What DnD spells embodies each class
A few, chosen individuals carry the light of the divine into the world. These noble souls, these weapons of the gods, these paladins have dedicated themselves to the commandments of virtuous gods and dedicated their sword and their lives to the fight against evil. Paladins are knights, crusaders, and lawmen. For them, however, it is not just about exercising divine justice, but above all about embodying in their own lives those teachings that their gods represent. In order to achieve their lofty goals, paladins follow the strictest morals and discipline. And as a reward for their righteousness, they are blessed with gifts to aid them in their quests - they are given the power to banish evil, heal the innocent, and inspire the believers. However, their beliefs may bring them into conflict with the souls they are actually trying to save. Paladins must withstand innumerable challenges of their faith and dark temptations, and sometimes even risk their very existence, to do the right thing and create a better future.
Role: Paladins serve as beacons for their allies in the chaos of battle. They can be deadly adversaries of evil, but they can also give good souls the power to help them in their crusades. Their magical and martial skills also make them suitable defenders, and whoever falls, they give them the strength to get up again and continue fighting.
Starting gold: 5d6 × 10 gp (average: 175 gp)
Attitude: Righteous good.
Hit Cube: W10
Profession (WE), diplomacy (CH), craft (IN), medicine (WE), dealing with animals (CH), recognizing motives (WE), riding (GE), knowledge (nobility) (IN), knowledge (religion) (IN), Magic (IN)
Skill points per level: 2 + IN modifier.
The skills below are the class characteristics of a paladin.
Handling weapons and armor: The paladin is proficient in handling all simple weapons and weapons of war as well as all armor and all shields (except for tower shields).
Aura of goodness (Ex): The power of the aura of good (see the spell Discover the good) of the paladin corresponds to his level in this class.
Discover evil (ZF): A paladin can use this ability at will as the spell Discover evil use. As part of a movement action, he can concentrate on a single object or an individual within 18 m and thus find out whether the target is evil and recognize the strength of his aura as if he had studied the target for 3 rounds. While focusing on a target, the paladin cannot discover the malevolence in other beings or objects.
Knock down evil (Su): Once a day the paladin can invoke the forces of good to assist him in his fight against evil. As a quick action, he selects a visible target to knock down. If the target is evil, then he adds his CH bonus (if he has one) to all attack rolls and adds his paladin level to the damage he inflicts evil on his target. If the target of the ability knock down evil is an outsider of the evil subcategory, an evil-minded dragon or an undead, the bonus damage on the first successful attack increases to 2 points per paladin level. Regardless of the target, attacks designed to knock down an evil target bypass any damage reduction the creature may have.
In addition, the paladin receives a distraction bonus equal to his CH bonus (if he has one) for his armor class against attacks that make the goal of his knockdown. Should the paladin choose an opponent who is not evil as a target, the knockdown fizzles out without any effect.
The knockdown effects remain active until the target is dead or until the paladin takes a long rest and regains the ability to knock down evil. At the 4th level and then every three levels thereafter, the paladin can use the ability one more time per day up to a maximum of seven times per day at the 19th level, as indicated in the table.
Divine dignity (Su): At the 2nd level, the paladin receives his CH bonus (if he has one) on all saving throws.
Lay on of hands (ÜF): From the 2nd level the paladin can heal wounds by touching himself or allies. He can use this ability as many times per day as his half paladin level plus his CH modifier. With one application, he can heal hit points equal to 1d6 points of damage for every 2 paladin levels. To use this ability, the paladin must take a standard action unless he chooses himself. In this case, the laying on of hands is just a quick action. The paladin only needs one free hand to lay on hands.
Alternatively, the paladin can use the lay on of hands to inflict damage to the undead instead of healing, dealing 1d6 points of damage for every 2 paladin levels they have. To use the ability in this way, the paladin must be able to make a touch attack. This attack does not provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Aura of Valor (Su): At the 3rd level, the paladin becomes immune to all fear, natural or magical. In addition, each ally receives a +4 morale bonus on saving throws against fear if they are within 10 feet of the paladin. This ability only works when the paladin is conscious. If he is unconscious or dead, he can no longer grant any bonus to his allies.
Divine Health (Ex): At the 3rd level, the paladin becomes immune to all diseases, even if they are of supernatural or magical origin.
