Author Topic: [Aura] Base Class - Paladin  (Read 709 times)


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[Aura] Base Class - Paladin
« on: June 22, 2017, 08:33:18 PM »
Paladin base class
A re-envisioning of the original paladin with some fancy new aura features. Many of the class's auras draw conceptually from the Diablo 2 paladin.

Paladin auras are more personal than those of other projectors. The paladin's faith and conviction powers her auras, and while a strong faith can be inspiring to others, the greatest heroics are inspired within the one with the faith itself. The effective radius for most auras is 1/6th the normal radius, rounded up to the nearest multiple of 5 feet. In exchange, paladin auras grant greater benefits to the projector herself, as noted under the "Personal" entry of the aura. A paladin still benefits from the normal benefits of her auras, although the normal and personal benefits of a given aura do not stack; where they both apply to the same statistic or otherwise provide similar benefits, only the strongest applies.

Alignment: Any good

Hit Die: d10

Table: The Paladin






Auras Known

Spells Per Day
1+1+2+0+2Aura of Good, Detect Evil, Minor Aura, Smite Evil 1/day2--2------------
2+2+3+0+3Lay on Hands3--30----------
3+3+3+1+3Divine Aura +1, Divine Health3231----------
4+4+4+1+4Turn Undead42320--------
5+5+4+1+4Smite Evil 2/day, Special Mount43331--------
6+6/+1+5+2+5Multismite (2 spells), Remove Disease 1/week43332--------
7+7/+2+5+2+5Dilate Aura (90 feet/15 feet)533320------
8+8/+3+6+2+6Divine Aura +2533331------
9+9/+4+6+3+6Mettle of Fortitude, Remove Disease 2/week633332------
10+10/+5+7+3+7Smite Evil 3/day6433320----
11+11/+6/+1+7+3+7Multismite (3 spells)6433331----
12+12/+7/+2+8+4+8Dilate Aura (120 feet/20 feet), Remove Disease 3/week, Share Personal Aura7433332----
13+13/+8/+3+8+4+8Divine Aura +374333320--
14+14/+9/+4+9+4+9Mettle of Will84433331--
15+15/+10/+5+9+5+9Remove Disease 4/week, Smite Evil 4/day85443332--
16+16/+11/+6/+1+10+5+10Multismite (4 spells)854443320
17+17/+12/+7/+2+10+5+10Dilate Aura (150 feet/25 feet)954444331
18+18/+13/+8/+3+11+6+11Divine Aura +4, Remove Disease 5/week954444432
20+20/+15/+10/+5+12+6+12Champion of Good, Smite Evil 5/day1064444444

Class skills (4 + Int modifier per level): Concentration, Craft, Diplomacy, Gather Information, Handle Animal, Heal, Intimidate, Jump, Knowledge (all skills, taken individually), Perform, Profession, Ride, Sense Motive, Spellcraft, and Swim.

Weapon and Armor Proficiency: As a paladin, you are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Good (Ex): The power of your aura of good (see the detect good spell) is equal to your paladin level.

Auras (Su): As a paladin, your faith and conviction power your auras. You can learn to produce different effects, or auras, over the course of your career. You may project one minor aura and (starting at 3rd level) one divine aura at a time. If you possess the ability to project auras from multiple sources, the number of auras of any given type that you can project at once does not stack. For instance, a dragon shaman 2/paladin 3 would be able to project both a divine aura and a draconic aura at the same time, but only a single minor aura.

Activating an aura is a swift action. The aura remains in effect until you use a free action to dismiss it or you activate another aura of the same kind (divine or minor). You can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before you take your first turn.

As a paladin, activating an aura is a purely mental action. Unless otherwise noted, your auras affect all allies within 60 feet (including yourself) with line of effect to you. An ally must have an Intelligence score to gain the bonus (mindless creatures cannot benefit from your auras). Your aura is dismissed if you become unconscious or are slain, but otherwise it remains in effect even if you are incapable of acting.

