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Dungeons & Dragons 3.

Rebalanced Compendium

V 1.01

Organized by Robert RobbyPants Van Ark

2008 2009

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Contents
Chapter 1: Races 3

Chapter 2: Classes 4

Chapter 3: Skills & Feats 25

Chapter 4: Combat & Rules 32

Chapter 5: Equipment 34

Chapter 6: Magic 36

Acknowledgements
Id like to thank everyone who helped to make this possible, especially Bauglir, Bier,
Bihlbo, Bkdubs123, Chemus, DaveoftheRave, Eldariel, Hallack, InnaBinder, JaronK,
Kuroimaken, McPoyo, Midnight_V, Mister_Sinister, OneWing4ngel, Pfooti, Psychic
Robot, RabidPirateMan, Risada, Runestar, Shadowhowler, SiggyDevil, Sinfire Titan,
SKRP, Soda, Sunic_Flames, Ubernoob, Veekie, VennDygrem, ZanKhellendros,
ZeroSum, and all the other wonderful people at Brilliantgameologists.

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Chapter 1
Races

Favored Classes

Favored class rules no longer apply. There are no experience penalties for
multiclassing.

Races
The changes below are in addition to the races existing traits.

Half-elf
A half-elf gains a humans bonus skill point. At first level, the half elf gains an
extra four skill points and one extra skill point each level thereafter.

Half-Orc
Remove the -2 penalty to Charisma.
Add a +2 racial bonus to Intimidate checks.
Add weapon familiarity. A half-orc can treat a greataxe as a simple weapon
and an Orcish shot-put as a martial weapon.

Hobgoblin
The ability score adjustments are +2 Dexterity,-2 Wisdom (removing the +2
bonus to Constitution).
Add Toughness as a bonus feat.
Add a +1 racial bonus to attack rolls against elves.
Add a +2 racial bonus to Knowledge(History) and Profession(Siege Engineer)
checks.
Reduce level adjustment to +0.

Kobold
Remove the -2 penalty to Constitution.

Orc
Add a +2 racial bonus to Intimidate checks.
Add weapon familiarity. An orc can treat a greataxe as a simple weapon and
an Orcish shot-put as a martial weapon.

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Chapter 2

Classes

Core Classes
Some of the classes presented are full re-writes of the old versions. These classes
will have a new table showing the progression of class abilities. Other classes are
presented as a few minor alterations to the existing class.

Barbarian

Level Special
1 Fast movement, illiteracy, rage 1/encounter, Rage (Temporary Hit
Points)
2 Uncanny dodge
3 Rage (Mettle)
4 Rage (Fear Immune)
5 Improved uncanny dodge
6 Pounce
7 Damage reduction 1/-, Rage (Damage Reduction)
8 Rage (Haste, 1)
9 Temporary Hit Points (x3)
10 Damage reduction 2/-
11 Greater rage
12 Rage (Haste, 2)
13 Damage reduction 3/-
14 Indomitable will
15 Rage (Improved Mettle)
16 Damage reduction 4/-, Rage (Haste, 3)
17 Tireless rage
18 Temporary Hit Points (x3)
19 Damage reduction 5/-
20 Mighty rage, Rage (Haste, continuous)

Rage (Ex): Per the PHB with the following exceptions: the barbarian can use rage
once per encounter instead of per day. Instead of gaining a +4 bonus on
Constitution, the barbarian instead gains a +2 morale bonus on Fortitude saves. To
account for no Constitution increase, rage lasts five rounds + the barbarian's
Constitution modifier.

The morale bonus to fortitude saves increases to +3 at 11th level when the
barbarian gains Greater Rage and to +4 at 20th level when he gains Mighty Rage.

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Rage (Temporary Hit Points) (Ex): While raging, the barbarian gains a number of
temporary hit points equal to double his class level. These temporary hit points
overlap with other temporary hit points and do not stack. For example, a 3rd level
barbarian would gain 6 temporary hit points per round, but the total would never
increase above 6.

At 9th level, the barbarian gains a number of temporary hit points equal to three
times his class level per round. This increases to four times his class level at 18th
level.

Uncanny Dodge (Ex): At 2nd level, the barbarian gains Uncanny Dodge, per the
PHB.

Rage (Mettle) (Ex): At 3rd level, the barbarian gains Mettle when he is raging.

Rage (Fear Immune) (Ex): At 4th level, the barbarian is immune to fear while
raging.

Improved Uncanny Dodge (Ex): At 5th level, the barbarian gains Improved
Uncanny Dodge, per the PHB.

Pounce (Ex): At 6th level, the barbarian gains Pounce.

Damage Reduction (Ex): At 7th level, the barbarian gains Damage Reduction per
the PHB.

Rage (Damage Reduction) (Ex): At 7th level, the damage reduction granted from
barbarian levels doubles while the barbarian is raging.

Rage (Haste) (Ex): At 8th level, as a swift action the barbarian can gain the
benefits of Haste for one round while raging. This ability does not stack with any
other rage ability.

At 12th level, the barbarian can gain the effects of Haste for two rounds while raging,
although it need not be two consecutive rounds. Each separate activation takes a
swift action, although the barbarian can use it for two consecutive rounds for a single
swift action activation. At 16th level, the barbarian can gain the benefit of Haste for
three rounds. At 20th level, the duration of the Haste is limited only by the
barbarian's rage.

Indomitable Will (Ex): At 14th level, the barbarian gains Indomitable Will, per the
PHB.

Rage (Improved Mettle) (Ex): At 15th level, when the barbarian is raging, he gains
Improved Mettle. This works exactly like Mettle, except on a failed save, he only
takes the partial effects instead of the full effects of the spell or ability.

Tireless Rage (Ex): At 17th level, the barbarian gains Tireless Rage, per the PHB.

Bard

No changes.

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Cleric

The cleric's spell list is now much smaller (see the Spell List section). Each
domain (with the exception of Healing) grants three spells per level. The
cleric's list of "spells known" is the cleric list plus any spells from their
domain. The cleric spontaneously casts from this list, but still uses Wisdom
as the casting stat.
The cleric gets 4 skill points per level.
Use modified Turn Undead mechanic (see chapter four: Combat & Rules)
Most other changes will come in the form of changed spells.

Druid

Use the Shapeshift alternate class feature found in the PHB II.
The druid no longer has full access to his entire spell list. Instead, he chooses
a number of spells known from the spell list similar to a sorcerer. The druid
casts from this list spontaneously, but still uses Wisdom as the casting stat.

Druid Spells Known


Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 5 3 - - - - - - - -
2 6 3 - - - - - - - -
3 6 4 2 - - - - - - -
4 7 4 3 - - - - - - -
5 7 5 3 2 - - - - - -
6 8 5 4 3 - - - - - -
7 8 6 5 3 2 - - - - -
8 9 6 5 4 3 - - - - -
9 9 6 5 5 3 2 - - - -
10 9 6 6 5 4 3 - - - -
11 9 6 6 5 5 3 2 - - -
12 9 6 6 6 5 4 3 - - -
13 9 6 6 6 5 5 3 2 - -
14 9 6 6 6 6 5 4 3 - -
15 9 6 6 6 6 5 5 3 2 -
16 9 6 6 6 6 6 5 4 3 -
17 9 6 6 6 6 6 5 5 3 2
18 9 6 6 6 6 6 6 5 4 3
19 9 6 6 6 6 6 6 5 5 3
20 9 6 6 6 6 6 6 6 5 4

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Fighter

Class skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump
(Str), Knowledge(History) (Int), Knowledge(Nobility) (Int), Listen (Wis), Profession
(Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
4 skill points per level

Level Special
1 Bonus Feat, Weapon Aptitude, Active Defense
2 Bonus Feat
3 Art of War
4 Bonus Feat
5 Battlefield Recon, Surprise Lunge
6 Bonus Feat
7 Shake it Off, Foil
8 Bonus Feat
9 True Grit
10 Bonus Feat
11 Array of Stunts
12 Bonus Feat
13 Improved Shake it Off
14 Bonus Feat
15 Improved Foil
16 Bonus Feat
17 Improved Array of Stunts
18 Bonus Feat
19 Greater Shake it Off
20 Bonus Feat, Supreme Reach

Weapon Aptitude (Ex): As the Warblade ability.

Active Defense (Ex): The fighter can make an attack of opportunity as an


immediate action if provoked. This is in addition to his normal limit for the round.

Art of War (Ex): Fighters train extensively in the basic arts of combat. At 3rd level
the fighter gains a +1 bonus to opposed Trip, Disarm, Bull Rush, Sunder, Grapple,
Feint, and Overrun checks. This bonus increases by +1 every three fighter levels
thereafter.

Battlefield Recon (Ex): Fighters battle against a great many foes, and learn to
identify them quickly. A Fighter of 5th level or higher may add his class level to all
Knowledge checks to identify creatures and to gain Strategic Advantage in planning
for a large battle (Heroes of Battle). The fighter always counts as trained in any such
Knowledge check.

Surprise Lunge (Ex): As an immediate action the Fighter may treat his threatened
area as 5' farther than usual, and any interrupted action which would then trigger an
attack of opportunity does so. The fighter moves 5' such that the creature now

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triggering this attack of opportunity would be within his normal threat range, and
then resolves the attack of opportunity. His threatened area then returns to normal.

Shake it Off (Ex): At 7th level, the fighter gains the ability to shake off various
impeding effects. As a full round action, a fighter can attempt remove one of the
following effects: blind, confused, dazzled, deaf, exhausted, fatigued, shaken, or
sickened. To remove the effect, the fighter is allowed to roll another saving throw,
at the original DC of the effect.

If the effect was caused by a spell that did not allow a saving throw, the fighter may
attempt a Fort save against a normal DC for a spell or spell-like ability of that
level. Any other condition that does not allow a save cannot be removed with this
ability.

Foil (Ex): At level 7, a fighter can attempt to foil an opponent's action, causing it to
fail, as an immediate action against an adjacent opponent. A fighter may foil
another attack, a spell (even if cast defensively), or a skill check. To resolve the foil,
the fighter makes an opposed attack roll using his full base attack bonus and all
modifiers he'd normally add. If the fighter wins this opposed roll, the action fails.

If foiling an attack, the opponent opposes the fighter with his attack roll. If foiling a
spell, the caster opposes the fighter with a Concentration check. If foiling a skill
check, the opponent opposes the fighter with the appropriate skill check.

True Grit (Ex): Fighters must learn to tough it out under fire. A Fighter of 9th level
or higher may add his constitution bonus to any Reflex or Will save he has to make.

Array of Stunts (Ex): At 11th level the fighter gains an extra swift action each
round. This extra action can also be used as an immediate action.

Improved Shake it Off (Ex): At 13th level, a fighter can use shake it off to remove
one of the following effects: cowering, dazed, fascinated, frightened, nauseated,
panicked, paralyzed, and stunned. A fighter may use this ability despite the
condition preventing him from using full round actions.

Improved Foil (Ex): At 15th level, the fighter can use his foil ability at a greater
range with a melee or ranged weapon. If using a melee weapon, the fighter can use
foil against any opponent within his reach. If using a ranged weapon, the fighter can
use foil with 30 feet or the weapon's first range increment, whichever is greater. All
range penalties (if any) apply to the opposed roll.

Improved Array of Stunts (Ex): At 17th level the fighter gains an extra swift
action each round, which is in addition to the extra swift action he gains from Array
of Stunts. This extra action can also be used as an immediate action.

Greater Shake it Off (Ex): At 19th level a fighter may use Shake it Off and
Improved Shake if Off as a move action.

Supreme Reach (Ex): At 20th level, a fighter's melee reach increases by five
feet. All range increments for ranged weapons are doubled. The fighter may use
Foil with a ranged weapon at a distance of up to 60 feet.

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Monk
This version was finalized by Midnight_V, with help from Risada and Orion:

Class Skills: The monks class skills (and the key ability for each skill) are Balance
(Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist
(Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int),
Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive
(Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
6 skill points per level

Level AC Bonus Speed Special


1 +0 +0 AC bonus, Improved Unarmed Strike, flurry of
blows, Enlightened Strike
2 +0 +0 Bonus Feat, Evasion
3 +0 +10 Combat Insight, Still Mind
4 +0 +10 Ki Strike (magic) , Slow Fall (20')
5 +1 +10 Purity of Body
6 +1 +20 Bonus Feat, Storm of Blows, Slow Fall (30')
7 +2 +20 Wholeness of Body, Ki Strike (cold iron)
8 +2 +20 Ki Reinforce, Slow Fall (40')
9 +3 +30 Improved Evasion
10 +3 +30 Ki Strike (lawful), Slow Fall (fly 1/enc)
11 +4 +30 Diamond Body
12 +4 +40 Abundant Step, Slow Fall (fly 2/enc)
13 +5 +40 Diamond Soul, Ki Strike (Ghost Touch)
14 +5 +40 Slow Fall (fly 3/enc)
15 +6 +50 Quivering Palm
16 +6 +50 Ki Strike (adamantine), Slow Fall (fly 4/enc)
17 +7 +50 Timeless Body, Tongue of the Sun and Moon,
Diamond Soul (rebound)
18 +7 +60 Slow Fall (fly 5/enc)
19 +8 +60 Empty Body
20 +8 +60 Perfect Self, Slow Fall (fly 6/enc)

Weapon and Armor Proficiency: Monks are proficient with club, crossbow (light or
heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken,
siangham, and sling.

Monks are not proficient with any armor or shields.

When wearing armor, using a shield, or carrying a medium or heavy load, a monk
loses her AC bonus, as well as her fast movement and flurry of blows abilities.

AC Bonus (Ex): When unarmored and unencumbered, the monk adds her Wisdom
bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level.
This bonus increases by 1 every odd level thereafter (+2 at 7th, +3 at 9th, and +4 at
11th level, etc).

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These bonuses to AC apply even against touch attacks or when the monk is flat-
footed. She loses these bonuses when she is immobilized or helpless, when she
wears any armor, when she carries a shield, or when she carries a medium or heavy
load.

Flurry of Blows (Ex): as PHB.

Improved Unarmed Strike: as PHB.

