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Classes

Basic Features

Base Attack: 1

Base Caster: 3/4          Base Manifester: ½

Base Saves: Poor Fortitude / Poor Reflex / Good Will

Hit-Die: D12

Skill Points: 4 (Administration, Athletics, Combat Awareness, Diplomacy, Sense Motive, Sociology)

Weapon Proficiency: Martial

Weapon Group Training: Any 4

Combat Proficiency: Disarm, Push, Sunder

Armor Proficiency: Light, Medium, Heavy, Basic, & Great

Initiative: Dex

Key Attribute Score: Wisdom

Paladin Spell List

Paladin Spells

Level Progression

........................................ Fort Ref Will ................................. Fort Ref Will
01 Divine Health, Essence Pool, Essence Power, Sense Opposition +0 +0 +2 11 Essence Power, Improved Aligned Strike +3 +3 +7
02 Divine Grace, Essence Power +0 +0 +3 12 Rebuke Unclean 2/day +4 +4 +8
03 Battle Aura, Mettle +1 +1 +3 13 Rapid Essence +4 +4 +8
04 Aligned Strike, Essence Power +1 +1 +4 14 Greater Essence 2/day +4 +4 +9
05  +1 +1 +4 15 Rebuke Unclean 3/day +5 +5 +9
06 Improved Mettle +2 +2 +5 16 Essence Power, Resist Drain 2 +5 +5 +10
07 Essence Power +2 +2 +5 17  +5 +5 +10
08 Resist Drain 1 +2 +2 +6 18 Greater Essence 3/day, Rebuke Unclean 4/day +6 +6 +11
09 Rebuke Unclean 1/day +3 +3 +6 19 Greater Aligned Strike +6 +6 +11
10 Greater Essence 1/day +3 +3 +7 20 DR 5/(not of opposed alignment) +6 +6 +12

Spell Progression

The Paladin prepares a small selection of spells from their class list. At CL2, they select a time of day based on their devotions; they must spend 10 minutes in prayer at that time to refill used slots.

Lv 0th circle 1st circle 2nd circle 3rd circle 4th circle
2 1 n/a n/a

n/a

n/a
3 1 n/a n/a n/a n/a
4 1 n/a n/a n/a n/a
5 2 1 n/a n/a n/a
6 2 1 n/a n/a n/a
7 2 1 n/a n/a n/a
8 3 2 1 n/a n/a
9 3 2 1 n/a n/a
10 3 2 1 n/a n/a
11 4 3 2 1 n/a
12 4 3 2 1 n/a
13 4 3 2 1 n/a
14 5 4 3 2 1
15 5 4 3 2 1
16 5 4 3 2 1
17 6 5 4 3 2
18 6 5 4 3 2
19 6 5 4 3 2
20 7 6 5 4 3


Class Features

Divine Health (Ex):

The Paladin has advantage on saves against afflictions.

Essence Pool (Su):

The Paladin has a number of class features which are powered by divine essence; they select one from below at each level they gain an Essence Power. Each of these abilities requires expending 1 essence as an immediate action. The Paladin has a daily essence pool equal to (CL+Cha), which refreshes at any time they could pray for spells (but no more than once each day). If they gain essence from another class, they have daily essence equal to the combined CL + Cha.

Cure Affliction: The Paladin grants a touched creature a special Fortitude save to end 1 disease they have. Starting at CL6, the save gains a divine bonus equal to Cha. Starting at CL12, the Paladin can similarly end a poison. Starting at CL18, the Paladin can grant a Will to end a non-permanent curse.

Defy Fate: The Paladin grants a touched creature a reroll on a failed save. Starting at CL15, the reroll has advantage.

Energy Lash: The Paladin fires a 10sq ray, choosing positive or negative energy. A Negative creature struck by a positive ray takes damage equal to the Paladin's Lash dice, & is staggered 1 round if it fails Will (DC 10+½CL+Cha). A Negative creature struck by a negative ray is healed an amount equal to the Paladin's Lash dice, & is hasted 1 round. A Positive creature receives opposite effects from the rays. The Lash is 1d10 at CL1, & increases by 1d10 for every 5 CL.

