Paladin (3.5e Class variant)

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Champions of their Deities, Paladins strike out into the world to do one thing--further the cause of their Deific Patrons.

Making a Paladin[edit]

Abilities: Strength and Charisma are the primary driving forces behind a succesful Paladin. Due to their roles is front-line combat, a high

Constitution is also not unheard of. Wisdom, while of lesser importance, will keep a Paladin focused on her goals in battle.

Races: Being a class entirely devoted to a Diety, a Paladin can originate in any race who believes in the existance of god(s).

Alignment: Any; must match chosen Patron God.

Starting Gold: 6d4 x 10 gp (150 gp).

Starting Age:Moderate.

Table: The Paladin

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +1 +2 +0 +0 Patron Diety, Domain 0
2nd +2 +3 +0 +0 Determination +1 1
3rd +3 +3 +1 +1 Weapon Focus 1 0
4th +4 +4 +1 +1 Domain Power 2 1
5th +5 +4 +1 +1 Align Weapon 2 1 0
6th +6/+1 +5 +2 +2 Weapon Specialization 2 2 1
7th +7/+2 +5 +2 +2 Damage Reduction 1/-- 2 2 1 0
8th +8/+3 +6 +2 +2 Domain Power 3 2 2 1
9th +9/+4 +6 +3 +3 3 2 2 1 0
10th +10/+5 +7 +3 +3 Greater Weapon Focus, Damage Reduction 2/-- 3 3 2 2 1
11th +11/+6/+1 +7 +3 +3 Determination +2, Domain 3 3 2 2 1 0
12th +12/+7/+2 +8 +4 +4 Domain Power 3 3 3 2 2 1
13th +13/+8/+3 +8 +4 +4 Damage Reduction 3/-- 3 3 3 2 2 1 0
14th +14/+9/+4 +9 +4 +4 Greater Weapon Specialization 3 3 3 3 2 2 1
15th +15/+10/+5 +9 +5 +5 3 3 3 3 2 2 1 0
16th +16/+11/+6/+1 +10 +5 +5 Domain Power, Damage Reduction 4/-- 3 3 3 3 3 2 2 1
17th +17/+12/+7/+2 +10 +5 +5 Blade of the Diety 3 3 3 3 3 2 2 1 0
18th +18/+13/+8/+3 +11 +6 +6 3 3 3 3 3 2 2 2 1
19th +19/+14/+9/+4 +11 +6 +6 Damage Reduction 5/-- 3 3 3 3 3 3 3 2 1
20th +20/+15/+10/+5 +12 +6 +6 Determination +3, Domain Power 3 3 3 3 3 3 3 2 2

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).

Class Features[edit]

All of the following are class features of the Paladin.

Weapon and Armor Proficiency: A Paladin is proficient with all Simple and Martial Weapons; Light, Medium, and Heavy Armor; as well as with all Sheilds (except Tower Sheilds).

Spells: A Paladin casts divine spells. She may only prepare and cast spells from her chosen domain(s)(see above). Effectively, a Paladin has a class spell list of only nine spells (one per spell level). To prepare or cast a spell, a Paladin must have a Charisma score equal to at least 10 + the spell level. The difficulty class for a saving throw against a Paladin’s spell is 10 + the spell level + the Paldin’s Cha modifier. The Paladin also gets bonus spells based on her Charisma. A Paladin prepares and casts spells as a cleric, except that she cannot spontaneously cast cure or inflict spells.

Patron Diety: A Paladin must choose a Patron Diety at 1st level for which they have chosen to champion the cause of. The diety must either be chosen from any applicable racial dieties available to the Paladin's race, or one a diety from their homeland whose beliefs they believe in without question. A Paladin may not however, champion the cause of a race specific diety other than that of his own race, or one of a culture he is unfamiliar with.

A Paladin is automatically treated as having the specific Weapon Proficiency feat with his diety's preferred weapon if they would otherwise not be.

Domain: At first level, a Paladin chooses one of the Domains available to their chosen Diety. From this point forward, a Paladin treats any spell on that Domains' spell list as his own spell list. I most circumstances, this means a Paladin only has one spell of each spell level available to him/her at any given time. However, if a Paladin should gain access to additional Domains, they may add those Domains spells to their spell list as well.

In addition, A Paladin gains extra benefits in the form of Domain abilities unique to their chosen Domains. See the full description on each Domain under their specific entry.

At 11th level, the Paladin may choose a second Domain from amongst his Patron God's available domains, for this point onward, the Paladin's spell lists included all spells on each Domains' list of spells. He also gains the Domains relevant Domain Power.

Determination (Ex): At 2nd level, a Paladin gains a +1 Competence bonus on Will saves. This bonus increases to +2 at 11th level, and +3 at 20th level. A Paladin loses this benefit if they are suffering from the fatigued or exhausted condition, as well as if they have not rested in the past 24 hours.

Weapon Focus: At 3rd level, A Paladin gains the benefits of the Weapon Focus feat with his diety's favored weapon. If the Paladin already has the Weapon Focus feat with that weapon, he may instead select any other feat for which he meets the prerequisites.

Domain Power: At 4th level, and again at 7th, 10th, 13th, 16th, and 19th level, a Paladin gains one additional use of his Domain(s) special power(s). In cases where the Domain power is either an unlimited use, a passive effect, or a bonus feat, the Paladin may instead choose any Bonus Feat for which he meets the prerequisites.

Aligned Weapon (Su): Beginning at 5th level, any weapon wielded by a Paladin is treated as one aspect of thier Patron Diety's alignment for the purposes of overcoming damage reduction. A paladin may only choose an alignment on the law/chaos or good/evil scale, neutral in not available. If their diety is true neutral, they may choose a single extreme.

If a Paladin wished to re-align his weapon to a different extreme of the axis, he may spend a full-round action focusing and, at the beginning of his next turn, the weapon will change alignment aspects.

Weapon Specialization: At 6th level, a Paladin gains the Weapon Specialization feat for their Diety's favored weapon. In addition, from this level forward, a Paladin qualifies for Fighter bonus feats as a Fighter of his Paladin level minus 2. (i.e. a Paladin of 8th level is treated as a 6th level Fighter for the purposes of Feat prerequisites.)

Damage Reduction (Ex): At 7th level, a Paladin gains the ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the Paladin takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three Paladin levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Greater Weapon Focus: At 10th level, a Paladin gains Greater Weapon Focus is their diety's favored weapon.

Greater Weapon Specialization: At 14th level, a Paladin gains Greater Weapon Specialization in their Diety's favored weapon.

Blade of the Diety (Sp): At 17th level, a Paladin gains the ability to channel great power directly from his Patron Diety into his weapon. This ability resembles a Holy Sword spell, however the alignment of the weapon enhancement matches one of the diety alignments chosen at the time this ability is used. Once chosen it cannot be changed, except through another use of the ability.

If the diety's favored weapon is a double weapon, the enhancement affect both sides of the weapon, but the duration of the spell is halved (rounded down). A Paladin may use this ability a number of times per day equal to their Charisma modifier.

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