Difference between revisions of "Paladin, Invoker (3.5e Class)"
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*'''Shield of Justice:''' As an immediate action you may attempt to block an attack upon a target. You must be within reach of either the attacker or the target and you must either be holding a shield capable of performing a shield bash, or wielding a weapon. Make an attack roll using the weapon or shield where the DC to block the attack is the attack rolled by the opponent. If you meet or exceed the DC then the attack deals no damage. | *'''Shield of Justice:''' As an immediate action you may attempt to block an attack upon a target. You must be within reach of either the attacker or the target and you must either be holding a shield capable of performing a shield bash, or wielding a weapon. Make an attack roll using the weapon or shield where the DC to block the attack is the attack rolled by the opponent. If you meet or exceed the DC then the attack deals no damage. | ||
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*'''Vade Retro:''' As a swift action you raise your weapon in the air, pushing your enemies away with divine power. Resolve this as a [[SRD:Bull Rush|bull rush]] check against any enemies within 15 feet of you and does not provoke an attack of opportunity. For this check the invoker paladin uses a roll of 1d20 + the invoker paladin's [[SRD:Charisma|Charisma]] bonus ignoring size modifiers, and the defending enemy creatures oppose with a [[SRD:Strength|Strength]] check ignoring size modifiers (other modifiers such as from class features, feats, or racial traits may still apply to the defender's check). If the invoker paladin beats a creature's opposed check, that creature will be forced to move 5 feet in the direction away from the paladin for every 5 points with which their check exceeded the opposed check. Creatures moved by Vade Retro must make a [[SRD:Saving Throw#Reflex|Reflex]] save to avoid falling [[SRD:Prone|prone]] in the spot where they end up after being moved. | *'''Vade Retro:''' As a swift action you raise your weapon in the air, pushing your enemies away with divine power. Resolve this as a [[SRD:Bull Rush|bull rush]] check against any enemies within 15 feet of you and does not provoke an attack of opportunity. For this check the invoker paladin uses a roll of 1d20 + the invoker paladin's [[SRD:Charisma|Charisma]] bonus ignoring size modifiers, and the defending enemy creatures oppose with a [[SRD:Strength|Strength]] check ignoring size modifiers (other modifiers such as from class features, feats, or racial traits may still apply to the defender's check). If the invoker paladin beats a creature's opposed check, that creature will be forced to move 5 feet in the direction away from the paladin for every 5 points with which their check exceeded the opposed check. Creatures moved by Vade Retro must make a [[SRD:Saving Throw#Reflex|Reflex]] save to avoid falling [[SRD:Prone|prone]] in the spot where they end up after being moved. |
Revision as of 06:06, 10 January 2023
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Contents
Paladin, Invoker
This is inspired by Sulacu's Paladin Variant. I thought it was a good starting point, but could use a few tweaks to tone down some of the powers... while still going more deeply into the invocation aspect.
Making an Invoker Paladin
Invoker paladins are able fighters, and use their command over divine energies to channel easily renewable divine invocations, that lend them aid in their battles against their enemies.
Abilities: Charisma is the single most important ability for an invoker paladin. They derive their divine might from their presence and determination. Where their personas fall short, their swords back them up. Paladins need a good Strength and Constitution in order to steel themselves against the physical aspects of their divine duty.
Races: Any race capable of being lawful good.
Alignment: Lawful good.
Starting Gold: 4d4×10 gp (100 gp).
Starting Age: As fighter.
