Your Character starts with
4 random Spells from up to
2 Elements of your choice.
22
Your Character starts with extra gold.
25
Your Character can cheat death
and will survive the 1st failed
Death Roll you make per game.
28
Your Character starts with an
Item and Spell chosen from
a random selection of three.
24
Your Claws deal 10 Damage with Basic Attacks and you must always roll with at least 2 Dice.
25
Your Character starts with
5 random Companion Abilities
that deal Double Damage.
30
Your Character always uses a
Large Tile and the bonus Stamina from your Armor is doubled.
40
Your Character starts with 4 random Treasures that they may share with Players during Character Creation.
20
You gain triple gold when rolling for gold and you choose your Cornerstone from a random selection of three.
18
The mighty warhammer of the common Paladin. Your Light and Fire Spells no longer deal Damage to Allies but instead restore Stamina equal to the Damage they would have dealt.
The traditional steel plate armor of a mighty Paladin.
Whenever an Ally is about to be hit by a Basic Attack or Ability, you may move as many spaces as you like and then intercept that attack on their behalf.
60
A small holy item or token that has been blessed by the light to show your eternal devotion to the Grand Paladin Order. Once per combat, you may pray to the light to grant you a single use of any non-Legendary Ability in the game and then use it as a Bonus Action. The Party cannot wish for the same Spell more than once per game. You cannot cast Dark Magic because of your devotion to the light.
Swing your Warhammer or weapon of choice in a forward arc dealing 15 Damage to up to 3 Targets. Skilled Dark Mages take 30 Damage instead.
Radiate forward a wave of bright fire that deals 15 Damage to Targets hit. Skilled Dark Mages take 30 Damage instead.
Sear a Targets mind with the Light showing them the evil of their ways. If successful, they become Charmed until you Die and they cannot cast Dark Magic while under your command.
Release a wave of light onto a Target that fully restores their Stamina. Skilled Dark Mages burn from this holy light and take Damage equal to twice your maximum Stamina instead.
Give yourself up in the good name of the holy light, blessing all of your Allies for your sacrifice. No Ally, other than yourself, can be put in Danger or Killed for the rest of the round.
Bless each Player with a powerful blessing that strengthens them to deal Double Damage with Basic Attacks until end of combat. Critical Failures still bless other Players regardless of the punishment from the failure.
Call down a giant flaming Hammer that erupts into a wave of fire all over the Battlefield that deals 30 Damage to Targets who are all Skilled Dark Mages.
Softly whisper a prayer hoping for the impossible from any Divine who will answer your plea. You may force a reroll for a Player, Ally, or Foe. You may not use this Ability on Critical Success or Critical Failure Rolls. You may use your Regular Action at anytime when using this Ability.
Chain up to two Targets together or to the ground by binding them with holy light, Stunning and Burning them.
"A champion of the light who
protects their allies while smiting
down the wicked."
30
A mighty greatsword crafted by an expert blacksmith. Whenever you take Damage, you may No-Roll Basic Attack. You cannot wield Shields.
A sturdy shield crafted by the finest of blacksmiths. Double your Stamina at the end of Character Creation.
15