Ok, that first attempt to a Shadowdark paladin was truly a SFD (“shitty first draft”). Haha, I don’t think have a future career in game design…YET (yay growth mindset!).
It’s biggest problem was that it was just too powerful all around (which is to be expected from someone who thinks paladins are the coolest and should be awesome at everything!). Super tough and high damage output and lots of spells and…
Ok, now let’s take a moment to dial things back to something orbiting reality.
Over on the Shadowdark Discord (be sure to join!), Kiwi4BBQ offered this gracious and insightful rebuke:
I hadn’t looked at this class from Cursed Scroll #1, and feel like a fool for not having done so. It’s a great starting point for a balanced and not OP lawful good paladin build.
After applying Kiwi4BBQ’s reskin to the class, here’s where we begin:
Class: Paladin
Virtuous champions and zealous warriors empowered by divine conviction.
Weapons: All melee weapons, crossbows
Armor: All armor and shields
Hit Points: 1d6 per level
Languages. You know Celestial.
Smite Evil. 3/day, gain a +1 bonus to your damage rolls that lasts 3 rounds. In addition, add half your level to the damage bonus (round down).
Spellcasting. You can cast priest spells you know. Each time you gain a level, you choose new priest spells to learn according to the Priest Spells Known table. You use your Charisma stat to cast priest spells. The DC is 10 + the spell’s tier.
If you fail a spellcasting check, you can't cast that spell again until you complete penance.
Paladin Talent Table
2d6 | Effect
2 | Your Smite Evil bonus increases by 1 point
3-6 | +1 to melee or ranged attack rolls
7-9 | +2 to Strength, Dexterity, or Constitution, stat.
10-11 | +2 Charisma stat or +1 to priest spellcasting checks.
12 | Choose a talent or +2 points to distribute to stats.
BUUUUUUT, I want to differentiate this class from the Knight of St. Ydris class. It deserves more than a simple lawful good reskin.
Here are some optional starting class powers, each of which would replace Smite Evil:
Divine Blessing. You know one tier 1 priest spell of your choice. It doesn't count toward your number of known spells.
It’s basic, but allows for some customization as tier 1 priest spells leans into some pretty paladin-y directions. This allows you to flavour your paladin from the get-go.Righteous Strike. 1/day, when you roll a successful attack, and may add an extra 2d6 radiant damage to the damage roll. At level 5, increase the damage to 3d6.
Peak burst power, but it’s only once per day, so it must be used sparingly. Too powerful? Too limited?
Aura of Consecration. 3/day you may call forth divine energy to sanctify the area around you for the next 3 rounds. Allies within near range gain advantage on rolls, while undead and fiends within the same range have disadvantage on attack rolls.
The paladin’s purifying presence. Is the double effect too powerful?Guardian's Vow. 3/day, when an ally within near range is targeted by an attack, you may impose disadvantage on the attack roll.
Paladin as protector. Is near range too far? Maybe close range? Maybe att +1AC to allies within close range?
This is quite a departure from the first iteration. What are your thoughts?
Do any of these new powers stand out as particularly fitting for our lawful good paladin?
POLL BELOW!
I personally hate skills with x times per day usage. And looking at Shadowdark's design choices, it seems to me that it's not used very much. Is Knight of Sr Ydris an exception?
I find the regular choice of making a roll testing your attribute when using a ability more elegant and exciting. No need for control over daily uses, and more in line with how magic and most class abilities are used.
I also always think that paladins are tied to oaths. Oaths that determine your powers and penalties are great.