Death Knight
TABLE OF CONTENTS
I. CLASS INFORMATION
II. BASELINE ABILITIES
III. DISTINGUISHING DARK PATHS
- Unholy Death Knight: Shadow priest-like healer with support spell and control abilities.
- Frost Death Knight: Tenacious tank with defensive melee and control abilities.
- Blood Death Knight: Burst Damage dealer with offensive melee support abilities.
- This section contains general information about the Death Knight class. This includes background, class features, and restrictions.
II. BASELINE ABILITIES
- This section contains information about abilities that every type of Death Knight can learn.
III. DISTINGUISHING DARK PATHS
- This section contains information about unique abilities that each of the three Death Knight Dark Paths can learn. Only Death Knights of a specific Dark path can learn these distinguishing abilities. The three Death Knight Dark paths are as follows:
- Unholy Death Knight: Shadow priest-like healer with support spell and control abilities.
- Frost Death Knight: Tenacious tank with defensive melee and control abilities.
- Blood Death Knight: Burst Damage dealer with offensive melee support abilities.
I. Class Information
Death Knights are a new class, derives from pop culture, Video games, and comics. They are considered the Antithesis of Paladins.
1. Death Knights will use a mana pool to cast spells, as per house rules.
2. Different Death Knight types learn different levels of weapon skills in terms of proficiency,
specialization, Focus, or mastery. Unholy can learn Specialization. Frost and Blood can learn
Specialization and Focus. See house rules for details on these skills.
3. Federation Races the can become death Knights:
4. in opposition to Paladins, Death knights are not necessarily bound to a specific ethos. However, most acknowledge the power of the Void. All Death Knights absolutely reject the Light. This cannot be changed under any circumstances. They feel it is a delusional construct meant to control the masses. If Death Knights are not devout followers of the Void, then they believe in the power of the individual. More specifically, they believe the individual is able to hardness dark arcane power and bend it to their will.
5. Death Knights gain the Runic Carving non weapon proficiency as a free slot.
6. Death Knights gain the undead lore non weapon proficiency as a free slot.
7. Death Knights may begin casting Death Knight specific and Other spells at level 1.
8. Death Knights has 3 options for customization. they may become unholy, Frost, or Blood Death Knights. Unholy Death Knights are spell damage and healing focused. Frost Death knights are Tank Focused. Blood Death Knights are melee damage focused. These specializations will be explained below.
1. Death Knights will use a mana pool to cast spells, as per house rules.
2. Different Death Knight types learn different levels of weapon skills in terms of proficiency,
specialization, Focus, or mastery. Unholy can learn Specialization. Frost and Blood can learn
Specialization and Focus. See house rules for details on these skills.
3. Federation Races the can become death Knights:
- Human
- gnome (Only Blood & Unholy)
- Half Kal-Dorei
- Worgen
- Tauren (Only Frost)
- Syn-Dorei (Only Blood & Unholy)
- Half Syn-Dorei (Only Blood & Unholy)
- orc
- Troll
- Forsaken
- Half Quel Dorei (Only Blood & Unholy)
- Half Orc (Only Frost)
4. in opposition to Paladins, Death knights are not necessarily bound to a specific ethos. However, most acknowledge the power of the Void. All Death Knights absolutely reject the Light. This cannot be changed under any circumstances. They feel it is a delusional construct meant to control the masses. If Death Knights are not devout followers of the Void, then they believe in the power of the individual. More specifically, they believe the individual is able to hardness dark arcane power and bend it to their will.
5. Death Knights gain the Runic Carving non weapon proficiency as a free slot.
6. Death Knights gain the undead lore non weapon proficiency as a free slot.
7. Death Knights may begin casting Death Knight specific and Other spells at level 1.
8. Death Knights has 3 options for customization. they may become unholy, Frost, or Blood Death Knights. Unholy Death Knights are spell damage and healing focused. Frost Death knights are Tank Focused. Blood Death Knights are melee damage focused. These specializations will be explained below.
A) Background:
Frost fortifies a deathknight's body and controls opponents; blood empowers physical attacks; unholy power enables dark magic and healing rituals in the heat of battle. A thousand atrocities are etched in the eyes of every death knight, and foes who gaze into them too long will feel the warmth pulled from their bodies, replaced with cold steel and remorseless winter.
Death Knights engage their foes up-close, supplementing swings of their two-handed weapons with rune magic. Their attacks render enemies vulnerable to damage from unholy power. To prevent their enemies from fleeing their grasp, death knights must remain mindful of the power they call forth from runes, and pace their attacks appropriately. The presence of a death Knight strikes fear into the hearts of lesser men.