Enlightened Strike (G. Stunning Fist / Immobilizing strike): At 1st level, a


monk gains a special version of Stunning Fist as a bonus feat. Stunning Fist forces a
foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 +
your character level + your Wis modifier), in addition to dealing damage normally, or
be stunned for one round.

Immobilizing Fist forces a foe damaged by your unarmed attack to make a Reflex
saving throw (DC 10 + your character level + your Wis modifier), in addition to
dealing damage normally or have their movement modes reduced to "0" for one
round.

A monk who selects this feat may attempt a stunning attack a number of times per
day equal to the monks level, plus one more time per day for every four levels she
has in classes other than monk.

Bonus Feats (Ex): At 2nd and 6th levels, the monk may select a bonus feat, drawn
from the list of fighter feats.

Evasion (Ex): At 2nd level or higher if a monk makes a successful Reflex saving
throw against an attack that normally deals half damage on a successful save, she
instead takes no damage. Evasion can be used only if a monk is wearing light armor
or no armor. A helpless monk does not gain the benefit of evasion.

Combat Insight (Ex): Starting at 3rd level and at every 3 levels thereafter the
monk gains a +1 insight bonus on attacks of opportunity, Disarm, Grapple and Trip
attempts. Additionally, whenever the monk succeeds at such checks, it may make a
free attack against her foe (at her highest attack bonus). This attack isn't considered
an attack of opportunity.

Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to her
speed, as shown on Table: The Monk. A monk in armor or carrying a medium or
heavy load loses this extra speed.

Still Mind (Ex): A monk of 3rd level through discipline and focus can postpone the
effects of spells and effects from the school of enchantment. The monk must make
his save as per normal however you may delay the actual effects for a number of
rounds equal to your wisdom modifier or 4 which ever is lower at which point you are
affected normally.

Ki Strike (Su): At 4th level, a monks unarmed attacks are empowered with ki. Her
unarmed attacks are treated as magic weapons for the purpose of dealing damage to
creatures with damage reduction. Ki strike improves with the characters monk level.
At 7th level the unarmed attacks are also treated as cold iron for the purpose over
dealing damage to creatures with damage reduction. At 10th level, her unarmed

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attacks are also treated as lawful weapons for the purpose of dealing damage to
creatures with damage reduction. At 13th level the monks unarmed strikes gain the
"ghost touch" weapon property. At 16th level, her unarmed attacks are treated as
adamantine weapons for the purpose of dealing damage to creatures with damage
reduction and bypassing hardness.

Slow Fall (Ex): At 4th level or higher, a monks masters the art of slow falling and
ultimately to defy gravity for short bursts. When first using this ability, a monk takes
damage as if the fall were 20 feet shorter than it actually is. The monks ability to
slow fall (that is, to reduce the effective distance of the fall) improves with her monk
level until at 10th level.

At 10th level, she can Swift fly once per encounter as an immediate action, with a
movement equal to half the monks base speed. This does not count towards the
monks movement in any individual round and can use this ability one additional time
per encounter every two levels thereafter (two times at level 12, three times at level
14, etc).

Purity of Body (Ex): At 5th level, a monk gains immunity to all poisons and
diseases except for supernatural and magical diseases.

Storm of Blows (Ex): At 6th level, as a full-round action, monks can move between
flurry attacks. The can move their base speed (the equivalent of one move action),
and make one full Flurry attack. They must move at least 5 feet before and 5 feet
after their first and last attacks.

Wholeness of Body (Su): At 7th level or higher, a monk can heal her own wounds.
She can heal a number of hit points of damage equal to 4 times the monks level
each day, and she can spread this healing out among several uses. Additionally the
monk may instead spend 5 points from this pool to heal 1 point of ability damage or
20 points to remove a negative level.

Ki Reinforce (Sp): starting at 8th level, three times per day, the monk can make a
Concentration check as a swift action, and then imbue her attacks with force damage,
based on the check result, as below:

Check Result Bonus Damage


15 or below +1d6 Force Damage
16-25 +2d6 Force Damage
26-30 +3d6 Force Damage
31-35 +4d6 Force Damage
36+ +5d6 Force Damage + the opponent saves or is knocked prone
from the impact

This ability lasts for 1 minute.

Improved Evasion (Ex): At 9th level, a monks evasion ability improves. She still
takes no damage on a successful Reflex saving throw against attacks, but henceforth
she takes only half damage on a failed save. A helpless monk does not gain the
benefit of improved evasion.

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Diamond Body (Su): At 11th level, the monk, gains immunity to the following
conditions: blindness, deafness, exhaustion, fatigue, nauseated, petrified, stunned,
sickened, and can ignore the effects of being staggered or unconscious (effectively
gaining the die hard feat but without allowing it to qualify for other feats).

Abundant Step (Su): At 12th level or higher, a monk can slip magically between
spaces, as if using the spell dimension door, once per point of wisdom modifier per
day. Her caster level for this effect is one-half her monk level (rounded down).

Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to her
current monk level + 15. In order to affect the monk with a spell, a spellcaster must
get a result on a caster level check (1d20 + caster level) that equals or exceeds the
monks spell resistance.

At 17th level, any effect that fails to overcome the monks spell resistance is
rebounded upon the caster as the spell turning spell. (this second effect is an
immediate action and you will not activate if you've used an immediate or swift
action within the current round).

Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within
the body of another creature that can thereafter be fatal if the monk so desires. She
can use this quivering palm attack once per day, and she must announce her intent
before making her attack roll. Constructs, oozes, plants, undead, incorporeal
creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the
monk strikes successfully and the target takes damage from the blow, the quivering
palm attack succeeds. Thereafter the monk can try to slay the victim at any later
time, as long as the attempt is made within a number of days equal to her monk
level. To make such an attempt, the monk merely wills the target to die (a free
action), and unless the target makes a Fortitude saving throw (DC 10 + the
monks level + the monks Wis modifier), it dies. If the saving throw is successful,
the target is no longer in danger from that particular quivering palm attack, but it
may still be affected by another one at a later time.

Timeless Body (Ex): Upon attaining 17th level, a monk no longer takes penalties to
her ability scores for aging and cannot be magically aged. Any such penalties that
she has already taken, however, remain in place. Bonuses still accrue, and the monk
still dies of old age when her time is up.

Tongue of the Sun and Moon (Ex): A monk of 17th level or higher can speak with
any living creature.

Empty Body (Su): At 19th level, a monk gains the ability to assume an ethereal
state for 1 round per monk level per day, as though using the spell etherealness.
She may go ethereal on a number of different occasions during any single day, as
long as the total number of rounds spent in an ethereal state does not exceed her
monk level.

Perfect Self (Su): At 20th level you have reached a level of mental, spiritual, and
physical perfection. Some call it "transcendence", or "enlightenment" but ultimately
you have reached a level of "oneness" with the universe that has allowed you to
shed your mortal constraints. This manifests in a variety of ways:
Your type changes to: Outsider (Lawful).
You are no longer on the path, but you are instead of the path.

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You are now immortal you have no maximum age limits and will not die due
to the effects of aging also, you are forevermore treated as an outsider rather
than as a humanoid (or whatever the monks creature type was) for the
purpose of spells and magical effects. If subjected to any dismissal effect it
will simply move you to the ethereal plane (which you can return from at your
leisure barring dimensional locking effects).
Unlike other outsiders, the monk can still be brought back from the dead as if
still a member of the previous creature type
You gain damage reduction 10/Chaotic and silver.
Enlightened One: You may radiate an immaculate light to a range of 60ft at
will. This grants you total concealment and lasts 4 rounds. This is a visual
effect that is not bypassed by true seeing. However, creatures who do not use
sight (oozes and such) are unaffected by this power. This effect may only be
dispelled by a Darkness spell of 7th level or higher. You may use this ability
each day a number or times equal to your wisdom modifier.
Awe of Perfection: You are under the permanent effects of a Sanctuary
spell DC = 10 + monk level + Wis modifier). Constructs, Elementals,
Mindless undead, and other outsiders are immune to this effect, and any
other creature that does not have an age maximum age limit (or that is
defined as immortal) are immune to this effect (this does however include
exceptionally long lived creatures Dragons, elves, elan, etc...).
Immunity to Magic (Ex): You are immune to any spell or spell-like ability
that allows spell resistance. Though you may suppress this ability as a full
round action, and the suppression lasts for one round (until just before your
next turn.) This replaces the Diamond Soul ability.
Walk the Path: You may plane shift (as the spell) twice per day as a
supernatural ability. You are immune to the harmful environmental effects
(temperature extremes, lack of oxygen). This ability takes one full round to
use.

Paladin
(From OneWing4ngels paladin at
http://forums.gleemax.com/showthread.php?t=761045)

Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal
(Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int),
Profession (Wis), Ride (Dex), and Sense Motive (Wis)
4 Skill Points per level

Level Special Spells Per Day


1 2 3 4
1 Aura of Good, Detect Evil, Smite - - - -
2 Evil 1/encounter, Divine Grace, Lay on Hands - - - -
3 Aura of Courage, Divine Health, Hero's Courage - - - -
4 Turn Undead 0 - - -
5 Smite Evil 2/encounter, specialization 1 - - -
6 Panacean Touch 2 - - -
7 Bonus Feat 2 0 - -
8 Aura of Devotion 3 1 - -
9 Revitalizing Touch 3 2 - -

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10 Smite Evil 3/encounter 3 2 0 -
11 Vigilance 4 3 1 -
12 Refreshing Touch 4 3 2 -
13 Aura of Resolve 4 3 2 0
14 Bonus Feat 4 4 3 1
15 Smite Evil 4/encounter 5 4 3 2
16 Break Enchantment 5 4 3 2
17 Constant Vigilance 5 4 4 3
18 Aura of Faith 5 5 4 3
19 Energizing Touch 5 5 4 3
20 Smite Evil 5/encounter, A Hero Never Falls 6 5 4 4

Aura of Good (Ex): The power of a paladins aura of good (see the detect good
spell) is equal to her paladin level. It is not a switchable aura.

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

Smite Evil (Su): Once per encounter, a paladin may attempt to smite evil with one
normal melee attack. This damage is not multiplied on a critical, or by any other
multiplier that would not count "bonus dice." If the paladin accidentally smites a
creature that is not evil, the smite has no effect, but the ability is still used up for
that encounter.

At 5th level, and at every five levels thereafter, the paladin may smite evil one
additional time per encounter, as indicated on Table: The Paladin, to a maximum of
five times per encounter at 20th level. An encounter is considered over when you do
no strenuous action for 1 minute or more.

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma
bonus (if any) on all saving throws, up to a maximum of her class level.

Lay on Hands (Su): Beginning at 2nd level, a paladin with a Charisma score of 12 or
higher can heal wounds (her own or those of others) by touch. She gains a pool of
healing, which allows her to heal a total number of hit points of damage equal to her
paladin level her Charisma bonus. A paladin may choose to divide her healing
among multiple recipients, and she doesnt have to use it all at once. A Paladin may
fill this pool with a full minute (10 rounds) of concentration and prayer. Refreshing
the pool brings the Paladin's pool of healing back up to the maximum (Paladin level *
Charisma Bonus). She may fill her healing pool a number of times per day equal to 1
+ half her Charisma modifier (rounded down).

Alternatively, a paladin can use any or all of this healing power to deal damage to
undead creatures. Using lay on hands in this way requires a successful melee touch
attack and doesnt provoke an attack of opportunity. The paladin decides how many
of her daily allotment of points to use as damage after successfully touching an
undead creature. The target may make a Will save (DC 10+1/2 Paladin Level+Cha)
to negate the damage.

The paladin's Lay on Hands gains additional capabilities as she progresses in level as
a paladin. The paladin may use all additional effects in conjunction with healing, as
long as she spends enough points.

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Switchable Auras: All auras except Aura of Good are switchable as a move action.
You may have only one aura other than Aura of Good active at a given time. These
auras function while the paladin is conscious, but not while the paladin is
unconscious or dead. The paladin's auras only affect her allies, and not the paladin
herself.

Aura of Courage (Ex): At 3rd level, the paladin may exude an aura of courage that
inspires her allies. Each ally within 30 feet of her gains a +4 morale bonus on saving
throws against fear effects. Aura of Courage's bonuses scale by level. At level 8,
allies gain +6 to saves against fear, and a +1 morale bonus to attack rolls. At level
13, allies gain +8 to saves against fear, and a +2 morale bonus to attack rolls. At
level 18, allies gain immunity to fear, and +3 morale bonus to attack rolls. This is a
switchable Aura.

Hero's Courage (Ex): Beginning at 3rd level, a paladin is immune to fear (magical
or otherwise).

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

Turn Undead (Su): When a paladin reaches 4th level, she gains the supernatural
ability to turn undead. She may use this ability a number of times per day equal to 2
+ her Charisma modifier. She turns undead as a cleric of her level.

Spells: Per the PHB, except that through 3rd level, a Paladin has no caster level. At
4th level and higher, her caster level is her Paladin level minus 3.

Specialization: Upon reaching 5th level, a paladin may choose any of three abilities
representing three different specializations: Charging Smite (Aggressive), Special
Mount (Mounted), and Argent Bastion (Defensive)

Argent Bastion:
The paladin gains a number of abilities as she rises in level.
Paladin Level Ability
5 Shield Ward
8 Cover
11 Retribution
15 Divine Wall

Shield Ward: The Paladin gains Shield Ward as a bonus feat, even if
the paladin does not meet the prerequisites.

Cover (Ex): Once per round, as long as the paladin is wielding a


shield (and is not flatfooted or otherwise prevented from taking action),
the paladin may interpose herself between an adjacent ally and an
incoming attack as an immediate action. The paladin absorbs all
damage the damage from this single attack, and any additional effects
it might have (such as something requiring a save, etc). You must
decide to use this ability after the attacker determines the attack has
succeeded but before she rolls damage.

15
Retribution: The paladin gains Retribution* as a bonus feat, even if
she does not meet the prerequisites.

Divine Wall (Su): As long as the paladin wields a shield, her square
blocks line of effect for all effects. For example, if allies hid behind the
paladin when a dragon used its breath weapon from the opposite side,
it would only hit the paladin.

