homepage

Paladin

Paladins are holy fighters, they have a stronger connection to the pantheon than other bugs. This allows them to perform miracles on allies and curses on enemies.

Level Feature
1 Holy Healer
2 Fighter subclass
3 Stat increase
4 Call to action
5 Subclass feature
6 Stat increase
7 judgment
8 Subclass feature

Hit-die: d6
Primary stat(s): Body, mind
Armour: Light, Medium, Shields
Weapons: Light
Stamina: 2 + body modifier
magic: 2 + body modifier

Holy healer (Lv1)
As a bonus action you can choose an ally within 6m of you and restore 1d4 + mind modifier hit-points.

Paladin subclass (Lv2)
At 2nd level you can choose your paladin subclass, The subclasses are given more detail at the end of this class description.

Stat increase (Lv3)
At level 3 you can increase one of your three main attributes by 2 or two attributes by 1.

Call to action (Lv4)
Stamina cost: 2
As a bonus action on your turn you can choose one creature within 12m, the choosen creature can make one attack against a creature within its attack range.

Subclass feature (Lv5)
You gain a feature from your subclass at this level.

Stat increase (Lv6)
At level 6 you can increase one of your three main attributes by 2 or two attributes by 1.

Judgment (Lv7)
magic cost: 4
As an action you can force a creature within 15m of you to make a mind, senses, and body save. You roll a check for these skills, setting the DC they must pass. For every failed save they take 2d4 soul damage.

Subclass feature (Lv8)
You gain a feature from your subclass at this level.

Ranger subclass: War preist

Clad in heavy armour and divine purpose, this subclass can support allies and cripple enemies.

Proficency boost (Lv2)
You become proficient in heavy weapons and heavy armour

Divine smite (Lv2)
Magic cost: 2
You can enhance your attacks to deal an additional soul damage equal to your mind modifier for the next minute.

War cry (Lv5)
Stamina cost: 3
Allies that make attack rolls while within 6m of you can add half your body modifier to the damage rolls if the attack hits. This effect lasts for one minute.

Divine soul (Lv8)
Magic cost: 2
Stamina cost: 2
When you activate this feature you become immune to soul and void damage. Additionally, when you reach 0 health while this feature is active you can instead end this feature and only be reduced to hit-points equal to your mind + body modifier.

Ranger subclass: High presit(est)

You wield the magic of soul like a honed blade and state your faith with zealous purpose.

Spellcasting (Lv2)
You gain a small selection of spells that you can cast as part of your subclass.

Bless
Magic cost: 1
Spell duration: 1 minute
Spell range: 9m
Any creature within the spells range around you can add a +1 to all saves and damage rolls.

Cure
Magic cost: 2
Spell duration: Instant
Spell range: 3m
As an action you touch a willing creature and heal their wounds with divine energy, the creature you touch regains 1d6 + mind health.

Hellfire
Magic cost: 1
Spell duration: Instant
Spell range: 15m
As an action you can make a ranged attack against a creature within range, on hit the creature takes 1d6 soul damage as holy flame scorches them.

Divine comfort (Lv5)
Stamina cost: 2
During a break or rest you can heal yourself and allies 1d4 + mind modifier health.

Soul mastery (Lv8)
The cure spell has 1 less magicka cost for you. Additionally when you use holy healing you can never roll less than your mind modifier.