Paladin - Skill Tree
Basic Skill Tree - Details & Upgrades
Tier 1 Skills - 1 turn cooldown
Divine Favor: Heal thyself 3 HPUpgrade #1: Heal thyself 5 HP
Upgrade #2: Heal thyself 7 HP Combat Roll: Ready oneself to dodge an incoming attack, lessoning the next incoming attack's chances of hitting by -5
Upgrade #1: Ready oneself to dodge up to 2 incoming attacks, lessoning the next two simultaneous attacks' chances of hitting by -5
Upgrade #2: Ready oneself to dodge up to 3 incoming attacks, lessoning the next three simultaneous attacks' chances of hitting by -7 Electric Judgment: Deals 3 DMG toward one Target from medium range, and stuns the Target for 1 turn
(Victorious Flame*): Deals 3 DMG toward one Target from short range, and one halved damage dice roll the next turn
Upgrade #1: Deals 5 DMG toward one Target from medium range, and stuns the Target for 1 turn
(VF: Upgrade #1*): Deals 5 DMG toward one Target from short range, and one halved damage dice roll for the next turn
Upgrade #2: Deals 5 DMG toward one Target from medium range, and stuns the Target for 2 turns
(VF: Upgrade #2*): Deals 7 DMG toward one Target from short range, and one halved damage dice roll for the next turn
Tier 2 Skills - 2 turn cooldown
Prayer for Endurance: Reduce all incoming damage to yourself by a quarter for 1 turnUpgrade #1: Reduce all incoming damage to yourself and up to 1 Party Member by a quarter for 1 turn
Upgrade #2: Reduce all incoming damage to yourself and up to 2 Party Members by a quarter for 1 turn Divine Awareness: Spot all traps within a short distance of you
Upgrade #1: Spot all traps within a medium distance of you
Upgrade #2: Spot all traps and hidden enemies within a medium distance of you Throwing Axe Proficiency: Gain the ability to use throwing axes in combat; may purchase throwing axes prior to earning this ability; no upgrades for this ability, but the damage modifier is however high your purchased weapon's quality is; throwing axes deal damage at short range unless the "I Must Axe You A Question" skill is unlocked, or while using the "Wind-Aided Throwing" skill. Wind River: Send a stream of wind at 1 Target from medium range that flusters the target, giving them disadvantage on their next attack
Upgrade #1: Send a stream of wind at up to 2 Targets from medium range that flusters the target(s), giving them disadvantage on their next attack
Upgrade #2: Send a stream of wind at up to 3 Targets from medium range that flusters the target(s), giving them disadvantage on their next attack
Tier 3 Skills - 3 turn cooldown
Divine Strike: Melee attack a Target for 7 DMG, no damage dice modifiers(Requires - Prayer for Endurance)
Upgrade #1: Melee attack a Target for 9 DMG, no damage dice modifiers
Upgrade #2: Melee attack a Target for 11 DMG, no damage dice modifiers Paladin Dodge: Ready oneself to dodge a single incoming attack, lessoning the next incoming attack's chances of hitting by -5, and dealing a damage dice attack with modifiers on the same turn
(Requires - Prayer for Endurance, Divine Awareness)
Upgrade #1: Ready oneself to dodge a single incoming attack, lessoning the next incoming attack's chances of hitting by -7, and dealing a damage dice attack with modifiers on the same turn
Upgrade #2: Ready oneself to dodge a single incoming attack, lessoning the next incoming attack's chances of hitting by -9, and dealing a damage dice attack with modifiers on the same turn I Must Axe You A Question: Gain the ability to throw an axe from medium range. No upgrades for this ability, but the damage modifier is however high your purchased weapon's quality is; throwing axes are capped at medium range maximum except during the use of the "Wind-Aided Throwing" skill.
(Requires - Divine Awareness, Throwing Axe Proficiency) Wind-Aided Throwing: Use your wind magic to guide an axe towards 1 Target at long range - maximum - for 5 DMG with damage dice modifiers
(Requires - Throwing Axe Proficiency, Wind River)
Upgrade #1: Use your wind magic to guide an axe towards 1 Target at long range - maximum - for 7 DMG with damage dice modifiers
Upgrade #2: Use your wind magic to guide an axe towards 1 Target at long range - maximum - for 9 DMG with damage dice modifiers Wind Defense: Use your wind magic to create a temporary wind barrier that blocks all incoming ranged attacks for 1 turn.
