Mystic Paladin (3.5e Class)

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Mystic Paladin[edit]

Mystic paladins stand tall as beacons of good and hope. They combine their battle prowess with their gifted divine abilities for a just cause, like standard paladins. However, a mystic paladin spends more time in prayer and meditation towards themselves and their deity. This form of paladin gains spell abilities much sooner, and is able to wield them more effectively than the standard paladin. As a consequence, the more combat-oriented abilities are weaker and are learned later.

Making a Mystic Paladin[edit]

Just like the normal paladins, mystic paladins take their adventures seriously and have a penchant for referring to them as quests. Even a mundane mission is, in the heart of the paladin, a personal test - an opportunity to demonstrate bravery, to develop martial skills, to learn tactics, and to find ways to do good. Still, even the mystic paladin really comes into her own when leading a mighty campaign against evil, not when merely looting ruins.

Abilities: Charisma increases the mystic paladin's healing, self-protective capabilities, and undead turning. Strength is important for a paladin because of its role in combat. A Wisdom score of 15 or higher is requited to get access to the most powerful mystic paladin spells, and a score of 10 or higher is required to cast any paladin spells at all.

Races: Humans, with their ambitious souls, make great paladins. Half-elves, who often have human ambition, may also find themselves called into service as paladins. Dwarves are sometimes paladins, but becoming a mystic paladin may be hard on a dwarf because it means putting the duties of the paladin's life before duties to family, clan, and king. Elven mystic paladins are few, and those few tend to follow quests that take them far and wide because their lawful bent puts them out of synch with life among the elves. Members of the other common races rarely hear the call to become mystic paladins.

Among the savage humanoids, mystic paladins are all but unheard of, but not impossible.

Alignment: Lawful Good (for other alignments see Paladin Variants: Freedom, Slaughter, and Tyranny, including the changes they entail). Mystic Paladins must be lawful good, and they lose their divine powers if they deviate from that alignment. Additionally, mystic paladins swear to follow a code of conduct that is in line with lawfulness and goodness.

Starting Gold: 5d6 × 10 gp (average 175 gp).

Starting Age: "Moderate"/"As fighter"

Table: The Mystic Paladin

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th
1st +1 +2 +0 +2 Aura of Good, Detect Evil, Turn Undead 2
2nd +2 +3 +0 +3 Divine Grace, Lay on Hands, Smite Evil 1/day 2 1+1
3rd +3 +3 +1 +3 Aura of Courage, Battle Blessing, Divine Health 2 2+1
4th +4 +4 +1 +4 Bonus Feat 3 2+1 1+1
5th +5 +4 +1 +4 3 2+1 2+1
6th +6/+1 +5 +2 +5 3 3+1 2+1 1+1
7th +7/+2 +5 +2 +5 4 3+1 2+1 2+1
8th +8/+3 +6 +2 +6 Bonus Feat, Smite Evil 2/day 4 3+1 3+1 2+1 1+1
9th +9/+4 +6 +3 +6 4 4+1 3+1 2+1 2+1
10th +10/+5 +7 +3 +7 4 4+1 3+1 3+1 2+1 1+1
11th +11/+6/+1 +7 +3 +7 4 4+1 4+1 3+1 2+1 2+1
12th +12/+7/+2 +8 +4 +8 Bonus Feat 4 4+1 4+1 3+1 3+1 2+1
13th +13/+8/+3 +8 +4 +8 5 4+1 4+1 4+1 3+1 3+1
14th +14/+9/+4 +9 +4 +9 Smite Evil 3/day 5 4+1 4+1 4+1 3+1 3+1
15th +15/+10/+5 +9 +5 +9 5 5+1 4+1 4+1 4+1 3+1
16th +16/+11/+6/+1 +10 +5 +10 Bonus Feat 5 5+1 4+1 4+1 4+1 3+1
17th +17/+12/+7/+2 +10 +5 +10 5 5+1 5+1 4+1 4+1 4+1
18th +18/+13/+8/+3 +11 +6 +11 5 5+1 5+1 4+1 4+1 4+1
19th +19/+14/+9/+4 +11 +6 +11 5 5+1 5+1 5+1 4+1 4+1
20th +20/+15/+10/+5 +12 +6 +12 Bonus Feat, Smite Evil 4/day 5 5+1 5+1 5+1 4+1 4+1
  1. In addition to the stated number of spells per day for 1st-through 5th-level spells, a mystic paladin gets a domain spell for each spell level, starting at 2nd. The "+1" in the entries on this table represents that spell. Domain spells are in addition to any bonus spells the mystic paladin may receive for having a high Wisdom score.
  2. If the Mystic Paladin gains either through a feat or prestige class feature spell slots above the 5th spell level, they automatically gain a spell slot for domain spells.

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int).

