Paladin
TABLE OF CONTENTS
I. CLASS INFORMATION
II. BASELINE ABILITIES
III. DISTINGUISHING PARAGON PATHS
- holy paladin Templar priest-like healer with melee support spell casting abilities.
- protection paladin Tenacious tanks with defensive melee spell casting abilities.
- retribution paladin brutal damage dealers with offensive melee spell casting abilities.
- This section contains general information about the Paladin class. This includes background, class features, and restrictions.
II. BASELINE ABILITIES
- This section contains information about abilities that every type of Paladin can learn.
III. DISTINGUISHING PARAGON PATHS
- This section contains information about unique abilities that each of the three paladin paragon Paths can learn. Only paladins of a specific Paragon path can learn these distinguishing abilities. The three paladin paragons paths are as follows:
- holy paladin Templar priest-like healer with melee support spell casting abilities.
- protection paladin Tenacious tanks with defensive melee spell casting abilities.
- retribution paladin brutal damage dealers with offensive melee spell casting abilities.
I. Class Information
The following changes apply to Paladins from 2nd edition rules.
1. Paladins will use a mana pool to cast spells, as per house rules.
2. Different types of Paladins can learn different types of weapon skills in terms of proficiency,
specialization, Focus, or mastery. Holy can learn Specialization. Protection and Retribution can
learn Specialization and Focus. See house rules for details on these skills.
3. Realmsmen (Dwarves) (Iron-Forge only), Tauren, Syn-Dorei (High/Blood Elves), and Draenai can
become Paladins.
4. Paladins are bound to the Ethos of "The Light". Other deities might become available later.
5. Paladins gain the Read/Writing non weapon proficiency as a free slot.
6. Paladins gain the etiquette non weapon proficiency as a free slot.
7. Paladins may begin casting Paladin specific and priest spells at level 1.
8. Paladin's charisma requirement has been modified. Paladins now need a 15 in order to meet
minimum requirements. This change is implemented to balance paladins due to initial creation
ratios. Requiring an ability score that consumes a lot of attribute points will lead to a far less
population of paladins than intended.
9. Paladin has 3 options for a customization. they may become Retribution, Protection, or Holy
paladins. Retribution paladins are melee focused. Protection Paladins are Tank Focused. Holy
Paladins are healing focused. These specializations will be explained below.
1. Paladins will use a mana pool to cast spells, as per house rules.
2. Different types of Paladins can learn different types of weapon skills in terms of proficiency,
specialization, Focus, or mastery. Holy can learn Specialization. Protection and Retribution can
learn Specialization and Focus. See house rules for details on these skills.
3. Realmsmen (Dwarves) (Iron-Forge only), Tauren, Syn-Dorei (High/Blood Elves), and Draenai can
become Paladins.
4. Paladins are bound to the Ethos of "The Light". Other deities might become available later.
5. Paladins gain the Read/Writing non weapon proficiency as a free slot.
6. Paladins gain the etiquette non weapon proficiency as a free slot.
7. Paladins may begin casting Paladin specific and priest spells at level 1.
8. Paladin's charisma requirement has been modified. Paladins now need a 15 in order to meet
minimum requirements. This change is implemented to balance paladins due to initial creation
ratios. Requiring an ability score that consumes a lot of attribute points will lead to a far less
population of paladins than intended.
9. Paladin has 3 options for a customization. they may become Retribution, Protection, or Holy
paladins. Retribution paladins are melee focused. Protection Paladins are Tank Focused. Holy
Paladins are healing focused. These specializations will be explained below.
A) Background:
Where priests are the voice of the light, paladins are the hand of the light. This is the call of the paladin: to protect the weak, to bring justice to the unjust, and to vanquish evil from the darkest corners of the world. Ready to serve, paladins can defend their allies with sword and shield, bring the blessings of the light to heal the wounded, or inflict devastating blows against their enemies.
The Light grants paladins power against undead and demons, ensuring these profane beings do not corrupt the world. Paladins are not only zealots, but also guardians of the righteous. The Light radiates from paladins. worthy allies who stand near them are emboldened by its power. Paladins stand directly in front of their enemies, relying on heavy armor and healing to survive incoming attacks.
B) Class Features:
1) 10 sided dice for hit dice until 9th level. +3 hP per level after 9th level.
2) Warrior Thaco progression.
3) Warrior proficiency progression.
4) Warrior Saving Throw progression.
5) Paladin Specific experience Progression.
6) Unique Class Spells, based on Paladin Paragon path.
7) mana pool based on paragon path. D8 for holy. D6 for protection and retribution.
8) After 9th level, holy gain 3 mana per level. protection and retribution gain 2 mana per level.
9) all other features as per the player's handbook, unless otherwise noted below.
C) Restrictions:
1) Paladins May never own more than 10 total magical items & trinkets that cause magical effects.
2) Ability score requirements: All paladins: 12 sTR, 9 CON, 13 WIS, 15 cHA.
- Holy also needs: 14 WIS.
- Protection also needs: 14 CON.
- Retribution also needs: 14 STR.
3) Allowable races:
* Federation: Human (all except Northman), Realmsman (Iron Forge Only), Draenai,
* Insurrectionist: Syn-Dorei, Tauren.
* Dissidents: None.
4) Alignment: Can only be Lawful good.
5) Prime Requisites: STR, WIS, CHA
6) May never employ Evil beings.
7) Non-Human Paladins can rise to 12th level. Beyond 12th level, non-human Paladins must add an
additional 50,000 experience points per level to gain new levels. One exception: Draenai can rise
to 15th level before they pay additional XP.
Where priests are the voice of the light, paladins are the hand of the light. This is the call of the paladin: to protect the weak, to bring justice to the unjust, and to vanquish evil from the darkest corners of the world. Ready to serve, paladins can defend their allies with sword and shield, bring the blessings of the light to heal the wounded, or inflict devastating blows against their enemies.
The Light grants paladins power against undead and demons, ensuring these profane beings do not corrupt the world. Paladins are not only zealots, but also guardians of the righteous. The Light radiates from paladins. worthy allies who stand near them are emboldened by its power. Paladins stand directly in front of their enemies, relying on heavy armor and healing to survive incoming attacks.
B) Class Features:
1) 10 sided dice for hit dice until 9th level. +3 hP per level after 9th level.
2) Warrior Thaco progression.
3) Warrior proficiency progression.
4) Warrior Saving Throw progression.
5) Paladin Specific experience Progression.
6) Unique Class Spells, based on Paladin Paragon path.
7) mana pool based on paragon path. D8 for holy. D6 for protection and retribution.
8) After 9th level, holy gain 3 mana per level. protection and retribution gain 2 mana per level.
9) all other features as per the player's handbook, unless otherwise noted below.
C) Restrictions:
1) Paladins May never own more than 10 total magical items & trinkets that cause magical effects.
