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<noinclude>{{Class:Paladin}}</noinclude> |
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[[Category:Warrior archetype abilities]] |
[[Category:Warrior archetype abilities]] |
Revision as of 08:54, 19 January 2025

Metadata.Template:/Description
Restrictions
Warrior Benefits
Rank 1
Material cost: You may sacrifice any material components as a part of this ritual, but you must have a symbol of your deity present.
Requirements: This ritual can typically be used only once.
Divine Gift is a ritual that allows you to call upon their deity for a blessing. As part of this ritual, you make a sacrifice to your deity. You can decide exactly what this sacrifice entails. It may be MP, HP, magical items, vows of service, or anything else that you and your GM agree upon. Once the sacrifice is complete, your GM determines the blessing your deity grants you.
Note: Although a short rest is the standard amount of time it takes to perform this ritual, you may choose to spend more or less time on it. Your GM will choose how your deity interprets this.
Note: While some deities may be interested in a large sacrifice, others may be more interested in the intent behind it. Your Divine Gift ritual should be tailored towards what your deity values. You are free to request something specific in your sacrifice, but your deity may choose to grant you something else.
Note: The blessing granted by your deity may have flaws or unexpected consequences.
On hit: Target heals at the start of their next turn.
Choose a class of weapons. All weapons you use of the chosen class deal either an additional 1d4 holy damage or 1d4 damage of a type corresponding to the domain of your deity. You may decide which of these benefits a weapon gets every time you attempt an attack with it. In addition, all damage dealt by a single chosen weapon of that class is magic damage as long as you are attuned to it.
Domain | Damage Type |
---|---|
Celestial | Silver |
Crafting | Fire |
Death | Terror |
Destruction | Fire |
Fortune | Ice |
Healing | Terror |
Hearth | Fire |
Knowledge | Psychic |
Nature | Vine |
Spirit | Spiritual |
Trickster | Vine |
Value | Financial |
Weather | Ice |
Rank 2
When this ritual is completed, make a priest check to see if the targeted item is disenchanted. The check's DC is entirely up to GM discretion, but the following can be used as a benchmark.
- Non-passively magic items: 4
- Common passively magic items: 8
- Uncommon passively magic items: 12
- Rare passively magic items: 16
- Mythic passively magic items: 20
- Legendary passively magic items: 50+
On fail: You pay an amount of MP and HP equal to the priest check's DC. On success: The item is destroyed and any magical properties of it are removed. An number of MP equal to 20 times the priest check's DC is released (although you do not gain it). If proficient: You may add P to the priest check regardless of whether or not you are proficient in priest. If fluent: You may add F to the priest check regardless of whether or not you are fluent in priest.
If the target of this ritual is undead, it is incapable of regeneration effects and reanimation effects while this ritual is being cast. In addition, any regeneration effects or reanimation effects that target them during Fizzles during this time.
When this ritual is completed, make a priest check to see if the undead target is destroyed. The check's DC is typically equal to the battle rating of the target's undead type. The GM may adjust the DC based on other factors as they see fit.
Exorcism can also be used to cleanse effects other than being undead. The GM decides the DC of the priest check based on the severity of the effect being cleansed. If the check is successful, the effect is removed and the target is destroyed in a similar manner to an undead target. The target pulls stones from the Death Bag based on the severity of the effect being cleansed (see GM).On fail: You pay an amount of MP and HP equal to the priest check's DC. On success: The target is "destroyed". They die, they are ruined, and they pull additional stones from the Death Bag depending on the extent of the undead blight being cleansed from them.
- Partial undead: +1 stones
- Minor undead: +2 stones
- Full undead: +5 stones
- Greater undead: +10 stones
On hit: Target is no longer charmed and any other mental effects on them fizzles.
You gain a ritual spell corresponding to the domain of your deity. It is divinely powered instead of magically powered. You may spend 1 MP when casting it to do so as a single action.
Domain | Ability |
---|---|
Celestial | Zone of Light or Darkness |
Crafting | Reconstruction Field |
Death | Spawn Point |
Destruction | Circle of Fire |
Fortune | Virtuous Circle |
Healing | Circle of Healing |
Hearth | Circle of Protection |
Knowledge | Circle of Truth |
Nature | Tangle Zone |
Spirit | Ethereal Doorway |
Trickster | Land of Illusions |
Value | Tax Haven |
Weather | Storm Shelter |
Rank 3
For ranks 3, 4, and 5, choose one combat ability and one support ability to gain at each rank.
Combat Abilities
Your Might Strike also makes attacks with the chosen weapon class AV0 and boosted.
You gain an aura depending on the domain of your deity.
Domain | Aura |
---|---|
Celestial | Isolation Aura |
Crafting | Dispel Destruction Aura |
Death | Kill Wounded Aura |
Destruction | Rupture Mark Aura |
Fortune | Avoid Aura |
Healing | Cleansing Aura |
Hearth | Attack Prevention Aura |
Knowledge | Reveal Unseen Aura |
Nature | Empathic Aura |
Spirit | Silence Aura |
Trickster | Disruption Aura |
Value | Prosperity Aura |
Weather | Ice Blast Aura |
Support Abilities
Material cost: You may sacrifice any material components as a part of this ritual, but you must have a symbol of your deity present.
Bless Self in a ritual that improves your Divine Gift. It follows the same rules as that ritual, but allows you to revise and strengthen that ritual's effects. Remind the GM of the effects of your Divine Gift, as they determine the effects of this ritual.
Note: Keep track of your original Divine Gift's effects. If you loose or become incapable of Bless Self, your Divine Gift returns to the state it was in before. If you loose or become incapable of Divine Gift, then you loose the effects of Bless Self.
You gain Sense Motive and Detect Alignment.
On fail: You know whether the target is hostile, neutral, or friendly towards you and your party. On success: You do not learn the target's disposition towards you and your party.
You learn whether your deity considers the alignment of the target. (Good/neutral/evil, chaotic/neutral/lawful, etc.)
The target adds their fluency bonus to their feat roll against you in addition to any SNK bonuses (including proficiency and fluency) that they may have. They do not get this bonus if you speak their true name as a part of this ritual's incantation. The GM may also adjust the target's bonus up or down for other reasons at their discretion. If the target is aware that you are hunting them, they make their roll with advantage.
Note: The only part of this ability that modifies duels is that the battle is a "fight to the death". If Active Bow Out is used on Undead Hunter, this merely becomes a normal duel.
On fail: Target is summoned to your location and is forced into a duel with you. This duel is Modified such that it only ends when one side is dead. If you lose, the undead can choose to remain or return to where it came from. If you win, the undead is forced to the Material Plane and to the site of this ritual. On success: Target is aware that you are hunting them, becomes resistant to your divine abilities, and you become incapable of targeting them with Undead Hunter for 1 week. If proficient: The range of this ritual becomes 10 × P miles. If fluent: The range of this ritual becomes 10 × F miles.
Subcategories
This category has the following 5 subcategories, out of 5 total.
P
- Paladin class spells (13 P)
R
Pages in category "Paladin class abilities"
The following 32 pages are in this category, out of 32 total.