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Paladins in 5e (different from Battle Clerics and Chivalrous Fighters)
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<blockquote data-quote="steeldragons" data-source="post: 5826787" data-attributes="member: 92511"><p>Was just going through this a couple of days ago...and the ranger too...all martial classes as matter of fact.</p><p></p><p>I will concur with the desire that the classes not be defined with Role (Tactical or Strategic). How the players want their character to act with the abilities and skills at their disposal is best left to the realm of suggestion...or better yet, not in print at all...except for some expansion/add-on/supplemental "Tactical Play" module.</p><p></p><p>But, anywho, here's the definitions I was toyign around with the other day (more stuff to be found in the "Who gets What?" thread).</p><p></p><p>Fighters (applies also for Barbarians, Cavaliers, Paladins, Rangers and Warlords except as individually defined below):</p><p>-auto 10 hp/level or a d10 hp/level.</p><p>-Use of any armor.</p><p>-Use of any weapon.</p><p>-Increase Damage, regardless of strength or other bonuses, +1 every other level.</p><p>-Increase Attacks per round(with proficient weapons), regardless of other skills/themes, additional attack per round every 5 levels (5th, 10th, 15th and 20th) to a max of 4/round at 20th level.</p><p>-Optional Weapon/Fighting Styles (a Fighter may choose/take 1 @ 1st level and improve their bonuses or choose a different Style every other level):</p><p>---Dual-Wielding (2 attacks per round, note that Increased Attacks are still only 1 per 5 levels, not 1 per hand!);</p><p>---Bowman (bonuses to hit regardless of Dexterity, increased number of attacks/fast reloading, with archery/long/short bows or crossbows);</p><p>---"Sword" & Board (use any single handed weapon & shield to make and block attacks, increase AC more than just having a shield);</p><p>---Spearman (use spears & javelins thrown, single with shield and two-handed, with increased damage/effectivness, a trick or two);</p><p>---Axeman (bonus to thrown, single and two-handed axes, use of axes to increase AC/block attacks, a trick or two);</p><p>---Weapon Specialist/Master (increased damage and separate increased frequency of attacks with ONE weapon of choice).</p><p> </p><p>Barbarian:</p><p>-auto 12 hp/lvl or d12 hp/lvl</p><p>-limited to light/soft armor (hides/furs, leather, studded leather; Ring mail & Scale mail permitted over 7th level).</p><p>-May take any Optional Fighting Style, except the Weapon Specialist/Master. </p><p>-Tracking and Wilderness Survival Skills</p><p>-Increase Resistance: +1 to saves/def. roles to mind-control magic, poisons, and fatigue/endurance. Additional +1 per 5 levels to max of +4 at 15th level.</p><p>-"Beserker Rage": increase HP, temporarily, by half the Barbarian's full hit points, regardless of the number of HPs possessed at the time of rage. +Barbarian's level to all damage rolls while in the rage. A Barbarian may "go Beserker" 1 time per day/per level. The Beserker Rage is able to last/be maintained Barbarian level + 3 rounds and may not "Rage" again for double that amount of time. The Barbarian may "calm" himself before the full amount of time has passed, but still may not work himself into a "Rage" frenzy again for double the amount of time he/she was raging.</p><p>[-If Alignment is used in game, I would want the restriction of "must be Chaotic", but that's not really the mechanics we're working with here]</p><p> </p><p>Cavalier/Knight:</p><p>-Must wear "heavy" armor: Scale Mail, Chain mail, or (preferably) Plate mail. Receive no penalty to movement in heavy armor.</p><p>-May use any melee weapon but MUST carry (be proficient in, if weapon proficiencies are part of the game) some form of sword and spear or lance. Cavaliers may not use missile weapons.</p><p>-Riding Mastery and Political knowledge/Diplomacy skills.</p><p>-May take the following Optional Fighting Styles: Sword & Board, Spearman, or Weapon Specialist/Master</p><p>-Automatically receives the "Jouster" Fighting Style: use of lance, spear, any single-handed sword, and mace/morningstar/flail, from horseback without penalty, maybe a damage bonus?, a "Mounted Charge" mechanic?</p><p> </p><p>Paladin:</p><p>-Paladins may use any melee weapon. They may not use missile weapons considering them "dishonorable" ways of doing battle/meting out justice, as do Cavaliers.</p><p>-Religious knowledge and Diplomacy skills.</p><p>-May take any of the following Optional Fighting Style: Sword and Board, Spearman, Axeman or Jouster.</p><p>-"Holy Aura": +1 to saves every other level (+2 @ 3rd, +3 @5th) to a maximum of +4 @ 7th level. The Aura effects the Paladin only @ 1st level and increases 5' radius/level every level thereafter. Attacks against the Paladin within/while the Holy Aura is in effect are -1 for every other level of the Paladin (same as their bonus) for all undead, devils and demons. The Holy Aura may be invoked 1 time per day/per level of the Paladin and lasts the Paladin Level+3 rounds. The Paladin does then not have the spiritual strength to invoke the Aura again for double the time the Holy Aura was active. </p><p>-"Lay on Hands": The Paladin is able to channel divine energy to heal wounds up to a total of 2 HP per Paladin level per day. These HP may be dispersed among however many people the Paladin wants. (Note: Offering or agreeing to heal non-believers or enemies of the Paladin's </p><p>faith/church is generally unlikely/not done.)