2) Ability score requirements: All paladins: 12 sTR, 9 CON, 13 WIS, 15 cHA.
- Holy also needs: 14 WIS.
- Protection also needs: 14 CON.
- Retribution also needs: 14 STR.
3) Allowable races:
* Federation: Human (all except Northman), Realmsman (Iron Forge Only), Draenai,
* Insurrectionist: Syn-Dorei, Tauren.
* Dissidents: None.
4) Alignment: Can only be Lawful good.
5) Prime Requisites: STR, WIS, CHA
6) May never employ Evil beings.
7) Non-Human Paladins can rise to 12th level. Beyond 12th level, non-human Paladins must add an
additional 50,000 experience points per level to gain new levels. One exception: Draenai can rise
to 15th level before they pay additional XP.
II. Baseline Abilities
Baseline abilities for all paladin paragon paths are derived from 2nd edition paladin abilities. not all of what is listed in the PHB is a baseline ability for all paladins. Other abilities have been added to make up for lost abilities, such as earlier spell casting. Descriptions can be found in the pHB. NOTE: Circle of Power, and aura of protection have been removed as a baseline ability from the PHB. Also note that baseline abilities from the PHB that do not appear on this list have been moved to a specific paragon path. Baseline abilities available to all paladins are as follows:
1) A paladin can detect the presence of evil intent, as per the PHB.
2) A paladin is immune to all natural diseases (not magical diseases).
3) A paladin can heal themselves or allies by laying on hands. The effectiveness of lay on hands
varies by paragon path as follows:
* Holy: Level times 2, three times per day.
* Protection: Level times 2, once per day.
* Retribution: Level times 2, once per day.
NOTE: Lay on hands healing amounts can be controlled. The paladin can divide their total
capacity. In other words, not all healing capacity is spent at once, if paladins do not intend to do
so. lay on hands can be repeated in a single day, until all capacity is Expended.
4) A paladin may call for his war horse, as per the PHB.
5) A paladin can cast up to 7th level spells from priest spheres per the following schedule:
* Holy: Divination, Healing
* Protection: Guardian, Protection
* Retribution: Combat, War
6) Each Paragon path has 2 auras they can radiate.
* auras are unique to the specified paragon path of the paladin.
* Only one Aura may be active at any time.
* multiple paladins can have active Auras and give a benefit to allies, but only one of a kind.
* activating an aura takes a full combat round. this is due to the light's prayer requirement.
* Activating an aura takes 1D4 mana for the first round.
* to maintain an aura beyond the first round, the paladin will need to spend 1 mana per round.
* See synergy under each paragon path for details.
7) Consecration. Upon reaching level 6, All paladins gain the consecration spell. The paladin calls on the power of the Light to bless the ground they stand on with divine fire. The consecrated ground deals 2d8 points of holy damage to all evil within the area. the holy fire will continue dealing 2d8 points of holy damage to all evil creatures in the area of effect each round until the duration expires.
* Duration: consecration lingers for 1 round per 3 levels of the paladin.
* Area of Effect: The area of effect is 10 feet, plus 1 foot per 3 levels of the caster. The spell’s area
of effect does not move with the paladin.
* Mana Cost: 3D4
* Activation: Wisdom for all paladins.
8) Avenger's Virtue. This powerful ability is accessible to all paladins upon reaching level 8. Activating Avenger's Virtue causes a physical manifestation on the paladin. Beautiful Angelic wings made of pure light will appear on the paladin's back to empower their abilities. The Paladin's Paragon Path will determine what abilities are empowered. All abilities last until the end of the duration.
* Duration: One Round, Plus One round per 3 levels above 8th level. Usable once per day.
* Area of Effect: Self.
* Mana cost: 15% of the paladin's total mana pool.
* Activation: Wisdom for All Paladins.
* Holy: Avenger's Grace.
- the Paladin's spells are treated as a critical success.
- The Paladin's mana costs are also reduced by 50%.
- The Paladin can cast an additional 2 spells per round.
* Protection: Avenger's Shield.
- The Paladin's armor class is improved by 4, plus 1 per 2 levels.
- The paladin gains hit points equal to 4 times their level.
- All incoming damage is reduced by 50%.
* Retribution: Avenger's Wrath.
- The paladin's critical strike chance is improved 1 per 2 levels.
- The Paladin's hit and damage bonus is improved by 1 per 2 levels.
- The paladin gains 2 attack tier rate per round.
9) Aura Mastery. This powerful ability is accessible upon reaching level 10. aura Mastery allows the paladin to double the effects of their active aura, as well as the active aura of all other paladins within range. in addition, Aura Mastery extends an aura's range by 50%. aura mastery also negates the cost of maintaining an aura for the duration of aura mastery. Finally, Aura mastery instantly restores mana equal to the paladin's level + 2 per ally affected by the Aura.
* Duration: 1 Round, plus 1 round per 2 levels above 10th level. usable once per day.
* Area of Effect: The area of effect equal to the active aura's area of effect.
* Mana Cost: 4D4
* Activation: Wisdom for all paladins.
1) A paladin can detect the presence of evil intent, as per the PHB.
2) A paladin is immune to all natural diseases (not magical diseases).
3) A paladin can heal themselves or allies by laying on hands. The effectiveness of lay on hands
varies by paragon path as follows:
* Holy: Level times 2, three times per day.
* Protection: Level times 2, once per day.
* Retribution: Level times 2, once per day.
NOTE: Lay on hands healing amounts can be controlled. The paladin can divide their total
capacity. In other words, not all healing capacity is spent at once, if paladins do not intend to do
so. lay on hands can be repeated in a single day, until all capacity is Expended.
4) A paladin may call for his war horse, as per the PHB.
5) A paladin can cast up to 7th level spells from priest spheres per the following schedule:
* Holy: Divination, Healing
* Protection: Guardian, Protection
* Retribution: Combat, War
6) Each Paragon path has 2 auras they can radiate.
* auras are unique to the specified paragon path of the paladin.
* Only one Aura may be active at any time.
* multiple paladins can have active Auras and give a benefit to allies, but only one of a kind.
* activating an aura takes a full combat round. this is due to the light's prayer requirement.
* Activating an aura takes 1D4 mana for the first round.
* to maintain an aura beyond the first round, the paladin will need to spend 1 mana per round.
* See synergy under each paragon path for details.
7) Consecration. Upon reaching level 6, All paladins gain the consecration spell. The paladin calls on the power of the Light to bless the ground they stand on with divine fire. The consecrated ground deals 2d8 points of holy damage to all evil within the area. the holy fire will continue dealing 2d8 points of holy damage to all evil creatures in the area of effect each round until the duration expires.
* Duration: consecration lingers for 1 round per 3 levels of the paladin.