Charging Smite:
As PHB II variant.

Special Mount (Sp):


As the PHB.

Panacean Touch (Su): Upon reaching 6th level, whenever a paladin expends at
least 10 points of healing from her lay on hands she may remove poison from any
person she touches, and whenever she spends at least 20 points of healing she may
remove disease from any person she touches. This is in addition to hit points
restored.

Bonus Feats: At 7th level, and again at 14th level, the Paladin gains a bonus feat. At
each such opportunity, a paladin may choose any Smite feat*, or a feat drawn from
the following list. If a feat is labeled with "Aggressive", "Defensive", or "Mounted",
then that feat may only be chosen by a paladin of the corresponding specialization.

Divine Cleansing (CW)


Divine Might (CW)
Divine Resistance (CW)
Divine Shield (CW)
Divine Vigor (CW)
Sacred Vengeance (CW)
Extra Smiting*
Divine Armor (PHB II)
Divine Justice (PHB II)

Shield Specialization (Defensive) (PHB II)


Armor Specialization (Defensive) (PHB II)
Agile Shield Fighter (Defensive) (PHB II)
Active Shield Defense (Defensive) (PHB II)
Improved Shield Bash (Defensive)

Mounted Combat (Mounted)


Mounted Archery (Mounted)
Ride-By Attack (Mounted)
Spirited Charge (Mounted)
Trample (Mounted)

Intimidating Strike (Aggressive) (PHB II)


Power Attack (Aggressive)
Cleave (Aggressive)
Great Cleave (Aggressive)
Weapon Focus (Aggressive)

16
Aura of Devotion (Ex): Upon reaching 8th level, the Paladin may exude an Aura of
Devotion. While this ability is active, the Paladin grants a +1 morale bonus to AC to
all allies within 30 feet. At level 13, this bonus increases to +2. At level 18, this
bonus increases to +3. This is a switchable aura.

Revitalizing Touch (Su): Beginning at 9th level The Paladin can use her Lay on
Hands ability to remove ability damage from a person she touches when she heals at
least 5 points per point of ability damage to be removed (It is possible for only a
portion of ability damage to be restored if the paladin does not spend enough to cure
them all). This is in addition to hit points restored.

Vigilance (Su): Upon reaching 11th level, the Paladin's ability to detect evil
increases. When she uses her Detect Evil ability, the area of effect is a 60-foot radius
centered on the Paladin, rather than a 60-foot cone.

Refreshing Touch (Su): Beginning at 12th level Paladin can remove exhaustion,
fatigue, sickness, and nausea with a touch whenever she spends at least 10 points
from her lay on hands pool. This is in addition to hit points restored.

Aura of Resolve (Ex): Beginning at 13th level, the paladin gains Aura of Resolve.
While this ability is active, the Paladin grants the ability to re-roll one Fortitude save
every round to any ally within a 30ft radius of her. The decision to re-roll must be
made after the roll is made but before the result is declared. This is a switchable
Aura.

Break Enchantment (Su): Beginning at 16th level, the Paladin can break an
enchantment with a touch whenever she expends at least 40 points of healing from
her lay on hands ability. Her caster level for the purpose of this effect is equal to her
paladin caster level, just as if she had actually cast the Break Enchantment spell.
This is in addition to hit points restored.

Constant Vigilance (Su): Upon reaching 17th level, the Paladin is always vigilant
for any signs of Evil, and her eyes begin to glow with an inner light. Her Detect Evil
no longer requires any concentration to maintain, and has an unlimited duration.

Aura of Faith (Ex): At 18th level, the paladin gains Aura of Faith. While this ability
is active, the Paladin grants the ability to re-roll one Will save every round to any
one ally within a 30ft radius of her. The decision to re-roll must be made after the
roll is made but before the result is declared. This is a switchable Aura.

Energizing Touch (Su): Beginning at 19th level, Paladin may remove negative
levels from a subject whenever she spends at least 15 points from her lay on hands
pool per negative level the target is afflicted with (It is possible for only a portion of
negative levels to be restored if the paladin does not spend enough to cure them all).
This is in addition to hit points restored.

A Hero Never Falls (Ex): At 20th level, the paladin's sheer strength of will drives
her on when death would claim lesser men. Once per day when a paladin would be
reduced to 0 or less hp or otherwise killed (such as by a death effect), she instead is
reduced to 1 hp. If the paladin would be killed by having an ability score reduced to
zero, that score is instead reduced to 1.

17
Ranger

A ranger is treated as a druid of equal level for purposes of his Animal


Companions abilities and the type of Animal Companions available. The
ranger still gets the Animal Companion at 4th level.
Improved Two-Weapon Fighting and Greater Two-Weapon Fighting are now
part of the Two-Weapon Fighting feat, which leaves the 6th and 11th level
Two-Weapon Fighting combat style abilities open. To compensate, at level 6,
the ranger can make a single attack with both of his weapons at his full BAB
(normal Two-Weapon Fighting penalties apply) as a standard action. At level
11 the ranger gets Two-Weapon Rend (from PHB2).

Rogue

A rogue can deal Sneak Attack damage to creatures immune to critical


hits. The rogue deals half the normal amount of sneak attack damage to
creatures immune to critical hits.

Sorcerer

4 skill points per level

Level Special
1 Eschew Materials/heritage, Familiar
2 Advanced Learning
3
4 Bonus Feat
5
6 Advanced Learning
7
8 Bonus Feat
9
10 Advanced Learning
11
12 Bonus Feat
13
14 Advanced Learning
15
16 Bonus Feat
17
18 Advanced Learning
19
20 Bonus Feat

Familiar: Per PHB

Spellcasting: Other than from Advanced learning (see below), the sorcerer uses the
new generalist Sorcerer/Wizard spell list in the Chapter 6: Spells.

18
Eschew Materials/Bonus Feat (Ex): Sorcerers have two options:

1) Pick a heritage (draconic, infernal, celestial, etc...). Get the appropriate


base heritage feat at 1st level (instead of Scribe Scroll) and a new heritage
feat of the appropriate type with each new bonus feat.

2) Do not pick a heritage. Get Eschew Materials at level 1 and a bonus item
creation or metamagic feat with the new bonus feats.

Advanced Learning (Ex): Pick a spell off of a printed Sorcerer/Wizard list (not the
new generalist list). This spell is added as a spell known.

Spells Known: Increase the sorcerer's spell's known as follows:


Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 5 3 - - - - - - - -
2 6 3 - - - - - - - -
3 6 4 - - - - - - - -
4 7 4 2 - - - - - - -
5 7 5 3 - - - - - - -
6 8 5 3 2 - - - - - -
7 8 6 4 3 - - - - - -
8 9 6 4 3 2 - - - - -
9 9 6 5 4 3 - - - - -
10 9 6 5 4 3 2 - - - -
11 9 6 6 5 4 3 - - - -
12 9 6 6 5 4 3 2 - - -
13 9 6 6 6 5 4 3 - - -
14 9 6 6 6 5 4 3 2 - -
15 9 6 6 6 6 5 4 3 - -
16 9 6 6 6 6 5 4 3 2 -
17 9 6 6 6 6 6 5 4 3 -
18 9 6 6 6 6 6 5 4 3 2
19 9 6 6 6 6 6 6 5 4 3
20 9 6 6 6 6 6 6 5 4 4

Wizard

Level Special
1 Scribe Scroll, Familiar
2 Advanced Learning
3
4 Bonus Feat
5
6 Advanced Learning
7

19
8 Bonus Feat
9
10 Advanced Learning
11
12 Bonus Feat
13
14 Advanced Learning
15
16 Bonus Feat
17
18 Advanced Learning
19
20 Bonus Feat

Familiar: Per PHB

Scribe Scroll/Bonus Feat: Per PHB.

Spellcasting: Other than from Advanced learning (see below), the wizard uses the
new generalist Sorcerer/Wizard spell list in the Chapter 6: Spells.

Advanced Learning: Pick a spell off of a printed Sorcerer/Wizard list (not the new
generalist list). This spell is added to their spell book. Note that a specialist wizard
cannot pick a spell of a prohibited school.

Specialist Wizards: A specialist wizard uses the original Sorcerer/Wizard (as


printed in the PHB) list when selecting spells for his school of specialization. The new
generalist list is used for all other non-prohibited schools.

Psionic Classes

Psion

No changes to the class (all changes are made to powers).

Psychic Warrior

The psychic warrior adds 2 power points cumulative per level.

Level Power Point Total


1 2
2 5
3 9
4 13

20
5 17
6 23
7 29
8 35
9 41
10 47
11 57
12 67
13 77
14 87
15 97
16 111
17 125
18 139
19 153
20 167

Soulknife

The soulknife will be dropped, and an alternate class feature will be available to the
psychic warrior. The original link can be found at the Minds Eye
(http://www.wizards.com/default.asp?x=dnd/psm/20070214a).

Soulbound Weapon

You can summon a specific weapon to your hand that is bound to your very
soul.
Level: 1st and 2nd.
Replaces: You lose your 2nd-level bonus feat.
Benefit: You must choose a soulbound weapon at 1st level and you gain the
Weapon Focus feat with this weapon. Also, the first power you learn must be
call weaponry. You can summon your chosen soulbound weapon to your hand
using call weaponry.

At 2nd level, you gain the soulbound weapon class ability, and the weapon you
summon using call weaponry is of the same type as you chose at 1st level. Its
physical appearance slowly changes, growing in power as you do. You must
manifest the power call weaponry to obtain your soulbound weapon; you
retain the weapon for the duration of the power. You may still use the call
weaponry power as normal if you wish. This is a specific weapon every time
you summon it, and it automatically gains a weapon enhancement at the
following levels:
Level Enhancement Bonus
4 +1 weapon
8 +2 weapon
12 +3 weapon
16 +4 weapon
20 +5 weapon

21
Also, add the following augmentation to your call weaponry power:

Augmentation: When you manifest your soulbound weapon, for each


additional 5 power points you spend, you may add a weapon enhancement of
+1 value to the weapon. For example, if you spend an additional 10 power
points, you could add two +1 weapon enhancements or a single +2 weapon
enhancement.

Wilder

Powers Known: The wilder starts at first level with two powers known. Each level
thereafter, she learns another power.

Wild Surge/Psychic Enervation: This version of Wild Surge removes the need for
Psychic Enervation. Now, surging is a gamble, slightly in favor of the wilder. When
using wild surge, your manifester level is modified (see the table below). If the
power has an augment cost, any boost to your manifester level adds the same
amount of points when you activate the power (so you can augment for free). If
your manifester level drops below one, the power fails. Note that this modification is
applied after any other effect that would adjust your manifester level, such as the
Practiced Manifester feat.

Wilder Level Manifester Level


1-4 +1d4-2
5-8 +2d4-4
9-12 +3d4-6
13-16 +4d4-8
17-20 +5d4-10

Volatile Mind: If someone targets you with a mind affecting spell, power, or ability,
they must make a Will save (DC 10 + Wilder level + Cha mod) or be dazed for
one round. This does not apply if you are in a mind affecting area of effect. Volatile
Mind is a mind affecting ability, although it does not trigger Volatile Mind from other
wilders.

Other Classes

Swashbuckler

This has been replaced with an alternate class feature for the fighter (see below).

22
Warmage

Modify the damage granted by Warmage's Edge. The extra damage granted is equal
to the warmage's Int mod (minimum 1) x the spell's level. The warmage adds his
Int mod (minimum 1) to 0-level spells. The ability functions the same in all other
respects.

Scout

Skirmish deals damage to creatures immune to critical hits, but it only does
half damage.

Warlock

Eldritch Blast damage is 1d6 per warlock level.


The warlock gains an invocation every level, instead of the old 12/20
progression.
Damage Reduction/Cold Iron starts at 2 points at 2nd level, and increases
another two points every four levels thereafter.

Alternate Class Features


Druid - Beastmaster

Lose:
Shapeshifting

Gain:
Animal Companion (per the PHB)

Fighter - Swashbuckler

Lose:
Medium and heavy armor proficiencies.
Light, heavy, and tower shield proficiencies (but retain buckler proficiency).
Battlefield Recon at level 5
True Grit at level 9

Move:
Art of War is moved from level 3 to level 5. The bonus begins as +1 at 5th
level, and increases every three levels (+2 at 8th, +3 at 11th... +6 at 20th)

Gain:
Balance as a class skill.

23
Canny Defense at level 1. The fighter adds his Intelligence mod to AC, to a
maximum of his fighter level. This bonus only applies if wearing light or no
armor, wearing a buckler or no shield, and carrying a light load. If the fighter
his denied his Dexterity bonus to AC, he does not apply this bonus.
Insightful Strike at level 3. The fighter can add his Int mod to damage on any
melee weapon with which he could use the Weapon Finesse feat.
Tuck and Roll at level 9: The fighter can add his Dexterity mod to any
Fortitude or Will save that he makes.

So, the progression would look like this:


Level Special
1 Bonus Feat, Weapon Aptitude, Active Defense, Canny Defense
2 Bonus Feat
3 Insightful Strike
4 Bonus Feat
5 Art of War, Surprise Lunge
6 Bonus Feat
7 Shake it Off, Foil
8 Bonus Feat
9 Tuck and Roll
10 Bonus Feat
11 Array of Stunts
12 Bonus Feat
13 Improved Shake it Off
14 Bonus Feat
15 Improved Foil
16 Bonus Feat
17 Improved Array of Stunts
18 Bonus Feat
19 Greater Shake it Off
20 Bonus Feat, Supreme Reach

Note: As written, Daring Outlaw is no longer needed. Unless the feat is rewritten, it
should not be allowed with this version of the swashbuckler.

24
Chapter 3

Skills & Feats

Skills
Regarding cross class skills

The cap for cross class skills still applies to maximum ranks. What changes is all
skills (class or cross-class) are purchased one rank per point. Effectively, this gives
everyone the Able Learner feat.

Feats

Alertness *
You gain a +2 competence bonus on Spot and Listen checks.
You gain Spot and Listen as class skills.
* Note: All other +2/+2 skill feats such as Athletic, Persuasive, and Nimble
Fingers follow this pattern. You add both of the two skills as class skills.

