Custom Healer Class: Paladin

By BJZSN, in Descent: Journeys in the Dark

Edit: Just a notification that as of this edit I am no longer supporting this class. The more I've worked on it the more it began to feel like what the other healer classes could already do. Anyone can choose to use this class or even improve upon it but I won't be working on it any more and I won't be making class cards for it.

Hey everyone. Decided to try my hand at a healer class. The idea is to be able to buff 1 hero with moderate abilities. Going through the class, I realized it was becoming too similar to the Disciple class, so I've tried to make enough changes to make him unique. If the general opinion is that the Paladin does not have enough healing ability, I'll probably change some things to add that. Again, if anyone has ideas to contribute I'd love to hear them as this is not a final draft.

Paladin Healer Class
Starting Weapon: Straight Sword (Melee, 1-hand, Blade)
- 1 Yellow Die & 1 Blue Die
- Surge : +1 Damage
Starting Shield: Wooden Shield (1-Hand, Shield)
- Exhaust this card after rolling defense dice to add 1 shield to the results.
Starting Skill 1: Blessed Aura 0 Stamina
- Action> Place on of your hero tokens on the hero sheet of yourself or an adjacent hero. That hero is Blessed. Only one hero may be Blessed at a time. If a Blessed hero is more than 4 spaces away from you, he must immediately discard the hero token - he is no longer Blessed. During your turn you may discard your hero token from a hero's sheet.
Starting Skill #2: Divine Favor 1 Stamina
Exhaust this card when a Blessed hero is attacked, after rolling dice to add 1 shield to the defense results.
1XP Skill: Stand Your Ground 1 Stamina
- You gain +1 to Might. While you have a Shield equipped, whenever an adjacent monster deals no damage on an attack targeting you, use this card to move the monster one space away from you (Overlords Choice).
1XP Skill: Martyr of the Plague 0 Stamina
- Exhaust this card to remove a condition of your choice from another hero that is Blessed. You receive the same condition that was removed.
1XP Skill: Miracle 2 Stamina
- Exhaust this card during your turn. For each attack you perform this turn you may spend 1 surge to roll 1 red power die and recover health equal to the number of hearts rolled to you or a hero that is Blessed.
2XP Skill: Shared Energy X Stamina
- Action> Exhaust this card and spend X stamina. Another hero that is Blessed recovers X stamina.
2XP Skill: Righteous Strike 1 Stamina
- Action> Perform an attack with a Melee weapon. This attack gains Surge - Weaken. If you have a shield equipped, test Might before the attack. On success this attack gains Surge - Stun.
2XP Skill: Health Link 0 Stamina
- Whenever another hero that is Blessed suffers damage from the result of an attack that would not knock him out, you may choose to suffer 1 damage. If you do, the attacked hero recovers 2 health. You cannot suffer damage that would knock you out.
3XP Skill: Holy Protection 1 Stamina
- Use this card when a hero that is Blessed is targeted by an attack and add 1 black defense die to their defense pool. You may only activate this skill once per attack.
3XP Skill: Chant of Renewal 2 Stamina
- You gain 2 health. Action> Use this card during your turn and roll 1 red power die. You or a hero that is Blessed recovers the amount of hearts rolled plus 1. Any heroes adjacent to the hero recovers 1 health.
Edited by BJZSN

Without even commenting on the skills themselves, I recommend you rewrite the starting skill:

"(Cost 0) Action: Place one of your hero tokens on the hero sheet of yourself or an adjacent hero. That hero is blessed.

Only one hero may be blessed at a time. If a blessed hero is more than 3 spaces away from you, he must immediately discard the hero token- he is no longer blessed. During your turn you may discard your hero token from a hero's sheet."

I changed "divinity token" to "blessed" purely for space saving reasons. If you actually had a divinity token (similar to the insight token) that would work just fine- you could explain separately that the token is limited by the supply (there is only one,) or the skill could say to place THE divinity token...

I removed the cost, too. All of the things that use the token require a cost, and it seems a little steep to have placing the token cost an action AND a fatigue.

I also added the text about discarding the token if the hero is more than 3 spaces away. All of the skills you wrote regarding the token require the hero is in this range- this way, you just have to say it once, and all the other skills can just say "the blessed hero" or "the hero with the divinity token"...

Edited by Zaltyre

I confess I didn't read everything here, but you're doing a good job. I'm curious to see the next classes. It's a thing that I was expecting someone to do in a matter of custom stuff. Thanks for sharing :)

Without even commenting on the skills themselves, I recommend you rewrite the starting skill:

"(Cost 0) Action: Place one of your hero tokens on the hero sheet of yourself or an adjacent hero. That hero is blessed.

Only one hero may be blessed at a time. If a blessed hero is more than 3 spaces away from you, he must immediately discard the hero token- he is no longer blessed. During your turn you may discard your hero token from a hero's sheet."

I changed "divinity token" to "blessed" purely for space saving reasons. If you actually had a divinity token (similar to the insight token) that would work just fine- you could explain separately that the token is limited by the supply (there is only one,) or the skill could say to place THE divinity token...

I removed the cost, too. All of the things that use the token require a cost, and it seems a little steep to have placing the token cost an action AND a fatigue.

I also added the text about discarding the token if the hero is more than 3 spaces away. All of the skills you wrote regarding the token require the hero is in this range- this way, you just have to say it once, and all the other skills can just say "the blessed hero" or "the hero with the divinity token"...

Thanks for the suggestions for reworking the starting skill, I've made changes to the others skills to reflect that.