* Area of Effect: The area of effect is 10 feet, plus 1 foot per 3 levels of the caster. The spell’s area
of effect does not move with the paladin.
* Mana Cost: 3D4
* Activation: Wisdom for all paladins.
8) Avenger's Virtue. This powerful ability is accessible to all paladins upon reaching level 8. Activating Avenger's Virtue causes a physical manifestation on the paladin. Beautiful Angelic wings made of pure light will appear on the paladin's back to empower their abilities. The Paladin's Paragon Path will determine what abilities are empowered. All abilities last until the end of the duration.
* Duration: One Round, Plus One round per 3 levels above 8th level. Usable once per day.
* Area of Effect: Self.
* Mana cost: 15% of the paladin's total mana pool.
* Activation: Wisdom for All Paladins.
* Holy: Avenger's Grace.
- the Paladin's spells are treated as a critical success.
- The Paladin's mana costs are also reduced by 50%.
- The Paladin can cast an additional 2 spells per round.
* Protection: Avenger's Shield.
- The Paladin's armor class is improved by 4, plus 1 per 2 levels.
- The paladin gains hit points equal to 4 times their level.
- All incoming damage is reduced by 50%.
* Retribution: Avenger's Wrath.
- The paladin's critical strike chance is improved 1 per 2 levels.
- The Paladin's hit and damage bonus is improved by 1 per 2 levels.
- The paladin gains 2 attack tier rate per round.
9) Aura Mastery. This powerful ability is accessible upon reaching level 10. aura Mastery allows the paladin to double the effects of their active aura, as well as the active aura of all other paladins within range. in addition, Aura Mastery extends an aura's range by 50%. aura mastery also negates the cost of maintaining an aura for the duration of aura mastery. Finally, Aura mastery instantly restores mana equal to the paladin's level + 2 per ally affected by the Aura.
* Duration: 1 Round, plus 1 round per 2 levels above 10th level. usable once per day.
* Area of Effect: The area of effect equal to the active aura's area of effect.
* Mana Cost: 4D4
* Activation: Wisdom for all paladins.
III. Distinguishing Paragon Paths
PARAGON PATH OF HOLY
Holy Paladins are melee healers that serve on the front lines. Acting as first responders, Holy Paladin have made great reputations for themselves all across the realm. Empowered with powerful, but costly burst healing, many warriors have had their lives saved by the timely intervention of a holy paladin's presence on the battlefield.
Synergy:
CONCENTRATION AURA: Allies within 30 feet have a chance to recover mana lost due to spell failure. If a the paladin or an ally fails a spell check, they can reroll their spell check. If they succeed on the 2nd roll, the spell still fails but will only lose 50% of the mana cost to failure. In addition, push back from harmful affects, curses or debuffs that apply a casting penalty by reducing casting success chance will be mitigated by 1 (+1 per 3 levels of the holy paladin). Finally, under the affects of aura mastery, casters affected by this aura will receive no initiative push back penalty from the spell itself or debuffs.
SHADOW RESISTANCE AURA: a close relationship to the light allows a holy paladins to radiate an aura of shadow resistance. Allies within 30 (+1 foot per 3 levels) gain damage mitigation to shadow & necromantic direct damage attacks. this does not include damage over time effects. The amount of damage mitigated is equal to the paladin's level, per each attack.
Benefits of the holy paragon path:
1) Holy Temple: Once per day, Holy Paladins can cure non magical diseases.
2) Holy Presence: Once per turn, Holy Paladins can turn undead as a priest two levels lower.
Holy Paladin Spells.
Level 1: Flash of Light
Level 3: Holy Light
Level 5: Holy Wrath
Level 9: Holy Shock
Level 11: Blessing of Wisdom.
Level 13: Beacon of light.
Level 15: The Light of Dawn.
Synergy:
CONCENTRATION AURA: Allies within 30 feet have a chance to recover mana lost due to spell failure. If a the paladin or an ally fails a spell check, they can reroll their spell check. If they succeed on the 2nd roll, the spell still fails but will only lose 50% of the mana cost to failure. In addition, push back from harmful affects, curses or debuffs that apply a casting penalty by reducing casting success chance will be mitigated by 1 (+1 per 3 levels of the holy paladin). Finally, under the affects of aura mastery, casters affected by this aura will receive no initiative push back penalty from the spell itself or debuffs.
SHADOW RESISTANCE AURA: a close relationship to the light allows a holy paladins to radiate an aura of shadow resistance. Allies within 30 (+1 foot per 3 levels) gain damage mitigation to shadow & necromantic direct damage attacks. this does not include damage over time effects. The amount of damage mitigated is equal to the paladin's level, per each attack.
Benefits of the holy paragon path:
1) Holy Temple: Once per day, Holy Paladins can cure non magical diseases.
2) Holy Presence: Once per turn, Holy Paladins can turn undead as a priest two levels lower.
Holy Paladin Spells.
Level 1: Flash of Light
Level 3: Holy Light
Level 5: Holy Wrath
Level 9: Holy Shock
Level 11: Blessing of Wisdom.
Level 13: Beacon of light.
Level 15: The Light of Dawn.
Holy Paladin Spells
Flash of Light.
Unlocks at: Level 1 (Treated as a 1st level spell)
Mana cost: 1D4
Duration: instant
Casting Speed: 0
Range: 30 feet + 1 foot per 2 levels
effect: This rapid fire, but costly spell provides timely intervention for the holy paladin's standard kit. The target is splashed with a flash of pure holy light to heal their wounds. This holy spell heals the target for the amount of mana spent by the paladin. This spell can be cast two times in single sequence, or 4 times per round.
Holy Light.
Unlocks at: Level 3 (Treated as a 2nd level spell)
Mana cost: 1D4 + half level
Duration: instant
Casting Speed: 15
Range: 30 feet
effect: This slow to cast, but mighty Heal will save an ally from egregious wounds. The target is bathed by a slowly encompassing beam of healing light from above. This holy spell heals the target for 2D12 + level.
Holy Wrath.
Unlocks at: Level 5 (Treated as a 4th level spell)
Mana cost: 2D4
Duration: instant
Casting Speed: 6
Range: 30 feet, + 1 foot per 2 levels
effect: This powerful spell sends out an instant and forceful wave of pure light in a 360 degree arc around the holy paladin. Targets within range will feel as if they were just hit by a wall of 30 mile per hour wind blast. all enemies within range must make a saving throw vs RSW, or become disoriented for 1 Round (-6 to all game mechanics). in addition, all evil beings within range take 3D10 points of damage (+ level). undead, demon, or summoned creatures within range take double damage. Save for half damage.
Holy Shock.
Unlocks at: Level 9 (Treated as a 5th level spell)
Mana cost: 3D4
Duration: instant.