Dodge
You gain a +1 dodge bonus to AC (usable against all opponents).
You may only take this feat once.

Great Fortitude
You gain a +2 bonus on Fortitude saves. Instead of rolling one save, you
may roll two dice and pick the higher of the two results. You may reroll in
this fashion one time day plus one for every three character levels (round
down).

Improved Toughness
Prerequisites: Toughness, Base Fort +2
You gain +10 additional hit points.
You may take this feat multiple times. Each time you gain an additional ten
hit points.

Iron Will
You gain a +2 bonus on Will saves. Instead of rolling one save, you may roll
two dice and pick the higher of the two results. You may reroll in this fashion
one time day plus one for every three character levels (round down).

25
Lightning Reflexes
You gain a +2 bonus on Reflex saves. Instead of rolling one save, you may
roll two dice and pick the higher of the two results. You may reroll in this
fashion one time day plus one for every three character levels (round down).

Persistent Spell [METAMAGIC]


(Proposed by Veekie)
Spells affected by this metamagic have their duration increased as per the
table below:
Initial Duration Modified Duration
Concentration Concentration + rounds/level
rounds/level minutes/level
minutes/level 10 minutes/level
10 minutes/level hours/level
hours/level 24 hours

Spells of instantaneous or permanent duration cannot be affected by this feat,


and spells whose effects are discharged still end normally when they are
discharged. You dont need to maintain concentration on persistent detect
spells (such as detect magic or detect thoughts) for you to be aware of the
mere presence or absence of the subject detected, but gaining additional
information requires concentration as normal. Spells with fixed durations have
their duration increased to 10 times normal, to a maximum of 24 hours.
A persistent spell uses up a spell slot two levels higher than the spells actual
level.

Shot on the Run


Drop all the prerequisites except Point Blank Shot. This feat can be taken at
level 1.

Skill Focus
Pick a skill. You gain a +4 competence bonus on skill checks for that skill.
You gain the selected skill as a class skill.

Spring Attack
Drop the prerequisites. This feat can be taken at level 1.

Toughness
You gain a number of hit points equal to the number of hit dice you have plus
two. Each hit die you gain after taking this feat grants you an additional hit
point.
You may only take this feat once.

26
Two-Weapon Fighting
In addition to the normal benefits, you gain a second off-hand attack when
your BAB is +6*. This attack is at -5 from your BAB. When your BAB is +11,
you gain a third off-hand attack*, which is at -5 from your BAB**. When
your BAB is +16, you gain a fourth off-hand attack, which is at -5 from your
BAB**.
*Note: You are counted as having Improved Two-Weapon fighting at BAB +6
and Greater Two-Weapon Fighting at BAB +11 for purposes of prerequisites.
**Note: This is taking into account that all iterative attacks are at -5 BAB.

Weapon Focus
Choose a weapon. You gain a +1 bonus on attack rolls with that weapon.
A fighter of 4th level and higher adds a +2 bonus to all damage rolls with the
chosen weapon. He is counted as having the Weapon Specialization* feat for
purposes of prerequisites. A warblade of 6th level also gains this ability.
A fighter of 8th level and higher adds an additional +1 bonus to all attack rolls
with the chosen weapon (for a total of +2). He is counted as having the
Greater Weapon Focus* feat for purposes of prerequisites. A warblade of
10th level also gains this ability.
A fighter of 12th level and higher adds an additional +2 bonus to all damage
rolls with the chosen weapon (for a total of +4). He is counted as having the
Greater Weapon Specialization* feat for purposes of prerequisites. A
warblade of 14th level also gains this ability.
*Note: This replaces the feats Weapon Specialization, Greater Weapon Focus,
and Greater Weapon Specialization.

New Feats
Act on the move
You are skilled at performing complex actions while you move.
Prerequisites: Spring Attack or Shot on the Run.
Benefit: When taking a standard action, you can move both before and after the
action, provided that your total distance moved is not greater than your speed.

Shield Specialization
You have learned to get the best defense from your shield.
Prerequisite: Proficiency with shields.
Benefit: Choose a type of shield with which you are proficient. The shield bonus
granted by that shield increases by +1. In addition, when making a Reflex save for
half damage, you add your shield's shield bonus (including any enhancement bonus
it might have) to Reflex saves you make. You may also add your shield bonus
(including any enhancement bonus it might have) to Tumble checks made to avoid
attacks of opportunity.

In addition, you may use your shield to block any physical attack (melee or ranged).
Doing so takes both an immediate action and uses one of your attacks of opportunity
for the round. You roll an attack roll opposed by the attack roll of your opponent's
attack. Your attack roll is made with all your usual modifiers as if you were attacking
with your shield as a weapon. You also add +1 bonus to attack rolls, which

27
corresponds to the +1 bonus to AC granted by this feat. If your roll succeeds, the
attack is blocked and you take no damage. Effectively, you replace your AC with
your attack roll for this one attack.
Special: You may take this feat multiple times. Each time it applies to a different
type of shield. A fighter may take Shield Specialization as a fighter bonus feat.

Studied Precision
Your knowledge of strange and exotic creatures allows you to strike them precisely.
Prerequisite: +1d6 Sneak Attack, Sudden Strike, Skirmish, or Precise Strike
damage.
Benefit: You apply full Sneak Attack, Sudden Strike, Skirmish, or Precise Strike
damage to creatures immune to critical hits based on your ranks in various
Knowledge skills. You need to have at least three ranks in the appropriate
Knowledge skill to deal full precision damage with this feat. Use the table below to
find the appropriate Knowledge skill for each creature type:
Knowledge Skill Creature Type
Arcana Constructs, Dragons, Magical Beasts
Dungeoneering Aberrations, Oozes
Local Humanoids
Nature Animals, Fey, Giants, Monstrous
Humanoids, Plants, Vermin
Planes Elementals, Outsiders
Religion Undead

Normal: You only do half Sneak Attack, Sudden Strike, Skirmish, or Precise Strike
damage to creatures immune to critical hits.

Two-Weapon Parry
You are skilled at using one of your weapons to tie up an opponents weapon.
Prerequisites: Two-Weapon Fighting, Dex 15+
Benefit: You may forgo your off hand attacks during a full attack, although you still
take the normal penalties for fighting with two weapons with your main hand
attacks. If you do so, you may designate one opponent you threaten as
flanked. This condition lasts until the beginning of your next turn. You must use at
least one of your attacks against this opponent.

You must be wielding a weapon in your off hand to use this feat. You may use an
empty hand if you have the Improved Unarmed Strike feat. You cannot use armor
spikes to parry with this feat.

Opponents with multiple weapons or shields may negate this flanking bonus. An
opponent with multiple weapons can negate the flank by forgoing all attacks with
one weapon on his next turn, but he must take a full attack option if able. An
opponent with a shield can negate the flank, but he does not add his shield bonus to
AC until the end of his next turn.

28
New Paladin Feats
(From OneWing4ngels paladin)

New feat type: [Smite]

A smite feat allows you to channel the holy energy used to smite evil enemies in new
ways, expanding your options in combat.
All smite feats require the user to expend uses of their Smite Evil ability. Only one
use of Smite Evil may be applied to any single attack. All Smite feats are considered
Supernatural abilities, and cannot be used in any situation that such abilities would
not function (such as in an anti magic field)

Celestial Lightning [Smite]


A fearsome bolt of lightning streaks from the sky and strikes your upraised weapon,
arcing out in all directions and striking down surrounding foes.
Prerequisite: Holy Wrath (Electricity), Smite 3/encounter
Benefit: By expending a smite attempt as a full-round action, you raise your
weapon above your head, and a lightning bolt strikes your weapon before arcing off
in all directions to hit other targets. This is treated as a Chain Lightning Spell, with a
caster level equal to your level in smiting classes. The weapon is considered the
initial target (but takes no damage).
Note: Alternatively, the player may decide that the initial target is any other piece of
equipment, or the character's body, as this is purely a flavor element.

Consecration [Smite]
You channel fearsome holy energy into your weapon and slams it into the earth,
unleashing the stored energy into the ground and uplifting the earth around you in a
powerful shockwave.
Prerequisite: Smite 4/encounter, Str 15
Benefit: As a standard action, by expending a use of your smites per encounter, you
can unleash a powerful surge of holy energy into the ground. You immediately make
a bull rush attempt against all enemies within a 30ft radius of you, for the purposes
of this attack, you are considered one size category larger than normal, and add
your Charisma to the check rather than strength. Enemies may move further than 5
feet as if you had bull rushed and moved with them. Additionally, all enemies
affected take damage equal to twice your Charisma modifier.

Conviction [Smite]
Holy energy fills you with righteous conviction, driving you forward in battle.
Prerequisite: Smite 1/encounter, Hero's Courage class feature, Cha 15
Benefit: By expending a use of your Smite Evil ability, you gain a morale bonus on
your attack roll equal to your Charisma bonus for a single attack.

Divine Cross [Smite]


Prerequisite: Two Weapon Fighting, Smite 1/encounter
Benefit: When you are wielding two weapons (or a double weapon) and use a smite
attempt, you may instead make a smite attempt with both one primary weapon
attack and one offhand attack, but only expend one use of your smites per encounter.

Holy Wrath [Smite]

29
You summon holy energy in order to smite your foes.
Prerequisite: Smite 2/encounter, Cha 13
Benefit: As a standard action, you may expend a smite Evil attempt in order to
create a burst of holy energy that damages a single target. The energy deals
damage equal to 1d6 per level of smiting class, and the target get a reflex save (DC
10+1/2 paladin level+Cha) for half damage. Half of the damage dealt is of either Fire,
Electricity, or Cold damage (Chosen at the time the feat is taken), and the other half
is pure divine energy, which is not subject to energy resistance.
Special: This feat may be taken multiple times. Each time, the paladin's holy wrath
may correspond to a different element. For example, a paladin could take the Holy
Wrath (Electricity) and then take Holy Wrath (Fire).

Inspiration [Smite]
You inspire your allies by channeling a divine presence.
Prerequisite: Smite 2/encounter, Cha 15, switchable aura class feature
Benefit: You may expend a smite attempt as a swift action to activate this ability.
For the next round, the Paladin's switchable aura's radius is tripled, and any bonuses
are doubled. In the case of a benefit that may normally be used once per round, it
may be used twice this round.

Judgment [Smite]
You channel pure holy energy into your weapon, and unleash a holy explosion with a
swing, hurtling forward in a line through your enemies.
Prerequisite: Cha 15, Smite 3/encounter, Holy Wrath
Benefit: You may expend a use of your Smite Evil ability to use this ability as a
standard action. You call forth a violent burst of holy energy, dealing 1d6 sacred
damage per level of smiting class in a 5 foot wide line. The length of the line is equal
to 25+5 feet/2 levels of smiting class. Targets get a reflex save (DC 10+1/2 paladin
level+Cha) for half damage.

Reckoning [Smite]
You channel powerful holy energy into an overwhelmingly forceful blow that stuns
your enemy.
Prerequisite: Str 13, Smite 2/encounter
Benefit: You may expend one use of your Smite Evil as a standard action in order to
make a single melee attack. An enemy struck by this attack must make a Fort save
(DC 10+1/2 level+Cha modifier) or be dazed for one round (In addition to taking
normal damage from the attack).

Retribution [Smite]
You channel holy energy into your shield which is unleashed when you are attacked.
Prerequisite: Smite Evil 3/encounter, Shield Specialization
Benefit: As an immediate action when an opponent attempts to strike you, you may
expend a use of your Smite Evil to add your Charisma bonus to your Shield Bonus to
AC against this attack. If the opponent's attack misses, they are automatically
knocked back 5 feet by the unleashed holy energy and take damage equal to twice
your Charisma modifier. The movement provokes an attack of oppurtunity from
anyone but you.

Vindication [Smite]
By channeling holy energy into your weapon, it can cross the nexus between planes
and harm ethereal foes.

30
Prerequisite: Cha 13, Smite Evil 1/encounter
Benefit: You may expend a Smite Evil use to give all attacks for 1 round the benefit
of the Ghost Touch weapon enhancement.

Holy Arrow [General]


Your presence and faith guide your arrows true. Your faith is not limited to the
single-minded close combat of your peers.
Prerequisite: Smite Evil 1/encounter, Point Blank Shot
Benefit: You may use the Smite (alignment) ability with ranged weapons.

Extra Lay on Hands [General]


You are a focused healer, and are able to draw upon more holy power in order to
heal yourself and your allies.
Prerequisite: Wis 13, Lay on Hands class feature
Benefit: You may refresh your Lay on Hands pool one extra time per day.

Extra Smiting [General]


You can make more smite attacks.
Prerequisites: Smite ability, base attack bonus +4
Benefit: When you take this feat, you gain one extra smite per encounter.
Note: This replaces the Extra Smiting feat written in Complete Warrior, which does
not apply to the Rebalanced Paladin.

Tactical and Style Feats

Shield Guard [Tactical]


Your extensive training with shields has taught you how to protect others as well as
yourself.
Prerequisite: Proficiency with shields, Shield Specialization, Combat Expertise, Base
Attack Bonus +6
Benefit: Shield Guard gives you three maneuvers you can use with a shield:
Shield Ally: As an immediate action, you may grant any adjacent ally a shield
bonus to AC equal to that provided by your shield plus it's enhancement
bonus. However, you do not benefit from the shield's shield bonus to AC or
the enhancement bonus. This effect lasts until the start of your next turn or
until you and your ally are no longer adjacent.

Shielded Interception: When an ally is charged and the charge line is within 5'
of you, you may take a 5' step into the charge line as an immediate action if
you are wielding a Heavy Shield. The charging enemy now counts as
charging you for all purposes, and you take a -2 penalty to AC until the
beginning of your next turn.

Shielded Defense: When using the Combat Expertise feat, any bonus you add
to your Armor Class from Combat Expertise is also added to your Reflex saves
you make for half damage.
Special: A fighter may take Shield Guard as a fighter bonus feat.

