Game of Thrones: Paladin of Old Gods

Paladin Class Rules:



Paladin Class Rules:

Paladin Class Rules:

Here is a brief introduction of the Paladin class. Be aware that some things are simply copied from sites. For those of you who are familiar with the D&D game, I will not be using skill bonuses, hit points, or dice. Know that I am trying to adapt these rules to make the powers as consistent as possible in the world of 'A Song Of Ice And Fire'. So take this information with lead feet as I will be updating the various rules as much as possible to fit the story. I will also publish in the future all the spells and its rules. The Paladin as early as level 2 may be able to use spells. We still have to get to that part. On the net, with a little bit of research, you can already find most of the things you want to know specifically.

From Level [1] acquires:

Skills

Armor: All armor, shields

Weapons: Simple weapons, martial weapons

Divine Sense:

The presence of strong evil registers in your senses as a noxious odor, and powerful good resonates in your ears as heavenly music. As an action, you can open your awareness to detect such forces. Until the end of your next turn, know the location of any celestial, demon, or undead within 60 feet of you that is not behind full cover. You know the type (celestial, demon, or undead) of any being whose presence you sense, but not its identity.

Impose your hands:

Your blessed touch can heal wounds. You have a pool of healing power that fills up when you rest for long periods of time. With this pool, you can restore a total number of hit points equal to your paladin level 5.

As an action, you can tap a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount left in your pool.

Alternatively, you can spend 5 hit points from your healing pool to cure the target of a disease or neutralize a poison that affects it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, spending hit points separately on each. Updated from

This trait has no effect on undead and constructs.

From Level [2]

Combat Style

At 2nd level, you adopt a fighting style as your specialty. Choose one of the following options. You cannot take a fighting style more than once, though you can choose again later.

Defense

When wearing armor, you gain a +1 bonus to AC.

Duel

When you wield a melee weapon in one hand and no other weapon, you gain a +2 bonus to saving throws with that weapon.

Fighting with Large Weapons

When you roll a 1 or a 2 on a damage die for an attack made with a melee weapon you are wielding two-handed, you may retract the die and must use the new roll. The weapon must have two-handed or versatile ownership for you to get this benefit.

Protection

When a creature you can see attacks a target other than you that is within 2 yards of you, you can use your reaction to impose a disadvantage on the attack roll. You must wield a shield.

Spells

At 2nd level, you have learned to tap into divine magic through meditation and prayer to cast spells as a cleric does. See Spell Rules for general spellcasting rules and the Spell List for the paladin's spell list.

Preparing and Casting Spells

The paladin table shows how many spell slots you have available to cast your paladin spells. To cast one of your paladin spells at 1st level or higher, you must spend one spell level slot or higher. You regain all spent spell slots when you finish a long rest.

For example, if you are a 5th-level paladin, you have four 1st-level spell slots and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four 1st or 2nd level spells, in any combination. If you prepare the 1st-level cure wounds spell, you may cast it using either a 1st-level or 2nd-level slot. Casting the spell does not remove it from your prepared spell list.

You can change your prepared spell list when you finish a long rest. Preparing a new paladin spell list requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Divine Strike

Starting at 2nd level, when you hit a creature with a melee attack, you can spend a spell slot to deal radiant damage to the target, in addition to weapon damage.

From Level [3] :

Divine Health

At 3rd level, the divine magic that flows through you makes you immune to disease.

Sacred Oath *

Preserve Your Own Light. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.

Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Ancients Spells

Paladin Level

Spells

3rd

Ensnaring Strike, Speak with Animals

5th

Moonbeam, Misty Step

9th

Plant Growth, Protection from Energy

13th

Ice Storm, Stoneskin

17th

Commune with Nature, Tree Stride

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Nature's Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.

Turn the Faithless. You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

Aura of Warding

Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.

At 18th level, the range of this aura increases to 30 feet.

Undying Sentinel

Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.

Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.

Elder Champion

At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

At the start of each of your turns, you regain 10 hit points.

Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.

Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.

Once you use this feature, you can't use it again until you finish a long rest.


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