B) Class Features:
1) 12 sided dice for hit dice until 8th level. +2 hP per level after 8th level.
2) Warrior Thaco progression.
3) Warrior proficiency progression.
4) Wizard Saving Throw progression.
5) Paladin/Ranger experience Progression (+25,000 XP per level after 12th level).
6) Unique Class Spells, based on Death Knight Dark path.
7) mana pool based on Dark path. D8 for unholy. D6 for Frost and Blood.
8) After 8th level, Unholy gains 3 mana per level. Frost and Blood gain 2 mana per level.
C) Restrictions:
1) Death Knights may never own more than 10 magical items that cause magical effects.
2) Ability score requirements: All Death Knights: 13 sTR, 9 CON, 13 INT.
- Unholy also needs: 15 INT.
- Frost also needs: 15 CON.
- Blood also needs: 15 STR.
3) Alignment: Can only be LE or NE.
4) Prime Requisites: STR, INT
5) May never employ Good beings.
6) Permanent -5 to Charisma based reaction adjustment.
7) May not use shields. They believe shields are for the cowardly. They prefer 2 handed weapons.
8) Undead Presence. Can be turned by paladins and Good Priests.
9) Can be controlled by powerful & Sentient undead.
10) Psychosis. Death knights are afflicted with a severe mental disorder, causing them to sometimes
think and act on emotions so impaired, that the person shows signs of losing contact with
reality. This causes the death knight to fall into fits of rage and destruction. This is especially
true when undead affliction losses take their toll.
11) Rejection Depression. If a death knight is ever romantically rejected by someone of their own or
or similar species because of their class or appearance, or acts the death knight has committed,
the death knight must make a saving throw vs spells with a penalty equal to half their level.
Failure indicates the death knight will become angry and enraged. 24 hours later, they will fall
into a deep depression for a number of days equal to their level. higher levels cause harder
impact. the depression causes the death knight to acquire a penalty to all game mechanics equal
to half their level, until the depression ends. Upon the time period ending, a death knight must
go on a killing spree to cleanse their mind. These killing sprees will eventually be noticed by
good organizations to come deal with the death knight's madness. After their depression ends,
Death Knights Acquire a deep hatred for anyone that rejects them. They will revel and long to
see misfortune and destruction come to anyone that rejects them. In many cases, death knights
will actively work to make their rejector's life miserable, if not kill them outright.
12) undead affliction. Death Knights slowly show signs of undeath over time. However, they are
alive and well. These signs include discolored skin, sunken or greying eyes, foul stench of
undeath, haunting or echoing voice, gaunt form, greying hair, protruding bones, rotting teeth,
rotting skin, ethereal or ghostly trails behind them as they walk, & etc. This results in a
permanent minus 1 to comeliness every 3 levels. Undead affects caused by undead affliction will
be at the dM's discretion. Whenever Undead affliction occurs, it automatically causes the death
knight to go into a psychotic killing spree. No saving throw allowed. This can only be quenched
by killing a sentient being.
13) Infamy. Whenever the death knight goes into a psychotic killing spree, they will attract the
attention of paladins and other good beings to deal with the death knight. Every time the
death knight goes on a killing spree, they acquire an additional permanent negative 1
to charisma based reaction adjustment.
Frost fortifies a deathknight's body and controls opponents; blood empowers physical attacks; unholy power enables dark magic and healing rituals in the heat of battle. A thousand atrocities are etched in the eyes of every death knight, and foes who gaze into them too long will feel the warmth pulled from their bodies, replaced with cold steel and remorseless winter.
Death Knights engage their foes up-close, supplementing swings of their two-handed weapons with rune magic. Their attacks render enemies vulnerable to damage from unholy power. To prevent their enemies from fleeing their grasp, death knights must remain mindful of the power they call forth from runes, and pace their attacks appropriately. The presence of a death Knight strikes fear into the hearts of lesser men.
B) Class Features:
1) 12 sided dice for hit dice until 8th level. +2 hP per level after 8th level.
2) Warrior Thaco progression.
3) Warrior proficiency progression.
4) Wizard Saving Throw progression.
5) Paladin/Ranger experience Progression (+25,000 XP per level after 12th level).
6) Unique Class Spells, based on Death Knight Dark path.
7) mana pool based on Dark path. D8 for unholy. D6 for Frost and Blood.
8) After 8th level, Unholy gains 3 mana per level. Frost and Blood gain 2 mana per level.