31
Chapter 4

Combat & Rules

General Combat

All iterative attacks come at a -5 penalty from the attackers full BAB, instead of a
cumulative -5 penalty. So a full BAB attack routine at level 20 would look like
+20/+15/+15/+15 instead of +20/+15/+10/+5.

The following forms of precision damage work against creatures immune to critical
hits, but they deal half damage:
Sneak Attack
Sudden Strike
Skirmish
Precise Strike

Charging
Per the PHB except:

When determining the line on which you charge, you do not have to take the
shortest route to your opponent. Instead, you may charge in any straight line on
which you would threaten your opponent. You must make your attack when you
enter the first square in which you threaten your opponent. In all other ways, the
path you take must still be "open", as described in the PHB.

You may overrun as part of a charge.

Overrun
You may overrun as part of a charge.

Turn Undead
Turn Undead
You create a burst of positive energy centered on yourself with a thirty foot
radius. All undead creatures in the area take 1d6 points of damage per Cleric level.
A successful Will save (DC 10 + cleric level + Cha mod) halves the damage. All
living creatures in the area are healed the same amount (Will save for half,
harmless). You are not affected by your own turn attempts.

Undead creatures with Turn Resistance take less damage. For each point of turn
resistance, reduce the number of damage dice by one. So if a ninth level Cleric (9d6
turn damage normally) would turn a vampire (turn resistance 4), he would roll 4d6
damage less, so he would only deal 5d6 damage to the vampire.

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Bolster Undead (replace rebuke undead)
You create a burst of negative energy centered on yourself with a thirty foot
radius. All undead creatures in the area are healed 1d6 points of damage per Cleric
level (Will save for half, harmless). All living creatures in the area take the same
amount of damage, with a Will save for half damage (DC 10 + Cleric level + Cha
mod). You are not affected by your own bolster attempts.

Improved Turn Undead


Prerequisite: Ability to turn undead
Benefit: When you turn undead, all undead creatures in the area are dazed for a
number of rounds equal to half your Cleric level plus your Cha mod. If they succeed
on the Will save for half damage from turning, they are not dazed.

Rebuke Undead
Prerequisite: Ability to bolster undead
Benefit: When you bolster undead, all undead creatures in the area must make a
Will save (DC 10 + Cleric level + Cha mod) or risk falling under your control. If
your Cleric level is at least double the undead creature's hit dice and it fails its Will
save, it is under your mental control. You may control any number of undead
creature's whose total hit dice does not exceed your Cleric level.

Other Rules

Repairing Magical Equipment


If a magical item is destroyed, but can still be physically repaired, then it is possible
to restore it's enchantment.

First, the item must be fully physically repaired to its original masterwork quality. If
the item has been partially or wholly destroyed (disintegrated, burned, dissolved,
etc), then it cannot be physically repaired.

Second, the enchantment needs to be "repaired". The broken pieces still contain
residual magical energies, so once the item is made whole, those energies need to
be refocused to get the item to full working order. Repairing the enchantment
requires the person to have the appropriate item creation feat, and any other special
creation prerequisites for the specific item. This repair costs 1/10 of the market
price of the item, and 1/25 of that cost in XP. As usual, the repair takes one day per
1,000 gp of the repair cost.

For example, if a +1 longsword is sundered, and later repaired, the enchantment can
be repaired for 200 gp (one tenth the original 2,000 gp cost to enchant it), and
would cost 8 XP (1/25 of 200).

33
Chapter 5

Equipment

Weapons
Great club is now a simple weapon instead of a martial weapon.
Orcish shot put reduce the critical from 19-20/x3 to 20/x4.

Armor
Light Armors
Type AC Max Dex ACP ASF% Cost
Light leather +2 +6 -0 10% 10 gp
Light mail +4 +4 -2 20% 100 gp

Medium Armors*
Type AC Max Dex ACP ASF% Cost
Full leather +4 +5 -2 20% 50 gp
Full mail +5 +4 -3 25% 150 gp
Light plate +6 +3 -4 30% 200 gp

Heavy Armors**
Type AC Max Dex ACP ASF% Cost
Full plate +9 +1 -6 40% 1,500 gp

*The penalty for movement in medium armor is that your run speed is x3 instead of
x4
**The penalty for movement in heavy armor is both your run speed is x3 instead of
x4 and your speed drops depending on your base speed (40 to 30, 30 to 20, 20 to
15).

Special materials

Mithril: Per the DMG.

Adamantine: Adamantine armor grants damage reduction overcome by adamantine


weapons. The amount of damage reduction is half (the armor's AC bonus plus its
enhancement bonus to AC (if any)), round down. This bonus is further boosted by
+1 for light armor, +2 for medium, and +3 for heavy.

34
So the numbers would look like:

Light Armors
Type AC Max Dex ACP ASF% Special
Adamantine light mail +4 +4 -2 20% DR 3/adamantine
Mithril light mail +4 +6 -0 10%
Mithril full mail +5 +6 -0 15%
Mithril light plate +6 +5 -1 20%

Medium Armors
Type AC Max Dex ACP ASF% Special
Adamantine full mail +5 +4 -3 25% DR 4/adamantine
Mithril full mail +6 +3 -4 30% DR 5/adamantine
Mithril full plate +9 +3 -3 30%

Heavy Armors
Type AC Max Dex ACP ASF% Special
Adamantine full plate +9 +1 -6 40% DR 7/adamantine

Magic Items

Animated Shield
The animated shield works as listed in the DMG, except that it only provides the user
a shield bonus to their AC. It cannot be used with any shield based maneuvers, and
the user cannot apply the benefits of the Shield Specialization to an animated shield
while animated.

Candle of Invocation
Instead of treating the cleric as two levels higher for purposes of spell
preparation, the candle grants the cleric +1 to his caster level for the duration.
Remove the Gate feature.
Market price: 4,000 gp

35
Chapter 6

Magic

Abusive Spells

The three Planar Binding spells

You can only force a bound creature to use a spell or spell-like ability of a lower level
than the level of the Planar Binding spell cast. So if you use Planar Binding (a 6th
level spell) to bind an efreeti, you could not force it to cast anything above 5th level
in exchange for it's freedom (thus, no Wishes). The creature could decide to use
these types of spells to fulfill its service, but at its discretion.

Gate

The only use of this spell is now for the transport feature. Use Planar Binding and
Summon Monster for other summons. Also, specific creatures can be called with
gate, but they do not have to travel through.

Alter Self

Works as printed in the PHB with the following exceptions:


The natural armor gained by the spell is capped at 1/3 caster level (max +5
at 15th level).
Any racial skill bonuses gained by the spell is capped at 1/3 caster level (max
+4 at 12th level).
Any movement speeds gained by the spell is capped at 10 feet per 3 caster
levels (max 50 feet at 15th level). Use the caster's base land speed if it is
higher. Flight speeds are not granted until caster level 5, and the
maneuverability is never greater than average.

Polymorph

You form changes into that of another creature. You may increase or decrease your
size by one size category. Increasing your size gives you a +2 bonus to Strength
and a -2 penalty to Dexterity, and decreasing your size gives you a +2 bonus on
Dexterity and a -2 Penalty on Strength. You have the reach of a long creature of
your new size. If using this spell to impersonate someone, you gain a +10
circumstance bonus on your Disguise check.

You gain a number of points equal to your caster level, to a maximum of 15 at 15th
level. You can use these points however you want to purchase special abilities and
ability enhancements.

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Abilities:
Ability Score Increase (2 points): You gain a +2 enhancement bonus to
Str, Dex, or Con. You can use this ability multiple times, but you cannot gain
an enhancement bonus to a single ability greater than +6. If you gain a
bonus to your Con score, you do not gain additional hit points.
Natural Armor (1 point): You gain a +1 bonus to your natural armor, which
stacks with existing natural armor. You can take this ability multiple times, to
a maximum bonus of +5.
Flight (4 points): You gain the ability to fly at your base speed with average
maneuverability.
Swimming (2 points): You gain a swim speed equal to your base land
speed and a +8 bonus on Swim checks. You may take 10 while swimming
and may charge while swimming in a straight line. You are able to breath
underwater.
Scent (2 points): You gain the scent ability
Natural attack (2 points): You either gain bite, slam, or tentacle attack
that deals 1d8 damage (2d6 if large, 1d6 if small). Alternately, you gain two
claw attacks that deal 1d4 damage each (1d6 if large, 1d3 if small). A single
attack adds one-and-a-half times your Str modifier to damage. Paired
attacks simply add your Str modifier. This can be taken more than once to
gain both a single attack and a pair of attacks. Choose which is your primary
attack form and which is the secondary. All secondary attacks take a -5
penalty on the attack role (-2 if you have the Multiattack feat).
Reach (4 points): Your reach increases by five feet.
Burrow (4 points): You gain a burrow speed equal to your base land speed.
Low light vision (1 point): You gain low light vision.
Darkvision (2 points): You gain dark vision 60 ft.
Speed (1 point): Your base land speed increases by 5 ft. This can be taken
several times.
Energy Resistance (1 point): You gain energy resistance of 5 for any one
of the five energy types (acid, cold, electricity, fire, or sonic). You can take
this ability several times, either increasing the resistance of one type by 5,
and/or by gaining resistances to new energy types.
Energy Immunity (6 points): You are immune to one of the five energy
types (acid, cold, electricity, fire, or sonic). This ability can be taken multiple
times, granting you immunity to a different energy type.

Blasphemy
(Proposed by Sunic_Flames)

Any non-evil creature within the area of a blasphemy spell must make special Will
save (DC = spells save DC - creatures HD + your caster level + 1). or suffer the
following ill effects.

Save Result Effect


Failed save Dazed
Failed save by 2-5 Weakened, dazed
Failed save by 6-10 Paralyzed, weakened, dazed
Failed save by 11 or more Killed, paralyzed, weakened, dazed

37
The effects are cumulative and concurrent.

Dazed: The creature can take no actions for 1 round, though it defends itself
normally.
Weakened: The creatures Strength score decreases by 2d6 points for 2d4
rounds.
Paralyzed: The creature is paralyzed and helpless for 1d10 minutes.
Killed: Living creatures die. Undead creatures are destroyed.

Furthermore, if you are on your home plane when you cast this spell, non-evil extra-
planar creatures within the area are instantly banished back to their home planes.
Creatures so banished cannot return for at least 24 hours. This effect takes place
regardless of whether the creatures hear the blasphemy. The banishment effect
allows a Will save (as above, but at a -4 penalty) to negate.

Mordenkainen's Disjunction

Works as normal, except the item's magical properties are merely suppressed for
one hour. After this period, they begin working as normal. The items do not get a
save.

Spells in General
This is to help balance direct damage, save or dies, and crowd control, and other
save-based spells.

General Direct Damage Change

Here's the basic idea: A direct damage spell directly opposes a monster's HP. Now,
a monster primarily gets HP from two sources: their hit dice and their Con mod (*
their HD). Because their Con mod is multiplied by their HD, they get a very solid
boost at higher levels. This is a way to boost damage on a per-damage die basis for
direct damage spells.

The idea is to add a bonus to the damage per damage die of the spell. This bonus
damage would be the spell's level plus one, divided by two (or spell's level, divided
by two, round up). So, 1st level spells would add 1 point per damage die, 1 point for
2nd level spells, 2 points for 3rd level spells, etc. The bonus per spell level would be:

Spell Level Bonus damage per die


0 +0
1 +1
2 +1
3 +2
4 +2
5 +3

38
6 +3
7 +4
8 +4
9 +5

A few examples:

A 12th level wizard casts Fireball for 10d6+20 (+2 per die for a 3rd level spell). The
same wizard casts Cone of Cold for 12d6+36 (+3 per die) and Magic Missile for
5d4+10 (an additional +5 on top of what Magic Missile normally does).

The spell gains additional abilities based on the damage type of the spell:

[fire] On a failed save the target catches fire (taking spell level d6 fire
damage each round) for a number of rounds equal to half the spell's level
(minimum 1). It requires a full-round action (that provokes an attack of
opportunity) to extinguish the flames.

[cold] On a failed save the target takes a penalty to your Strength score
equal to the spell's level, but this cannot reduce your Strength score below
1. This penalty overlaps with other Str penalties from other cold spells. The
penalty lasts for a number of rounds equal to the spell's level.

[acid] On a failed save, the target becomes sickened for a number of rounds
equal to the spell's level.

[electric] On a failed save the target takes a penalty to your Dexterity score
equal to the spell's level, but this cannot reduce your Dexterity score below
1. This penalty overlaps with other Dex penalties from other electric
spells. The penalty lasts for a number of rounds equal to the spell's level.

[sonic] On a failed save the target is deafened for a number of rounds equal
to half the spell's level (minimum 1).

[Force] On a failed save, small and smaller creatures are knocked


prone. Higher level spells are capable of knocking larger creatures prone, per
the table below:

Spell Creature Size


Level
1-2 medium and smaller
3-4 large and smaller
5-6 huge and smaller
7-8 gargantuan and smaller
9 colossal and smaller

Save or Dies

39
All save or dies take a full round to cast (not to be confused with a full-round action),
assuming the casting time isn't already longer. The simple fix is to increase the
setup time for the spell.

Crowd Control

Crowd control is somewhat of a large category. This can be broken down into other
types, such as de-buffs, terrain modification, and save-or-lose spells. Now, it's the
save-or-lose spells that are the most potent, generally speaking, as they can often
have the same effect as a save or die. Any spell that would impose a status on a
target that limits the actions they can take is more potent than one that merely gives
a penalty. So, any spell that gives any of the following conditions to the target will
have a casting time of one full round (assuming the casting time isn't already longer):
Blinded
Confused
Dazed
Disabled
Dying
Fascinated
Frightened
Helpless
Nauseated
Panicked
Paralyzed
Petrified
Staggered
Stunned
Unconscious

Spells with a Casting Time of an Entire Round

Once the caster decides to cast a spell with a casting time of one full round, he
cannot change the spell, although, he can opt to stop casting before the spell goes
off and save the spell slot. The target or area of effect does not need to be picked
until the spell goes off, so the caster can dynamically target as needed. If no valid
target is available (or desirable), then the caster can dismiss the spell at the last
minute.