Grace (Su): On the 3rd level and all three levels thereafter, the paladin can choose a mercy. Each grace adds another laying on of hands effect. Whenever the paladin uses the laying on of hands to heal damage to a target, the target also gains the additional effects of any graces granted to the paladin. A grace can remove a condition caused by a curse, disease, or poison without curing the ailment itself. Such conditions return after an hour, unless the affliction itself has been cured by grace.
At the 3rd level, the paladin can be granted one from the following graces.
- Exhausted: The goal is no longer exhausted.
- Shocked: The goal is no longer shaken.
- Sickly: The goal is no longer ailing.
At the 6th level, the following graces are added to the list from which the paladin can select his next granted grace.
- Dazed: The target is no longer dazed.
- Swaying: The target is no longer swaying unless it has exactly 0 hit points.
With the 9th level, the list of selectable graces is expanded to include the following.
- Weakened: The goal is no longer weakened. The paladin must have chosen the Exhausted mercy before he can select that mercy.
- Nausea: The destination is no longer plagued by nausea. The paladin must have selected the Sick mercy before he can select that mercy.
- Scared: The target is no longer scared. The paladin must have chosen the Shattered Mercy before he can select that Mercy.
From the 12th level, the paladin can choose from the following graces.
- Stunned: The target is no longer stunned.
- Blind: The goal is no longer blind.
- Paralyzed: The goal is no longer paralyzed.
- Deaf: The target is no longer deaf.
These skills are cumulative. For example, the laying on of hands of a 12th level paladin heals 6d6 points of damage, could remove the exhausted and exhausted conditions, and in addition Cure illness andNeutralize poison. Once a state or spell effect has been selected as a grace, it cannot be changed.
Focusing positive energy (BB): Upon reaching the 4th level, the paladin gains the supernatural ability to focus positive energy. Using this ability consumes two uses of the laying on of hands. He uses the ability to focus energy as a cleric would with his paladin level. This is a charismatic skill.
Magic: Starting at 4th level, the paladin can cast a small number of spells per day. He takes his spells from the Paladin spell list. He has to select and prepare his spells in advance.
To prepare a spell, the paladin must have at least a charisma rating of 10+ the spell's degree. The difficulty level of saving throws against the paladin's spells is 10+ spell level + the paladin's CH modifier.
Like other spellcasters, the paladin can only cast a limited number of spells per day. The daily number of his spells is shown in the table. The paladin receives bonus spells for high charisma (see table: Attribute modifiers and additional spells per day). If the table shows the number 0 under a spell level, this means that the paladin only receives a spell of this level if he has bonus spells due to his charisma.
A paladin must spend an hour each day in silent prayer and meditation to maintain his daily spells. The paladin can choose any spell from the paladin spell list, provided that he is of a sufficiently high level to cast it. He must choose his spells in his daily meditation. Up to 4th level the paladin has no caster level. From the 4th level, his paladin level - 3 counts as a caster level.
Divine Covenant (ZF): Upon reaching the 5th level, the paladin forms a divine covenant with his deity. This covenant can manifest itself in one of two forms. Once the shape has been chosen, it cannot be changed.
The first option allows the paladin to upgrade his weapon with the help of a standard action by summoning a divine spirit that stays for one minute per paladin level. Once called in, the spirit illuminates the weapon with a light that illuminates the surroundings like a torch. From the 5th level of the paladin, his weapon receives an improvement bonus of +1. For every three additional levels the bonus increases by +1, up to a maximum of +6 at the 20th level. This bonus can be added to existing bonuses of the weapon up to a maximum of +5 or used to obtain one of the following weapon characteristics: Flame, Inferno, Mercy, Principle, Holy, Sharpness, Speed, Protection or Shining Light. Adding it consumes a Divine Covenant bonus equal to the cost of that weapon trait. These abilities are added to the other traits that the weapon already has, but do not add to each other if that trait is already there. If the weapon is not magical, the paladin must first choose a bonus of +1 before he can use other effects. The bonus and weapon properties are set when the ghost is summoned and cannot be changed until the ghost is summoned again. The divine spirit grants no bonus to any carrier other than the paladin, but reactivates the bonus when the paladin receives the weapon back. In the case of a double weapon, the bonus is only valid for one end. At the 5th level, the paladin can cast the bond once a day. Every four further levels he receives one application per day, up to a maximum of four times on the 17th level.