C) Restrictions:
1) Death Knights may never own more than 10 magical items that cause magical effects.
2) Ability score requirements: All Death Knights: 13 sTR, 9 CON, 13 INT.
- Unholy also needs: 15 INT.
- Frost also needs: 15 CON.
- Blood also needs: 15 STR.
3) Alignment: Can only be LE or NE.
4) Prime Requisites: STR, INT
5) May never employ Good beings.
6) Permanent -5 to Charisma based reaction adjustment.
7) May not use shields. They believe shields are for the cowardly. They prefer 2 handed weapons.
8) Undead Presence. Can be turned by paladins and Good Priests.
9) Can be controlled by powerful & Sentient undead.
10) Psychosis. Death knights are afflicted with a severe mental disorder, causing them to sometimes
think and act on emotions so impaired, that the person shows signs of losing contact with
reality. This causes the death knight to fall into fits of rage and destruction. This is especially
true when undead affliction losses take their toll.
11) Rejection Depression. If a death knight is ever romantically rejected by someone of their own or
or similar species because of their class or appearance, or acts the death knight has committed,
the death knight must make a saving throw vs spells with a penalty equal to half their level.
Failure indicates the death knight will become angry and enraged. 24 hours later, they will fall
into a deep depression for a number of days equal to their level. higher levels cause harder
impact. the depression causes the death knight to acquire a penalty to all game mechanics equal
to half their level, until the depression ends. Upon the time period ending, a death knight must
go on a killing spree to cleanse their mind. These killing sprees will eventually be noticed by
good organizations to come deal with the death knight's madness. After their depression ends,
Death Knights Acquire a deep hatred for anyone that rejects them. They will revel and long to
see misfortune and destruction come to anyone that rejects them. In many cases, death knights
will actively work to make their rejector's life miserable, if not kill them outright.
12) undead affliction. Death Knights slowly show signs of undeath over time. However, they are
alive and well. These signs include discolored skin, sunken or greying eyes, foul stench of
undeath, haunting or echoing voice, gaunt form, greying hair, protruding bones, rotting teeth,
rotting skin, ethereal or ghostly trails behind them as they walk, & etc. This results in a
permanent minus 1 to comeliness every 3 levels. Undead affects caused by undead affliction will
be at the dM's discretion. Whenever Undead affliction occurs, it automatically causes the death
knight to go into a psychotic killing spree. No saving throw allowed. This can only be quenched
by killing a sentient being.
13) Infamy. Whenever the death knight goes into a psychotic killing spree, they will attract the
attention of paladins and other good beings to deal with the death knight. Every time the
death knight goes on a killing spree, they acquire an additional permanent negative 1
to charisma based reaction adjustment.
II. Baseline Abilities
Baseline abilities are usable by all death knights dark paths. Baseline abilities available to all death knights are as follows:
1) A Death Knight can detect the presence of good, as per the PHB (opposite of detect evil).
2) A Death Knight is immune to all natural diseases (not magical diseases).
3) A Death Knight can heal themselves or allies by use of an ability called utterance of darkness. The effectiveness of utterance of darkness is as follows:
varies by dark path:
* unholy: Level times 4, once per day.
* Frost: Level times 2, once per day.
* Blood: Level times 2, once per day.
NOTE 1: utterance of darkness requires that the death knight is able to speak. If the target of this ability is another person, said person much accept the death knight's dark gift, in order for this to be effective. In addition, the target must be able to hear and understand the death knight's language. utterance of darkness healing can be controlled. The death knight can divide their total capacity. In other words, not all healing capacity must be spent at once, if the death knight does not intend to do so. utterance of darkness can be performed once per day, until all capacity is Expended.
NOTE 2: Utterance of Darkness is reversible, and can be used to harm enemies, but it is touched-based.
4) A death knight can cast up to 7th level spells from priest spheres, and 9th level mage spells per the following schedule:
* Unholy: Chaos(Priest), Healing(Priest), Necromancy(Wizard)
* Frost: Abjuration(Wizard), Elemental Water(Frost or Ice only) (Wizard)
* Blood: Shadow(Wizard), War (Priest)
5) Runic power source. Their are four types of runes available to death knights. they are as follows:
* Unholy Runes. Frost Runes, Blood Runes, and Death Runes.
to cast magical spells and activate dark presence specific abilities, All Death Knights must use runes
to supplement their mana. Once used, a Run becomes "Tapped". A tapped rune is considered in
used, and is unavailable for other spells or abilities. Some abilities require Runes to remain tapped,
while other abilities untap a rune under certain conditions.
