Paladinism

A stalwart follower of Rarsossa, blessed by the lights to capably either run as either support, melee, or damage dependent on their setup. Each of their items are based off the 8 Guardian General Exalted.

Class Arts

Primary Ability:

Burning Drive

Within the very souls of Paladins is a never ending flame, pushing them to always fulfill their directives no matter what the cause may be. For every single combat which a Paladin does not start, should they get to the end of such combat, they get a static +1 to strength which is applied to all of their basic attacks. This will continue to stack up until the campaign is over, in which it will reset.

Absolute Barrier

Common+

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Sacred

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Shield

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100

A shield holding the crest of Supreme Guardian Rhanoss, while equipped, the user is able to trial themselves into the path of danger for any. 


Common Form: Once per round, the Paladin is pulled by the light in front of any attack which would deal damage to a party member without needing to use any interrupt. They take the full damage of this attack. 


Uncommon Form: Once per round, the Paladin is pulled by the light in front of any attack which would deal damage to a party member without needing to use any interrupt. The damage they would take is halved. 


Rare Form: Twice per round, the Paladin is pulled by the light in front of any attack which would deal damage to a party member without needing to use any interrupt. The damage they would take is halved. 


Epic Form: Twice per round, the Paladin is pulled by the light in front of any attack which would deal damage to a party member without needing to use any interrupt. The damage they would take is negated.

The Light’s Hand

Common+

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Sacred

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Weapon

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100

A sword which carries the symbol of High Guardian Eridanus, whilst equipped, one feels themselves brought into the heat of battle. 


Common Form: This sword gives off an intense burning glow across its steel, and when slashed deals 15 damage as a basic attack. If the person attacked is a skilled Voidal Mage, they take 30 damage instead.


Uncommon Form: This sword gives off an intense burning glow across its steel, and when slashed deals 20 damage as a basic attack. If the person attacked is a skilled Voidal Mage, they take 40 damage instead.


Rare Form: This sword gives off an intense burning glow across its steel, and when slashed deals 30 damage as a basic attack. If the person attacked is a skilled Voidal Mage, they take 60 damage instead. 


Epic Form: This sword gives off an intense burning glow across its steel, and when slashed deals 40 damage as a basic attack. If the person attacked is a skilled Voidal Mage, they take 80 damage instead.

Sunforged Plate

Uncommon+

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Sacred

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Heavy Armor

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200

Heavy Plate Armor which holds the inscriptions of Preserving Guardian Jeviel, whilst worn, the users believe they could take on anything.


Uncommon Form: This armor  takes away 3 interrupts from the user. It imparts 100 extra health for the wearer.


Rare Form: This armor, despite being heavy, only takes away 2 interrupts from the user. It imparts 100 extra health for the wearer.


Epic Form: This armor, despite being heavy, only takes away 1 interrupt from the user. It imparts 150 extra health for the wearer.

Warm Relic

Rare+

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Sacred

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Trinket

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500

A small gift imparted by that of Magnificence Guardian Lyrais, when held, the love and warmth of the Exalted woman’s words could be felt as an almost soothing hypnotic tongue that in the worst tragedy something will save them.


Rare Form: Once per combat, the user may pull out their relic and call upon the world to cast any non-Legendary spell known. After calling upon a spell, the user may never call for that spell with this trinket again.


Epic Form: Once per combat, the user may pull out their relic and call upon the world to cast any non-Forgotten spell known. After calling upon a spell, the user may never call for that spell with this trinket again. Additionally at any time, the Paladin may choose to clench the Trinket into their hand, breaking it and allowing them to cast one random Legendary Spell.

Wrath’s Imprint

Common+

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Sacred

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Spell

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100

A spell brought on by the Fervor of Guardian Orionis, upon being cast the user finds themselves completely immersed in the joy of battle that they sometimes find themselves unable to stop.


Common Form: Choose an enemy and attack them with an invigorated virtue. Upon a successful basic attack the spell activates, and you may continue to strike up until you miss, after which you are stunned and unable to interrupt damage for 1 round. While using this spell, you miss attacks on a 12 or lower.