Should the divine spirit-inspired weapon be destroyed, the paladin will lose his bond for 30 days or until he gains a level, whichever comes first. During these 30 days, the paladin suffers a -1 penalty on attacks and weapon damage.
With the second variant of the covenant, the paladin gains the services of a loyal, strong and unusually intelligent mount for his crusade against evil. This mount is usually a heavy warhorse (for a medium-sized paladin) or a war pony (for a small paladin), although more exotic mounts such as a boar, dog, or camel are possible. This mount behaves like a druid's animal companion, with the character setting their paladin level as their effective druid level. Mounts in the divine covenant have an intelligence of at least 6.
Once a day the paladin can take full action and call his mount to his side. This ability is equivalent to a level spell equal to one third of the paladin's level. The mount immediately appears next to the paladin. The paladin can use this ability once a day from level 5, and one more time for all four subsequent paladin levels, up to a maximum of four times per day from level 17.
From the 11th level, the mount receives the Celestial Template and becomes a magical beast when it comes to determining which spells will work on the mount. From the 15th level, the mount receives spell resistance equal to the rider's paladin level +11.
Should the mount die, it will immediately disappear, leaving behind whatever equipment it was wearing. The paladin can then no longer summon mounts for 30 days, or until they level up, if that happens earlier. The paladin suffers a -1 penalty on attacks and weapon damage during these 30 days.
Aura of Determination (Su): From level 8, the paladin is immune to spells and spell-like effects of enchanting magic. Allies within 10 feet of the paladin receive a +4 morale bonus on saving throws against charm effects.
This ability only works when the paladin is conscious. The bonus is lost if he is passed out or dead.
Aura of Justice (Su): At 11th level, the paladin can spend two uses of Slay Evil to give all allies within 10 feet the Slay Evil ability with its bonuses. Allies must have used this ability by the paladin's next turn. These bonuses last a minute. Using this ability is a Free Action. Evil creatures do not benefit from this ability.
Aura of Faith (Su): From level 14, the paladin's weapons are considered well-disposed for the purpose of overcoming damage reductions. Any attack made against enemies within 10 feet of the paladin also counts as well-disposed to overcome the damage reduction.
This ability only works while the paladin is conscious, not when dead or unconscious.
Aura of Righteousness (Su): From the 17th level the paladin receives a damage reduction of 5 / evil and is immune to spells of the school. Enchantment: Coercion and spell-like abilities of this type. Allies within 3 m of the paladin receive a saving throw bonus of +4 against corresponding effects and spells.
This ability only works while the paladin is conscious, not when dead or unconscious.
Holy Champion (Su): Upon reaching 20th level, the paladin becomes a vessel for the power of his deity. Its damage reduction increases to 10 / evil. When using Slay Evil on an evil outsider, if hit, that spell becomes the target of the spell exile (The paladin's weapon and sacred symbol count as objects that the creature hates). The paladin level acts as the caster level for this effect. After the effect of theexile and the damage from the attack hit the target, the knockdown ends immediately. Whenever the paladin also focuses his positive energy, he achieves the highest possible result in damage to be healed.
Code of Conduct: A paladin must be of righteous good disposition and lose all abilities, except weapon and armor skills, should he ever willfully commit an evil deed.
In addition, a paladin must accept legitimate authorities, behave honorably (not lying, cheating, using poison, and so on), helping those in need (as long as they are not using the aid for evil or chaotic purposes), and punishing those who threaten or attack the innocent .
Companions: While he can easily travel with any kind or neutral-minded adventurer, he avoids working with evil creatures and cooperating with someone who is continually violating his or her moral values. In exceptional circumstances, the paladin can ally with an evil creature, but only when it comes to eradicating what he sees as a greater evil.A paladin should be regular during such an unusual alliance Buses do, and should stop working together immediately if he thinks that this alliance does more harm than good. A paladin only takes righteously good followers and hirelings into his service.
A paladin who changes his mind, performs an evil deed, or breaks his code of conduct will lose all paladin spells and abilities (except for weapons and armor). He can then no longer rise as a paladin. Only when it is appropriate Buses did (see the spell Buses), he can regain his skills and opportunities for advancement.
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