Level | Base Attack Bonus | Saving Throws | Special | Divine Invocations Known |
Battle Invocations Known |
Ritual Invocations Known | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +1 | +2 | +0 | +0 | Aura of good, detect evil, divine invocations | 1 | - | — | |||||||||||||||||||||||||||||||||
2nd | +2 | +3 | +0 | +0 | Grace | 1 | 1 | — | |||||||||||||||||||||||||||||||||
3rd | +3 | +3 | +1 | +1 | Aura of courage, smite evil 1/day | 1 | 1 | — | |||||||||||||||||||||||||||||||||
4th | +4 | +4 | +1 | +1 | Turn undead | 2 | 1 | 1 | |||||||||||||||||||||||||||||||||
5th | +5 | +4 | +1 | +1 | Special mount | 2 | 1 | 1 | |||||||||||||||||||||||||||||||||
6th | +6/+1 | +5 | +2 | +2 | 2 | 1 | 1 | ||||||||||||||||||||||||||||||||||
7th | +7/+2 | +5 | +2 | +2 | Divine health | 2 | 1 | 1 | |||||||||||||||||||||||||||||||||
8th | +8/+3 | +6 | +2 | +2 | New divine invocation (least or lesser), smite evil 2/day | 3 | 2 | 1 | |||||||||||||||||||||||||||||||||
9th | +9/+4 | +6 | +3 | +3 | Embodiment of good | 3 | 2 | 1 | |||||||||||||||||||||||||||||||||
10th | +10/+5 | +7 | +3 | +3 | 3 | 2 | 1 | ||||||||||||||||||||||||||||||||||
11th | +11/+6/+1 | +7 | +3 | +3 | Divine presence | 3 | 2 | 1 | |||||||||||||||||||||||||||||||||
12th | +12/+7/+2 | +8 | +4 | +4 | 4 | 2 | 2 | ||||||||||||||||||||||||||||||||||
13th | +13/+8/+3 | +8 | +4 | +4 | Smite evil 3/day | 4 | 2 | 2 | |||||||||||||||||||||||||||||||||
14th | +14/+9/+4 | +9 | +4 | +4 | 4 | 3 | 2 | ||||||||||||||||||||||||||||||||||
15th | +15/+10/+5 | +9 | +5 | +5 | 4 | 3 | 2 | ||||||||||||||||||||||||||||||||||
16th | +16/+11/+6/+1 | +10 | +5 | +5 | New divine invocation (least, lesser, or greater) | 5 | 3 | 2 | |||||||||||||||||||||||||||||||||
17th | +17/+12/+7/+2 | +10 | +5 | +5 | 5 | 3 | 2 | ||||||||||||||||||||||||||||||||||
18th | +18/+13/+8/+3 | +11 | +6 | +6 | Smite evil 4/day | 5 | 3 | 3 | |||||||||||||||||||||||||||||||||
19th | +19/+14/+9/+4 | +11 | +6 | +6 | 5 | 3 | 3 | ||||||||||||||||||||||||||||||||||
20th | +20/+15/+10/+5 | +12 | +6 | +6 | New divine invocation (least, lesser, greater, or sacred) | 6 | 4 | 3 | |||||||||||||||||||||||||||||||||
Class Skills (2 + Int modifier per level, ×4 at 1st level) |
Class Features
All of the following are class features of the invoker paladin.
Weapon and Armor Proficiency: Invoker paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Good (Ex): The power of a invoker paladin’s aura of good (see the detect good spell) is equal to their paladin level.
Detect Evil (Sp): At will, an invoker paladin can use detect evil, as the spell.
Divine Invocations (Sp): An invoker paladin does not prepare or cast spells. Instead, they possess a repertoire of attacks, defenses, and abilities known as invocations that require them to focus the sacred energy that suffuses their soul. An invoker paladin can use any invocation they know at will, with the following qualifications:
An invoker paladin's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. An invoker paladin is entitled to a Concentration check to successfully use an invocation if they are hit by an attack while invoking, just as a spellcaster would be. An invoker paladin can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. An invoker paladin's invocations are subject to spell resistance unless an invocation's description specifically states otherwise. An invoker paladin's caster level is their paladin level.
Invocations that allow saves and do not have an equivalent spell level have a save DC of 10 + 1/2 the invoker paladin's caster level + the invoker paladin's Charisma modifier. The save DC for an invocation if it allows a save and has an equivalent spell level is 10 + equivalent spell level + the invoker paladin's Charisma modifier. Since spell-like abilities are not actually spells, an invoker paladin cannot benefit from the Spell Focus feat. They can, however, benefit from the Ability Focus feat, as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability.
The four grades of divine invocations, in order of their relative power, are least, lesser, greater, and sacred. An invoker paladin begins with knowledge of one invocation, which must be of the lowest grade (least). As an invoker paladin gains levels, they learn new invocations, as summarized on Table: The Invoker Paladin and described below. A list of available invocations can be found on this page. Unless otherwise specified, treat invocations as an equivalent spell level based upon their relative power where least equals 1st level, lesser equals 3rd level, greater equals 6th level, and sacred equals 9th level.