It is possible to counter a spell with a casting time of an entire round. Doing so


takes a standard action (even though the spells casting time would otherwise be an
entire round).

Cantrips and Orisons

Casters gain unlimited daily use of their 0-level spells. In addition, the direct
damage cantrips gain a small, non-scaling boost to damage, to make them useful at
low levels. Being 0-level spells, they would not gain any bonus damage from the
previous changes to direct damage spells. Also, they will not gain any special

40
secondary effects for their energy type. Each of these spells has a range of close
and requires a ranged touch attack to hit.

Acid Splash - 1d6 acid damage.


Electric Jolt - 1d6 electric damage.
Finger of Flame - 1d6 fire damage.
Force Ball - 1d3 force damage.
Ray of Frost - 1d6 cold damage.
Sonic Snap - 1d4 sonic damage.

Do note that this change would make unlimited healing available to several casters
quite easily through Cure Minor Wounds. This healing would be slow (one point per
round), so it would only be useful out of combat, like most other existing, unlimited
healing tricks. For DMs who think this is a problem, there are several possible
alternatives: Only allow Cure Minor Wounds to work if the target is either at 0 HP or
lower, or if the target is below half HP.

Spell Lists and Domain Powers

Cleric Spells and Domains

Cleric

Level 0
Create Water
Cure Minor Wounds
Detect Magic
Detect Poison
Guidance
Inflict Minor Wounds
Light
Mending
Purify Food and Drink
Read Magic
Resistance
Virtue

Level 1
Bane
Bless
Bless Water
Cure Light Wounds
Curse Water
Detect Chaos/Evil/Good/Law
Detect Undead
Endure Elements
Inflict Light Wounds
Magic Weapon

41
Remove Fear
Shield of Faith

Level 2
Aid
Cure Moderate Wounds
Delay Poison
Eagles Splendor
Enthrall
Inflict Moderate Wounds
Make Whole
Owls Wisdom
Remove Paralysis
Restoration, Lesser

Level 3
Consecrate
Create Food and Water
Cure Serious Wounds
Desecrate
Hold Person
Inflict Serious Wounds
Prayer
Remove Blindness/Deafness
Remove Disease
Speak with Dead

Level 4
Bestow Curse
Cure Critical Wounds
Dismissal
Dispel Magic
Inflict Critical Wounds
Magic Weapon, Greater
Neutralize Poison
Planar Ally, Lesser
Remove Curse
Restoration
Tongues

Level 5
Atonement
Commune
Cure Light Wounds, Mass
Death Ward
Inflict Light Wounds, Mass
Raise Dead
Slay Living

Level 6
Banishment
Break Enchantment
Cure Moderate Wounds, Mass

42
Dispel Chaos/Evil/Good/Law
Disrupting Weapon
Eagles Splendor, Mass
Geas/Quest
Hallow
Harm
Heal
Inflict Moderate Wounds, Mass
Owls Wisdom, Mass
Planar Ally
Plane Shift
Unhallow

Level 7
Cure Serious Wounds, Mass
Destruction
Dispel Magic, Greater
Inflict Serious Wounds, Mass
Regenerate
Restoration, Greater
Resurrection

Level 8
Cure Critical Wounds, Mass
Inflict Critical Wounds, Mass
Planar Ally, Greater

Level 9
Heal, Mass
Miracle
Soul Bind
True Resurrection

Air

Granted Power
You no longer need to breathe.
You may cast Feather Fall (self only) at will as an immediate action.
At Level 10, you gain a fly speed equal to your base land speed (perfect
maneuverability).
At 20th level, your type changes to outsider (air).

Alternative Turn Undead Option


As normal except you turn earth creatures as undead and heal air creatures as living
creatures.

Level 1
Jet of Steam (CM)
Obscuring Mist
Summon Monster I (Air subtype only)

43
Level 2
Fog Cloud
Summon Monster II (Air subtype only)
Wind Wall

Level 3
Call Lightning
Summon Monster III (Air subtype only)
Water Breathing

Level 4
Air Walk
Solid Fog
Summon Monster IV (Air subtype only)

Level 5
Call Lightning Storm
Control Winds
Summon Monster V (Air subtype only)

Level 6
Chain Lightning
Summon Monster VI (Air subtype only)
Wind Walk

Level 7
Acid Fog
Control Weather
Summon Monster VII (Air subtype only)

Level 8
Reverse Gravity
Summon Monster VIII (Air subtype only)
Whirlwind

Level 9
Elemental Swarm (Air subtype only)
Storm of Vengeance
Summon Monster IX (Air subtype only)

Animal

Granted Power
You gain an animal companion like a druid.

Alternative Turn Undead Option


Heal 1d6 damage per cleric level to all animals within 30 feet. Any hit points healed
above the animal's maximum are added as temporary hit points. The animal cannot
gain more temporary hit points in this fashion than their maximum hit points. These
temporary hit points last for one hour.

44
Level 1
Charm Animal
Magic Fang
Summon Natures Ally I (Animals only)

Level 2
Animal Trance
Hold Animal
Summon Natures Ally II (Animals only)

Level 3
Dominate Animal
Poison
Summon Natures Ally III (Animals only)

Level 4
Giant Vermin
Repel Vermin
Summon Natures Ally IV (Animals only)

Level 5
Animal Growth
Awaken
Summon Natures Ally V (Animals only)

Level 6
Antilife Shell
Insect Plague
Summon Natures Ally VI (Animals only)

Level 7
Animal Shapes
Aura of Vitality (SC)
Summon Natures Ally VII (Animals only)

Level 8
Awaken, Mass (SC)
Phantom Wolf (SC)
Summon Natures Ally VIII (Animals only)

Level 9
Nature's Avatar (SC)
Phantom Bear (SC)
Shapechange (Animals only)

Chaos

Granted Power
You gain damage reduction overcome by lawful weapons equal to half your
cleric level.

45
Your melee attacks are considered chaotic aligned for purposes of overcoming
damage reduction.
At 20th level, your type changes to outsider (chaotic).

Alternative Turn Undead Option


As normal except you turn lawful outsiders as undead and heal chaotic outsiders as
living creatures.

Level 1
Cause Fear
Protection from Law
Summon Monster I (Chaotic subtype only)

Level 2
Align Weapon
Shatter
Summon Monster II (Chaotic subtype only)

Level 3
Displacement
Magic Circle Law
Summon Monster III (Chaotic subtype only)

Level 4
Chaos Hammer
Confusion
Summon Monster IV (Chaotic subtype only)

Level 5
Baleful Polymorph
Dispel Law
Summon Monster V (Chaotic subtype only)

Level 6
Animate Objects
Forbiddance
Summon Monster VI (Chaotic subtype only)

Level 7
Insanity
Summon Monster VII (Chaotic subtype only)
Word of Chaos

Level 8
Cloak of Chaos
Summon Monster VIII (Chaotic subtype only)
Symbol of Insanity

Level 9
Maze
Scintillating Pattern
Summon Monster IX (Chaotic subtype only)

46
Death

Granted Power
You gain resistance to negative energy damage (such as from an Inflict spell)
equal to your cleric level. Alternately, if you are healed by negative energy,
you gain an equal amount of resistance to positive energy (such as from Cure
spells). It is possible for this resistance to change, such as if you become
undead or take the Tomb-Tainted Soul feat.
At 10th level, once per day if you would otherwise be killed by a death effect
or negative energy effect (such as negative levels), you can ignore the effect
entirely.

Alternative Turn Undead Option


You may spend an additional bolster undead use to increase the damage you roll for
that turn attempt. Each target that fails their Will save takes one-and-a-half times
the damage you roll. Targets still only take half damage on a successful Will
save. This extra damage only applies when damaging living creatures, and not to
healing undead.

Level 1
Cause Fear
Doom
Summon Undead I (SC)

Level 2
Command Undead
Ghoul Touch
Summon Undead II (SC)

Level 3
Animate Dead
Summon Undead III (SC)
Vampiric Touch

Level 4
Death Ward
Enervation
Summon Undead VI (SC)

Level 5
Fear
Summon Undead V (SC)
Symbol of Pain

Level 6
Circle of Death
Create Undead
Symbol of Fear

Level 7
Finger of Death
Plague (PHB2)

47
Waves of Exhaustion

Level 8
Create Greater Undead
Horrid Wilting
Symbol of Death

Level 9
Energy Drain
Soul Bind
Wail of the Banshee

Destruction

Granted Power
Your physical attacks ignore an amount of hardness and damage reduction
equal to half your cleric level.

Alternative Turn Undead Option


You deal 1d6 damage per cleric level to all non-magical objects and constructs within
30 feet. Attended objects and constructs are allowed a Fortitude save (DC 10 +
cleric level + Cha mod) for half damage.

Level 1
Burning Rage (PHB2)
Enlarge Person
Orb of Acid, Lesser (SC)

Level 2
Battering Ram (SC)
Shatter
Warp Wood

Level 3
Acid Breath (SC)
Contagion
Explosive Runes

Level 4
Enlarge Person, Mass
Ice Storm
Orb of Acid (SC)

Level 5
Acid Sheath (SC)
Contagion, Mass (SC)
Insect Plague

Level 6
Acid Storm (SC)
Disintegrate
Lingering Flames (CM)

48
Level 7
Slime Wave (SC)
Storm of Elemental Fury (SC)
Wrack Earth (PHB2)

Level 8
Earthquake
Incendiary Cloud
Plague (PHB2)

Level 9
Implosion
Meteor Swarm
Storm of Vengeance

Earth

Granted Power
You gain the stability ability of a dwarf. If you already have this ability, the
bonus increases from +4 to +8.
Any spell you cast that heals hit point damage can be used to heal stone
objects, stone-based creatures, and creatures with the Earth subtype.
At 10th level, you gain a burrow speed equal to your base land speed, and
may burrow through solid stone.
At 20th level, your type changes to outsider (earth).
At 20th level, you gain the earth glide ability, with a speed equal to your base
land speed.

Alternative Turn Undead Option


As normal except you turn air creatures as undead and heal earth creatures as living
creatures.

Level 1
Hail of Stone (SC)
Magic Stone
Summon Monster I (Earth subtype only)

Level 2
Shatter
Soften Earth and Stone
Summon Monster II (Earth subtype only)

Level 3
Meld into Stone
Stone Shape
Summon Monster III (Earth subtype only)

Level 4
Spike Stones
Stoneskin
Summon Monster IV (Earth subtype only)

49
Level 5
Summon Monster V (Earth subtype only)
Transmute Rock to Mud
Wall of Stone

Level 6
Flesh to Stone
Stone to Flesh
Summon Monster VI (Earth subtype only)

Level 7
Earthquake
Stone Tell
Summon Monster VII (Earth subtype only)

Level 8
Polymorph Any Object (into stone only)
Repel Metal or Stone
Summon Monster VIII (Earth subtype only)

Level 9
Elemental Swarm (Earth subtype only)
Meteor Swarm
Summon Monster IX (Earth subtype only)

Evil

Granted Power
You gain damage reduction overcome by good weapons equal to half your
cleric level.
Your melee attacks are considered evil aligned for purposes of overcoming
damage reduction.
At 20th level, your type changes to outsider (evil).

Alternative Turn Undead Option


As normal except you turn good outsiders as undead and heal evil outsiders as living
creatures.

Level 1
Doom
Protection from Good
Summon Monster I (Evil subtype only)

Level 2
Align Weapon
Desecrate
Summon Monster II (Evil subtype only)

Level 3
Bestow Curse
Magic Circle against Good

50
Summon Monster III (Evil subtype only)

Level 4
Fear
Summon Monster IV (Evil subtype only)
Unholy Blight

Level 5
Dispel Good
Summon Monster V (Evil subtype only)
Unhallow

Level 6
Create Undead
Forbiddance
Summon Monster VI (Evil subtype only)

Level 7
Blasphemy
Circle of Death
Summon Monster VII (Evil subtype only)

Level 8
Create Greater Undead
Summon Monster VIII (Evil subtype only)
Unholy Aura

Level 9
Energy Drain
Summon Monster IX (Evil subtype only)
Wail of the Banshee

Fire

Granted Power
You gain fire resistance equal to your cleric level.
At 10th level, you may alter the damage of any spell you cast with the [fire]
descriptor, so that half of the damage is fire, and the other half is divine
energy not subject to fire resistance or immunity.
At 20th level, your type changes to outsider (fire).

Alternative Turn Undead Option


As normal except you turn water creatures as undead and heal fire creatures as
living creatures.

Level 1
Burning Hands
Produce Flame
Summon Monster I (Fire subtype only)

Level 2
Flame Blade

51
Scorching Ray
Summon Monster II (Fire subtype only)

Level 3
Fireball
Resist Energy
Summon Monster III (Fire subtype only)

Level 4
Fire Shield
Summon Monster IV (Fire subtype only)
Wall of Fire

Level 5
Fire and Brimstone (CM)
Flame Strike
Summon Monster V (Fire subtype only)

Level 6
Fire Seeds
Fires of Purity (SC)
Summon Monster VI (Fire subtype only)

Level 7
Delayed Blast Fireball
Fire Storm
Summon Monster VII (Fire subtype only)

Level 8
Incendiary Cloud
Summon Monster VIII (Fire subtype only)
Emerald Flame Fist (SC)

Level 9
Elemental Swarm (Fire subtype only)
Meteor Swarm
Summon Monster IX (Fire subtype only)

Good

Granted Power
You gain damage reduction overcome by evil weapons equal to half your
cleric level.
Your melee attacks are considered good aligned for purposes of overcoming
damage reduction.
At 20th level, your type changes to outsider (good).

Alternative Turn Undead Option


As normal except you turn evil outsiders as undead and heal good outsiders as living
creatures.

