Rebalanced Compendium

79
1 Dungeons & Dragons 3.5 Rebalanced Compendium V 1.01 Organized by Robert “RobbyPants” Van Ark © 2008 – 2009

Transcript of Rebalanced Compendium

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Dungeons & Dragons 3.5

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

I’d 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 race’s existing traits.

Half-elf • A half-elf gains a human’s 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 monk’s 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 + ½

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 + ½ 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 monk’s 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 monk’s 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 character’s 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 monk’s 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 monk’s 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 monk’s base speed. This does not count towards the

monk’s 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 monk’s 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 monk’s 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

monk’s 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 + ½ the

monk’s level + the monk’s 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 monk’s 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 + ½ 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 OneWing4ngel’s 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 paladin’s 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 doesn’t 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 doesn’t 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.

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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)

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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.

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Ranger

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

Companion’s 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.

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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

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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

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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 Mind’s 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

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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 + ½ 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).

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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.

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• 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.

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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).

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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 don’t 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 spell’s 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.

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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

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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 opponent’s 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.

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New Paladin Feats

(From OneWing4ngel’s 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]

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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.

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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.

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Chapter 4

Combat & Rules

General Combat

All iterative attacks come at a -5 penalty from the attacker’s 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 + ½ 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 + ½ 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 + ½ 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).

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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.

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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

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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 = spell’s save DC - creature’s 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

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The effects are cumulative and concurrent.

• Dazed: The creature can take no actions for 1 round, though it defends itself

normally.

• Weakened: The creature’s 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

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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

Level

Creature Size

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

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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 spell’s 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

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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

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Remove Fear

Shield of Faith

Level 2 Aid

Cure Moderate Wounds

Delay Poison

Eagle’s Splendor

Enthrall

Inflict Moderate Wounds

Make Whole

Owl’s 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

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Dispel Chaos/Evil/Good/Law

Disrupting Weapon

Eagle’s Splendor, Mass

Geas/Quest

Hallow

Harm

Heal

Inflict Moderate Wounds, Mass

Owl’s 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)

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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.

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Level 1 Charm Animal

Magic Fang

Summon Nature’s Ally I (Animals only)

Level 2

Animal Trance

Hold Animal

Summon Nature’s Ally II (Animals only)

Level 3 Dominate Animal

Poison

Summon Nature’s Ally III (Animals only)

Level 4

Giant Vermin

Repel Vermin

Summon Nature’s Ally IV (Animals only)

Level 5 Animal Growth

Awaken

Summon Nature’s Ally V (Animals only)

Level 6

Antilife Shell

Insect Plague

Summon Nature’s Ally VI (Animals only)

Level 7

Animal Shapes

Aura of Vitality (SC)

Summon Nature’s Ally VII (Animals only)

Level 8

Awaken, Mass (SC)

Phantom Wolf (SC)

Summon Nature’s 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.

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• 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)

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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)

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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 + ½

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)

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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)

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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

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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

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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

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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)

Undeath’s 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.

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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 Checkmate’s Light (SC)

Magic Circle against Chaos

Summon Monster III (Lawful subtype only)

Level 4 Discern Lies

Order’s Wrath

Summon Monster IV (Lawful subtype only)

Level 5

Dispel Chaos

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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

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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

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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.

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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 Nature’s Ally I (Plants only)

Level 2 Barkskin

Summon Nature’s Ally II (Plants only)

Warp Wood

Level 3

Plant Growth

Spike Growth

Summon Nature’s Ally III (Plants only)

Level 4 Command Plants

Poison

Summon Nature’s Ally IV (Plants only)

Level 5 Awaken

Summon Nature’s Ally V (Plants only)

Wall of Thorns

Level 6 Liveoak

Repel Wood

Summon Nature’s Ally VI (Plants only)

Level 7 Animate Plants

Changestaff

Summon Nature’s Ally VII (Plants only)

Level 8

Control Plants

Summon Nature’s Ally VIII (Plants only)

Transport via Plants

Level 9 Deadfall (SC)

Shambler

Summon Monster IX (Plants only)

Protection

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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

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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 Bear’s Endurance

Bull’s Strength

Mountain Stance (SC)

Level 3 Giant’s Wrath (SC)

Lion’s Charge (SC)

Vigor (SC)

Level 4

Divine Power

Languor (SC)

Sheltered Vitality (SC)

Level 5 Righteous Might

Stoneskin

Vigor, Greater (SC)

Level 6 Bear’s Endurance, Mass

Bull’s Strength, Mass

Vigorous Circle (SC)

Level 7 Aura of Vitality (SC)

Bigby’s Grasping Hand

Tenser’s Transformation

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Level 8 Bigby’s Clenched Fist

Lion’s Roar (SC)

Unyielding Form of Inevitable Death (CM)

Level 9

Bigby’s 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

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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 creature’s 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

Cat’s Grace

Levitate

Spider Climb

Level 3 Fly

Haste

Slow

Level 4

Dimensional Anchor

Dimension Door

Freedom of Movement

Level 5

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Overland Flight

Plane Shift

Teleport

Level 6 Cat’s 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 creature’s 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 + ½ 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

Tasha’s Hideous Laughter

Level 3

Blindness/Deafness

Deeper Darkness

Nondetection

Level 4

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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 deity’s 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

Rhino’s Rush (SC)

Level 2 Align Weapon

Body Blades (SC)

Spiritual Weapon

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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)

Lion’s 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)

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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 OneWing4ngel’s paladin)

Level 1 Bless

Bless Water

Bless Weapon

Create Water

Cure Light Wounds

Detect Poison

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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

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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

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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

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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

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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

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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

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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

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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

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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 - Player’s 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.