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Jousting Paladin (3.5e Alternate Class Feature)

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Author: Eiji-kun (talk)
Date Created: 10-28-14
Status: Complete
Editing: Clarity edits only please
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Jousting Paladin

A paladin with a mount right away, and powers which are much more mount focused.

Class: Paladin

Prerequisites: Ride 1 rank

Level: 1st-18th

Replaces: Smite Evil (1st level only), Lay on Hands, Turn Undead, Special Mount, Remove Disease.

Benefit: You lose Smite Evil at 1st level, Lay on Hands, Turn Undead, your Special Mount, and Remove Disease. In place you gain the following benefits:

Special Mount (Sp): You gain the special mount ability at 1st level instead. Your mount has an Int of 5 and no other bonuses until you reach 5th level, gaining paladin bonuses as normal. Because you are much more mount focused than normal, you are able to summon or unsummon your mount at any time as a standard action. In addition, if it dies you can bring it back to life with a ritual over 24 hours.

Whenever you level up you can decide to switch out your special mount for a stronger mount, taking an appropriate penalty to your effective paladin level for determining bonuses to your mount ala druid animal companions. You can also add the celestial template at a -1 penalty to the effective paladin level.

Lay on Mount (Su): You gain a special form of Lay on Hands at 2nd level. It only functions on yourself and your special mount, but you may use it as a swift action to cure one or both of you and your mount at the same time, as long as you are in riding your mount.

Disrupt Undead (Su): At 4th level, as long as you are mounted you and your mount's attacks count as Disruption weapons, even if they aren't bludgeoning weapons.

Smite Evil (Su): At 5th level, you gain smite evil as normal. You are just -1 less smite evil attempts as before.

Miracle the White Steed (Su): At every level you would have gained Remove Disease (6th, and every 3 levels beyond) you instead gain a +5 bonus to your mount's movement modes. In addition at 8th level your mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed. At 10th level it can use water walk at will (as the spell, no action required to activate this ability). At 12th level, your mount can use air walk at will (as the spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground. Finally at 14th level your mount can fly at its land speed (average maneuverability).



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