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GrognardGourmand's avatar

Sorry for the late reply, things were busy on my end.

First, I *like* linking the attack/smite powers to a Sacred Weapon. A lot.

But unfortunately, I think this really does overall step on too many of the Fighter's toes. D8 Hit Points die, proficient in ALL weapons and armor, and (using the Sacred Weapon and Judgment) can do more damage than the Fighter... all that, plus healing too! I mean, if *I* were offered the choice to play this iteration of Paladin, or the Fighter, I'd pick this every time.

I'd suggest the following tweaks...

1) D6 HP per level. D8 HP for Fighter is one of the few things that class has going for it, and I want to respect that.

2) Restrict the Weapon proficiencies to just the Paladin's deity's favored weapon. It helps balance against the Fighter's options, and is also thematically appropriate IMHO.

3) Make replacing the Sacred Weapon if lost similar to how a Priest recovers lost spells - IOW, not only must you go to an appropriate Shrine/Chapel/whatever for a one-day ritual, you should also pay - something like 100GP for every 2 character levels, rounded up. That should really make protecting Voidbane (or whatever your weapon is called) a priority.

With those changes in mind, probably also tweak the Talent table as appropriate.

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GrognardGourmand's avatar

I get the frustration - the core rules Priest was pretty much meant to swap in for Paladin in most circumstances, and with so many other Paladin homebrews (and now the "official" version Kelsey did last week) it's tough to make one that stands out on its own merits. I've pretty much given up on trying to do one for my ShadowDark campaign world for those reasons. :-/

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