Casting Speed: 7
Range: 30 feet
effect: An ally will sometimes suffer a furious attack that will make them lose control of themselves. this loss of control could come in the form of stun, silence, blindness, insanity, fear, or system shock from mass damage. The light provides holy paladins with an answer for incapacitated allies. When Holy shock is used on an ally suffering from loss of self control, they are instantly cleared of all incapacitating affects. in addition, they are healed for the 1D8 + the paladin's level. furthermore, the target will not be susceptible to the same incapacitating Affect for 1 full round. Finally, holy shock heals the paladin for the same amount that the target was healed, and also prevents the paladin from the same incapacitating affect for one round.
Blessing of Wisdom.
Unlocks at: Level 11 (Treated as a 5th level spell)
Mana cost: 4D4
Duration: 3 hours + (1 turn per level of the paladin).
Casting Speed: 15
Range: Touch (all participating in the prayer circle).
effect: This powerful prayer ritual allows the Paladin to give all participating members a powerful boost to their mana pools. Participating members must be followers of the light, and be of a good alignment with no questionable acts in recent memory. The Paladin can include a number of participants equal to half of his or her level in the prayer ritual. all participants must hold hands
and form a continuous circle. When the prayer is complete, all participants will receive blessing of Wisdom. Participants will receive mana equal to double the paladin's level plus 3D12. The recipient also regenerations 1 mana per round. This mana acts as bonus mana. If a participant is already at full mana, they will receive a temporary mana boost. if the ritual is cast just before a night of rest, they will receive an additional bonus of 1 to mana returns per hour of rest.
Beacon of Light.
Unlocks at: Level 13 (Treated as a 6th level spell)
Mana cost: 5D4
Duration: Lasts a full day, or until dispelled, or deactivated by the paladin.
Casting Speed: 8
Range: 30 feet
effect: This sacred spell allows the paladin to place a buff on a target ally. The target can also include themselves. The target buff is called Beacon of light. Every time that the paladin heals a target, beacon of light heals the buff target for 50% of the healing done. the buff target can also be directly healed, which will give the target an extra heal from the beacon of light. Only one Beacon of light may be active at a time.
The Light of Dawn.
Unlocks at: Level 15 (Treated as a 7th level spell)
Mana cost: 2D4 + level
Duration: instant.
Casting Speed: 9
Range: 25 feet
effect: This beautiful and awe inspiring holy spell unleashes a radiating wave of healing light. it will heal up to 2D4 injured allies within range for the amount of mana spent. The paladin may choose which targets are healed. The paladin can also choose his or her self.
Unlocks at: Level 1 (Treated as a 1st level spell)
Mana cost: 1D4
Duration: instant
Casting Speed: 0
Range: 30 feet + 1 foot per 2 levels
effect: This rapid fire, but costly spell provides timely intervention for the holy paladin's standard kit. The target is splashed with a flash of pure holy light to heal their wounds. This holy spell heals the target for the amount of mana spent by the paladin. This spell can be cast two times in single sequence, or 4 times per round.
Holy Light.
Unlocks at: Level 3 (Treated as a 2nd level spell)
Mana cost: 1D4 + half level
Duration: instant
Casting Speed: 15
Range: 30 feet
effect: This slow to cast, but mighty Heal will save an ally from egregious wounds. The target is bathed by a slowly encompassing beam of healing light from above. This holy spell heals the target for 2D12 + level.
Holy Wrath.
Unlocks at: Level 5 (Treated as a 4th level spell)
Mana cost: 2D4
Duration: instant
Casting Speed: 6
Range: 30 feet, + 1 foot per 2 levels
effect: This powerful spell sends out an instant and forceful wave of pure light in a 360 degree arc around the holy paladin. Targets within range will feel as if they were just hit by a wall of 30 mile per hour wind blast. all enemies within range must make a saving throw vs RSW, or become disoriented for 1 Round (-6 to all game mechanics). in addition, all evil beings within range take 3D10 points of damage (+ level). undead, demon, or summoned creatures within range take double damage. Save for half damage.
Holy Shock.
Unlocks at: Level 9 (Treated as a 5th level spell)
Mana cost: 3D4
Duration: instant.
Casting Speed: 7
Range: 30 feet
effect: An ally will sometimes suffer a furious attack that will make them lose control of themselves. this loss of control could come in the form of stun, silence, blindness, insanity, fear, or system shock from mass damage. The light provides holy paladins with an answer for incapacitated allies. When Holy shock is used on an ally suffering from loss of self control, they are instantly cleared of all incapacitating affects. in addition, they are healed for the 1D8 + the paladin's level. furthermore, the target will not be susceptible to the same incapacitating Affect for 1 full round. Finally, holy shock heals the paladin for the same amount that the target was healed, and also prevents the paladin from the same incapacitating affect for one round.
Blessing of Wisdom.
Unlocks at: Level 11 (Treated as a 5th level spell)
Mana cost: 4D4
Duration: 3 hours + (1 turn per level of the paladin).
Casting Speed: 15
Range: Touch (all participating in the prayer circle).
effect: This powerful prayer ritual allows the Paladin to give all participating members a powerful boost to their mana pools. Participating members must be followers of the light, and be of a good alignment with no questionable acts in recent memory. The Paladin can include a number of participants equal to half of his or her level in the prayer ritual. all participants must hold hands
and form a continuous circle. When the prayer is complete, all participants will receive blessing of Wisdom. Participants will receive mana equal to double the paladin's level plus 3D12. The recipient also regenerations 1 mana per round. This mana acts as bonus mana. If a participant is already at full mana, they will receive a temporary mana boost. if the ritual is cast just before a night of rest, they will receive an additional bonus of 1 to mana returns per hour of rest.
Beacon of Light.
Unlocks at: Level 13 (Treated as a 6th level spell)
Mana cost: 5D4
Duration: Lasts a full day, or until dispelled, or deactivated by the paladin.
Casting Speed: 8
Range: 30 feet
effect: This sacred spell allows the paladin to place a buff on a target ally. The target can also include themselves. The target buff is called Beacon of light. Every time that the paladin heals a target, beacon of light heals the buff target for 50% of the healing done. the buff target can also be directly healed, which will give the target an extra heal from the beacon of light. Only one Beacon of light may be active at a time.
The Light of Dawn.
Unlocks at: Level 15 (Treated as a 7th level spell)
Mana cost: 2D4 + level
Duration: instant.
Casting Speed: 9
Range: 25 feet
effect: This beautiful and awe inspiring holy spell unleashes a radiating wave of healing light. it will heal up to 2D4 injured allies within range for the amount of mana spent. The paladin may choose which targets are healed. The paladin can also choose his or her self.
PARAGON PATH OF PROTECTION
Protection Paladins are Tanks that directly engage their opponents. fitted with heavy armor, wielding large shields, and most of all their faith, Protection Paladins are at the forefront of every battle. Protection Paladins are able to consecrate the ground beneath them to burn enemies with holy fire. Their shields can be empowered to throw at enemies with devastating accuracy. If ever there was a champion of the light, the protection paladin would be among the first of the class.
