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Spirit of Psychomachia (3.5e Alternate Class Feature)

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Author: Eiji-kun (talk)
Date Created: 9-2-11
Status: Complete
Editing: Clarity edits only please
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Spirit of Psychomachia

Replace your special mount with a spirit which guides you and grants bonuses.

Class: Paladin

Level: 5th

Replaces: Special Mount

Benefit: You lose your special mount in exchange for the ability to summon a spiritual mote aligned with good, evil, law, or chaos. The spirit appears as a glow which orbits around you and communicates telepathically with the paladin, advising them on the right course of action. The mote cannot interact or be interacted with, but it can be dispelled as if it were a spell of a caster level equal to your class level, or suppressed in an antimagic field. Summoning the spirit is a full-round action spell-like ability which can be done 1/day, and the spirit remains active for 1 hour/level. You may only have one spirit, but each time you gain a new level you can choose a new spirit to summon, replacing your old selection.

You can summon any spirit whose alignment matches yours on the good-evil scale. Lawful good and chaotic good paladins can select good-aligned spirits, and paladins of tyranny and paladins of slaughter can select evil spirits.


Good Spirits
Spirit Advice Effect
Chastity Being pure, abstaining from certain activities, and avoiding temptation. The paladin gains a sacred bonus on saves against charm, compulsion, disease, and poison equal to 1/2 his level (minimum 1). If he is normally immune to one of the listed effects you can make the save regardless, and if successful you gain 1 hp per HD.
Temperance Self control, justice, and moderation. Any healing the paladin receives over his maximum hit points is spread to any of his allies within 60 feet at their digression. In addition, he may take 10 on his smite attacks.
Charity Giving to others, benevolence, and sacrifice. The paladin may transfer hit points from himself to another on a 1:1 basis as a standard action touch attack. He may transfer any number of hit points, but no more than that which would reduce him to 0 hp. In return, all curative abilities applied to the paladin are maximized.
Diligence Persistence, ethics, and hard work. The paladin no longer needs to eat or sleep, and does not need to make constitution checks to continue stressful activities. In fact he never tires and becomes immune to fatigue, and at 10 HD he becomes immune to exhaustion. Every time he fails a skill check on a particular task, he gains a cumulative +2 bonus on the next check which resets when he succeeds or gives up.
Patience Peace, mercy, and forgiveness. The paladin may deal nonlethal damage without taking a penalty to attack at any time, and may even make nonlethal sneak attacks if they possess the ability. They may even deal nonlethal damage to creatures otherwise immune, such as constructs, by temporarily disrupting their functions and leaving them inert. They are always under the effect of sanctuary at the start of each encounter, with a Will save DC 10 + 1/2 HD + Charisma.
Kindness Loyalty, compassion, and friendship. The paladin fights for their friends, gaining 1/2 their level as damage against any opponents which attacked an ally in the last round. If the paladin falls under a compulsion or charm effect, any orders which would directly negatively impact the paladin's allies (such as "kill your friends" or "hand me the McGuffian which will allow me to kill everyone") automatically fail, though the control is not otherwise broken.
Humility Modesty, self-introspection, and respect. The paladin's modesty wins over others, gaining 1/2 his level as a sacred bonus on diplomacy and gather information checks (minimum 1). The knowledge of one's own faults makes penalties less severe as well, the paladin ignores up to 1 point of penalties due to low ability scores, magical effects, negative levels, or other situations.
Courage Bravery, fearlessness, and fighting to the end. The paladin never gives up no matter the odds. He becomes immune to fear, or if already immune to fear (as standard paladins are) his fear immunity extends to all allies within 30 feet. For each enemy which threatens him, he gains a +1 sacred bonus to attack and damage rolls. Enemies must be his CR -4 or greater to activate this bonus.
Truth Honesty, knowledge, and righteousness The paladin gains 1/2 his level as a sacred bonus on sense motive checks (minimum 1). In addition any smite attacks made last for 3 rounds, instead of 1 attack.
Evil Spirits
Spirit Advice Effect
Lust Excess pleasure at the expense of others The paladin gains 1/2 its level as a profane bonus on bluff, diplomacy, and gather information checks (minimum 1), but only against creatures which would find your gender and species attractive. You may expend smite attempts to duplicate the effects of charm monster as a supernatural ability, with a save of 10 + 1/2 HD + Charisma modifier. By spending 2 smite attempts, you can make it mass charm monster.
Gluttony Over-consumption and waste The paladin gains a bite attack which deals 1d6 + strength in damage (for medium creatures). Any damage dealt with the bite is absorbed as healing. Extra damage, such as from a maneuver or from sneak attack, does not increase the healing from 1d6 + strength. The target must be a creature. Food, while delicious, does not heal when consumed.
Greed Excess pursuit of wealth, status, or power The paladin can steal the healing and buffs being applied to any opponent within 10 feet by making an opposed Charisma check against the source of the effect. For example if a rogue within 10 feet gains a heal spell from his cleric ally, the paladin and cleric have an opposed charisma check. On a successful check, the paladin gains the effects of heal instead of the rogue.
Sloth Laziness, apathy, and sorrow A 10 foot aura around the paladin is considered difficult terrain as creatures are compelled to be lazy and listless. This is a mind-effecting compulsion effect. In addition, the paladin gains a +1 profane bonus to AC in any round he has not moved more than 5 feet, plus an additional +1 at 10th and every five paladin levels beyond.
Wrath Anger, hate, and revenge Smite attacks can be used on any alignment, and deal 2 points of damage per level (or 4 per level against good subtyped creatures). In addition he gains 1/2 his class level as a profane bonus to damage against any creature which damaged him in the previous round.
Envy Desire to deprive others Smite attacks now come with a dispelling effect as greater dispel magic with a caster level equal to your paladin level. Your detect good ability also functions as detect magic, sensing both good and magic auras at the same time.
Hubris Pride and contempt of others If the paladin rolls a natural 1, he may burn a smite attempt to reroll it. You must accept the result of the second roll. In addition, the paladin's arrogance has him view others as lesser beings, resulting in a profane bonus to Intimidate equal to 1/2 your paladin level.
Cowardice Fear, unwillingness to help, and lack of will The paladin gains sudden strike 2d6, plus an additional die every 4 class levels (9th, 13th, 17th, etc). Hide and Move Silently become class skills and gain a profane bonus equal to 1/2 class level (minimum 1). However, the paladin suffers a -4 on saves against fear. If the paladin had immunity to fear, he loses his immunity but takes no penalties.
Lies Falsehood, misleading, and deception The paladin gains 1/2 class level as a profane bonus on bluff checks (minimum 1). In addition, the paladin may feint as a move action. At 10th level they may feint as a swift action. At level 15th they may feint against any number of creatures in 30 feet. At 20th level, they may take 10 on bluff checks and take no penalty against non-human or animal creatures. You can even feint against mindless creatures, but at a -4 penalty.



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