mellored
Legend
Class now comes with Armaments. These represents both the weapons and armor you have, as well as the training you have with them. Default flavor is given, but can be adjusted by the player (i.e. metal armor might be wood).
You can only have 1 armaments active at a time, and they don't stack. If you have access to multiple armaments (multiclass) you can change as part of a short rest.
Magic items work as normal, giving out +1 to hit or whatever. The DM may need to adjust the flavor of them a bit to match the flavor of the characters armor.
War Paladin: 18 AC, 1d12 melee, 1d6 range (30/60), disadvantage on stealth
Protection Paladin: 20 AC, 1d8 melee, disadvantage on stealth. Can use a reaction to give disadvantage.
Peace Paladin: 16 AC, 1d4 melee or range (non-leathal), can cast sanctuary at will.
Dragon Paladin: 17 AC, 1d10 damage, 1d6 damage in a cone. resistance to your dragons element.
Blood Paladin: 15 AC, 1d8 damage. Gain THP equal to the damage dealt.
Fighter: you can swap armament as a bonus action. Choose 2 of the following, getting additional choices at...
Range: 16 AC, 1d8 (100/200), ignore partial cover.
Slayer: 17 AC, 2d6 melee
Juggernaut: 20 AC, 1d8 melee, movement speed is reduced by half.
Reach: 17 AC, 1d10 melee with +5' reach, you can attack as a reaction when someone comes into range.
Skirmish: 18 AC, 1d8 melee or range (40/80), you do not provoke opportunity attacks.
Sorcerer: 15 AC, 1d4 melee or range, +1 to spell DCs and attacks.
Aberration wizard, 16AC, 1d4 melee or range, reduce all non-psychic damage by your proficiency modifier.
Blade singer: 18 AC, 1d8 melee, can attach as a bonus action after casting a non-cantrip spell.
*all numbers subject to change. These are just examples, with plenty of room to expand.
You can only have 1 armaments active at a time, and they don't stack. If you have access to multiple armaments (multiclass) you can change as part of a short rest.
Magic items work as normal, giving out +1 to hit or whatever. The DM may need to adjust the flavor of them a bit to match the flavor of the characters armor.
War Paladin: 18 AC, 1d12 melee, 1d6 range (30/60), disadvantage on stealth
Protection Paladin: 20 AC, 1d8 melee, disadvantage on stealth. Can use a reaction to give disadvantage.
Peace Paladin: 16 AC, 1d4 melee or range (non-leathal), can cast sanctuary at will.
Dragon Paladin: 17 AC, 1d10 damage, 1d6 damage in a cone. resistance to your dragons element.
Blood Paladin: 15 AC, 1d8 damage. Gain THP equal to the damage dealt.
Fighter: you can swap armament as a bonus action. Choose 2 of the following, getting additional choices at...
Range: 16 AC, 1d8 (100/200), ignore partial cover.
Slayer: 17 AC, 2d6 melee
Juggernaut: 20 AC, 1d8 melee, movement speed is reduced by half.
Reach: 17 AC, 1d10 melee with +5' reach, you can attack as a reaction when someone comes into range.
Skirmish: 18 AC, 1d8 melee or range (40/80), you do not provoke opportunity attacks.
Sorcerer: 15 AC, 1d4 melee or range, +1 to spell DCs and attacks.
Aberration wizard, 16AC, 1d4 melee or range, reduce all non-psychic damage by your proficiency modifier.
Blade singer: 18 AC, 1d8 melee, can attach as a bonus action after casting a non-cantrip spell.
*all numbers subject to change. These are just examples, with plenty of room to expand.