Synergy:
DEVOTION AURA: Allies within 30 feet are inspired by the Paladin's devotion to protection and defense. allies are instinctively more cautious, and move in such a way as to not expose themselves to harm. As such, allies within range receive a chance to mitigate incoming damage. Damage reduction is equal to 50% of incoming damage. Defending with devotion aura takes a combat action, and can only be performed once per round. The chance to receive the damage mitigation is equal to 1D8+ 5 + (4 times character level) as a percentage chance. Devotion aura is a stand alone aura, and is not effected by any other benefits.
FROST RESISTANCE AURA: Due to the rise of a paladin's antithesis, the Death Knight, Protection paladins have modified their training regiment. through prayer, devotion to understanding, and exposure to frost based attacks, all protection paladins have developed a frost resistance aura as part of their baseline kit. Allies within 30 (+1 foot per 3 levels) gain damage mitigation to frost and ice based direct damage attacks. this does not include damage over time effects. The amount of damage mitigated is equal to the paladin's level, per each attack.
Benefits of the protection paragon path:
1) Blessed Salvation: A Protection Paladin receives a +2 bonus to all saving throws.
2) Blessed Awareness: A Protection Paladin cannot be surprised in a combat setting.
Protection Paladin Spells.
Level 1: word of Righteousness.
Level 3: Shield of righteousness.
Level 5: Hand of Sacrifice.
Level 9: Hand of Salvation.
Level 11: Blessing of Kings.
Level 13: Hand of Protection.
Level 15: Word of Glory.
Synergy:
DEVOTION AURA: Allies within 30 feet are inspired by the Paladin's devotion to protection and defense. allies are instinctively more cautious, and move in such a way as to not expose themselves to harm. As such, allies within range receive a chance to mitigate incoming damage. Damage reduction is equal to 50% of incoming damage. Defending with devotion aura takes a combat action, and can only be performed once per round. The chance to receive the damage mitigation is equal to 1D8+ 5 + (4 times character level) as a percentage chance. Devotion aura is a stand alone aura, and is not effected by any other benefits.
FROST RESISTANCE AURA: Due to the rise of a paladin's antithesis, the Death Knight, Protection paladins have modified their training regiment. through prayer, devotion to understanding, and exposure to frost based attacks, all protection paladins have developed a frost resistance aura as part of their baseline kit. Allies within 30 (+1 foot per 3 levels) gain damage mitigation to frost and ice based direct damage attacks. this does not include damage over time effects. The amount of damage mitigated is equal to the paladin's level, per each attack.
Benefits of the protection paragon path:
1) Blessed Salvation: A Protection Paladin receives a +2 bonus to all saving throws.
2) Blessed Awareness: A Protection Paladin cannot be surprised in a combat setting.
Protection Paladin Spells.
Level 1: word of Righteousness.
Level 3: Shield of righteousness.
Level 5: Hand of Sacrifice.
Level 9: Hand of Salvation.
Level 11: Blessing of Kings.
Level 13: Hand of Protection.
Level 15: Word of Glory.
Protection Paladin Spells
Word of Righteousness.
Unlocks at: Level 1 (Treated as a 1st level spell)
Mana cost: 1D4
Duration: instant.
Casting Speed: 0
Range: 20 feet + 1 foot per 2 levels.
effect: This rapid spell is used to force a target enemy to attack the paladin, as opposed to focusing their efforts on a weaker ally. Mechanically, Word of Righteousness is a taunt spell that redirects enemy attacks onto the caster. Word of righteousness provides crowd control capability for the protection paladin's standard kit. The target is allowed a saving throw to resist. if the target fails the saving throw, they will be required to attack the paladin for 1d4 rounds. if the target makes the saving through, they are free to continue their chosen action. This spell can be cast two times in a single sequence, or 4 times per round. the target receives a penalty on their saving throw equal to the amount of mana that the paladin spent to cast word of righteousness.
Shield of Righteousness.
Unlocks at: Level 3 (Treated as a 2nd level spell)
Mana cost: 1D4 + half level
Duration: instant.
Casting Speed: 15
Range: 20 feet.
effect: This spell provides the protection paladin with additional crowd control ability for their standard kit. Shield of righteousness allows the paladin to throw a shield made of pure light that resembles their carried shield. The light-shield flies towards the intended target. after it strikes the target, the shield bounces to another target. The shield favors new targets, but it can bounce towards a previously hit target if there are not enough enemies within range, but no target will be hit more than 2 times. if the shield runs out of targets, it will return to the paladin's hand. if there is only 1 target, the shield will only strike the target once, then return to the paladin's hand. Target hit by shield of righteousness take damage equal to paladin's level + 1D8. In addition, effected targets hit by this spell will have their movement rate reduced by 50% for 1d4 rounds. Finally, targets hit by shield of righteousness are taunted onto the paladin for one round. The number of possible bounces is equal to 1 + half of the paladin's level. A critical cast will cause targets to become dazed for 1 round. Targets Dazed by this spell receive a -3 penalty to all game mechanics. After the last hit, the shield of light will return to settle upon the paladin's shield hand.
Hand of Sacrifice.
Unlocks at: Level 5 (Treated as a 4th level spell)
Mana cost: 2D4
Duration: 1 round + 1 round per 3 levels of the paladin.
Casting Speed: 6
Range: 30 feet
effect: This spell summons a ghostly image of a hand and arm that resembles the paladin's own hand and arm. the image is made of pure light, and it levitates above the intended target. hand of sacrifice causes 50% of damage taken by the target to be transferred to the paladin instead. The spell can be turned off at will by the paladin. A target can be the recipient of this spell only once per day.
Hand of Salvation.
Unlocks at: Level 9 (Treated as a 5th level spell)
Mana cost: 3D4
Duration: 1 round.
Casting Speed: 7
Range: 75 feet + 1 foot per level.
effect: This long range spell summons a ghostly image of a hand and arm that resembles the paladin's own hand and arm. the image is made of pure light, and it levitates above the intended target. hand of salvation cloaks the target from all enemies for the duration. This spell instantly forces all enemies focusing on the target to move on and attack someone else, or do something else entirely. This crowd control ability further adds to the protection paladin's baseline kit. Note that the target is still there, and is still susceptible to area of effect spells and abilities. A target can be the recipient of this spell only once per day.
Blessing of Kings.
Unlocks at: Level 11 (Treated as a 5th level spell)
Mana cost: 4D4
Duration: 3 hours + (1 turn per level of the paladin).
