Chrono Paladin (3.5e Class)

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Chrono Paladin[edit]

Making a Chrono Paladin[edit]

Abilities: The Chrono Paladin focus mainly on their immense wisdom,and unmatched strength.

Races: Chrono Paladin Suits Humans perfectly, although it is not uncommon for Elves to undergo training as one.

Alignment: Any Non-Evil.

Starting Gold: starting gold; 2d6×10 gp (70 gp).

Starting Age: Simple.

Table: The Chrono Paladin

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st 1 2 1 2 Bound Chrono Armament, Chrono Sense, Power Attack
2nd 2 3 2 3 Chrono Armament, Toughness OR +1 Ability Score
3rd 3 4 3 3 Chrono Blast, Endurance
4th 4 3 3 4 Chrono Engravement, Cleave
5th 5 4 3 4 Die Hard, Dual Armament
6th 5 4 4 5 Chrono Prediction
7th 5/1 5 4 5 Chrono Plane
8th 5/1 6 5 5 Chrono Damocles
9th 5/2 6 5 6 Chrono Failnaught, Toughness OR +1 Ability Score
10th 5/2 6 5 7 Chrono Illusion, Chrono Aegis
11th 5/3 7 5 7 Improved Critical (Chrono Armament)
12th 5/3/1 7 6 7 Chrono Concealment, Toughness
13th 6/4/2 7 6 7 Dodge, +1 Ability Score
14th 7/4/2/1 7 6 7 Chrono Light
15th 7/4/2/1 7 7 7 Chrono Temperment
16th 8/4/2/1 8 7 7 Chrono Enlightenment, +3 Any Ability Scores
17th 8/4/2/1 8 7 10 Chrono Form, Chrono Discord
18th 8/4/2/1 9 8 10 Chrono Entropy
19th 8/4/2/1 10 8 10 Chrono Chaos
20th 10/6/4/3 12 8 12 Chrono Serenity

Class Skills (6 + Int modifier per level, ×6 at 1st level)
Climb (Str), Concentration (Con), Craft (Int) Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (History) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str).

Class Features[edit]

All of the following are class features of the Chrono Paladin.

Weapon and Armor Proficiency: The Chrono Paladin is proficient with All Armors, as well as all Simple and Martial weapons, Longbow.


Bound Chrono Armament: The Chrono Paladin Begins with a Chrono Armament that can not be touched or destroyed by any outside force. The Bound Chrono Armament Levels up with the character wielding it. The Armament gains an extra d4/level of damage. At level 5, it gains an extra hit die/wis modifier. Level 10, it allows the wielder to move as if Hasted whenever the weapon is drawn. Level 15, its critical threat range becomes double. Level 20, the weapon ascends, and all damage properties on it become double.


Chrono Sense: Starting at level 1, the Chrono Paladin gains a distorted sense of time, Causing them to never age, including magical aging.


Power Attack: Starting at level 1, the Chrono Paladin is able to perform Power Attack, ignoring it's prerequisites


Chrono Armament: At level 2, any weapon the Chrono Paladin touches becomes a Chrono armament, on top of their starting Chrono Armament and is regenerated upon its destruction, as long as it is linked with them.


Toughness: At Level 2 and 9, the Chrono Paladin may choose to take on the Feat Toughness or sacrifice it to put a +1 in any one ability score. at level 12, the character gains the feat.


Chrono Blast: At level 3, the Chrono Paladin gains the effects of Chrono Blast. Using a Chrono Armament, they may Perform a STR check (DC:15) if successful it doubles the weapons damage, and deals it to all enemies in front of them (5ft/lv)


Endurance: At level 3, the Chrono Paladin gains the effects of Endurance ignoring it's prerequisites.


Chrono Engravement: At level 4, the Chrono Paladin can Impale his main Chrono Armament into the Ground, creating a Rune (3ft radius/lv) that Slows all enemies movements to half speed, giving them a -10 on all their rolls for 1d4 round/lv. the rune Vanishes as soon as the blade is removed.


