Paladin

Hit Points: 1d8

Paladins are blessed by the power of their deity that is expressed as an aura of power that radiates around them whenever they stand in opposition to forces that are against their faith. It has a 5 foot radius for every level the Paladin has. Affects the paladin and all of his allies in that area, with followers of the Paladin’s own faith getting the most benefit.

The aura does not take effect while sneaking, ambushes (until the Paladin can set himself properly), or any situations other than honorable combat. Well, those are occasionally fine against direct enemies of the faith. Heretics and blasphemers don’t deserve honorable combat after all.

The aura counts as Holy Ground. The primary effects are all weapons and armor are considered magical against angels/demons/arcane beasts. Enemies of the faith (not just enemies of the paladin) have disadvantage on all rolls and followers of the faith have advantage on all rolls. Paladin aura also grants a bonus to attack and damage equal to half the Paladin’s level, rounded down.

Paladins gain a Mystic Mutation on each even numbered level (2, 4, 6, etc). On gaining the 9th Mystic Mutation a paladin becomes a fully consumed instrument of their god and their player needs to roll up a new character.

Paladins also don’t have to worry about food and water nearly as much as others. They can be poisoned and catch major diseases, but they are immune to basic mudane dangers and can drink water right out of wild streams and eat most food they find without fear of infection or food poisoning. Though their divine protection doesn’t make things taste any better.

Chance for immortality:

A paladin who has defeated some great enemy of the faith, or recovered some powerful holy artifact, may become a reincarnated warrior. This means that when they die they are brought back in the body of the next paladin to be anointed by their faith.

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