Level 1

52
Protection from Evil
Remove Fear
Summon Monster I (Good subtype only)

Level 2
Align Weapon
Consecrate
Summon Monster II (Good subtype only)

Level 3
Cloak of Bravery (SC)
Magic Circle against Evil
Summon Monster III (Good subtype only)

Level 4
Death Ward
Summon Monster IV (Good subtype only)
Undead Bane Weapon (SC)

Level 5
Dispel Evil
Hallow
Summon Monster V (Good subtype only)

Level 6
Forbiddance
Summon Monster VI (Good subtype only)
Undeath to Death

Level 7
Holy Word
Holy Star (SC)
Summon Monster VII (Good subtype only)

Level 8
Crown of Glory (SC)
Holy Aura
Summon Monster VIII (Good subtype only)

Level 9
Heavenly Host (SC)
Summon Monster IX (Good subtype only)
Undeaths Eternal Foe (SC)

Healing

Granted Power
You may cast any Cure spell as a swift. Some Cure spells you cast also have
additional effects, both in the single and mass versions:
o Cure Moderate Wounds - in addition to healing HP damage, 1d4 ability
damage is healed.

53
o Cure Serious Wounds - in addition to healing HP damage, 1d6 ability
damage is healed. Fatigue is removed and exhaustion is reduced to
fatigue.
o Cure Critical Wounds - in addition to healing HP damage, 1d8 ability
damage or drain is healed. Fatigue and exhaustion are removed.

Alternative Turn Undead Option


Heal all living creatures within 30 feet 1d6 damage per cleric level. Each creature
heals up to one point of ability damage per cleric level, split among several abilities
however they choose. You do not heal yourself with this ability (although you could
get healed if another cleric used this ability on you).

Knowledge

Granted Power
Add all Knowledge skills as class skills.

Alternative Turn Undead Option


You grant a target a competence bonus to a single skill equal to two plus an
additional point per three cleric levels, and the target can use the skill
untrained. The target must be within 30 feet of you. This benefit lasts a number of
minutes equal to your Charisma bonus (minimum of one).

Level 1
Comprehend Languages
Identify
True Strike

Level 2
Augury
Find Traps
Zone of Truth

Level 3
Clairaudience/Clairvoyance
Invisibility Purge
Speak with Dead

Level 4
Discern Lies
Divination
Locate Object

Level 5
Contact Other Plane
Scrying
True Seeing

Level 6
Analyze Dweomer
Find the Path

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Prying Eyes

Level 7
Legend Lore
Probe Thoughts (SC)
Scrying, Greater

Level 8
Discern Location
Moment of Prescience
Vision

Level 9
Foresight
Hindsight (SC)
Prying Eyes, Greater[

Law

Granted Power
You gain damage reduction overcome by chaotic weapons equal to half your
cleric level.
Your melee attacks are considered lawful aligned for purposes of overcoming
damage reduction.
At 20th level, your type changes to outsider (lawful).

Alternative Turn Undead Option


As normal except you turn chaotic outsiders as undead and heal lawful outsiders as
living creatures.

Level 1
Command
Protection from Chaos
Summon Monster I (Lawful subtype only)

Level 2
Align Weapon
Hold Person
Summon Monster II (Lawful subtype only)

Level 3
Checkmates Light (SC)
Magic Circle against Chaos
Summon Monster III (Lawful subtype only)

Level 4
Discern Lies
Orders Wrath
Summon Monster IV (Lawful subtype only)

Level 5
Dispel Chaos

55
Mark of Justice
Summon Monster V (Lawful subtype only)

Level 6
Forbiddance
Hold Monster
Summon Monster VI (Lawful subtype only)

Level 7
Call Kolyarut (SC)
Dictum
Summon Monster VII (Lawful subtype only)

Level 8
Shield of Law
Summon Monster VIII (Lawful subtype only)
Power Word Stun

Level 9
Call Marut (SC)
Imprisonment
Summon Monster IX (Lawful subtype only)

Luck

Granted Power
Once per encounter, as an immediate action, you can reroll any d20 roll or
have anyone within 30 feet of you reroll any d20 roll. You must make the
decision before you know if the roll was successful or not, and you must
accept the second result.

Alternative Turn Undead Option


You grant a target a sacred or profane bonus to their saving throws equal to one plus
an additional point per three cleric levels. The target must be within 30 feet of
you. This benefit lasts a number of minutes equal to your Charisma bonus
(minimum of one) for each creature, or until it rolls its first saving throw, whichever
comes first.

Level 1
Entropic Shield
Sign (SC)
True Strike

Level 2
Aid
Curse of Ill Fortune (SC)
Resist Energy

Level 3
Aid, Mass (SC)
Alter Fortune (PHB2)
Protection from Energy

56
Level 4
Blindsight, Greater (SC)
Freedom of Movement
Resistance, Greater (SC)

Level 5
Bewildering Misfortune (CC)
Curse of Ill Fortune, Mass (SC)
Surge of Fortune (CC)

Level 6
Energy Immunity (SC)
Mislead
True Seeing

Level 7
Bestow Curse, Greater (SC)
Fortunate Fate (SC)
Spell Turning

Level 8
Death Pact (SC)
Mind Blank
Moment of Prescience

Level 9
Foresight
Freedom
Reaving Dispel (SC)

Magic

Granted Power
You gain a sacred or profane bonus to saving throws and your touch armor
class against spells and spell-like abilities equal to one plus an additional point
per three cleric levels.
You use scrolls, wands, and other devices with spell completion or spell
trigger activation as a wizard of one-half your cleric level (at least 1st level).
For the purpose of using a scroll or other magic device, if you are also a
wizard, actual wizard levels and these effective wizard levels stack.

Alternative Turn Undead Option


You can use a turn undead attempt to counter a spell. You must make an opposed
caster level check as if countering with Dispel Magic.

Level 1
Identify
Magic Aura
Magic Missile

Level 2

57
Detect Thoughts
Obscure Object
See Invisibility

Level 3
Arcane Sight
Dispel Magic
Magic Weapon, Greater

Level 4
Globe of Invulnerability, Lesser
Imbue with Spell Ability
Spell Immunity

Level 5
Break Enchantment
Scrying
Spell Resistance

Level 6
Antimagic Field
Dispel Magic, Greater
Globe of Invulnerability

Level 7
Arcane Sight, Greater
Scrying, Greater
Spell Turning

Level 8
Protection from Spells
Spell Immunity, Greater
Temporal Stasis

Level 9
Freedom
Imprisonment
Time Stop

Plant

Granted Power
You gain a 25% chance to ignore extra damage from critical hits, sneak
attacks, and other precision damage and you gain a +2 resistance bonus on
saving throws against poison.
At 7th level, the percentage chance increases to 50% and the resistance
bonus increases to +4.
At 14th level, the percentage chance increases to 75% and the resistance
bonus increases to +6.
At 20th level, your type changes to plant, and you gain the appropriate
immunities.

58
Alternative Turn Undead Option
Heal 1d6 damage per cleric level to all plants within 30 feet. Any hit points healed
above the plant's maximum are added as temporary hit points. The plant cannot
gain more temporary hit points in this fashion than their maximum hit points. These
temporary hit points last for one hour.

Level 1
Entangle
Pass without Trace
Summon Natures Ally I (Plants only)

Level 2
Barkskin
Summon Natures Ally II (Plants only)
Warp Wood

Level 3
Plant Growth
Spike Growth
Summon Natures Ally III (Plants only)

Level 4
Command Plants
Poison
Summon Natures Ally IV (Plants only)

Level 5
Awaken
Summon Natures Ally V (Plants only)
Wall of Thorns

Level 6
Liveoak
Repel Wood
Summon Natures Ally VI (Plants only)

Level 7
Animate Plants
Changestaff
Summon Natures Ally VII (Plants only)

Level 8
Control Plants
Summon Natures Ally VIII (Plants only)
Transport via Plants

Level 9
Deadfall (SC)
Shambler
Summon Monster IX (Plants only)

Protection

59
Granted Power
Once per encounter, as an immediate action, you can prevent up to 1d6
damage per cleric level to any ally within 30 feet of you from a single
attack. This is applied before any damage reduction or energy resistances.

Alternative Turn Undead Option


You grant a target a special protective field that lasts up to one hour, or until
dispelled. Each target can only have one such field at any given time. As an
immediate action, the target can discharge their field to grant a +10 sacred or
profane bonus to either their Armor Class (including touch AC) or to their saving
throws. This bonus lasts for one round.

Level 1
Entropic Shield
Protection from Chaos/Evil/Good/Law
Sanctuary

Level 2
Barkskin
Resist Energy
Shield Other

Level 3
Magic Circle against Chaos/Evil/Good/Law
Magic Vestment
Protection from Energy

Level 4
Death Ward
Spell Immunity
Stoneskin

Level 5
Break Enchantment
Spell Resistance
Wall of Force

Level 6
Antimagic Field
Glyph of Warding, Greater
Repulsion

Level 7
Fortunate Fate (SC)
Refuge
Spell Turning

Level 8
Dimensional Lock
Mind Blank
Spell Immunity, Greater

60
Level 9
Death Ward, Mass (SC)
Prismatic Sphere
Protection from Spells

Strength

Granted Power
At 2nd level, you gain a +2 enhancement bonus to Strength. This bonus
increases by an additional +2 every four levels thereafter, to a maximum of
+10 at 18th level.

Alternative Turn Undead Option


You grant a target an enhancement bonus to their Strength equal to your cleric
level. The target must be within 30 feet of you. This benefit lasts a number of
minutes equal to your Charisma bonus (minimum of one).

Level 1
Beastland Ferocity (SC)
Enlarge Person
Vigor, Lesser (SC)

Level 2
Bears Endurance
Bulls Strength
Mountain Stance (SC)

Level 3
Giants Wrath (SC)
Lions Charge (SC)
Vigor (SC)

Level 4
Divine Power
Languor (SC)
Sheltered Vitality (SC)

Level 5
Righteous Might
Stoneskin
Vigor, Greater (SC)

Level 6
Bears Endurance, Mass
Bulls Strength, Mass
Vigorous Circle (SC)

Level 7
Aura of Vitality (SC)
Bigbys Grasping Hand
Tensers Transformation

61
Level 8
Bigbys Clenched Fist
Lions Roar (SC)
Unyielding Form of Inevitable Death (CM)

Level 9
Bigbys Crushing Hand
Dragonshape (PHB2)
Summon Golem (PHB2)

Sun

Granted Power
Any undead creature you attempt to turn suffers a -2 penalty on their saving
throws against the turn attempt.
At level 10, you can see normally in all forms of darkness, including magical
darkness.
At 10th level, your turn undead attempts ignore any turn resistance the
creature might have.

Alternative Turn Undead Option


Your turn attempt deals normal damage to undead creatures but does not heal living
creatures. Also, all undead creatures in the area are treated as if they are in direct
sunlight for one round.

Level 1
Color Spray
Faerie Fire
Produce Flame

Level 2
Continual Flame
Flaming Sphere
Heat Metal

Level 3
Blindness (not Deafness)
Daylight
Searing Light

Level 4
Fire Shield
Rainbow Pattern
Summon Monster IV (Lantern Archon only)

Level 5
Blistering Radiance (SC)
Flame Strike
Prismatic Ray (SC)

Level 6
Fire Seeds

62
True Seeing
Undeath to Death

Level 7
Power Word Blind
Prismatic Spray
Sunbeam

Level 8
Prismatic Wall
Scintillating Pattern
Sunburst

Level 9
Meteor Swarm
Prismatic Sphere
Storm of Vengeance

Travel

Granted Power
You may teleport a distance equal to your base movement as a swift action
once per day, plus an additional time per three cleric levels. You can only
take yourself, and any objects carried up to your maximum load.

Alternative Turn Undead Option


You grant a speed increase to a number of targets equal to your cleric level, all of
whom must be within 30 feet of you. All of the creatures movement speeds
increase by ten feet plus an additional five feet per three cleric levels. This benefit
lasts a number of minutes equal to your Charisma bonus (minimum of one).

Level 1
Expeditious Retreat
Jump
Longstrider

Level 2
Cats Grace
Levitate
Spider Climb

Level 3
Fly
Haste
Slow

Level 4
Dimensional Anchor
Dimension Door
Freedom of Movement

Level 5

63
Overland Flight
Plane Shift
Teleport

Level 6
Cats Grace, Mass
Find the Path
Word of Recall

Level 7
Ethereal Jaunt
Refuge
Teleport, Greater

Level 8
Dimensional Lock
Discern Location
Phase Door

Level 9
Astral Projection
Gate
Teleportation Circle[

Trickery

Granted Power
Add Bluff, Disguise, Hide, and Move Silently as class skills.

Alternative Turn Undead Option


You impose a sacred or profane penalty to a target creatures attack rolls equal to
one plus an additional point per three cleric levels. The target must be within 30 feet
of you, and the effect is negated if it succeeds on a Will save (DC 10 + cleric level
+ Cha mod). This penalty lasts a number of minutes equal to your Charisma bonus
(minimum of one).

Level 1
Color Spray
Disguise Self
Silent Image

Level 2
Invisibility
Silence
Tashas Hideous Laughter

Level 3
Blindness/Deafness
Deeper Darkness
Nondetection

Level 4

64
Confusion
Freedom of Movement
Illusory Wall

Level 5
False Vision
Persistent Image
True Seeing

Level 6
Animate Objects
Mislead
Word of Recall

Level 7
Ethereal Jaunt
Insanity
Project Image

Level 8
Polymorph Any Object
Scintillating Pattern
Screen

Level 9
Freedom
Imprisonment
Time Stop

War

Granted Power
You gain Martial Weapon Proficiency or Exotic Weapon Proficiency (if
applicable) for your deitys favored weapon as well as Weapon Focus for that
weapon.
At 5th level, and every five levels thereafter, you gain a fighter bonus feat.

Alternative Turn Undead Option


As a standard action, you may channel divine energy through a melee attack. You
deal extra damage equal to your cleric level, and gain a sacred or profane bonus to
your attack roll equal to your Charisma modifier (minimum of one).