Not always, but typically, blood runes are used to empower physical attacks, Frost runes are used
to cast mage spells. unholy runes are used to cast priest spells, and death runes are used to
activate innate class abilities. All spells require a specific rune to also compliment the death
knight's mana pool. Runes are carefully etched into the death knight's sword, armor, or sometimes
onto their skin.
6) Acquiring Runes. All Death Knights acquire runes per the following schedule:
7) Each Dark path has one dark presence that is accessible at level 1.
* a dark presence is unique to the specified dark path of the death knight.
* activating a dark presence takes a full round. this is due to the rune activation requirement.
* Activating a dark presence takes 1D4 mana. In addition, a specific rune must be tapped.
* to maintain a dark presence, a rune must remain tapped, and thus unavailable for other powers.
* See synergy under each dark path for details on each dark presence.
8) Path of Frost. Upon reaching level 3, all death knights gain the path of frost spell. The Death Knight causes any liquid surface beneath his feet or his mount's feet to freeze, creating a pathway as wide and sturdy as a sidewalk. This allows the death knight, and his allies to cross the water surface without hesitation. The path extends as the death knight moves forward. This ability is activated by tapping one rune of any kind, and 2 mana per 10 feet of travel. The path of frost lasts for 1d4 rounds behind the death knight. After the time has elapses, the path of frost instantly returns to a watery state. The tapped rune will remain tapped for 1 day. Tapping a frost rune will negate the mana cost component of this spell.
9) Defile. Upon reaching level 6, All death knights gain the defile spell. The death knight calls on the power of the void to curse the ground they stand on with a plague. The defiled ground deals 2d8 (+1 per Death Knight's Level) points of unholy damage to all within the area, whether friend or foe. the pestilence will continue dealing it's damage to all creatures in the area of effect each round until the duration expires.
* Duration: Defile lingers for 1 round (+1 per 3 levels).
* Area of Effect: The area of effect is 10 feet, plus 1 foot per 3 levels. The spell’s area of effect does
not move with the death knight.
* Mana Cost: 3D4, Plus one Unholy and one death rune.
* Activation: INT for all death knights.
* Runes will untap after 1 turn (10 rounds).
10) Remorseless Winter. Upon reaching level 8, all death knights gain the remorseless winter spell. This is an Aura of extreme cold. It Lasts for 1 round, (plus 1 round per 4 levels). Damage done is equal to 2d6 (+ 2 damage per level).
11) Subjugate. Upon reaching level 10,...
----------------------------------Beyond this point not ready----------------------------
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 Death Knight can detect the presence of good, as per the PHB (opposite of detect evil).
2) A Death Knight is immune to all natural diseases (not magical diseases).
3) A Death Knight can heal themselves or allies by use of an ability called utterance of darkness. The effectiveness of utterance of darkness is as follows:
varies by dark path:
* unholy: Level times 4, once per day.
* Frost: Level times 2, once per day.
* Blood: Level times 2, once per day.
NOTE 1: utterance of darkness requires that the death knight is able to speak. If the target of this ability is another person, said person much accept the death knight's dark gift, in order for this to be effective. In addition, the target must be able to hear and understand the death knight's language. utterance of darkness healing can be controlled. The death knight can divide their total capacity. In other words, not all healing capacity must be spent at once, if the death knight does not intend to do so. utterance of darkness can be performed once per day, until all capacity is Expended.
NOTE 2: Utterance of Darkness is reversible, and can be used to harm enemies, but it is touched-based.
4) A death knight can cast up to 7th level spells from priest spheres, and 9th level mage spells per the following schedule:
* Unholy: Chaos(Priest), Healing(Priest), Necromancy(Wizard)
* Frost: Abjuration(Wizard), Elemental Water(Frost or Ice only) (Wizard)
* Blood: Shadow(Wizard), War (Priest)
5) Runic power source. Their are four types of runes available to death knights. they are as follows:
* Unholy Runes. Frost Runes, Blood Runes, and Death Runes.
to cast magical spells and activate dark presence specific abilities, All Death Knights must use runes
to supplement their mana. Once used, a Run becomes "Tapped". A tapped rune is considered in
used, and is unavailable for other spells or abilities. Some abilities require Runes to remain tapped,
while other abilities untap a rune under certain conditions.
Not always, but typically, blood runes are used to empower physical attacks, Frost runes are used
to cast mage spells. unholy runes are used to cast priest spells, and death runes are used to
activate innate class abilities. All spells require a specific rune to also compliment the death
knight's mana pool. Runes are carefully etched into the death knight's sword, armor, or sometimes
onto their skin.