(Requires - Wind River)
Upgrade #1: Use your wind magic to create a temporary wind barrier that blocks all incoming ranged attacks for 2 turns
Upgrade #2: Use your wind magic to create a temporary wind barrier that blocks all incoming ranged attacks for 3 turns
Tier 4 Skills - 4 turn cooldown
Prophetic Fighting: Attack 1 Target for 12 DMG and automatically dodge their next attack, with damage dice modifiers(Requires - Divine Strike) Sweep The Leg: Knock 1 Target to the ground, strike with sword pommel for 6 DMG with damage dice modifiers, and giving advantage to all attacks on said target for 3 turns
(Requires - Divine Strike, Paladin Dodge) Lightning Infused Weapon: Use your lightning magic to surround your melee weapon with electricity, dealing 1 turn stun effect with every attack, and dealing +6 DMG with every attack for 3 turns
(Requires - Paladin Dodge, I Must Axe You A Question) Double Axe Throw: Throw 2 axes at a single Target for double your damage dice roll with damage dice modifiers, or at 2 targets for two separate damage dice rolls with damage dice modifiers; maximum is medium range
(Requires - I Must Axe You A Question, Wind-Aided Throwing) Wind-Aided Retreat: Retreat up to the maximum distance from a Target, while also launching an axe at said Target for 6 DMG with damage dice modifiers
(Requires - Wind-Aided Throwing, Wind Defense) Curse Immunity: You are now immune to all adverse status effects
(Requires - Wind Defense)
Specialization Skill Tree - Details
Paladin of Sacrifice - Specialization Skills
Level 1 - Protector's Instinct: Automatically notice any incoming attack on nearby NPC or PC and can move to block it.Level 2 - Commoner's Champion: +5 Charisma when dealing with commoners outside of intimidation
Level 3 - Bridgeworld Construction: Gain the ability to create a mental and spiritual link between yourself and another friendly being. You may now communicate with this individual any time both parties are asleep. Can only be used on one individual at a time.
Level 4 - Battle Favor: Grant a Party Member advantage in combat (Tier 4 skill; 4-turn cooldown)
Level 5 - Doctrine of Sacrifice: When a Party Member or NPC is near death, a blow that would have killed them can be blocked by you, regardless of distance; all incoming damage is incurred
Paladin of Surrender - Specialization Skills
Level 1 - Feeling the Waves: Determine if ill intent is nearby or approaching.Level 2 - Doctrinal Fervor: +5 Strength when fighting in defense of the faith or practitioners of it, regardless of denomination
Level 3 - Doorway Linking: Gain the ability to create a portal link between any two doors, regardless of the distance between the two, as long as you make physical contact with each door. May travel between the two doors at any time. The doors will act as normal doors when not in use.
Level 4 - Train My Hands For War: Gain the ability to use a shield in combat, without affecting your ability to use magic
Level 5 - Doctrine of Surrender: Faith in a miracle, when all Party Members are below half-health, results in a Guardian arriving to take part in the battle.
Paladin of Victory - Specialization Skills
Level 1 - Victorious Flame: Tier 1 Skill that fires a stream of flame from the Paladin's hand for 3 DMG toward one target, and 1 halved damage dice roll the next turn; Upgrades alongside Electric JudgementLevel 2 - Victory Paladin's Inspiration: 2 Party Members gain x1 "inspiration" for any D20 roll during combat, in addition to any inspiration already gained.
Level 3 - Dream-Seer: When sleeping, gain the ability to discover what others are doing or saying in your vicinity. Still need to roll for critical information.
Level 4 - Martial Teleportation: Gain the ability to teleport anywhere within line of sight during combat, as long as it ends with an attack. (Tier 4 skill; 4-turn cooldown)
Level 5 - Doctrine of Victory: When below a quarter-health, gain the ability to double the total damage of all your attacks, determined to snatch victory from the jaws of defeat.
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