Alternate Paladin - Official Release! (Patreon)
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Hey all, today I’m excited to bring you the public release of the ALTERNATE PALADIN!
For those unfamiliar with my Alternate Classes, the goal is for the mechanics of the class to better match the fantasy (ie: expectations vs. reality of play), and bring the classes of 5e into better balance with each other. The goal for the Paladin has been no different!
Unlike a lot of the other classes I’ve worked on, the Paladin is pretty well balanced all things considered. With this Alternate version I’ve just smoothed off some of the rough edges (your Oath coming at 3rd level but also being the source of your Paladin power, etc).
As this is v1.0 I’m very interested in your feedback!
~laserllama
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ALTERNATE PALADIN BREAKDOWN
Fighting Styles:
The Paladin is a warrior and should get abilities to reflect that at 1st level. Fighters get Fighting Styles and Barbarians, Monks, and Rogues get Rage, Marital Arts, and Sneak Attack (respectively) which are basically hyper-specific Fighting Styles. The Paladin (and eventually Ranger) should get this benefit as well.
I’ve also included a few of my own original Fighting Styles here, and my own buffs, improvements, and tweaks to some of the existing Fighting Styles.
Sacred Oath:
The source of your power as a Paladin should be the first thing you get!
All Sacred Oaths now come with Sacred Tenets that you must abide by or risk breaking your Oath. I know that some people will not like this, but in my opinion the whole point of playing a Paladin is living by a code (whatever that may be).
To break a Tenet you must do so knowingly (ie: no trickery with illusions to get you to kill an innocent) and willingly (you can’t break your Oath while charmed, etc). As one uncle who perpetually gets murdered says “with great power comes great responsibility.
Spellcasting:
The Paladin is now a “Spells Known” spellcaster. To me, it never made sense that the Ranger (the Boy Scout of D&D) was “Spells Known” and the Paladin (the religious fanatic) was “Spells Prepared”. I realize this is a nerf, but I’ve significantly buffed many of the Paladins spells to help you out (see Paladin Spells further down).
Divine Smite:
Now actually scales up to your 5th-level spell slots. Benefits against certain creatures have been moved into the Sacred Oath specific Smites.
Harness Oath:
NEW feature to pseudo-replace Channel Divinity. This ability is fuel for your wondrous Oath-specific abilities. Each Sacred Oath starts out with two: a normal feature and an Oath-specific Divine Smite enhancement.
Divine Sense:
To me, this never made thematic sense at 1st level. So I moved it back to 5th level (when you’ll actually be fighting extraplanar creatures) and buffed it.
Aura of Protection:
~BRACE FOR IMPACT~ This no longer adds your Charisma modifier to everyone’s saving throws (gasp!). This ability was a very power outlier in a game that has “bonded accuracy” at its core. It has been reigned in, but it now scales more gradually, and more features build on its as a base.
Divine Health:
Moved back to 9th level and buffed significantly.
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SACRED OATH BREAKDOWN
Every Sacred Oath now gets a set of three Tenets, a flavorful 1st-level feature to make you feel like a Paladin of your specific Oath, two signature uses for Harness Oath, and improvement to Aura of Protection, and an Avatar Form at 20th level.
Ancients:
The guardian of nature gains new life with more thematic features! They are now a *true* champion of the elder wilderness, and also the most tanky of Paladin options!
Devotion:
The class white knight Paladin option! Lay of Hands migrated here, and at 20th level you transform into an angel of righteousness (you can fly)!
Vengeance:
Swear your Oath against your Sworn Foe! You gain bonuses against that Foe, but you can still mark others for vengeance with Vow of Enmity!
The Oathless:
An option for deadbeat Paladins that haven’t gone full Blackguard.
Righteous Fist (Patron Exclusive):
Channel your Oath through your fists with this divine fusion of the Monk and Paladin!
Find the Sacred Oath here!
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PALADIN SPELL BREAKDOWN
Smites:
Now have a casting time of “of hit” so they can be used just like Divine Smite
Purify:
A new spell that is a fusion of Detect Poison/Disease, Purify Food/Drink, Lesser Restoration.
Locate / Find Steed:
Merged versions of locate object/creature and find steed/greater steed respectively.
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CHANGE LOG: Official Paladin -> Alternate Paladin v1.0.0
BASE PALADIN CLASS
- Fighting Style // Moved down to 1st level. You can now change your Fighting Style when you gain a Paladin level (cannibalized TCoE Martial Versatility).