6) Acquiring Runes. All Death Knights acquire runes per the following schedule:
- Level 1: begin with Two runes specific to dark path, and one of any type.
- Level 3: Acquire one rune of any type.
- Level 5: Acquire one death rune.
- Level 6: Acquire one rune from specific dark path.
- level 7: Acquire one death rune.
- level 8: acquire one rune from specific dark path.
- level 9 acquire one death rune.
- level 10 acquire two runes of any type.
- level 11 acquire two runes of any type.
- level 12 acquire two runes of any type.
- level 13 and above: The death knight acquires one rune per every odd level (13,15,17, etc).
7) Each Dark path has one dark presence that is accessible at level 1.
* a dark presence is unique to the specified dark path of the death knight.
* activating a dark presence takes a full round. this is due to the rune activation requirement.
* Activating a dark presence takes 1D4 mana. In addition, a specific rune must be tapped.
* to maintain a dark presence, a rune must remain tapped, and thus unavailable for other powers.
* See synergy under each dark path for details on each dark presence.
8) Path of Frost. Upon reaching level 3, all death knights gain the path of frost spell. The Death Knight causes any liquid surface beneath his feet or his mount's feet to freeze, creating a pathway as wide and sturdy as a sidewalk. This allows the death knight, and his allies to cross the water surface without hesitation. The path extends as the death knight moves forward. This ability is activated by tapping one rune of any kind, and 2 mana per 10 feet of travel. The path of frost lasts for 1d4 rounds behind the death knight. After the time has elapses, the path of frost instantly returns to a watery state. The tapped rune will remain tapped for 1 day. Tapping a frost rune will negate the mana cost component of this spell.
9) Defile. Upon reaching level 6, All death knights gain the defile spell. The death knight calls on the power of the void to curse the ground they stand on with a plague. The defiled ground deals 2d8 (+1 per Death Knight's Level) points of unholy damage to all within the area, whether friend or foe. the pestilence will continue dealing it's damage to all creatures in the area of effect each round until the duration expires.
* Duration: Defile lingers for 1 round (+1 per 3 levels).
* Area of Effect: The area of effect is 10 feet, plus 1 foot per 3 levels. The spell’s area of effect does
not move with the death knight.
* Mana Cost: 3D4, Plus one Unholy and one death rune.
* Activation: INT for all death knights.
* Runes will untap after 1 turn (10 rounds).
10) Remorseless Winter. Upon reaching level 8, all death knights gain the remorseless winter spell. This is an Aura of extreme cold. It Lasts for 1 round, (plus 1 round per 4 levels). Damage done is equal to 2d6 (+ 2 damage per level).
11) Subjugate. Upon reaching level 10,...
----------------------------------Beyond this point not ready----------------------------
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 Dark Paths
DARK PATH OF UNHOLY
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.
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 Unholy Dark 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.
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 Unholy Dark 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.
Unholy Death Knight Spells
Flash of Light.
Unlocks at: Level 1 (Treated as a 1st level spell)
Mana cost: 2D4
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: 2D4 + 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: 4D4
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. 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: 5D4
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: 5D4
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 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 their level plus 2D10. 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: 6D4
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: 6D4+ 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: 2D4
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: 2D4 + 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: 4D4
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. 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: 5D4
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: 5D4
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 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 their level plus 2D10. 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: 6D4
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: 6D4+ 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.
DARK PATH OF FROST
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.
Frost Death Knight 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: 2D4 + 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 + level
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: 5D4
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: 5D4
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 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 twice the paladin's level. 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: 6D4
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: 3D4+ 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: 2D4 + 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 + level
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: 5D4
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: 5D4
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 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 twice the paladin's level. 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: 6D4
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: 3D4+ 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.
DARK PATH OF BLOOD
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.
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.
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: 2D4 + half level
Duration: 1 round + 1 round per 3 levels 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: 4D4
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: 5D4
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: 5D4
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 damage bonus equal to 1 per 2 levels of the paladin.
Execution Sentence.
Unlocks at: Level 13 (Treated as a 6th level spell)
Mana cost: 6D4
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: 3D4+ 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: 2D4 + half level
Duration: 1 round + 1 round per 3 levels 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: 4D4
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: 5D4
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: 5D4
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 damage bonus equal to 1 per 2 levels of the paladin.
Execution Sentence.
Unlocks at: Level 13 (Treated as a 6th level spell)
Mana cost: 6D4
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: 3D4+ 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%.