</p><p>-"Turn Undead", see Clerics, beginning at 3rd level and effecting as a Cleric two levels lower than the Paladin's level. eg. A 3rd level Paladin Turns Undead as a 1st level Cleric.</p><p>-"Detect Lie", once per day per level, the Paladin may concentrate on a particular person and their statements and accurately detect lies that are being spoken. This effect lasts for the Paladin Level+1 round. </p><p>[-If Alignment is used in game, I would want the restriction of "must be Lawful", but that's not really the mechanics we're working with here]</p><p> </p><p>Ranger:</p><p>-auto 12 HP/lvl or d12 hp/lvl</p><p>-weapons and armor allowances and all Optional Fighting Styles are all as per the Fighter.</p><p>-Tracking and Wilderness Survival Skills</p><p>-Automatically receives the "Ambusher" Fighting style (as long as they are in Chain Mail or lesser armor): Hide/cover themselves in outdoor settings, some kind of "Surprise" mechanic?, receive double the Ranger's usual number of attacks for the first round of their "Ambush"?</p><p>-Herbalist Healer: the Ranger is able to gather and prepare natural herb-based remedies and minor first aid for most injuries. The Ranger is able to heal 2 HP of damage per Ranger level. These HP may be spread out among as many people as the Ranger wants. The Herbalist healing </p><p>requires 1 round of time/attention from the Ranger per 1 HP being healed.</p><p> </p><p>Warlord:</p><p>-May take any Optional Fighting Style for Fighters, plus Jouster or Ambusher.</p><p>-Increased Resistance: +1 to saves vs. mind-controlling, fear, and confusion magics and effects. Additional +1 per 5 levels to a max of +4 at 15th level.</p><p>-"Assuring Presence": Through their inspiring presence, the Warlord's save bonus from their "Increased Resistance" ability is able to be applied to those within the area of effect, 5' per Warlord level. This air of confidence also attributes a Temporary 4 HP to everyone, including the Warlord, within the area of effect. The Warlord is able to generate this area of reassurance once per day per Warlord level. The Assuring Presence lasts for the Warlord level +3 rounds, and may not be "inspiring" again for double the amount of time it was in effect.</p><p>-"Field Medic": Through use of first aid and basic knowledge of the body, the Warlord is able to restore 2 HP per day per level. These HPs may be dispersed among however many people the Warlord wishes. The "Field Medic" healing requires 1 round of medical/bandaging attention from the Warlord for every 1 HP being healed.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5826787, member: 92511"] Was just going through this a couple of days ago...and the ranger too...all martial classes as matter of fact. I will concur with the desire that the classes not be defined with Role (Tactical or Strategic). How the players want their character to act with the abilities and skills at their disposal is best left to the realm of suggestion...or better yet, not in print at all...except for some expansion/add-on/supplemental "Tactical Play" module. But, anywho, here's the definitions I was toyign around with the other day (more stuff to be found in the "Who gets What?" thread). Fighters (applies also for Barbarians, Cavaliers, Paladins, Rangers and Warlords except as individually defined below): -auto 10 hp/level or a d10 hp/level. -Use of any armor. -Use of any weapon. -Increase Damage, regardless of strength or other bonuses, +1 every other level. -Increase Attacks per round(with proficient weapons), regardless of other skills/themes, additional attack per round every 5 levels (5th, 10th, 15th and 20th) to a max of 4/round at 20th level. -Optional Weapon/Fighting Styles (a Fighter may choose/take 1 @ 1st level and improve their bonuses or choose a different Style every other level): ---Dual-Wielding (2 attacks per round, note that Increased Attacks are still only 1 per 5 levels, not 1 per hand!); ---Bowman (bonuses to hit regardless of Dexterity, increased number of attacks/fast reloading, with archery/long/short bows or crossbows); ---"Sword" & Board (use any single handed weapon & shield to make and block attacks, increase AC more than just having a shield); ---Spearman (use spears & javelins thrown, single with shield and two-handed, with increased damage/effectivness, a trick or two); ---Axeman (bonus to thrown, single and two-handed axes, use of axes to increase AC/block attacks, a trick or two); ---Weapon Specialist/Master (increased damage and separate increased frequency of attacks with ONE weapon of choice). Barbarian: -auto 12 hp/lvl or d12 hp/lvl -limited to light/soft armor (hides/furs, leather, studded leather; Ring mail & Scale mail permitted over 7th level). -May take any Optional Fighting Style, except the Weapon Specialist/Master. -Tracking and Wilderness Survival Skills -Increase Resistance: +1 to saves/def. roles to mind-control