As our characters have advanced in levels they have all become more powerful (through magic items, spells and riches), but I feel that more could be done. I propose at 7th level characters can choose to “multi-class” and change their character class to one of the following:
- Knight (Cavalier / Grifter)
- Paladin (Cavalier / Cleric)
- Necromancer (Wizard / Cleric)
- Artificer (Wizard/Thief)
- Warlock (Cleric with Demon/Angel Pact)
- Shaman (Barbarian / Cleric)
The main class that the character is, stays, but the player begins the secondary class at first level. So a 7th level Barbarian becoming a Shaman would gain 1st level Cleric abilities (and restrictions) when they switch to the Shaman class. Hit points would be rolled for both classes hit points and divide by 2 (rounding up). At each level up, the abilities would raise as normal (so a Shaman at 8th level would behave like an 8th level fighter and 2nd level cleric.
What do you think? Is this something your Cresthaven RPG players would be into? Post a comment and let me know what you think.
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My initial purpose was giving an example to Multi-Class’es but, since i started I can offer a considerable Paladin Class.
Paladin
Paladins are inspiring fighters with strong belief.
Ability Focus: Wisdom
Hit Points: d8
Races Allowed: Human, Dwarf, Dragornborn and Elf
Bonuses and Abilities:
Lay On Hands
You can cast “Cure Light Wounds” or “Cure Disease” spell without mana cost. You cannot use this ability until your next short rest.
Divine Sense
You can cast “Detect Evil” spell without mana. You cannot use this until your next short rest.
Spells:
At level 2, you learn spell Casting. Spells are granted to a paladin by making an offering to the paladin’s god.
You can cast Cleric spell which granted by your god and only cast spells that lower level than your half.. Mana is (Level + Wisdom + Ability Focus)/2 and spell limit is (Wisdom + Ability Focus)/2.
Ex: 3 Level Paladin with 3 Wisdom, can learn 3 Spells and have 4 mana.
Divine Smite:
At level 3, you learn Divine Smite ability. When dealing damage, You can spend upto 5 mana (if you have), for each mana spent you add 1d8 plus your Charisma modifier radiant damage to your damage role.
Starting Equipment:
a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin.
Note: Paladins uses Fighter Feats if you use class feats.
I also like these abilities from OSRIC:
Cure Disease: Paladins can cure disease (as the clerical spell) by touch, once per week. Paladins of higher than 5th level may do so twice per week, and those higher than 10th level thrice per week. Paladins themselves are completely immune to disease.
Detect Evil: A paladin may detect evil at any range up to 60 ft at will, provided he or she concentrates on doing so.
Protection from Evil: A paladin radiates an aura within a 10 ft radius, equivalent to the clerical spell protection from evil.
Lay on Hands: Once per day, the paladin may heal 2 hit points/ level to any creature touched (e.g. a third level paladin would heal 6hp with this ability)
Turn Undead (3rd): Paladins of third level and higher gain the ability to turn undead as a good aligned cleric does, but as a cleric of two levels lower than the paladin’s level.
Summon Warhorse (4th): At fourth level, the paladin may summon a special Paladin’s Warhorse, a heavy warhorse with enhanced hit points, intelligence and movement speed. Such a destrier may be called only once every ten years.
I designed a Multi-Class Paladin. Do you want to consider.
Paladin
Paladins are inspiring fighters with strong belief. This is the multi-class of Cavalier and Cleric.
Ability Focus: Wisdom
Hit Points: d8
Races Allowed: Human, Dwarf, Dragornborn and Elf
Bonuses and Abilities
Spells:
Spells are granted to a paladin by making an offering to the paladin’s god. The Paladin can cast spells like a cleric of his or her half level, and can only cast none component spells.
At level 3, you learn TURN UNDEAD.
At level 4, the Paladin may choose one of “Bonus Attack” or “Squire”
Bonus Attack
The Paladin gains an additional attack per round
Squire
The Paladin gains a 1st level squire (NPC cavalier 10HP, +1 Attack, 1d8 damage)
Tithe.
After level 6, Paladins are required to contribute 10% of any treasure to their temple.
Priesthood.
At level 6 the character becomes a full servant of their deity. This allows the cleric access to: all temple services at a discount, lodging, trust of other priests and other obligations (such as quests, conversion goals, etc).
Starting Equipment:
a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin.
Note: Paladins uses Fighter Feats if you use class feats.
I think if your going to make a separate full class it needs to be more in line with things like detect evil and laying on hands. Excellent first pass!
I’m also interested in ideas for other classes. OOO and what if these new classes also came with some type of rules around followers and / or strongholds?!?
I’m also interested in ideas for other classes. OOO and what if these new classes also came with some type of rules around followers and / or strongholds?!?