Thursday, July 14, 2016

Knight of Tittivila

Knight of Tittivila (Paladin variant)

This is for my hacked version of 5e--it's a non spell-casting paladin and is a bit less powerful overall than the 5e default--but also more straightforward and with less mechanical fiddly bits. You can make paladins of any number of gods by switching out the Tittivila-specific bits.

Knights of Tittivila--goddess of flesh and change--are found among many human and nonhuman races, including the Saurians of Nyctopolis.

Hit die: d10
Saves: Wisdom, Charisma
Skills: Pick 2--Athletics, Insight, Intimidation, Medicine, Persuasion, Religion, Animal Handling

Level 1
Detect Evil/Good # of times/day=Cha mod. 60 ft
Lay on Hands: Heal 5 pts total per day or cure disease or mundane curses by trading in 5 pts. +1 per level
Prof bonus +2

Mounted combat (+2 to attack from a horse or other mount)
Smite: Once/day. Add damage to a strike against any creature that is explicitly blasphemous to Tittivila or which has grievously harmed your friends. The damage is +d6 plus d6 extra per (true) friend harmed by the creature. Max d6s=Paladin level, up to a max of 10. If the paladin knowingly "games" this ability Tittivila won't grant it.
Prof bonus +2

Add 2 ability score points anywhere
Prof bonus +2

Advantage vs disease. No disease can kill you.
Advantage to hit vs creatures that are not flesh (undead, constructs etc).
Prof bonus +2
Add two ability score points anywhere.
Once per day you can turn undead. Save DC: 8+prof mod+Wis mod.
Prof bonus +3

Extra atk per round.
Once/day as an automatic action deliver a baleful mutation to any enemy willingly touching you..
Prof bonus +3

Any ally within 15' gains same advantages to saves as you.
Half damage from necrotic sources.
Advantage vs paralysis or holding etc.
Prof bonus +3

You can call out a creature with an oath--you may only attack that creature until it is dead after doing so, but you will do an extra d10 of damage on a successful strike. If it escapes, you must pursue it alone until it is dead and may attack no other unless it explicitly bars the way. Breaking the oath makes you a fighter of -2 levels.
Prof bonus +3

Add two ability score points anywhere
Advantage vs fear
Prof bonus +4

Advantage vs Charm or mind control
Advantage vs  Divine magic
Cause save vs Fear ( DC: 8+prof mod+Wis mod.) in creatures of 5hd or less that are antithetical to Tittivila
Prof bonus +4

Immune to baleful transformations of your body.
Your mount is semi-intelligent and cannot be slain off-screen. It gains d4 hp each time you level up.
Prof bonus +4

Smite damage dice raised to d8.
Prof bonus +4

Immune to fear, as are any allies within 15'
Any foe touching your skin must save or take a baleful mutation  Save DC: 8+prof mod+Wis mod.
Prof bonus +5

Add 2 more ability score points anywhere
Prof bonus +5

Once/day you can end any baleful spell effect on anyone.
Prof bonus +5

Creatures antithetical to Tittivila are at disadvantage to hit you and cannot physically touch you (constructs, undead, demons, evil summoned beings, etc)
Prof bonus +5

Add 2 ability score points
Prof bonus +6

Aura protection (granting advantage to saves) extends to 30'
Prof bonus +6

Add 2 ability score points anywhere.
Prof bonus +6

1/day all foes within 30' must save or suffer a baleful mutation. Any foe touching the knight will suffer it with no save.
Prof bonus +6
Here you go. It's nominated in 5 categories.

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