magic, poisons, and fatigue/endurance. Additional +1 per 5 levels to max of +4 at 15th level. -"Beserker Rage": increase HP, temporarily, by half the Barbarian's full hit points, regardless of the number of HPs possessed at the time of rage. +Barbarian's level to all damage rolls while in the rage. A Barbarian may "go Beserker" 1 time per day/per level. The Beserker Rage is able to last/be maintained Barbarian level + 3 rounds and may not "Rage" again for double that amount of time. The Barbarian may "calm" himself before the full amount of time has passed, but still may not work himself into a "Rage" frenzy again for double the amount of time he/she was raging. [-If Alignment is used in game, I would want the restriction of "must be Chaotic", but that's not really the mechanics we're working with here] Cavalier/Knight: -Must wear "heavy" armor: Scale Mail, Chain mail, or (preferably) Plate mail. Receive no penalty to movement in heavy armor. -May use any melee weapon but MUST carry (be proficient in, if weapon proficiencies are part of the game) some form of sword and spear or lance. Cavaliers may not use missile weapons. -Riding Mastery and Political knowledge/Diplomacy skills. -May take the following Optional Fighting Styles: Sword & Board, Spearman, or Weapon Specialist/Master -Automatically receives the "Jouster" Fighting Style: use of lance, spear, any single-handed sword, and mace/morningstar/flail, from horseback without penalty, maybe a damage bonus?, a "Mounted Charge" mechanic? Paladin: -Paladins may use any melee weapon. They may not use missile weapons considering them "dishonorable" ways of doing battle/meting out justice, as do Cavaliers. -Religious knowledge and Diplomacy skills. -May take any of the following Optional Fighting Style: Sword and Board, Spearman, Axeman or Jouster. -"Holy Aura": +1 to saves every other level (+2 @ 3rd, +3 @5th) to a maximum of +4 @ 7th level. The Aura effects the Paladin only @ 1st level and increases 5' radius/level every level thereafter. Attacks against the Paladin within/while the Holy Aura is in effect are -1 for every other level of the Paladin (same as their bonus) for all undead, devils and demons. The Holy Aura may be invoked 1 time per day/per level of the Paladin and lasts the Paladin Level+3 rounds. The Paladin does then not have the spiritual strength to invoke the Aura again for double the time the Holy Aura was active. -"Lay on Hands": The Paladin is able to channel divine energy to heal wounds up to a total of 2 HP per Paladin level per day. These HP may be dispersed among however many people the Paladin wants. (Note: Offering or agreeing to heal non-believers or enemies of the Paladin's faith/church is generally unlikely/not done.) -"Turn Undead", see Clerics, beginning at 3rd level and effecting as a Cleric two levels lower than the Paladin's level. eg. A 3rd level Paladin Turns Undead as a 1st level Cleric. -"Detect Lie", once per day per level, the Paladin may concentrate on a particular person and their statements and accurately detect lies that are being spoken. This effect lasts for the Paladin Level+1 round. [-If Alignment is used in game, I would want the restriction of "must be Lawful", but that's not really the mechanics we're working with here] Ranger: -auto 12 HP/lvl or d12 hp/lvl -weapons and armor allowances and all Optional Fighting Styles are all as per the Fighter. -Tracking and Wilderness Survival Skills -Automatically receives the "Ambusher" Fighting style (as long as they are in Chain Mail or lesser armor): Hide/cover themselves in outdoor settings, some kind of "Surprise" mechanic?, receive double the Ranger's usual number of attacks for the first round of their "Ambush"? -Herbalist Healer: the Ranger is able to gather and prepare natural herb-based remedies and minor first aid for most injuries. The Ranger is able to heal 2 HP of damage per Ranger level. These HP may be spread out among as many people as the Ranger wants. The Herbalist healing requires 1 round of time/attention from the Ranger per 1 HP being healed. Warlord: -May take any Optional Fighting Style for Fighters, plus Jouster or Ambusher. -Increased Resistance: +1 to saves vs. mind-controlling, fear, and confusion magics and effects. Additional +1 per 5 levels to a max of +4 at 15th level. -"Assuring Presence": Through their inspiring presence, the Warlord's save bonus from their "Increased Resistance" ability is able to be applied to those within the area of effect, 5' per Warlord level. This air of confidence also attributes a Temporary 4 HP to everyone, including the Warlord, within the area of effect. The Warlord is able to generate this area of reassurance once per day per Warlord level. The Assuring Presence lasts for the Warlord level +3 rounds, and may not be "inspiring" again for double the amount of time it was in effect. -"Field Medic": Through use of first aid and basic knowledge of the body, the Warlord is able to restore 2 HP per day per level. These HPs may be dispersed among however many people the Warlord wishes. The "Field Medic" healing requires 1 round of medical/bandaging attention from the Warlord for every 1 HP being healed. [/QUOTE]
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