[Base] d20 Paladin Class Variant
These materials represent the Incarna i20™ approach based on d20 use.
All characters should have a story
for the important elements of their composition.
Paladins are the individual [holy] warriors of the faith dedicated to a Divine Principle – they choose this upon assuming the class. As long as they remain in Good Standing with their patron, they are empowered with mystic powers and a purpose (related to their oath) that gives them crystal clarity that their actions are righteous. 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. Characters of renown are typically found wielding holy weapons. Unlike a priest, the paladin’s oath and purpose are the narrow focus of their actions – they do not generally play into the politics or bureaucracy of the institutions and followers of their faith. They are subject to the divine Voice of Authority commanded by avatars, priests (Clerics), and even institutional ranks.
Primary Aptitude(s): Divine. Followers generally use Conviction and progress through the States of Grace.
LEVEL-UP: The GM rewards a character a level based on Merit. By default, i20™ assumes by campaign milestone and limited by Experiences using Improvement Limits. Multiclassing follows i20 multi-class parameters in addition to the base requirements. Sanity increases by 1 every 4 character levels.
Paladin Spell Casting: They come from the Mystic Tradition of Inspiration. This class uses Adjuration type castings for determining Casting Constraints.
Changes to the PHB Paladin Class
- Starting Equipment and Money: By campaign setting – DO NOT USE THE ©PLAYERS HANDBOOK.
- The Paladin’s Holy Symbol is a form of Focus Point.
- Paladins (all faith based operations) use Wisdom, not Charisma. All powers based on Charisma also change.
- 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.
- Essence: In order to facilitate the bonds of faith, the Paladin has several points of required Essence use (outside of possible Aptitude).
- Basic Bond: 1 @ 1st level – The character has deep commitment to their faith/deity (Divine Principle) to gain Good Standing in relation to the faith’s tenets.
- Holy Symbol Attunement: 1 @ 1st level – If Paladin is their primary class at the time of Character Inception, their Basic Bond includes this Attunement. Replacement holy symbols only need the Ritual of Attunement, no additional Essence.
- Confirmed Bond: 1 @ 3rd level – When they choose their path (Oath) to reflect their deeper abiding bond.
- Liturgical Participation: If this is their primary class at the time of Character Inception, they gain Lore: [Characters’ Faith] +1
- The Paladin’s Holy Symbol is a form of Focus Point. They are provided one as part of their induction into the faith.
- Tasha’s Cauldron: Fighting Style Options, Martial Versatility (Optional Features); Paths – Oath of Glory
- Paladins always start off with better armor (Medium Armor) than normal starting characters (Light Armor).
- 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).
- 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.
- 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.