Domains and Class Skills
Animal DomainKnowledge (nature) (Int)
Plant DomainKnowledge (nature) (Int)
Knowledge DomainKnowledge (all skills, taken individually) (Int)
Travel DomainSurvival (Wis)
Trickery DomainBluff (Cha), Disguise (Cha), Hide (Dex) |}

Class Features[edit]

The mystic paladin is a variant paladin. Unless otherwise noted, a mystic paladin advances in the same manner as a paladin (same Hit Die, base attack bonus, saving throw bonuses, skill points, and so on). When a character elects to take a level of paladin or mystic paladin, they may not later take levels in the other class.


Due their dedication to the spiritual in prayer and meditation, the mystic paladin becomes more like a cleric and gains superior divine spellcasting over the standart paladin, but she loses her special mount feature at level 5. In addition she adds Knowledge (the planes) and Spellcraft to her class skills and increases her skillpoints up to 4 per level. Last but not least, she gains in place of the Remove Disease feature (she can still cast Remove Disease from her Mystic Paladin spell list), Battle blessing and four bonus feats, which cannot be used to select fighter bonus feats.


The mystic paladin can still acquire a special mount or alternatively a divine spirit (Dungeonscape) under the GM's discretion. If done so, it must be earned, as dictated and envisioned by the GM, but not before reaching Mystic Paladin Level 10. See Paladin#Special Mount, if the mystic paladin acquires her special mount.


The mystic paladin is at all times identical to the standart paladin for substitution levels and variant classes. Also, mystic paladin spells and slots are always identical with both those of paladin and cleric. This variant can also be used as a prestigious paladin, which fully advances and progresses the divine spellcasting of the former class, instead on each odd level. When used as a prestige class, remove the prequisite feat Mounted Combat and skill ranks in ride.


All of the following are class features of the mystic paladin.


Weapon and Armor Proficiency: Mystic 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 mystic paladin’s aura of good (see the detect good spell) is equal to her mystic paladin level.

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

Turn Undead (Su): Unlike the standart paladin a mystic paladin starts with the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as effective as a cleric of the same levels would.


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

Lay on Hands (Su): Beginning at 2nd level, a mystic paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her mystic paladin level × her Charisma bonus. A mystic paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.

Alternatively, a mystic 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 doesn’t provoke an attack of opportunity. The mystic paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Smite Evil (Su): Once per day, a mystic paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per mystic paladin level. If the mystic 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 2nd level, and at every six levels thereafter, the mystic paladin may smite evil one additional time per day, as indicated on Table: The Mystic Paladin, to a maximum of four times per day at 20th level.


Aura of Courage (Su): Beginning at 3rd level, a mystic paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.

This ability functions while the mystic paladin is conscious, but not if she is unconscious or dead.

Battle Blessing At 3rd level you can cast most of your mystic paladin spells faster than normal. If the spell normally requires a standard action, you can cast it as a swift action. If it normally requires a full round to cast, you can cast it as a standard action. Spells with longer or shorter casting times are not affected by this. If you already have this feat, you gain a bonus feat instead.

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


Bonus Feats: Starting at 4th level and each four levels afterwards, the mystic paladin gains a bonus feat. These bonus feats cannot be used to select fighter bonus feats.


Spells: A mystic paladin casts divine spells, which are drawn from the Mystic Paladin List. A mystic paladin must choose and prepare her spells in advance (see below).

To prepare or cast a spell, a mystic paladin must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a mystic paladin’s spell is 10 + the spell level + the mystic paladin’s Wisdom modifier.

In regards to feats, class features and other abilities, the Mystic Paladin Spells and Spellslots are still that of a Paladin. Therefore feats like Battle Blessing and Sword of the Arcane Order still apply.

Like other spellcasters, a mystic paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Mystic Paladin. In addition, she receives bonus spells per day if she has a high Wisdom score. A mystic paladin also gets one domain spell of each spell level she can cast, starting at 2nd. When a mystic paladin prepares a spell in a domain spell slot, it must come from one of her two domains (see Deity, Domains, and Domain Spells, below).

Mystic paladins meditate or pray for their spells, like a cleric does. Each mystic paladin must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a mystic paladin can prepare spells. A mystic paladin may prepare and cast any spell on the mystic paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

As with the standart paladin, the mystic paladin still cannot spontaneously cast cure spells. A Mystic Paladin's Caster Level however is equal their class level.

Deity, Domains, and Domain Spells: A mystic paladin’s deity influences her alignment, what magic she can perform, her values, and how others see her (often lawful good). A mystic paladin chooses two domains from among those belonging to her deity. A mystic paladin can select an alignment domain (Usually Good or Law) only if her alignment matches that domain.

If a mystic paladin is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities. The restriction on alignment domains still applies.

Each domain gives the mystic paladin access to a domain spell at each spell level she can cast, starting at 2nd level on up, as well as a granted power. The Mystic paladin gets the granted powers of both the domains selected.

With access to two domain spells at a given spell level, a mystic paladin prepares one or the other each day in her domain spell slot. If a domain spell is not on the mystic paladin spell list, a mystic paladin can prepare it only in her domain spell slot.