Uncommon Form: Choose an enemy and attack them with an invigorated virtue.Upon a successful basic attack the spell activates, and you may continue to strike up until you miss, after which you are stunned and unable to interrupt damage for 1 round. While using this spell, you miss attacks on a 10 or lower.


Rare Form: Choose an enemy and attack them with an invigorated virtue.Upon a successful basic attack the spell activates, and you may continue to strike up until you miss, after which you are stunned and unable to interrupt damage for 1 round. While using this spell, you miss attacks on an 8 or lower.


Epic Form: Choose an enemy and attack them with an invigorated virtue. Upon a successful basic attack the spell activates, and you may continue to strike up until you miss, after which you are stunned and unable to interrupt damage for 1 round. While using this spell, you miss attacks on a 6 or lower.

Divine Lance

Common+

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Sacred

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Spell

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100

A spell created by the Guardian of Strategy Zialnis, upon being cast the user’s basic attack would glow in a serene pure light, expanding outwards violently upon contact with another.


Common Form: Upon using an action to basic attack against an opponent, a beam of light would shoot from the center of the target’s chest, piercing in a line for 20 blocks in a direction chosen by the Paladin. The initial strike would do 15 damage, however any others found in the light’s direction would take 10 damage. This deals double damage to Voidal Magi.


Uncommon Form: Upon using an action to basic attack against an opponent, a beam of light would shoot from the center of the target’s chest, piercing in a line for 20 blocks in a direction chosen by the Paladin. The initial strike would do 25 damage, however any others found in the light’s direction would take 20 damage. This deals double damage to Voidal Magi.


Rare Form: Upon using an action to basic attack against an opponent, a beam of light would shoot from the center of the target’s chest, piercing in a line for 20 blocks in a direction chosen by the Paladin. The initial strike would do 30 damage, however any others found in the light’s direction would take 25 damage. This deals double damage to Voidal Magi.


Epic Form: Upon using an action to basic attack against an opponent, a beam of light would shoot from the center of the target’s chest in a cone for 20 blocks in a direction chosen by the Paladin. The initial strike would do 40 damage, however any others found in the light’s direction would take 30 damage. This deals double damage to Voidal Magi.

Scorching Rage

Common+

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Sacred

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Spell

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100

A spell crafted by The Vehement Guardian General Oniriel for the intent of bringing down any enemies who stand within his way.


Common Form: When within melee range of an opponent, no matter how much bigger they are then yourself the boiling anger of the Rorossa’s distress forces you into action as you light yourself aflame and smash an enemy into the ground. Whatever your current health is would be applied to your opponent in damage. After casting this spell you would be thrown unconscious and forced to roll for death.


Uncommon Form: When within melee range of an opponent, no matter how much bigger they are then yourself the boiling anger of the Rorossa’s distress forces you into action as you light yourself aflame and smash an enemy into the ground. Whatever your current health is would be applied to your opponent in damage. After casting this spell you would be left at 5 HP.


Rare Form: When within melee range of an opponent, no matter how much bigger they are then yourself the boiling anger of the Rorossa’s distress forces you into action as you light yourself aflame and smash an enemy into the ground. Whatever your current health is would be doubled, and then applied to your opponent in Sacred damage. After casting this spell you would be left at 10 HP.


Epic Form: When within melee range of an opponent, no matter how much bigger they are then yourself the boiling anger of the Rorossa’s distress forces you into action as you light yourself aflame and smash an enemy into the ground. Whatever your current health is would be tripled, and then applied to your opponent in Sacred damage. After casting this spell you would be left at 30 HP.

Weeping Wounds

Uncommon+

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Sacred

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Spell

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200

A spell left behind by Guardian Cressida before she strangely deserted the Exalted Skylines. Fueled by the sorrow of the battlefield wounded, it fills the paladin with the ability to impart their soul energy to heal another.


Uncommon Form: The paladin may use an interrupt to heal themselves or an ally for half of their total HP. This may only be done once per combat.


Rare Form: The paladin may use an interrupt to heal themselves or an ally to full HP. This may only be done once per combat.


Epic Form: The paladin may sacrifice any of their interrupts in order  to heal themselves or an ally to full HP.

Paladinism

By: Sun Dragon Annual Kickathon

Paladinism

By: @wesschneider

Paladinism

Paladinism

By:

Paladinism