Cleave: At level 4, the Chrono Paladin can use Cleave ignoring it's prerequisites.


Die Hard: At level 5, the Chrono Paladin Gains Diehard ignoring it's prerequisites.


Dual Armaments: At level 5, the Chrono Paladins Bound Armament Awakens, and becomes Twin Blades that can combine into one. The user takes no penalties for dual wielding the Dual Armaments, and Gains a +3 to attack and damage rolls while the Twin Blades are combined.


Chrono Prediction: At level 6, the Chrono Paladin gains the ability to change the outcome of one Minor situation, once per week.


Chrono Plane: At level 7, the Chrono Paladin can summon a portal to a miniature Chronos Plane at will, where they can store goods, and summon them from it.


Chrono Damacoles: At level 8, once per day, the Chrono Paladin can summon a giant blade, dropping it on Nearby foes (5ft/lv), dealing 1d12/lv to all characters within the range.


Chrono Failnaught: At level 9, once per day, the Chrono Paladin can summon forth a bow that never misses it's target within 200 feet, Dealing 2d12/level to it's target.


Chrono Illusion: At level 10, the Chrono Paladin can create a vivid Illusion, Fooling all enemies who fail a will save of 10+ the users will+ half the users character level.

Chrono Aegis: At level 10, the Chrono Paladin gains the ability to summon an enormous shield granting complete protection to him and all allies within 15 feet from all forms of damage for 1d4 rounds, 1/week.

Improved Critical (Chrono Armament): At level 11, the Chrono Paladin Gains Improved Critical on any Chrono Armament.


Chrono Concealment: At level 12, the Chrono Paladin can target one enemy when rolling initiative. One Willing character Gains perfect Concealment from the enemy for 1 round/lv of the Chrono Paladin.


Dodge: At level 13, the Chrono Paladin gains the Feat Dodge, ignoring it's prerequisites.


Chrono Light: At level 14, the Chrono Paladin begins to give off an eerie glow, which can be hidden at will. When seen by Evil Characters, they lose one round of action, and a -2 when rolling initiative.


Chrono Temperment: At level 15, the Chrono Paladin becomes Immune to Fear, and Fear like effects, Giving allies within 10 feet a +2 bonus on Saving throws involving Fear.


Chrono Enlightenment: At level 16, the Chrono Paladin can Use his Wis modifier in place of any other modifier.


Chrono Form: At level 17, the Chrono Paladin can take on a pair of adamantine Wings with a giant clock in the center, giving them Perfect Flight (180 ft speed) for 1 round/Wis mod.


Chrono Discord: At level 17, the Chrono Paladin gains the ability to trick enemies into thinking their allies are their target for 1 round/will. (saving throw DC: 10+½ the users level+users Will) 1/week per level.


Chrono Entropy: At level 18, the Chrono Paladin can warp himself and others up to his level to an alternate plane, where all characters except the Chrono Paladin take a -5 Terrain penalty to all of their rolls.


Chrono Chaos: At level 19, the Chrono Paladin can Cease the Existance of one creature (HD 8 or lower) once a week. (DC 10+ 10+½ the users level+users Will)


Chrono Serenity: At level 20, the Chrono Paladin can choose to halve their current hp, to Summon a Chrono Squire with the same Half the paid hp, sharing the same attack stats and will saves as the summoner.

Ex-Chrono Paladins[edit]

If the Chrono Paladin Breaks their Alignment Boundaries, the power of Time Consumes them and they immediately Cease to exist.

Epic Chrono Paladin[edit]

Table: The Epic Chrono Paladin

Hit Die: d12

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic Chrono Paladin Bonus Feat List: <-list of bonus epic feats->.

Human Chrono Paladin Starting Package[edit]

Weapons: Longsword.


Feat: Toughness.


Gear: Breastplate.

Gold: 200.



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