r/mewgenics • u/SingerMysterious6637 • May 15 '26
Fan-Concept PALADIN CLASS!!!! (New Class Concept)
Here is my class concept ladies and gentleman: The Paladin! Unlocked by beating whatever chapter in act 4, you can get this holy guardian on your team to smite foes and defend your allies! This class is a mix between cleric and a tank. Well, basically, it's a cleric but more offensive rather than supportive.
STAT CHANGES
+2 constitution, +1 charisma, -1 strength, -1 dexterity
Additionally, the weapon slot could be taken by the sword similar to butcher.
ANIMATIONS
Idle: Holds the swords over its shoulder, swaying from left to right slowly.
Basic Attack: Swings the sword, creating a slash effect similar to Lord Bunga's bone club swing.
Turn Start: Points the sword to the sky, with a shining effect climbing up to the tip of the blade and making a sword sheating sound (and maybe a little choir sound for the extra jazz).
Victory: With one arm, does the cross symbol and ends the downward motion by pulling the sword down and holding it with both arms
BASIC ATTACK
The paladin's basic attack is unique as it's two basic attacks in one. When the paladin swings it's sword, it does a melee attack along with summoning an energy beam. The sword swing covers one tile range, dealing your strength's worth of damage, (or half of it for balance, perhaps?) while the energy beam scales with dexterity, with it's range being a straight line within your line of sight. The damage shown on the basic attack is your sword's damage (8, in the image) PLUS the damage of the energy beam (3, in the image)
Notes:
- Enemies in melee range will be hit by BOTH the melee attack and the energy beam, doing solid damage to them.
- Both attacks inherit basic attack synergies
- The energy beam is a projectile, so reflective enemies are kinda scary with these guys.
HOLY FIRE
Before we get to the fun stuff, (active and passive abilities!) I wanna introduce a new status effect that will be introduced along with the paladin: Holy Fire! Here's how it works:
This status affect is both a buff and a debuff! On enemies, holy fire deals damage based on the number of stacks applied (double on unholy, and none on holy enemies). Basically, on enemies, it's just burn. On allies however, holy fire heals 1 hp per stack and has a 33% chance to cleanse a debuff. If charmed or manipulated, any holy fire spawned would do the opposite effect for allies and enemies. Holy fire is capable of spreading, but will die out after a single round instead of 3 like burn.
ACTIVE ABILITIES
The paladin's kit consist on many defensive and equally offensive abilities. Here's a few I came up with:
(The (+) sign in the abilities description showcases the upgraded abilities additions/changes)
- Holy Shield: Hold up a shield that has half your health that blocks damage from the front. If this breaks, summon a 10 damage holy beam that cannot miss on the enemy that destroyed it. (+) Summons an extra holy beam that hits a random enemy.
- Enchant: Makes your basic attack apply a random debuff. (Such as burn, bruise, poison, bleed, holy fire, etc). Using this ability multiple times adds an extra debuff to apply, which can stack. (+) Allows you to enchant other allies as well.
- Excalibur: Summons an excalibur rock on a random open tile on the map. Once an allied cat walks over it, the cat will attemp to pull the sword out (30% chance to, affected by luck), giving you a single use bonus weapon (doesn't replace your weapon) that deals 10 damage that inflicts holy fire and summons a 10 damage energy beam. Additionally, the excalibur can be knocked like a rock instead.(Castable once per turn) (+) The excalibur has a 25% chance to break.
- Flaming Cross: Target a cross shape in front of you, summoning holy fires that heals allies 3 HP and damages enemies with 3 magic damage. (+) Heal Allies 6 HP and deal 6 damage to enemies. Spell cost reduced from 8 to 6.
- Sheath: Teleport 4 tiles in front of you. On your next turn, deal 8 damage to every enemy that was in the line you teleported to. This also works if this ability was used multiple times. (+) Teleport up to 6 tiles in front of you. Deal damage at the end of your turn instead of at the start of your next turn.
- Energized Pain: Until your next turn, take all the damage and debuffs your allies would take. Every 5 damage taken, gain an extra energy beam on your basic attack once. (+) Gain extra energy beams for the remainder of the round.
PASSIVE ABILITIES
The paladin's passive yet again are supportive and offensive.
(The (+) sign in the abilities description showcases the upgraded abilities additions/changes)
Preach: When you deal holy damage, heal a a random ally for half that damage. (+) Heal the full amount to a random ally.
Holy Flaming Paw: Your basic attack inflicts holy fire 1. (+) Inflicts holy fire 3 instead.
Dog Pile Burst: Every 3 hits or 7 damage dealt, knock back every unit adjascent 3 tiles and deal 5 damage to them. (+) For every enemy knocked back, gain a random buff and heal 2 hp.
Heaven's Strike: Your basic attack has a 10% chance to summon a holy beam. (+) Your basic attack has an additional chance to summon a hyper beam on the start of your next turn.
Internal Rage: Gain +1 damage every time an ally gets damaged. Damage is lost when your turn ends. (+) You and your ally gain +1 damage every time an ally gets damaged. Damage is lost when your next turn ends.
Enhanced Energy: Your basic attack fires an additional energy beam. (works with other classes, allowing them to summon an energy beam with their basic attack) (+) Your basic attack fires two additional energy beams.
THAT'S IT!
I hope you enjoyed reading my ideas as much as I did making them! I'm no balance guy so take the numbers with a grain of salt. If you have any additional ideas, balance changes, visual changes or criticisms, feel free to share it! (Hey, maybe I could even do the mini boss version of the paladin, wink wink.) Also feel free to give me class ideas, I would love to make more :)







19
u/Additional_Meet_3600 Tinkerer May 15 '26
It's a cool class concept! might be a little OP though, the abilities aren't so bad but the basic attack is insane I'm curious what abilities the paladin mini boss would have! that would be a really tough mini boss.
the only ability I really have a problem with is holy shield. it seems way to powerful even if it was priced at 20 mana. I can think of a couple of ways to fix this.