Some auras affect your enemies instead of, or in addition to, your allies. Unless otherwise stated, the save DC of your aura is equal to 10 + 1/2 your class level + your Charisma modifier.

Except where otherwise noted, all modifiers granted by your auras are morale bonuses (or penalties) with a magnitude equal to your aura bonus (bonuses add your aura bonus, penalties subtract it). These morale bonuses and penalties still affect targets immune to mind-affecting effects that are otherwise subject to your aura.

Minor Aura: A minor aura grants allies a bonus to certain rolls equal to your minor aura bonus. Your minor aura bonus is equal to your Charisma modifier (minimum +1). You begin play knowing two minor auras of your choice. As your paladin level increases, you gain access to new auras, as indicated on the table above.

Divine Auras: Beginning at 3rd level, you can project a divine aura in addition to your minor aura. A divine aura grants allies bonuses or harms enemies. The magnitude of the bonus granted by your divine auras is initially +1, and it improves by 1 at 8th level and every 5 levels thereafter. You learn two divine auras of your choice at 3rd level. As your paladin level increases, you gain access to new auras, as indicated on the table above.

Faith powers your divine auras, and while a strong faith may inspire others to better themselves, the greatest changes are in the faithful individual himself. Most divine auras have a personal effect. This personal effect applies to you and only you while you project the aura. You, alongside your allies, still benefit from the normal effects of the aura, but the full effects of the aura are reserved for you and you alone. Where an aura grants the same or similar bonuses for both its normal effect and its personal effect, they do not stack; only the strongest applies to you.

As the powers of your auras are focused more heavily into you, they cannot as easily affect your allies. All divine auras with a personal effect have a reduced area of effect. Such auras have only one sixth the normal radius, rounded up to the nearest multiple of 5 feet. Thus, their effective base radius is only 10 feet, and increasing by 5 feet each time your Dilate Aura ability would normally increase your aura radius by 30 feet. Divine auras with no specific additional personal effect and auras of other types still use your full normal aura radius.

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Detect Evil (Sp): At will, you can use detect evil, as the spell.

Smite Evil (Su): Once per day, you may attempt to smite evil with one normal melee attack. You add your Charisma bonus (if any) to your attack roll and deal 1 extra point of damage per paladin level. If you accidentally smite a creature that is not evil, the smite has no effect, but the ability is still used up for that day. At 5th level, and at every five levels thereafter, you may smite evil one additional time per day, as indicated on the table above, to a maximum of five times per day at 20th level.

Spells: As a paladin, you gain the ability to cast a small number of divine spells, which are drawn from the paladin spell list. You must choose and prepare your spells in advance.

To prepare or cast a spell, you must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Wisdom modifier.

Like other spellcasters, you can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on the table above. In addition, you receive bonus spells per day if you have a high Wisdom score. When the table above indicates that you get 0 spells per day of a given spell level, you gain only the bonus spells you would be entitled to based on your Wisdom score for that spell level.

You prepare and cast spells the way a cleric does, though you cannot lose a prepared spell to spontaneously cast a cure spell in its place. You may prepare and cast any spell on the paladin spell list, provided that you can cast spells of that level, but you must choose which spells to prepare during your daily meditation.

Lay on Hands (Su): Beginning at 2nd level, you can heal wounds (your own or those of others) by touch. Each day you can heal a total number of hit points of damage equal to your paladin level × your Charisma bonus (minimum +1). You may choose to divide your healing among multiple recipients, and you don’t have to use it all at once. Using this ability is a standard action.

Alternatively, you can use any or all of this healing power to deal damage to undead creatures. Using this ability in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. You decide how many of your daily allotment of points to use as damage after successfully touching an undead creature.

Divine Health (Ex): At 3rd level, you gain immunity to all diseases, including supernatural and magical diseases.

Turn Undead (Su): When you reach 4th level, you gain the supernatural ability to turn undead. You may use this ability a number of times per day equal to 3 + your Charisma modifier (minimum 1/day). You turn undead as a cleric of your level would.

