Nahat Anoj
First Post
I'm redesigning paladins so that they're Cha primary and decided that, while I'm at it, I might as well give them some neato class features. Basically, I've decided that like how invokers have Covenants, paladins have Callings. I have three that I'm working on: Protector's Calling (tankadin), Redeemer's Calling (focused a bit more on the leader subrole), and Vindicator's Calling (basically an avenging paladin, but I use "vindicator" to avoid confusion with the avenger class).
Like the standard paladin, these pallies have Divine Challenge (DC). Like invokers, these pallies get two Channel Divinity (CD) powers: one that blasts undead and another based on Calling. In addition, each Calling gets a bonus that hopefully reinforces the subrole that the Calling is supposed to represent.
Here are the Callings:
Divine Mettle and Divine Strength are basically as they appear in the PH. Here's Divine Intervention:
Like the standard paladin, these pallies have Divine Challenge (DC). Like invokers, these pallies get two Channel Divinity (CD) powers: one that blasts undead and another based on Calling. In addition, each Calling gets a bonus that hopefully reinforces the subrole that the Calling is supposed to represent.
Here are the Callings:
I feel like the side benefit for Vindicator's Calling is too wordy, but I'm not sure how to make it more concise. In addition, the benefit for Redeemer's Calling seems a little weak - I'm thinking of using something like Healer's Lore instead of (or maybe in addition to) the extra daily use of LoH.Divine Calling
You have heard the call of your deity deep within your soul. Perhaps it was an impulse to ardently defend of the meek, a desire to lead others to salvation, or a righteous thirst to avenge wrongs. Whatever the case, through long years of training and prayer you have striven to answer this call and have developed an affinity for your chosen path.
Choose one of the options described below. The Divine Calling you choose provides you with a Channel Divinity power and also provides bonuses to certain paladin powers, as detailed in those powers.
Protector's Calling
Defending the followers of your deity and those under your care is the imperative of your calling. Whenever you use a divine power that lets you mark a target, the marked target receives an additional -1 penalty to attacks that don't include you.
Channel Divinity: You gain the Channel Divinity power divine intervention.
Redeemer's Calling
Your calling is to relieve the suffering of others and deliver them from darkness. You gain another daily use of Lay on Hands.
Channel Divinity: You gain the Channel Divinity power divine mettle.
Vindicator's Calling
Your god has chosen you to be its weapon, smiting those who oppose you and your faith. When you are wielding a two-handed weapon and using a divine power with the weapon keyword, you gain a +1 bonus to attack rolls against targets marked by you.
Channel Divinity: You gain the Channel Divinity power divine strength.
Divine Mettle and Divine Strength are basically as they appear in the PH. Here's Divine Intervention:
For those who are interested, here's Excoriate Undead:Channel Divinity: Divine Intervention
You petition your deity to stymie an attack that would otherwise harm an ally.
Encounter; Divine
Immediate Interrupt Close burst 5
Trigger: An enemy marked by you hits an ally with an attack that targets AC.
Target: One enemy in burst
Effect: The enemy receives a penalty to the attack equal to your Wisdom modifier.
Let me know what you think!Channel Divinity: Excoriate Undead
You shine like a beacon of righteousness and shout a condemnation to undead foes, searing them with holy light and compelling them to face you in combat.
Encounter; Divine, Implement, Radiant
Minor Action Close burst 5
Target: Each undead creature in the burst
Attack: Charisma vs. Will
Hit: 1d10 + Charisma modifier radiant damage, and you pull the target a number of squares equal to your Wisdom modifier (minimum 1). In addition, the target is marked until the end of your next turn.
Level 5: 2d10 + Charisma modifier radiant damage.
Level 11: 3d10 + Charisma modifier radiant damage.
Level 15: 4d10 + Charisma modifier radiant damage.
Level 21: 5d10 + Charisma modifier radiant damage.
Level 25: 6d10 + Charisma modifier radiant damage.
Miss: Half damage, and the target is not pulled or marked.