Your enemies will fall before his might.
- Origin Tarth
- Class Paladin
- Kit Eldritch Knight
- Culture Outlander
- Faction Taelos
- Ethos Benefactor
You can enter a berserker rage, which lasts for the duration of an encounter. While enraged, you do not receive penalties to your rolls from accruing wounds and you have disadvantage on defense checks. If damage would place you on death's door, make an escalating Mighty check (TN 9) to remain conscious each round. You will not stop attacking your foes, even if your life is in danger, until the final foe falls. You have disadvantage on Deft.
Choose a maleficence. For 1 MP, you may apply the peril of your maleficence to an attack with your weapon (this does not count as an action). For 3 MP, you may convert your maleficence into healing energy that recovers 1d6 HP to any target you touch. A paladin's maleficence is not subject to magic penalties conferred by armor or shields.
Due to a marvelous accident or because of an unknown destiny, you have been enchanted by a sorcerous power. Choose two spells at character creation. You can cast these spells even if you're not a spellcaster, and you are not subject to magic penalties conferred by armor or shields when casting these spells. As long as you have MP, you may take advantage on spell checks to resist magic.
Naginata (Reaping Sword) +7
Bare Fists or Feet +5
This maleficence does an extra d6 damage to Undead and Astral monsters opposed to your faith. If this maleficence would deal zero damage, the victim is frightened until after its next action.
You teleport yourself to any location within your line of sight. For each additional MP spend, you may also teleport any others you touch. (The distance you can teleport is limited by the spell's area of effect, even if you can see farther away; at 1 MP, the spell's area of effect is a melee space.) In lieu of taking an action to cast this spell, you may cast this spell as your movement. This spell can be cast as a reaction if you have not already acted in the round.
You create a belief in your targets that an object in the area of effect is significantly heavier than it actually is. For each MP spent, the object seems 200 pounds heavier. Mechanically, the object is heavier for the person subject to your spell, but for all other observers it weighs the amount that it weighed before the spell was cast. (Victims can withstand 100 pounds per point of Mighty, otherwise they become encumbered.)
Whether by mighty cleave, deft riposte, or smart sharpshooting, you enter the battlefield as a one-man army. Whenever you successfully attack an opponent within your reach, you may make a single bonus attack in the round against a different opponent within a personal space of your victim, at disadvantage. You can’t benefit from this stance while casting spells.
In the party, you take on the role of the steadfast leader, always putting the safety of your allies first. When you lead group action, you are not penalized for shouldering the burden of multiple piggybacking allies. Alternatively, if you are leading the action in a scene check, you may reroll the dice in any one of the acts, once per session.
Your taste for great stories have transformed you into a gourmand of legends. When you use this stance, you may create a GM advantage concerning one of the following legendary subjects: magic, the dead, history, beastiaries, the astral veil, heroes, or the gods.
Choose a Weapon
A successful attack with this weapon knocks your opponent to the ground until after their next action. You have advantage with attacks against them while they are prone.
You cannot wield a shield or any other weapon while wielding this weapon. When you add this tactic as a specialty, it deals an additional +1 damage.
Damage you deal with this weapon ignores soak.
Choose an Armor
Contempt: -2 to all spell checks
Receives Boon of Necromancer kit from Pharkun
Instructed to resurrect great warriors of his order.
Learned the Spell Seduction from Englebert
“You evoke a feeling of overwhelming sexual arousal in a single target, and the target believes only you can satisfy it. The feeling is irrational and works independently of the target’s sexual orientation. This spell will immediately fail if you are engaged in hostile action toward them, or if you take hostile action thereafter. When engaged in social combat with a seduced person, you receive advantage on all rolls. A seduced person loses their disposition after the spell ends.”