![]() Or if the creature has radiant weakness even more so. The damage further increases by 1d8 vs undead or fiend.Ī heavy cost to do extra damage but on a crit (20) it’s massive. Add +2d8 radiant damage to a weapon that hits at a cost of a level 1 spell slot or increase it by 1d8 per extra level slot up to a max of 5d8 with a cost of a lvl 5 spell slot. ![]() ![]() The cost should be double for cure disease/poison or even dropped down to 1 per every 2 levels, rounding down. At level 5, the paladin can cure disease/poison on 5 targets per day! However, the cure disease/poison at a cost of x5 per target touched ( which isn’t seen much) but can really ruin any attempt for those type of effects on a party and becomes mute with a paladin around is an issue. It’s like a healing word spell but with a touch and action. The healing is moderate to powerful, as a heal of 50 hit points at level 10 is massive but limited to a one use or divided to multiple targets. A level 5 paladin can heal up to 25 hit points. Heal 5 hit points per level which can be divided anyway you choose by a multiple of 5. A powerful ability that scales per level with multiple options.Ī. A level 1 appropriate ability if limited on what it can be used for. A nice ability with limited uses based on CHA which allows basic knowledge of celestial fiend undead type but can be blocked by total cover. We don’t need to go into the basic HD, Weapon, and Armor aspect. Compared to other classes and what they get at levels, let us take a look.ġ.
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