Casting Speed: 15
Range: Touch (all participating in the prayer circle).
effect: This powerful prayer ritual allows the Paladin to give all participating members a powerful boost to their defensive and survival mechanics. Participating members must be followers of the light, and be of a good alignment with no questionable acts in recent memory. The Paladin can include a number of participants equal to half of his or her level in the prayer ritual. all participants must hold hands and form a continuous circle. When the prayer is complete, all participants will receive blessing of Kings. Participants will receive a bonus of 1 (+ 1 per 3 levels of the paladin) to their armor Class. Participants will also receive a +2 to all saving throws. In addition, participants will receive a temporary hit point boost equal to double the paladin's level plus 3D12. Finally, participants will receive a system shock bonus equal to the paladin's level as a bonus percentage.
Hand of Protection.
Unlocks at: Level 13 (Treated as a 6th level spell)
Mana cost: 5D4
Duration: 1 round per 4 levels of the paladin.
Casting Speed: 8
Range: 30 feet + 1 foot per 2 levels.
effect: This spell summons a ghostly image of a hand and arm that resembles the paladin's own hand and arm. the image is made of pure light, and it levitates above the intended target. hand of protection creates an impenetrable bubble around the intended target. This bubble prevents all incoming damage on the target, completely and utterly for the duration of the spell. The target is unable to cast spells, attack, or take any meaningful actions other than movement actions. The spell can be turned off at will by the paladin. A target can be the recipient of this spell only once per day.
Word of Glory.
Unlocks at: Level 15 (Treated as a 7th level spell)
Mana cost: 2D4 + level
Duration: instant.
Casting Speed: 9
Range: 25 feet
effect: This beautiful and awe inspiring Protection spell unleashes a radiating wave of light. It will cause up to 2D4 allies within range to receive a last stand shield of light. The shield absorbs incoming damage equal to the paladin level plus the amount of mana spent. Example: The paladin is 15th level, and rolls 10 for mana cost. This means the paladin needs to spend 25 mana to cast this spell. As a result, the paladin will give a shield that can absorb 40 points of damage to all target allies. level 15 + 25 mana spent = 40. The paladin may choose which targets are shielded. The paladin can also choose his or her self.
Unlocks at: Level 1 (Treated as a 1st level spell)
Mana cost: 1D4
Duration: instant.
Casting Speed: 0
Range: 20 feet + 1 foot per 2 levels.
effect: This rapid spell is used to force a target enemy to attack the paladin, as opposed to focusing their efforts on a weaker ally. Mechanically, Word of Righteousness is a taunt spell that redirects enemy attacks onto the caster. Word of righteousness provides crowd control capability for the protection paladin's standard kit. The target is allowed a saving throw to resist. if the target fails the saving throw, they will be required to attack the paladin for 1d4 rounds. if the target makes the saving through, they are free to continue their chosen action. This spell can be cast two times in a single sequence, or 4 times per round. the target receives a penalty on their saving throw equal to the amount of mana that the paladin spent to cast word of righteousness.
Shield of Righteousness.
Unlocks at: Level 3 (Treated as a 2nd level spell)
Mana cost: 1D4 + half level
Duration: instant.
Casting Speed: 15
Range: 20 feet.
effect: This spell provides the protection paladin with additional crowd control ability for their standard kit. Shield of righteousness allows the paladin to throw a shield made of pure light that resembles their carried shield. The light-shield flies towards the intended target. after it strikes the target, the shield bounces to another target. The shield favors new targets, but it can bounce towards a previously hit target if there are not enough enemies within range, but no target will be hit more than 2 times. if the shield runs out of targets, it will return to the paladin's hand. if there is only 1 target, the shield will only strike the target once, then return to the paladin's hand. Target hit by shield of righteousness take damage equal to paladin's level + 1D8. In addition, effected targets hit by this spell will have their movement rate reduced by 50% for 1d4 rounds. Finally, targets hit by shield of righteousness are taunted onto the paladin for one round. The number of possible bounces is equal to 1 + half of the paladin's level. A critical cast will cause targets to become dazed for 1 round. Targets Dazed by this spell receive a -3 penalty to all game mechanics. After the last hit, the shield of light will return to settle upon the paladin's shield hand.
Hand of Sacrifice.
Unlocks at: Level 5 (Treated as a 4th level spell)
Mana cost: 2D4
Duration: 1 round + 1 round per 3 levels of the paladin.
Casting Speed: 6
Range: 30 feet
effect: This spell summons a ghostly image of a hand and arm that resembles the paladin's own hand and arm. the image is made of pure light, and it levitates above the intended target. hand of sacrifice causes 50% of damage taken by the target to be transferred to the paladin instead. The spell can be turned off at will by the paladin. A target can be the recipient of this spell only once per day.
Hand of Salvation.
Unlocks at: Level 9 (Treated as a 5th level spell)
Mana cost: 3D4
Duration: 1 round.
Casting Speed: 7
Range: 75 feet + 1 foot per level.
effect: This long range spell summons a ghostly image of a hand and arm that resembles the paladin's own hand and arm. the image is made of pure light, and it levitates above the intended target. hand of salvation cloaks the target from all enemies for the duration. This spell instantly forces all enemies focusing on the target to move on and attack someone else, or do something else entirely. This crowd control ability further adds to the protection paladin's baseline kit. Note that the target is still there, and is still susceptible to area of effect spells and abilities. A target can be the recipient of this spell only once per day.
Blessing of Kings.
Unlocks at: Level 11 (Treated as a 5th level spell)
Mana cost: 4D4
Duration: 3 hours + (1 turn per level of the paladin).
Casting Speed: 15
Range: Touch (all participating in the prayer circle).
effect: This powerful prayer ritual allows the Paladin to give all participating members a powerful boost to their defensive and survival mechanics. Participating members must be followers of the light, and be of a good alignment with no questionable acts in recent memory. The Paladin can include a number of participants equal to half of his or her level in the prayer ritual. all participants must hold hands and form a continuous circle. When the prayer is complete, all participants will receive blessing of Kings. Participants will receive a bonus of 1 (+ 1 per 3 levels of the paladin) to their armor Class. Participants will also receive a +2 to all saving throws. In addition, participants will receive a temporary hit point boost equal to double the paladin's level plus 3D12. Finally, participants will receive a system shock bonus equal to the paladin's level as a bonus percentage.
Hand of Protection.
Unlocks at: Level 13 (Treated as a 6th level spell)
Mana cost: 5D4
Duration: 1 round per 4 levels of the paladin.
Casting Speed: 8
Range: 30 feet + 1 foot per 2 levels.
effect: This spell summons a ghostly image of a hand and arm that resembles the paladin's own hand and arm. the image is made of pure light, and it levitates above the intended target. hand of protection creates an impenetrable bubble around the intended target. This bubble prevents all incoming damage on the target, completely and utterly for the duration of the spell. The target is unable to cast spells, attack, or take any meaningful actions other than movement actions. The spell can be turned off at will by the paladin. A target can be the recipient of this spell only once per day.