At any level when an invoker paladin learns a new invocation, they can also replace an invocation they already know with another invocation of the same or a lower grade. At 8th level, an invoker paladin can replace a least invocation they know with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 16th level, an invoker paladin can replace a least or lesser invocation they know with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 20th level, an invoker paladin can replace a least, lesser, or greater invocation they know with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or sacred).
Finally, like other spell-like abilities, divine invocations are not subject to arcane spell failure chance as described under Weapon and Armor Proficiency above. An invoker paladin may qualify for some prestige classes usually intended for spellcasters. Divine invocations count as invocations for the purpose of meeting prerequisites.
Invoker paladins also possess a subset of divine invocations that do not fit the mold of a standard divine invocation, differing from regular divine invocations as described below.
Battle Invocations (Sp): Battle invocations do not have tiers as other divine invocations do, though the invoker paladin may still choose to replace a battle invocation at any level when gaining a new invocation power level. To use a battle invocation, the invoker paladin uses an immediate action or swift action that does not provoke an attack of opportunity. These powers are usually combat abilities.
Ritual Invocations (Sp): Ritual invocations do not have tiers as other divine invocations do, though the invoker paladin may still choose to replace a ritual invocation at any level when gaining a new invocation power level. Ritual invocations require a 10 minute casting time unless otherwise noted in the description and thus are not suitable for combat encounters.
Grace (Su): At 2nd level, an invoker paladin may apply their Charisma bonus (if any) or class level, whichever is lower, as a luck bonus on saving throws. This does not stack with a Paladin's Divine Grace or any ability that likewise does not stack with Divine Grace.
Aura of Courage (Su): At 3rd level, an invoker paladin is immune to fear (magical or otherwise). Each ally within 10 feet of them gains a +4 morale bonus on saving throws against fear effects.
This ability functions while the invoker paladin is conscious, but not if they are unconscious or dead.
Smite Evil (Su): Beginning at 3rd level, once per day, an invoker paladin may attempt to smite evil with one normal melee attack. They adds their Charisma bonus (if any) to their attack roll and deals 1 extra point of damage per invoker paladin level. If the invoker paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
At 8th level, and at every five levels thereafter, the invoker paladin may smite evil one additional time per day, as indicated on Table: The Invoker Paladin, to a maximum of four times per day at 18th level.
Turn Undead Turn Undead (Su): When an invoker paladin reaches 4th level, they gains the supernatural ability to turn undead. They may use this ability a number of times per day equal to 3 + their Charisma modifier. They turn undead as a cleric of three levels lower would.
Special Mount: Upon reaching 5th level, an invoker paladin gains the service of a paladin's mount. This paladin's special mount functions and progresses similarly to that of a standard paladin.
Embodiment of Good (Ex): Beginning at 7th level, the invoker paladin gains the Good subtype. Their natural weapons and any weapons when held are treated as good-aligned for the purpose of overcoming damage reduction.
Divine Health: At 9th level, a paladin gains immunity to all diseases, including supernatural and magical diseases.
Divine Presence (Su): Beginning at 11th level, an invoker paladin is surrounded by an aura of positive energy. This aura extends in a 10 foot radius around the paladin and functions as per the consecrate spell.
Ex-Invoker Paladin
An invoker paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all paladin invocations and abilities (including the service of the paladin’s mount, but not weapon, armor, and shield proficiencies). They may not progress any farther in levels as an invoker paladin. They regains their abilities and advancement potential if they atone for their violations (see the atonement spell description), as appropriate.
Like a member of any other class, an invoker paladin may be a multiclass character with the restrictions noted above on code of conduct.
Invocations
The invocations from which an invoker paladin may choose are listed below. Whenever an invocation duplicates a spell effect, the effective caster level for that spell is equal to the paladin's caster level. Treat these invocations as the power level listed below even if it differs from warlock invocations.