Lay on Hands: The Paladin rolls Lay on Hands dice to heal a touched target that amount (if the creature is of an alignment opposed to the Paladin, the dice are minimized); the healing is 1d4 at CL1, & increases by 1d4 for every 5 CL.

Smite: During a successful weapon attack, the Paladin adds Smite dice to the damage (if the creature hit is not of an alignment opposed to the Paladin, the dice are minimized); the damage is 1d6 at CL1, & increases by 1d6 for every 3 CL.

Unmask Vulnerability: The Paladin touches a creature, which takes a -1 penalty to defense & saving throws for 1 round. Starting at CL10, the penalty lasts an additional round. Starting at CL20, the penalty increases to -3.

Sense Opposition (Ex):

The Paladin may Concentrate to Spot opposed alignment auras within CLsq; the DC varies by aura magnitude: faint(20), moderate(10), strong(5), overwhelming(0). The Paladin detects the presence of each aura whose DC they match; if the Paladin exceeds a DC by 10, they pinpoint the location of the aura. If the aura detected is twice as strong as the Paladin's, & is of the overwhelming category, the Paladin must make a Will save (DC based on the aura magnitude) or be stunned for 1 round. If the Paladin maintains physical contact with a creature or object for a full round they may make an additional Spot check with a bonus equal to ½CL; succeeding on this check reveals the creature or object's matching or opposed alignment components.

Aura Magnitude:

Source (HD or {L})

Faint

Moderate

Strong

Over-whelming

Creature

<11

11-25

26-50

>50

Undead

<3

3-8

9-20

>20

Outsider or Paladin

1

2-4

5-10

>10

Item or effect

<3

3-8

9-20

>20

Will DC 5 10 15 20

Divine Grace (Su):

The Paladin adds a divine bonus equal to Cha (maximum of CL) to saving throws & initiative checks.

Battle Aura (Su):

The Paladin selects an aura to emit within 2sq, affecting creatures that are aware of the Paladin.

Devotion: allies add 1 to healing they receive from effects.

Dismay: enemies take a -2 penalty on skill checks & weapon damage.

Preparation: allies gain a +2 bonus to Initiative.

Resolve: allies gain a +4 bonus on saves against [Fear].

Ruin: enemies take a -1 penalty to defense.

Supremacy: enemies take a -1 penalty on saves.

Volition: allies gain a +4 bonus against [Compulsion].

Mettle (Ex):

The Paladin receives a special Fortitude save for ½ against any effect dealing attribute burn, attribute damage, or applying an attribute penalty.

Improved Mettle: The Paladin also receives a special Fortitude save to ½ the duration of an effect that bestows a non-beneficial status.

Aligned Strike (Su):

The Paladin's weapon attacks bypass DR as though they had the Paladin's alignment; on any hit, the Paladin may make an additional Spot check to Sense Oppostition, with advantage.

Improved Aligned Strike: When the Paladin hits a creature of an opposed alignment with a weapon attack, they add 1d6 bonus damage, & automatically Sense Opposition.

Greater Aligned Strike: When the Paladin hits a creature of an opposed alignment with a weapon attack, they instead add 2d6 bonus damage.

Resist Drain (Su):

The Paladin reduces each instance of energy drain or attribute drain they would receive from an exterior source by the listed amount.

Rebuke Unclean (Su):

The Paladin emits a pulse that deals 1d10 damage per 2 CL to Outsiders of opposed alignment within 6sq; damaged creatures are dazed for 1 round (Will ½ damage & negate daze DC 10+½CL+Cha).

Greater Essence (Su):

The Paladin may expend a use of Greater Essence as a free action to maximize the dice result for their next Energy Lash, Lay on Hands, or Smite within 1 round.

Rapid Essence (Su):

The Paladin may activate essence abilities as a reaction; when they do, they pay 1 additional essence for each time they have done so since their last turn ended.



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