Teapot Salty
2014-06-22, 12:02 AM
Hey guys. So, I'm working on a paladin fix, trying to make them less top heavy/mad. I'm thinking of making spellcasting charisma based, or everything wisdom base, not sure. Among other things. Any help coming up with mid-late game abilities is much appreciated, and for now, this is what I've done to smite:
Smite:
At the beginning of his turn, a paladin may chose to smite evil during that round. If he so chooses, all attacks he makes in that round gain a unnamed bonus to attack rolls equal to the paladin's charisma (or wisdom?) modifier, and a bonus to damage rolls equal to his paladin level. Any attacks made in that round against anything with the evil alignment instead do an additional three points of damage per paladin level. A paladin may sacrifice some of this damage to do the fallowing effects:
A paladin may sacrifice 3 damage from a smite attack to sicken a target (Fortitude dc 10+paladin level+cha modifier negates)
A paladin may sacrifice 6 damage from a smite attack to dispel an enchantment of the target of his choice (will dc 10+paladin level+cha modifier negates)
A paladin my sacrifice 12 damage from a smite attack to stun the target (fortitude dc 10+paladin level+cha modifier negates)
A paladin may sacrifice 30 damage from a smite attack to dismiss an outsider back to it's home plane (will dc 10+paladin level+cha modifier negates)
A paladin may sacrifice 36 damage from his smite to force an evil creature who is at half hitpoints or below to make a fortitude save (dc 10+paladin level+paladin cha modifier) or be slain instantly. This ability may only be used a number of time per encounter equal to the paladin's charisma modifier.
Smite is now used in increments of per encounter, and you gain an additional smite attempt every odd level.
At 6th level, a paladin may use his charisma score in place of his constitution score for the purpose of determining extra hp from hit dice.
At 10th level, a paladin's mount may make smite attacks a number of times per encounter equal to the paladin's charisma modifier.
So help and a bit of evaluation, thanks and as always, go nuts.
Smite:
At the beginning of his turn, a paladin may chose to smite evil during that round. If he so chooses, all attacks he makes in that round gain a unnamed bonus to attack rolls equal to the paladin's charisma (or wisdom?) modifier, and a bonus to damage rolls equal to his paladin level. Any attacks made in that round against anything with the evil alignment instead do an additional three points of damage per paladin level. A paladin may sacrifice some of this damage to do the fallowing effects:
A paladin may sacrifice 3 damage from a smite attack to sicken a target (Fortitude dc 10+paladin level+cha modifier negates)
A paladin may sacrifice 6 damage from a smite attack to dispel an enchantment of the target of his choice (will dc 10+paladin level+cha modifier negates)
A paladin my sacrifice 12 damage from a smite attack to stun the target (fortitude dc 10+paladin level+cha modifier negates)
A paladin may sacrifice 30 damage from a smite attack to dismiss an outsider back to it's home plane (will dc 10+paladin level+cha modifier negates)
A paladin may sacrifice 36 damage from his smite to force an evil creature who is at half hitpoints or below to make a fortitude save (dc 10+paladin level+paladin cha modifier) or be slain instantly. This ability may only be used a number of time per encounter equal to the paladin's charisma modifier.
Smite is now used in increments of per encounter, and you gain an additional smite attempt every odd level.
At 6th level, a paladin may use his charisma score in place of his constitution score for the purpose of determining extra hp from hit dice.
At 10th level, a paladin's mount may make smite attacks a number of times per encounter equal to the paladin's charisma modifier.
So help and a bit of evaluation, thanks and as always, go nuts.