Special Mount (Sp): Upon reaching 5th level, you gain the service of an unusually intelligent, strong, and loyal steed to serve you in your crusade against evil. This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).

Once per day, as a full-round action, you may magically call your mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third your level. The mount immediately appears adjacent to you and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is called, though you may release a particular mount from service.

Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.

Should your mount die, it immediately disappears, leaving behind any equipment it was carrying. You may not summon another mount for thirty days or until you gain you level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, you take a -1 penalty on attack and weapon damage rolls.

Multismite (Ex): Beginning at 6th level, you learn to channel even more power into a single smite attack. You can cast multiple personal smite spells (spells that target your own smite attack) as part of the same action. The casting time becomes equal to the longest casting time of all such spells, and all spells cast must target the same smite attack. If one or more of the spells would provoke an attack of opportunity, you only provoke a single attack of opportunity for this action. The total spell level of the spells you cast this way cannot exceed 1/3 your paladin level. A 0-level spell is considered to have a spell level of 1/2 for the purpose of this calculation.

Starting at 6th level, you can cast up to two spells at once this way. This improves to three spells at 11th level and four spells at 16th level.

Remove Disease (Sp): At 6th level, you can produce a remove disease effect, as the spell, once per week. You can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).

Dilate Aura (Ex): Starting at 7th level, the range of your auras increases by 30 feet (to a total of 90 feet). Their range increases by 30 feet again at each of 12th and 17th level. As the range of most of your divine auras is only 1/6th the normal range, their range effectively only increases by 5 feet at each of these levels.

Mettle of Fortitude (Ex): Starting at 9th level, your faith fortifies your body. Whenever you make a successful Fortitude saving throw against an effect that would normally have a lesser effect on a successful save, you may choose to instead completely negate the effect. If you also possess the mettle of will ability, the two abilities together also count as the mettle ability for the purposes of meeting prerequisites and other options.

Share Personal Aura (Ex): Beginning at 12th level, adjacent allies also gain the personal benefits of the divine aura you project. If you have the ability to project multiple divine auras, you must choose which one aura to share each time you change which divine auras you are projecting.

Mettle of Will (Ex): Starting at 14th level, your faith fortifies your mind. Whenever you make a successful Will saving throw against an effect that would normally have a lesser effect on a successful save, you may choose to instead completely negate the effect. If you also possess the mettle of fortitude ability, the two abilities together also count as the mettle ability for the purposes of meeting prerequisites and other options.

Champion of Good (Ex): Beginning at 20th level, you become one with the concept and power of good. You gain the half-celestial template, even if you would not normally be eligible, and with no level adjustment or challenge rating modification.

Further, your alignment can never unwillingly be changed from good. Effects that would alter your alignment away from good fail to do so. Such effects may still alter your alignment on the lawful to chaotic axis. You cannot be charmed or compelled to commit evil acts, and you automatically recognize any sort of trickery or illusion, be they mundane, magical, or otherwise, intended to convince you to commit an evil act. These protections are effective even against epic-, deity-, or artifact-level effects.

Code of Conduct: A paladin must be of good alignment and loses all class abilities if she ever willingly and intentionally commits an evil act.

Additionally, a paladin’s code requires that she act with honor, help those in need (provided they do not use the help for evil ends or other purposes opposed to the paladin's ideals), and punish those who harm or threaten innocents. What acting with honor means exactly varies from paladin to paladin. For lawful paladins, it frequently involves some variation of not lying, not cheating, not using poison, and so forth. Acting with honor instead might mean holding oneself to higher standards of helping the powerless and downtrodden, holding to one's ideals regardless of social custom, and so forth for chaotic paladins.

Ex-Paladins: A paladin who ceases to be good, who willfully commits an evil act, or who grossly violates her code of conduct loses all paladin spells and class features (including the service of the paladin’s mount, but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.

Paladin Spell List
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The Paladin’s Special Mount
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Alternative Special Mounts
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Alternative Class Features
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Change Log
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« Last Edit: June 27, 2017, 01:34:05 AM by Garryl »
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