- Fighting Style // NEW // Added a few new options of my own - Classical Swordplay, Mounted Warrior, Shield Warrior, Strongbow, and Versatile Fighting.
- Fighting Style // Blind Warrior // Renamed (Blind Fighting). Now scales with your PB.
- Fighting Style // Defensive Fighting // Renamed (Defense). Also works with shields!
- Fighting Style // Great Weapon Fighting // Now grants a damage floor.
- Fighting Style // Protector // Merged Interception/Protection. Now a reaction on hit.
- Sacred Oath // Moved down to 1st level - your Oath is what makes you a Paladin!
- Sacred Oath // Sacred Tenets // Now includes guidelines for violating/breaking your Oath, how to make reparations, and what happens to fallen Paladins.
- Lay on Hands // Removed from base class (see Oath of Devotion).
- Divine Sense // Moved back to 5th level.
- Spellcasting // Paladin is now “Spells Known”. But many Paladin spells have been combined and buffed. See specific spells at the end of the change log.
- Spellcasting // Oath Spells // Now always known (instead of always prepared).
- Divine Smite // Now scales all the way up to your 5th-level spell slots (6d8). Removed abilities against fiends/undead (these are now part of your Sacred Oath).
- Harness Oath // NEW 3rd level feature.
- Channel Divinity // CUT (some of them are repurposed into subclass features).
- Harness Divine Power // CUT (not needed with Harness Oath).
- Divine Health // Moved back to 9th level.
- Ability Score Increase // You keep these if you break your Oath.
- Divine Sense // Now lasts for 10 minutes! Also senses Elementals and Fey creatures.
- Extra Attack // You keep this if you break your Oath.
- Aura of Protection // Now grants creatures in range proficiency in all saves (instead of adding your Charisma bonus). Now scales in 5-foot increments as you gain levels.
- Divine Health // Grants resistance to poison and immunity to the Poisoned condition.
- Aura of Courage // Scales with Aura of Protection, suspends frightened effects.
- Purifying Touch // Renamed (Cleansing Touch). 1/rest but fueled by Harness Oath.
SACRED OATHS
- All // Tenets // Consolidated down to three Tenets for each Oath.
- Ancients // Emissary of the Wilds // NEW thematic 1st level feature.
- Ancients // Oath Spells // Updated!
- Ancients // Verdant Smite // NEW custom Smite based on “Nature’s Wrath”.
- Ancients // Elder Shield // NEW feature. Scales with Aura of Warding.
- Ancients // Avatar of the Ancients // Renamed (Elder Champion). Cut bonus action spellcasting. At will Elder Shield. Aura of Protection becomes difficult terrain.
- Devotion // Lay on Hands // Moved here from the base class.
- Devotion // Oath Spells // Updated!
- Devotion // Righteous Smite // New custom Divine Smite enhancement!
- Devotion // Aura of Devotion // suspends charm effects.
- Devotion // Avatar of Devotion // Reworked. Grants flight speed. Light you emit is sunlight, but it doesn’t deal automatic damage. Sacred Weapons at-will.
- Vengeance // Sworn Foe // NEW 1st level feature!
- Vengeance // Oath Spells // Updated!
- Vengeance // Vow of Enmity // Debuffs Sworn Foes when used against them.
- Vengeance // Vengeful Smite // NEW custom Smite based on “Abjure Enemy”.
- Vengeance // Aura of Vengeance // NEW 7th level Aura of Protection buff.
- Vengeance // Relentless Avenger // Moved back to 15th level. Now reaction based.
- Vengeance // Avatar of Vengeance // Renamed (Avenging Angel) and reworked.
- Oathless // NEW “Sacred Oath” option!
Alt Paladin Spells
- Smite Spells // All // Casting time is “on hit” with a melee attack. Fixed/added scaling. They all have subsets of creatures that have disadvantage on their saving throws.
- 1st // NEW // Bane, Cure Wounds,
- 1st // Divine Favor // Can now be upcast to target more weapons.
- 1st // Ethereal Anchor // NEW spell.
- 2nd // Find Steed // Reworked how Steed works in combat. Upcast for Greater Steed.
- 2nd // Locate // NEW spell (merged Locate Object / Locate Creature).
- 2nd // Purify // NEW spell (merged Detect Poison/Disease, Purify Food/Drink, Lesser Restoration).
- 4th // NEW // Guardian of Faith
- 5th // NEW // Mass Cure Wounds