[Base] d20 Paladin Class Variant

These rules are for compatibility with d20 System as represented in the Basic Rules presented in The ©Players Handbook™.

     ONLY Applicable to the Incarna d20 Variant      

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Paladins are the individual warriors of the faith. They are the martial examples, and the militaristic arm of a faith in fighting its foes. They are not community or follower oriented, like Clerics though they may organize around institutions for logistical support.

Story Emphasis: It is strongly suggested that all characters have some story for the important elements of their characters.

Universal for all classes: Starting Equipment and Money = By campaign setting – DO NOT USE THE ©PLAYERS HANDBOOK.

Primary Aptitude(s): Divine. Followers generally use Conviction and progress through the Get Incarna news via our Facebook site!.

LEVEL-UP: Leveling can be done in-game at any time if progressing in an existing class. It does not grant any spells or count as a Rest of any sort. Spells known must be studied after the knowledge is gained - typically a Long Rest in contemplative reflection and self-testing. Multiclassing follows standard Incarna d20 multi-class parameters.

Magic/Spell Changes

These are critical changes to how magic works - review carefully!By default, all 'spell casting' follows the d20 Empowered Magic rules that provide warranted changes to align with Incarna principles. This includes but is not limited to:

  1. Practice of Magic is divided into Low Arts and High Arts; Low Art (normal spells) ALL use, by default, Verbal, Somatic, and Material elements.
  2. The Arcane Focus or Holy Symbol is a form Focus Point Item and requires Attunement (1 Essence).
  3. Rules that remove the "each round" aspect of most spell saves
  4. This class uses Spell type castings for determining Casting Constraints (in armor/encumbered); Unfettered (from Encumbrance): +1 Spell Attack and Spell Save DC.
  5. Identifying magical Dweomers and Auras (items, places, etc.) - The Identify spell is generally replaced with the Rituals of Knowing and has different outcomes. See Identifying Items.

By default, all ‘spell casting’ follows the Empowered Magic rules that remove the “each round” aspect of most spell saves. They come from the Mystic Tradition of Inspiration. This class uses Adjuration type castings for determining Casting Constraints. With Conviction, this class can use Divine Connexion to call on small intercessions and counters.

Changes to the PHB Paladin Class

  1. The Paladin’s Holy Symbol is a form of
  2. Focus Point.
  3. Paladins (all faith based operations) use Wisdom, not Charisma. All powers based on Charisma also change.
  4. The Oath that a paladin takes depends on the faith they profess and/or the order that they are part of. Often these have all standard options available, but have elite orders and institutions that restrict and augment the options available. These often have additional principles and tenets the character must abide by.
  5. Essence: The Paladin loses 1 Essence at 1st level for the deep ties to their deity Shared Litany (good standing with their faith’s tenets). They lose 1 additional Essence at 3rd level when they choose their path to reflect their deeper abiding bond.
  6. Tasha’s Cauldron: Fighting Style Options, Martial Versatility (Optional Features); Paths – Oath of Glory

Advantages

  1. Paladins always start off with better armor (Medium Armor) than normal starting characters (Light Armor).
  2. Lore: Religion [+2]
  3. Offering: The [greater] holy symbol of an enemy of the faith may be offered up for Divine Aegis (a single use of Shield of Faith).
  4. Aptitude Synergy: Optional; If the character chooses to spend Essence to acquire the aptitude combination.
    • Divine 1 + Kinetic 1:
      • Divine Sense: Per Short Rest (instead of Long Rest).
      • Aura of Protection: The 30′ radius effect is at 9th level.
      • Aura of Courage: The 30′ radius effect is at 9th level.

Disadvantages

  1. Paladins need to follow their guiding principles or lose all spell casting and channel divinity until atoned for. Role playing wise it means they are constantly asking those around them to prove their faith.
    • Single Combat: Should a paladin challenge a foe of their faith to single combat, in the name of their faith, and win, they gain a Divine Blessing (typically one-time use of the Bless spell, Inspiration, or Channel Divinity). Should they refuse such a challenge made to them, they fall under a Bane spell (and cannot gain Divine Blessings) until it can be atoned for. This does not apply if the situation is obvious suicide.