Last modified: 2019/05/14 17:48 (external edit)