-
2011-10-13, 03:00 PM (ISO 8601)
-
Top
-
End
-
#1454
Re: Request a Homebrew
H 682 (Elemental Paladin ACF)
Misc: Choose an element at first level: fire, water (cold), air (electricity), or earth (force). You must be from the related plane, follow a deity with it in their portfolio, or otherwise bear some loose relation to it at the DMs discretion (e.g., water for amphibious race, air for flying race, earth for an animalistic race, etc.). Elemental paladins face looser restrictions and fall similar to the way a cleric falls. Elemental paladins face no special multiclassing restrictions.
Damage (but not healing) from all earth elemental paladin special abilities is halved. Energy damage from special abilities deals double damage to vulnerable foes rather than an extra 50%.
Gain:
Elemental smite
Your smite damage becomes typed as your energy type. The bonus to attack rolls does not apply against creatures immune to your energy type, but otherwise this ability works against any creature. This ability replaces smite evil.
Elemental Aura
Similar to aura of good, except you give off a transmutation aura of appropriate strength when detected with a detect magic. This ability replaces aura of good.
Detect [Aquatic/Fast/Burrowing/Flying] Creatures
You detect creatures that oppose your element, similar to detect evil. Fire Elemental Paladins detect aquatic creatures, Water Elemental paladins can detect creatures with a land speed of 50 feet or more, Air Elemental Paladins can detect burrowing creatures (earth does not block this, unlike other detects), and Earth Elemental Paladins can detect flying creatures. This ability also detects elementals of the opposing element, but it does not detect the natural mundane element. This ability replaces detect evil.
Lay on Hands
Your Lay on Hands ability may be used to heal normally unless the target has a type or subtype diametrically opposed to your element. You may also use it to deal damage of your energy type against any target.
Last edited by ericgrau; 2011-10-13 at 05:44 PM.