Light-Knight

Cleric Knight

* Shields
* One-handed weapons

Crusader Knight

* Two-Handed weapons

The Light-Knight Or Paladin is a holy Knight, a hybrid class with the ability to heal and protect allies. Light-Knight mainly use melee combat but do have

some range spells. They rely on heavy armor and healing in order to survive incoming attacks. Whether with massive shields or crushing two-handed weapons, Paladins are able to keep claws and swords from their weaker fellows – or they use healing magic to ensure that they remain on their feet.

## **Common Fighting Styles**

These traits are paired with Racial traits.

### **Holy Warrior**

A Holy warrior is a knight who invokes the power of light to both protect and heal their allies.

* **Light Shield:** When using a shield they can cast a Holy bubble that acts like a small AoE light shield to themselves and their close by allies. The Holy Shield has 20HP and can black physical and spell attacks.
* **Ani-magick:** They can cast ani-magick on a target, making the target unable to use or be healed by any magic for three round if they miss their athletic save to doge the spell.
* **Smite:** A holy ball of light, used like fire to deal damage to a target. +10 damage to target if target fails Athletic roll to doge attack. +3 Damage for five rounds to Undead or Demon-Like players if hit.
* **Mend Wounds:** Caster casts a beam of light onto a target in an attempt to heal their wounds. This is a Ritual that can only cast this out of combat, last for five round but be successful at three out of five rolls per round to fully heal a target.
* **Weapon Mastery:** One-Handed weapons, Two-handed weapons. When using these weapon damage is at a +10 to all targets.
* **Shield Mastery:** Can use shield to add protection! +5 to HP when using shields.
* **Sorcery Mastery:** Sorcery is a main stat. +3 to Spell-damage on a target for every Sorcery trait un-locked.
* **Strength Mastery:** Strength is a Main Stat: +5 to attack damage on a target for every Strength trait un-locked.

### **Cleric Knight**

a Cleric Knight is a Light-Knight who uses holy magick to mend the wounds of their allies while on the battlefield.

* **Mend Wounds:** Caster casts a beam of light onto a target in an attempt to heal their wounds. This is a Ritual that can only cast this out of combat, last for five round but be successful at three out of five rolls per round to fully heal a target.
* **Quick Mend:** Caster shoots a ball of light at a target quickly healing minor wounds. Can be done three times per-combat. +10 to targets HP if successful!
* **Smite:** A holy ball of light, used like fire to deal damage to a target. +10 damage to target if target fails Athletic roll to doge attack. +3 Damage for five rounds to Undead or Demon-Like players if hit.
* **Shield-block:** Can block an attack from doing harm to a target if successful! Can only be done three times per long rest.
* **Weapon Mastery:** One-handed weapons. When using these weapons damage is at a +10 to all targets.
* **Shield Mastery:** Can use a shield to add protection! +5 to HP while using shields!
* **Sorcery Mastery:** Sorcery is a main stat. +3 to spell-damage on all targets for every perk unlocked in Sorcery.
* **Strength Mastery:** Strength is a main stat. +5 to attack damage on all targets for every perk unlocked in Strength.

### **Crusader Knight**

A Crusader Knight is a Light-Knight who judges and punishes opponents with weapons and holy magic.

* **Smite:** A holy ball of light, used like fire to deal damage to a target. +10 damage to target if target fails Athletic roll to doge attack. +3 Damage for five rounds to Undead or Demon-Like players if hit.
* **Mend Wounds:** Caster casts a beam of light onto a target in an attempt to heal their wounds. This is a Ritual that can only cast this out of combat, last for five round but be successful at three out of five rolls per round to fully heal a target.
* **Purge:** Can use on target to purge target of unwanted damage-over-time effects. Can also be used on undead and demon based Npcs or Players who will take +5 holy damage for five rounds if they fail the Athletics roll to doge the spell. Can only be used once per-combat.
* **Weapon Mastery:** Two-handed weapons. When using these weapons damage is at a +10 to all targets.
* **Sorcery Mastery:** Sorcery is a main stat. +3 to spell-damage on all targets for every perk unlocked in Sorcery.
* **Strength Mastery:** Strength is a main stat. +5 to attack damage on all targets for every perk unlocked in Strength.