Word of Glory.
Unlocks at: Level 15 (Treated as a 7th level spell)
Mana cost: 2D4 + level
Duration: instant.
Casting Speed: 9
Range: 25 feet
effect: This beautiful and awe inspiring Protection spell unleashes a radiating wave of light. It will cause up to 2D4 allies within range to receive a last stand shield of light. The shield absorbs incoming damage equal to the paladin level plus the amount of mana spent. Example: The paladin is 15th level, and rolls 10 for mana cost. This means the paladin needs to spend 25 mana to cast this spell. As a result, the paladin will give a shield that can absorb 40 points of damage to all target allies. level 15 + 25 mana spent = 40. The paladin may choose which targets are shielded. The paladin can also choose his or her self.
PARAGON PATH OF RETRIBUTION
Often called upon to be judges, jurors and executioners for the church of light, Retribution Paladins are direct melee combatants that have developed a reputation as the light's vaunted justice. These stalwart holy warriors never back down from battle if innocent lives are at stake. retribution paladins understand that the light guides all good men and women to heroic deeds, whether or not they know it. Fond of wielding massive weapons, the mere sight of these heroes on the battlefield strikes trepidation into the hearts of demons and agents of darkness.
Synergy:
CRUSADER AURA: Retribution Paladins are required to hunt down, judge, and bring their enemies to justice. as such, the light has granted Retribution paladins a crusader's aura. when active, all Allies within 30 feet are inspired by the Paladin's devotion to the pursuit of justice. allies are enabled to travel further, faster, and harder than without a retribution paladin near them. As such, allies within range receive a bonus of 2D4+4 (+ half character level) as a movement rate bonus.
FIRE RESISTANCE AURA: Retribution Paladins train for conflict where the use of fire by enemy forces may be a possibility. due to this fact, retribution paladins receive special blessings through prayer to the light. These blessings allow them to radiate a fire resistance aura as part of their baseline kit. Allies within 30 (+1 foot per 3 levels) gain damage mitigation to fire and heat based direct damage attacks. this does not include damage over time effects. The amount of damage mitigated is equal to the paladin's level, per each attack.
Benefits of the retribution paragon path:
1) Crusader's Prowess: Select +1 to hit, damage, or speed for every 3 levels with a single weapon type. Chose only one per three level.
2) Crusader's Verdict: Upon successful critical strike, gain an attack of opportunity. This ability can only occur twice per day (+1 per 3 levels, per day).
Retribution Paladin Spells.
Level 1: Crusader's Judgement.
Level 3: Boundless Conviction.
Level 5: Crusader's Strike.
Level 9: Divine Storm.
Level 11: Blessing of Might.
Level 13: Execution Sentence.
Level 15: Final Verdict.
Synergy:
CRUSADER AURA: Retribution Paladins are required to hunt down, judge, and bring their enemies to justice. as such, the light has granted Retribution paladins a crusader's aura. when active, all Allies within 30 feet are inspired by the Paladin's devotion to the pursuit of justice. allies are enabled to travel further, faster, and harder than without a retribution paladin near them. As such, allies within range receive a bonus of 2D4+4 (+ half character level) as a movement rate bonus.
FIRE RESISTANCE AURA: Retribution Paladins train for conflict where the use of fire by enemy forces may be a possibility. due to this fact, retribution paladins receive special blessings through prayer to the light. These blessings allow them to radiate a fire resistance aura as part of their baseline kit. Allies within 30 (+1 foot per 3 levels) gain damage mitigation to fire and heat based direct damage attacks. this does not include damage over time effects. The amount of damage mitigated is equal to the paladin's level, per each attack.
Benefits of the retribution paragon path:
1) Crusader's Prowess: Select +1 to hit, damage, or speed for every 3 levels with a single weapon type. Chose only one per three level.
2) Crusader's Verdict: Upon successful critical strike, gain an attack of opportunity. This ability can only occur twice per day (+1 per 3 levels, per day).
Retribution Paladin Spells.
Level 1: Crusader's Judgement.
Level 3: Boundless Conviction.
Level 5: Crusader's Strike.
Level 9: Divine Storm.
Level 11: Blessing of Might.
Level 13: Execution Sentence.
Level 15: Final Verdict.
Retribution Paladin Spells
Crusader's Judgment.
Unlocks at: Level 1 (Treated as a 1st level spell)
Mana cost: 1D4
Duration: 1 round + 1 round per 4 levels of the paladin.
Casting Speed: 0
Range: 10 feet, single target.
effect: This rapid spell allows the paladin to quickly find weak points in an opponent's defenses. This spell provides a strike or damage boost to the paladin's follow up attacks. This Retribution spell grants the paladin a +1 to strike, or to damage for each time it is cast on a target. Only the paladin receives the judgement bonus. This spell can be cast two times in single sequence, or 4 times per round.
Boundless Conviction.
Unlocks at: Level 3 (Treated as a 2nd level spell)
Mana cost: 1D4 + half level
Duration: 3 hours + (1 turn per level of the paladin).
Casting Speed: 15
Range: self
effect: This slow to cast, but mighty buff will empower the paladin's future strikes. This spell is cast by the retribution paladin on his or her self. If the spell is active, and the paladin performs a critical strike, the paladin gains a buff, "Boundless Conviction". This buff allows the paladin's next attack to be considered an automatic critical strike. After Boundless Conviction has given the Paladin a critical strike, the buff fades. This is true regardless of whether or not the spell had any remaining duration.
Crusader's Strike.
Unlocks at: Level 5 (Treated as a 4th level spell)
Mana cost: 2D4
Duration: instant
Casting Speed: 6
Range: Self
effect: This Retribution spell Empowers the paladin's weapon with holy energy, giving it a soft pale glow. The paladin's next hit is an automatic critical strike. If the paladin rolls a natural critical strike, the damage is multipled by 2.5 Undead, demon, or summoned creatures that are the victim of a Crusader strike must make a saving throw vs death magic. Failing the saving throw indicates that the creature is automatically destroyed by crusader's strike.
Divine Storm.
Unlocks at: Level 9 (Treated as a 5th level spell)
Mana cost: 3D4
Duration: 1 round, + 1 round per 4 levels of the caster.
Casting Speed: 7
Range: 25 feet
effect: This spell is cast on the paladin's weapon. When cast, it causes Ghostly images of the paladin's weapon appear. The images hover over all enemies within range, and are made of pure light. Anytime that Divine storm is active, and the paladin performs a successful hit on an opponent, all other enemies within range take 25% of the damage delt to the primary target, including the primary target. There is no limit to how many enemies can be hit, so long as they are within range.
Blessing of Might.
Unlocks at: Level 11 (Treated as a 5th level spell)
Mana cost: 4D4
Duration: 1 turn per level of the paladin.