Level 1
Divine Favor
Entropic Shield
Rhinos Rush (SC)

Level 2
Align Weapon
Body Blades (SC)
Spiritual Weapon

65
Level 3
Heroism
Magic Vestment
Magic Weapon, Greater

Level 4
Delay Death (SC)
Divine Power
Recitation (SC)

Level 5
Flame Strike
Righteous Might
Righteous Wrath of the Faithful (SC)

Level 6
Blade Barrier
Rejection (SC)
Zealot Pact (SC)

Level 7
Body of War (SC)
Brilliant Blade (SC)
Power Word Blind

Level 8
Brilliant Aura (SC)
Lions Roar (SC)
Power Word Stun

Level 9
Power Word Kill
Storm of Vengeance
Abyssal Army, Heavenly Host, Hellish Horde, or Summon Elemental Monolith (SC)
(pick one based on alignment)

Water

Granted Power
You gain a swim speed equal to your base land speed. You can take 10 on
swim checks, even when distracted.
You can breathe underwater.
At 20th level, your type changes to outsider (water).

Alternative Turn Undead Option


As normal except you turn fire creatures as undead and heal water creatures as
living creatures.

Level 1
Animate Water (SC)
Obscuring Mist
Summon Monster I (Water subtype only)

66
Level 2
Fog Cloud
Quench
Summon Monster II (Water subtype only)

Level 3
Summon Monster III (Water subtype only)
Water Breathing
Water Walk

Level 4
Control Water
Summon Monster IV (Water subtype only)
Wall of Ice

Level 5
Cone of Cold
Ice Storm
Summon Monster V (Water subtype only)

Level 6
Acid Fog
Freezing Sphere
Summon Monster VI (Water subtype only)

Level 7
Cloudkill
Control Weather
Summon Monster VII (Water subtype only)

Level 8
Horrid Wilting
Polar Ray
Summon Monster VIII (Water subtype only)

Level 9
Elemental Swarm (Water subtype only)
Storm of Vengeance
Summon Monster IX (Water subtype only)

Paladin spell list


(From OneWing4ngels paladin)

Level 1
Bless
Bless Water
Bless Weapon
Create Water
Cure Light Wounds
Detect Poison

67
Detect Undead
Divine Favor
Endure Elements
Entropic Shield
Magic Weapon
Protection From Evil
Protection From Chaos
Remove Fear
Resistance
Restoration, Lesser
Shield of Faith

Level 2
Aid
Align Weapon
Bull's Strength
Cure Serious Wounds
Delay Poison
Eagle's Splendor
Hold Person
Invisibility Purge
Magic Circle Against Evil
Magic Circle Against Chaos
Magic Vestment
Owl's Wisdom
Prayer
Protection from Energy
Remove Blindness/Deafness
Remove Curse
Remove Disease
Remove Paralysis
Resist Energy
Shield Other
Zone of Truth

Level 3
Break Enchantment
Cure Critical Wounds
Cure Light Wounds, Mass
Death Ward
Dimensional Anchor
Discern Lies
Dispel Magic
Divine Power
Freedom of Movement
Heal Mount
Magic Weapon, Greater
Mark of Justice
Neutralize Poison
Restoration
Spell Immunity
Tongues

68
Level 4
Banishment
Cure Moderate Wounds(Mass)
Dispel Chaos
Dispel Evil
Flame Strike
Hallow
Heroes' Feast
Heal
Holy Sword
Raise Dead
Righteous Might
Spell Resistance
True Seeing

Sorcerer/Wizard (Generalist) spell list

The new Sorcerer/Wizard (generalist) list is presented below. It takes certain "key"
spells that only specialists should have and removes them. Other spells are bumped
back a level, so that the generalist gets them, but not as early. Specialist wizards
use the original spell lists (as printed in the PHB) for their school of specialization,
and this list for all other non-prohibited schools.

Level 1

Abjur
Alarm
Endure Elements
Hold Portal
Karmic Aura (CM)

Conj
Mage Armor
Mount
Obscuring Mist
Resinous Tar (CM)
Summon Component (CM)
Unseen Servant

Div
Comprehend Languages
True Casting (CM)
True Strike
Vigilant Slumber (CM)

Ench
Charm Person

Evoc

69
Burning Hands
Dawnburst (CM)
Jet of Steam (CM)
Magic Missile
Shocking Grasp
Tenser's Floating Disk

Illus
Disguise Self
Silent Image

Necro
Cause Fear
Death's Call (CM)
Reaving Aura (CM)

Trans
Animate Rope
Enlarge/Reduce Person
Erase
Expeditious Retreat
Feather Fall
Jump

Level 2

Abjur
Arcane Lock
Attentive Alarm (CM)
Obscure Object
Protection from Arrows
Resist Energy

Conj
Fog Cloud
Grease
Melf's Acid Arrow
Summon Monster I

Div
Allied Footsteps (CM)
See Invisibility

Ench
Daze Monster
Hypnotism
Torrent of Tears (CM)

Evoc
Continual Flame
Darkness/Daylight
Flaming Sphere

70
Gust of Wind
Luminous Swarm (CM)
Scorching Ray
Shatter

Illus
Blur
Color Spray
Invisibility
Minor Image
Misdirection

Necro
Blindness/Deafness
False Life
Ray of Enfeeblement
Scare

Trans
Boiling Blood (CM)
Darkvision
Heart of Air (CM)
Knock
Levitate
Pyrotechnics
Spider Climb
Whispering Wind

Level 3

Abjur
Arcane Turmoil (CM)
Karmic Backlash (CM)
Nondetection
Protection from Energy

Conj
Glitterdust
Incendiary Slime (CM)
Phantom Steed
Sepia Snake Sigil
Sleet Storm
Summon Monster II
Summon Swarm
Web

Div
Enduring Scrutiny (CM)
Spellcaster's Bane (CM)
Tongues

Ench

71
Bothersome Babble (CM)
Deep Slumber
Heroism
Hold Person
Touch of Idiocy

Evoc
Fireball
Ghost Lantern (CM)
Lightning Bolt
Wind Wall

Illus
Deceptive Facade (CM)
Hood of the Cobra (CM)
Hypnotic Pattern
Major Image
Mask of the Ideal (CM)
Pall of Twilight (CM)

Necro
Escalating Enfeeblement (CM)
Prickling Torment (CM)
Ray of Exhaustion

Trans
Animate Weapon (CM)
Blink
Fly
Haste
Heart of Water (CM)
Slow

Level 4

Abjur
Dimensional Anchor
Dispel Magic
Otiluke's Suppressing Field (CM)
Tenacious Dispelling (CM)

Conj
Caustic Smoke (CM)
Dimension Door
Solid Fog
Stinking Cloud
Summon Monster III

Div
Arcane Eye

Ench

72
Charm Monster
Crushing Despair
Melf's Slumber Arrows (CM)

Evoc
Fire Shield
Ice Storm
Incediary Surge (CM)
Shout

Illus
Greater Invisibility
Nightmare Terrain (CM)

Necro
Bestow Curse
Contagion
Fear
Finger of Agony (CM)
Horrid Sickness (CM)
Touch of Years (CM)

Trans
Heart of Earth (CM)
Mass Enlarge/Reduce Person
Rary's Mnemonic Enhancer
Rebirth of Iron (CM)
Rusted Blade (CM)

Level 5

Abjur
Dismissal

Conj
Caustic Mire (CM)
Dimension Jumper (CM)
Fire and Brimstone (CM)
Minor Creation
Summon Monster IV
Teleport

Div
Detect Scrying
Prying Eyes

Ench
Hold Monster
Symbol of Sleep

Evoc
Bigby's Interposing Hand

73
Channeled Sonic Blast (CM)
Coat of Arms (CM)
Cone of Cold
Otiluke's Resilient Sphere
Resounding Thunder (CM)

Illus
Dream
False Vision
Fever Dream (CM)
Nightmare
Persistent Image
Retributive Image (CM)

Necro
Blight
Channeled Lifetheft (CM)
Cryptwarden's Grasp (CM)
Touch of Vecna (CM)
Waves of Fatigue

Trans
Heart of Fire (CM)
Lightning Leap (CM)
Overland Flight
Passwall
Telekinesis

Level 6

Abjur
Antimagic Field
Karmic Retribution (CM)
Repulsion

Conj
Cloudkill
Familiar Refuge (CM)
Mordenkainen's Trusted Bloodhound (CM)
Steal Summoning (CM)
Summon Monster V
Tactical Teleportation (CM)

Div
True Seeing

Ench
Dominate Person
Endless Slumber (CM)
Greater Heroism
Symbol of Persuasion

74
Evoc
Bigby's Forceful Hand
Chain Lightning
Lingering Flames (CM)
Otiluke's Freezing Sphere
Storm of Fire and Ice (CM)
Wall of Force

Illus
Permanent Image
Programmed Image

Necro
Eyebite
Symbol of Fear

Trans
Control Water
Flesh to Stone
Mordenkainen's Lucubration
Smoky Confignement (CM)

Univ
Permanency
Rary's Arcane Conversation (CM)

Level 7

Abjur
Banishment
Energy Absoption (CM)
Greater Dispel Magic
Sequester

Conj
Acid Fog
Choking Cobwebs (CM)
Drawmij's Instant Summons
Phase Door
Plane Shift
Greater Teleport
Summon Monster VI
Teleport Object

Ench
Mass Hold Person
Power Word Blind

Evoc
Bigby's Grasping Hand
Mordenkainen's Sword
Prismatic Spray

75
Illus
Mass Invisibility

Necro
Finger of Death
Necrotic Curse (CM)
Waves of Exhaustion

Trans
Adamantine Wings (CM)
Control Weather
Disintegrate

Level 8

Abjur
Mysterious Redirection (CM)
Protection from Spells
Spell Turning

Conj
Deadly Lahar (CM)
Incendiary Cloud
Summon Monster VII

Div
Greater Prying Eyes
Moment of Prescience

Ench
Demand
Mass Charm Monster
Power Word Stun

Evoc
Bigby's Clenched Fist
Delayed Blast Fireball
Otiluke's Telekinetic Sphere
Polar Ray

Illus
Scintillating Pattern

Necro
Horrid Wilting
Touch of the Graveborn (CM)

Trans
Ethereal Jaunt

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Level 9

Abjur
Dimensional Lock
Imrpisonment

Conj
Dimension Jumper, Greater (CM)
Gate
Genius Loci (CM)
Refuge
Summon Monster VIII
Towering Thunderhead (CM)

Ench
Mass Hold Monster

Evoc
Bigby's Crushing Hand
Deadly Sunstroke (CM)
Lash of Force (CM)

Necro
Astral Projection

Trans
Temporal Stasis
Time Stop

Univ
Limited Wish

CC - Complete Champion
CM - Complete Mage
PHB2 - Players Handbook 2
SC - Spell Compendium

New/Modified Invocations
Below are some new warlock invocations, as well as some modified ones. Any
invocation flagged (modified) is a modified version of an already-printed invocation.

Blast Shape Invocations

Eldritch Retribution

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Least
When someone attacks and successfully damages you with a physical weapon, you
may react and attack them with an Eldritch Blast. You apply this invocation to your
Eldritch Blast as an immediate action. You can make an Eldritch Blast attack against
the opponent who attacked you. Your attack is resolved after the opponent's. You
cannot apply any Eldritch Essence invocations to this blast. The target must be
within 5 feet per warlock level, to a maximum of 60 feet.

Eldritch Assault
Lesser
You may make a full attack with your Eldritch Blast this round.

Eldritch Beam, Lesser


Lesser
You turn your Eldritch Blast into a 60 ft. line. Creatures within this area take normal
damage from your Eldritch Blast. A successful reflex save halves this damage.

Eldritch Sphere, Lesser


Lesser
You turn your Eldritch Blast into a sphere.
Your Eldritch blast becomes a 10ft radius spread with a range of 60ft. Creatures
within this area take normal damage from your Eldritch Blast. A successful reflex
save halves this damage.

Eldritch Sphere
Greater
You turn your Eldritch Blast into a sphere.
Your Eldritch blast becomes a 20ft radius spread with a range long (400 feet + 40
feet per level). Creatures within this area take normal damage from your Eldritch
Blast. A successful reflex save halves this damage.

Eldritch Beam
Lesser
You turn your Eldritch Blast into a 120 ft. line. Creatures within this area take
normal damage from your Eldritch Blast. A successful reflex save halves this damage.

Eldritch Cone (modified)


Greater
As the normal invocation, except the cone is increased from 30 feet to 60 feet.

Eldritch Essence Invocations

Shocking Blast
Least
Your Eldritch Blast deals electricity damage. Any opponent damaged must make a
Will save or be entangled for one round. If attacking a target in metal armor, you
gain a +3 bonus to the attack roll, and the target suffers a -3 penalty to any saving
throw from this eldritch blast (such as the Will save to avoid being entangled, and
any Reflex save from a blast shape invocation).

Hellrime Blast (modified)


Lesser

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Instead of applying a -2 Dex penalty, Hellrime blast deals 1d3 points of Dex damage
to the target. The damage is healed one minute after.

Shards of Bone
Lesser
Instead of channeling raw eldritch energy, you shoot out sharp bones and shards of
bone. Your eldritch blast deals slashing and piercing damage and ignores Spell
Resistance. This damage is treated as a magical weapon for purposes of overcoming
damage reduction.

Other Invocations

Inhuman Toughness
Least
Duration: 1 hour
You gain five temporary hit points, plus five more per three warlock levels (to a max
of 35 at 18th level). Note that these temporary hit points overlap with other
temporary hit points and do not stack. For example: a 3rd level warlock uses
Inhuman Toughness to gain 10 temporary hit points, and gets hit for 6 damage,
leaving him with 4. If he uses Inhuman Toughness a second time, the 10 temporary
hit points overlap with his previous 4, giving him a total of 10 temporary hit points,
and not 14.

Fiendish Form
Greater
Duration: 24 hours
Your form changes, and you take on fiendish traits.

Your damage reduction warlock class feature becomes cold iron and good or lawful
and cold iron.

You gain two claw attacks, which deal 1d6 damage (1d4 for small warlocks and 1d8
for large). You may attack with each claw at your full bonus, but you do not gain
iterative attacks with these claws from a high base attack bonus. In addition, you
can channel your eldritch blast through each claw attack. While doing so, you cannot
apply any Blast Shape invocations.

You gain wings, and can fly at your base speed with average maneuverability.

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