I confess I didn't read everything here, but you're doing a good job. I'm curious to see the next classes. It's a thing that I was expecting someone to do in a matter of custom stuff. Thanks for sharing :)

Thanks, appreciate the support! The plan is to make 1 or 2 classes for each type of class. I just don't wanna end up making classes that are similar to what's already available, which can be tricky because when you introduce something new to the game you have to worry about the wording of the skills and the way they interact with the current game's mechanics. But with a little help from the community I think we can make them work.

Okay so now I need to make an important decision regarding the starting skill Blessed Aura. Do I only have it target another hero or should the Paladin be able to buff himself as well? Originally when I was thinking up this class I had the skill only target another hero. Some of the skills link the Paladin to the Blessed hero in some ways, and I think My idea was that some of these abilities won't work if he can bless himself. It might open the class to exploitable loopholes. On the other hand, shouldn't a character that can buff heroes be able to buff himself? Where's the fun in not being able to buff yourself? If that's the case would the Paladin prefer to simply buff himself without the penalty of being within 3 spaces of himself? Seems one-sided maybe, but if I go that route I may need to change some skills around.

If anyone has an opinion on this please share it with me. If I can make a solid decision on the starting class, I can work on fine-tuning the skills. Thanks!

I think he should be able to buff himself, because that offers multiple play styles. When he buffs himself, he becomes a warrior/tank. When he buffs others, he is a healer/support. That sort of role is already kind of filled by the disciple, but I don't think you can avoid the similarity with "paladin" as your class name.

If someone was playing this class in the first quest of a campaign, it doesn't seem like they can do anything. Being Blessed only works for other skills. I think you should include a 2nd starter skill to give some benefit to being blessed in the 1st quest. Maybe something like "Exhaust this card, after a Blessed hero is attacked and defense dice are rolled. Add 1 shield to the result."

If someone was playing this class in the first quest of a campaign, it doesn't seem like they can do anything. Being Blessed only works for other skills. I think you should include a 2nd starter skill to give some benefit to being blessed in the 1st quest. Maybe something like "Exhaust this card, after a Blessed hero is attacked and defense dice are rolled. Add 1 shield to the result."

I agree. Similar to the conjurer, this may be one of those classes that requires 2 starting skill cards. One could describe the action for placing/removing the token, as you currently have, and the other could be something you could do with that token. Example below:

Starting Skill #1: Blessed Aura
- Action> Place on of your hero tokens on the hero sheet of yourself or an adjacent hero. That hero is Blessed.
Only one hero may be Blessed at a time. If a Blessed hero is more than 3 spaces away from you, he must immediately discard the hero token - he is no longer Blessed.
(Cost 0 fatigue)
Starting Skill #2: Divine Favor
During your turn you may discard your hero token from a hero's sheet.
Exhaust this card when a Blessed hero is attacked, after rolling dice to add 1 shield to the defense results.
(Cost 1 fatigue)
Edited by Zaltyre

If someone was playing this class in the first quest of a campaign, it doesn't seem like they can do anything. Being Blessed only works for other skills. I think you should include a 2nd starter skill to give some benefit to being blessed in the 1st quest. Maybe something like "Exhaust this card, after a Blessed hero is attacked and defense dice are rolled. Add 1 shield to the result."

I agree, that's a fault on my part. Thanks for pointing it out!

If someone was playing this class in the first quest of a campaign, it doesn't seem like they can do anything. Being Blessed only works for other skills. I think you should include a 2nd starter skill to give some benefit to being blessed in the 1st quest. Maybe something like "Exhaust this card, after a Blessed hero is attacked and defense dice are rolled. Add 1 shield to the result."

I agree. Similar to the conjurer, this may be one of those classes that requires 2 starting skill cards. One could describe the action for placing/removing the token, as you currently have, and the other could be something you could do with that token. Example below:

Starting Skill #1: Blessed Aura
- Action> Place on of your hero tokens on the hero sheet of yourself or an adjacent hero. That hero is Blessed.
Only one hero may be Blessed at a time. If a Blessed hero is more than 3 spaces away from you, he must immediately discard the hero token - he is no longer Blessed.
(Cost 0 fatigue)
Starting Skill #2: Divine Favor
During your turn you may discard your hero token from a hero's sheet.
Exhaust this card when a Blessed hero is attacked, after rolling dice to add 1 shield to the defense results.
(Cost 1 fatigue)

Would it be more ideal to simply add the exhaust ability to the first starting skill instead of making a second starting skill for it? As far as I can see the starting skill doesn't need to be exhausted.

Edit: Nevermind, the starting skill is an action, it might be fiddly to have 2 activating abilities on one skill card.

I've made some changes to the skills that I felt were needed. First off I've added a secondary skill that works together with the first starting skill. Second I've reworked Martyr of the Plague, Shared Energy, and Health Link so that it will only work on a hero other than the Paladin. Lastly I completely changed the last skill because , simply, I didn't like it that much. So it's been changed to Chant of revival which is sort of an auto revive.

With that said, a lot of the skills require stamina now. What's people's opinions on that? Is it too resource-intensive or is it about right for a healer class? Thanks for the input guys!

Edit: Changed Chant of Revival to Chant of Renewal as the skill is meant to prevent a knock out, not stand up a hero. Thought the name was misleading.

Edited by BJZSN

As a tip, whenever you want to say "a hero who is not you" you can say "another hero."

As a tip, whenever you want to say "a hero who is not you" you can say "another hero."

Nice catch, I'll update the skills. I swear I'll learn to word skills properly haha.

Looks like I need to change the Chant of Renewal skill as it turns out the Prophet class has a skill that's pretty much the same thing, Lifeline. The new skill will still be something healing-related.

Edited by BJZSN

Actually it looks like there's a lot of similarities to other classes in this build, and that's what I'm trying to avoid. Might need a complete revamp.