Casting Speed: 15
Range: Touch (all participating in the prayer circle).
effect: This powerful prayer ritual allows the Paladin to give all participating members a powerful boost to their physical combat damage. Participating members must be followers of the light, and be of a good alignment with no questionable acts in recent memory. The Paladin can include a number of participants equal to half of his or her level in the prayer ritual. all participants must hold hands and form a continuous circle. When the prayer is complete, all participants will receive blessing of Might. Participants will receive a physical Strike equal to 1 per 4 levels of the paladin. In addition, participants will receive a damage bonus equal to half the paladin's level plus 3D6.
Execution Sentence.
Unlocks at: Level 13 (Treated as a 6th level spell)
Mana cost: 5D4
Duration: Lasts a full day, or until dispelled, or deactivated by the paladin.
Casting Speed: 8
Range: single target must remain in a range up to 30 feet + 1 foot per 2 levels of paladin.
effect: This powerful Retribution spell works somewhat like a reverse version of a holy paladin's beacon of light spell. Execution sentence allows the paladin to place a debuff on a target enemy called "Execution Sentence". Every time the paladin deals damage to an opponent within range of the debuff target, execution sentence deals 50% of damage done to the debuff target as well. the debuff target can also be the direct target. this causes the target to take damage from execution sentence, as well as direct damage for 150% total damage. Only one execution sentence may be active at a time.
Final Verdict.
Unlocks at: Level 15 (Treated as a 7th level spell)
Mana cost: 2D4+ Level
Duration: instant.
Casting Speed: 9
Range: 25 feet
effect: This beautiful and awe inspiring retribution spell unleashes a radiating wave of light. It will cause up to 2D4 enemies within range to take holy damage. The holy wave causes damage equal to the paladin's level plus the amount of mana spent. Example: The paladin is 15th level, and rolls 10 for mana cost. This means the paladin needs to spend 25 mana to cast this spell. As a result, the paladin's final verdict wave will cause 40 points of damage to all target enemies. level 15 + 25 mana spent = 40 points of damage. The paladin may choose which targets are attacked. Final verdict also increases the damage of the paladin's next Divine Storm by 100%, and increases its radius by 50%.
Unlocks at: Level 1 (Treated as a 1st level spell)
Mana cost: 1D4
Duration: 1 round + 1 round per 4 levels of the paladin.
Casting Speed: 0
Range: 10 feet, single target.
effect: This rapid spell allows the paladin to quickly find weak points in an opponent's defenses. This spell provides a strike or damage boost to the paladin's follow up attacks. This Retribution spell grants the paladin a +1 to strike, or to damage for each time it is cast on a target. Only the paladin receives the judgement bonus. This spell can be cast two times in single sequence, or 4 times per round.
Boundless Conviction.
Unlocks at: Level 3 (Treated as a 2nd level spell)
Mana cost: 1D4 + half level
Duration: 3 hours + (1 turn per level of the paladin).
Casting Speed: 15
Range: self
effect: This slow to cast, but mighty buff will empower the paladin's future strikes. This spell is cast by the retribution paladin on his or her self. If the spell is active, and the paladin performs a critical strike, the paladin gains a buff, "Boundless Conviction". This buff allows the paladin's next attack to be considered an automatic critical strike. After Boundless Conviction has given the Paladin a critical strike, the buff fades. This is true regardless of whether or not the spell had any remaining duration.
Crusader's Strike.
Unlocks at: Level 5 (Treated as a 4th level spell)
Mana cost: 2D4
Duration: instant
Casting Speed: 6
Range: Self
effect: This Retribution spell Empowers the paladin's weapon with holy energy, giving it a soft pale glow. The paladin's next hit is an automatic critical strike. If the paladin rolls a natural critical strike, the damage is multipled by 2.5 Undead, demon, or summoned creatures that are the victim of a Crusader strike must make a saving throw vs death magic. Failing the saving throw indicates that the creature is automatically destroyed by crusader's strike.
Divine Storm.
Unlocks at: Level 9 (Treated as a 5th level spell)
Mana cost: 3D4
Duration: 1 round, + 1 round per 4 levels of the caster.
Casting Speed: 7
Range: 25 feet
effect: This spell is cast on the paladin's weapon. When cast, it causes Ghostly images of the paladin's weapon appear. The images hover over all enemies within range, and are made of pure light. Anytime that Divine storm is active, and the paladin performs a successful hit on an opponent, all other enemies within range take 25% of the damage delt to the primary target, including the primary target. There is no limit to how many enemies can be hit, so long as they are within range.
Blessing of Might.
Unlocks at: Level 11 (Treated as a 5th level spell)
Mana cost: 4D4
Duration: 1 turn per level of the paladin.
Casting Speed: 15
Range: Touch (all participating in the prayer circle).
effect: This powerful prayer ritual allows the Paladin to give all participating members a powerful boost to their physical combat damage. Participating members must be followers of the light, and be of a good alignment with no questionable acts in recent memory. The Paladin can include a number of participants equal to half of his or her level in the prayer ritual. all participants must hold hands and form a continuous circle. When the prayer is complete, all participants will receive blessing of Might. Participants will receive a physical Strike equal to 1 per 4 levels of the paladin. In addition, participants will receive a damage bonus equal to half the paladin's level plus 3D6.
Execution Sentence.
Unlocks at: Level 13 (Treated as a 6th level spell)
Mana cost: 5D4
Duration: Lasts a full day, or until dispelled, or deactivated by the paladin.
Casting Speed: 8
Range: single target must remain in a range up to 30 feet + 1 foot per 2 levels of paladin.
effect: This powerful Retribution spell works somewhat like a reverse version of a holy paladin's beacon of light spell. Execution sentence allows the paladin to place a debuff on a target enemy called "Execution Sentence". Every time the paladin deals damage to an opponent within range of the debuff target, execution sentence deals 50% of damage done to the debuff target as well. the debuff target can also be the direct target. this causes the target to take damage from execution sentence, as well as direct damage for 150% total damage. Only one execution sentence may be active at a time.
Final Verdict.
Unlocks at: Level 15 (Treated as a 7th level spell)
Mana cost: 2D4+ Level
Duration: instant.
Casting Speed: 9
Range: 25 feet
effect: This beautiful and awe inspiring retribution spell unleashes a radiating wave of light. It will cause up to 2D4 enemies within range to take holy damage. The holy wave causes damage equal to the paladin's level plus the amount of mana spent. Example: The paladin is 15th level, and rolls 10 for mana cost. This means the paladin needs to spend 25 mana to cast this spell. As a result, the paladin's final verdict wave will cause 40 points of damage to all target enemies. level 15 + 25 mana spent = 40 points of damage. The paladin may choose which targets are attacked. Final verdict also increases the damage of the paladin's next Divine Storm by 100%, and increases its radius by 50%.