Mystic Paladin Spell List:

Because mystic paladins spend more time in prayer and meditation (more than a normal paladin, but slightly less than a cleric), their spell list consist of both paladin and cleric spells.


0TH-LEVEL MYSTIC PALADIN SPELLS (ORISONS):


1ST-LEVEL MYSTIC PALADIN SPELLS:


2ND-LEVEL MYSTIC PALADIN SPELLS:


3RD-LEVEL MYSTIC PALADIN SPELLS:


4TH-LEVEL MYSTIC PALADIN SPELLS:


5TH-LEVEL MYSTIC PALADIN SPELLS:


Code of Conduct: A mystic paladin must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act.

Additionally, a mystic paladin’s code requires that she respects legitimate authority, acts with honor (not lying, not cheating, not using poison, and so forth), helps those in need (provided they do not use the help for evil or chaotic ends), and punishes those who harm or threaten innocents.

Associates: While she may adventure with characters of any good or neutral alignment, a mystic paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code, except there is a chance to redeem them. A mystic paladin may accept only henchmen, followers, or cohorts who are lawful good.

Ex-Mystic Paladins[edit]

A mystic paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all mystic paladin spells and abilities ( but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a mystic paladin. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.

Like a member of any other class, a paladin may be a multiclass character, but multiclass paladins face a special restriction. A paladin who gains a level in any class other than paladin or crusader may never again raise her paladin level, though she retains all her paladin abilities. There are exceptions with particular orders and deities. For example: Mystic Paladins who follow Azuth, Mystra, Wee Jas or any deity with the magic and spell domain, can multiclass freely into arcane spellcasters and vice versa.

Epic Mystic Paladin[edit]

Table: The Epic Mystic Paladin

Hit Die: d10

Level Special
21st
22nd
23rd Bonus Feat
24th
25th
26th Bonus Feat, Smite Evil 5/day
27th
28th
29th Bonus Feat
30th
31st
32nd Bonus Feat, Smite Evil 6/day
33rd
34th
35th Bonus Feat
36th
37th
38th Bonus Feat, Smite Evil 7/day
39th
40th

4 + Int modifier skill points per level.

Lay on Hands (Su): Each day a Mystic Paladin can cure a total number of hit points equal to his or her Charisma bonus (if any) times his or her class level, as normal

Smite Evil (Su): The epic Mystic Paladin adds his or her class level to damage with any smite evil attack, as normal. He or she can smite one additional time per day for every six levels higher than 20th.

Turn Undead: Use the mystic paladin’s class level to determine the most powerful undead affected by a turn or rebuke check and the turning damage, just as normal.

Spells: The Mystic Paladin’s caster level is equal to his or her class level, as normal. The mystic paladin’s number of spells per day does not increase after 20th level.

Bonus Feats: The epic Mystic Paladin gains a bonus feat (selected from the list of epic mystic paladin feats) every three levels higher than 20th.

Epic Mystic Paladin Bonus Feat List: Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Bonus Domain, Devastating Critical, Epic Leadership, Epic Prowess, Epic Reputation, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Epic Toughness, Epic Weapon Focus, Great Smiting, Holy Strike, Improved Aura of Courage, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Legendary Commander, Legendary Rider, Multispell, Negative Energy Burst, Overwhelming Critical, Perfect Health, Permanent Emanation, Planar Turning, Positive Energy Aura, Spectral Strike, Spell Stowaway, Spell Opportunity, Spontaneous Domain Access, Spontaneous Spell, Undead Mastery, Widen Aura of Courage, Zone of Animation.

Campaign Information[edit]

Playing a Mystic Paladin[edit]

Religion: Mystic paladins do not exactly need devote themselves to a single deity, just like clerics do not have the need to do so. Devotion to righteousness is enough for most. Those who align themselves with particular religions prefer Heironeous, god of valor, over all others, but some paladins follow Pelor, the sun god. Mystic paladins devoted to a god are scrupulous in observing religious duties and are welcome in every associated temple.

Other Classes: Even though mystic paladins are in some ways set apart from others, they eagerly team up with those whose skills and capabilities complement their own. They work well with good and lawful clerics, and they appreciate working with those who are brave, honest, and committed to good. While they cannot abide evil acts by their companions, they are otherwise willing to work with a variety of people quite different from themselves. Charismatic, trustworthy, and well respected, the mystic paladin makes a fine leader for a team.

Combat:Mystic paladins are excellent combatants and spellcasters on the battle field, which use their divine abilities to empower themselves and their allies in order to strike down swiftly all evil opposition.

Advancement: Due their nature, mystic paladins do not gain many class features beyound 3rd, but make it up with their superior spellcasting. If they chose so, they can become capable wizards as a Sword of the Arcane Order, which wield high arcane and divine magic as one. They can also opt to gain more combat abilities as Crusaders and Ruby Knight Vindicators.

Mystic Paladins in the World[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

Mystic Paladin Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

Mystic Paladins in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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