Divine Invocations
LEAST DIVINE INVOCATIONS
- All seeing eyes
- Bless
- Bless water
- Bless weapon
- Call of the beast
- Detect undead
- Entropic warding
- Leaps and bounds
- Otherworldly whispers
- Pierce darkness (as devil's sight)
LESSER DIVINE INVOCATIONS
- Cold comfort
- Holy shackles (as dread seizure, but only affects evil creatures)
- Last redoubt (as thieve's bane, but damage only affects evil creatures)
- See the unseen
- Spider Sense
- Spiderwalk
- Swimming the Styx
- Tyriel's wings (as fell flight, except instead of a cloak of shadows the invoker paladin is borne aloft by rippling cloak of glowing white ribbons)
- Zone of truth
GREATER DIVINE INVOCATIONS
SACRED DIVINE INVOCATIONS
- Blade barrier (only one blade barrier may be present at a time, the previous being dismissed if another is created)
- Heal
- Holy aura
Battle Invocations
- Divine Blast: As a swift or immediate action you propel a ray of brilliant white energy from your hand with which to strike your enemy. This is a ranged touch attack that deals 1d12 points of divine damage, +1d12 for every 4 caster levels, plus 1 point of damage per class level or per every point of Charisma bonus the paladin has, whichever is lower. The ray has a range of Medium (100 ft. + 10 ft./caster level).
- Healing Word: As a swift or immediate action this invocation cures 1d8 damage per every 4 caster levels to all allies within 10 ft. Alternatively it may be used on a single subject to cure 1d8 damage per every 2 caster levels.
- Sacred Strike: As a swift or immediate action your natural weapons and any weapons you wield are treated as holy for 1 round. This holy effect grants a +1d6 bonus to the damage of all your attacks against creatures of evil alignment and is not multiplied on a successful critical hit. The sacred strike increases to +2d6 at 5th, +3d6 at 11th and to +4d6 at 17th level. The effects of a sacred strike do not stack with the holy enchantment.
- Shield of Justice: As an immediate action you may attempt to block an attack upon a target. You must be within reach of either the attacker or the target and you must either be holding a shield capable of performing a shield bash, or wielding a weapon. Make an attack roll using the weapon or shield where the DC to block the attack is the attack rolled by the opponent. If you meet or exceed the DC then the attack deals no damage.
- Vade Retro: As a swift action you raise your weapon in the air, pushing your enemies away with divine power. Resolve this as a bull rush check against any enemies within 15 feet of you and does not provoke an attack of opportunity. For this check the invoker paladin uses a roll of 1d20 + the invoker paladin's Charisma bonus ignoring size modifiers, and the defending enemy creatures oppose with a Strength check ignoring size modifiers (other modifiers such as from class features, feats, or racial traits may still apply to the defender's check). If the invoker paladin beats a creature's opposed check, that creature will be forced to move 5 feet in the direction away from the paladin for every 5 points with which their check exceeded the opposed check. Creatures moved by Vade Retro must make a Reflex save to avoid falling prone in the spot where they end up after being moved.
- Disruptive Strike: As a swift or immediate action you channel a disruptive power into your weapon that lasts for 1 round such that the next time you hit an undead creature with that weapon, it must make a Will save or be completely destroyed.
Ritual Invocations
- Atonement as the cleric spell. Like the spell, the casting time for this invocation is 1 hour.
- Hallow as the cleric spell. Like the spell, the casting time for this invocation is 24 hours.
- Mark of justice as the cleric spell.
- Planar ally: To receive this invocation the invoker paladin must be at least 8th level. It calls forth a lawful good, neutral good or lawful neutral elemental or outsider to aid the invoker paladin in their endeavors. This invocation functions as lesser planar ally cleric spell at caster level 8th lower, as planar ally cleric spell at 12th caster level, and as greater planar ally cleric spell at 16th caster level or higher. The same limits and constraints upon service and payment apply to the invocation, except that the invocation does not require a cost in experience points. Only one planar ally calling may be in effect at any time.
- Raise dead as the cleric spell. To receive this invocation the invoker paladin must be at least 12th level.
- Restore Body: This invocation functions similarly to the regenerate cleric spell, with the added effect of removing any of the following adverse conditions: paralysis, blindness, and deafness.
- Restore Mind: This invocation removes any of the following adverse conditions: confusion, any forms of fear, or insanity.
- Restore Spirit: This invocation functions similarly to the restoration cleric spell.
- Unbinding: This invocation functions similarly to the remove curse cleric spell, with the added effect of removing any of the following adverse conditions: Petrification or Polymorph effects, and dispels any Transmutation spell that allows spell resistance and is of an equal or lower caster level to the invoker paladin's caster level.
Back to Main Page → 3.5e Homebrew → Classes → Base Classes
Article Balance | High + |
Author | ErikOfWiki + |
Identifier | 3.5e Class + |
Rating | Undiscussed + |
Summary | A Paladin that can invoke the divine. + |
Title | Paladin, Invoker + |