Whether they fight for their own sakes or for higher ideals such as justice or honour, warriors are defined by their remarkable and unique abilities. The following variant class features (an option first presented in Player’s Handbook II) for paladins and barbarians provide new ways to perform extraordinary deeds.
The following variant class features build off the barbarian’s role as one who holds the front line.
The urban slums you grew up in were as dangerous as any barbarian wilderness.
Level: 1st.
Replaces: If you choose this ability, you do not gain proficiency with martial weapons, medium armour or shields.
Benefit: You gain Improved Unarmed Strike as a bonus feat, as well as the effects of Two-Weapon Fighting feat when fighting unarmed.
At 6th level, you gain the effects of Improved Two-Weapon Fighting when fighting unarmed and at 11th level you gain the effects of Greater Two-Weapon Fighting when fighting unarmed.
You only take a -2 penalty when using improvised weapons (instead of the usual -4 penalty).
You have mastered the technique of rushing into combat.
Level: 3rd.
Replaces: If you choose this ability, you do not gain the trap sense ability.
Benefit: You do not take a -2 penalty to Armour Class when charging. Furthermore, you add one-third of your barbarian level to your AC against attacks of opportunity when charging.
You make up for your lack of heartiness with astounding luck.
Level: 7th.
Replaces: If you choose this ability, you do not gain damage reduction.
Benefit: You apply the number of points of damage reduction you would otherwise gain as a luck bonus on all saving throws.
Your merest glance can break a man’s will to fight.
Level: 14th.
Replaces: If you choose this ability, you do not gain the indomitable will ability and your trap sense ability is reduced by 1.
Benefit: You gain a +4 bonus on Intimidate checks and can use Strength instead of Charisma as your key ability for Intimidate. You and your target must be within 60 feet and must be able to see one another.
Your powerful attacks can put an opponent in an undesirable state.
Level: 20th.
Replaces: If you choose this ability, you do not gain the mighty rage ability.
Benefit: If you make a successful critical hit against an opponent or strike him at least three times in the same round your opponent is stunned for 1d3 rounds.
Furthermore, if your opponent is your size or smaller he must succeed on a Fortitude save (DC 10 + total damage you dealt to him this round) or be knocked prone.
You fear nothing.
Level: 5th.
Replaces: If you choose this ability, you do not gain the improved uncanny dodge ability.
Benefit: You are immune to fear effects.
The following variant class features build off the paladin’s role as protector and smiter.
You are blessed with the ability to see as celestials do.
Level: 3rd.
Replaces: if you choose this ability, you do not gain divine health.
Benefit: You gain darkvision with a range of 60 feet and low-light vision. If you already have one of these senses, you gain no additional bonus from this ability.
An invisible aura surrounds you that prevents fiends from extraplanar travel onto your plane.
Level: 6th.
Replaces: If you choose this ability, you do not gain the ability to remove disease.
Benefit: An aura of banishment surrounds you to a distance of 30 feet. Only evil outsiders can feel the aura and suffer from its effects. No evil outsider with fewer Hit Dice than your paladin level can be summoned into this area, nor can such creatures use summoning or teleporting effects.
In addition, the aura grants you a +2 bonus on Intimidate checks against evil outsiders.
A sacred ritual conducted with a group of archons has left you with other-worldly protection.
Level: 4th.
Replaces: If you choose this ability, you do not gain the ability to turn undead.
Benefit: Choose one of the following effects: compulsion effects (including possession), death effects, petrification. You are immune to that effect. Allies within your aura of courage gain a +4 bonus on saves versus your chosen effect.
For you, justice is paramount.
Level: 1st.
Replaces: If you choose this ability, you do not gain the ability to detect evil.
Benefit: You can discern when someone is lying to you, as the spell discern lies. You may use this ability a number of times per day equal to 1 + your Charisma modifier (minimum 1/day). The target is afforded a Will save (DC 10 + ½ your paladin level + your Charisma modifier). If he succeeds, you cannot discern lies from him for 24 hours. Each use of this ability lasts for 1 round per paladin level.
Additionally, you add detect evil to the paladin spell list.
Note: You should discuss this ability with your DM before choosing it. While it is appropriate for some campaigns, such ready use of a truth-finding ability can quickly spoil a game in which lies, subterfuge and intrigue play a significant part.
You actively seek out demons and devils to slay rather than waiting for them to come to you.
Level: 1st.
Replaces: If you choose this ability you lose the ability to smite evil and give up Knowledge (Nobility and Royalty) as a class skill.
Benefit: You gain outsider (evil) as a favoured enemy, as the ranger ability, except the bonus you gain equals half your paladin level (minimum +1). You gain no additional favoured enemies at later levels. In addition, you gain Track as a bonus feat and Survival and Knowledge (The Planes) as class skills.
You belong to a sacred group, of priests who specialize in the use of ranged weapons.
Level: 1st.
Replaces: If you choose this ability, you do not gain proficiency with heavy armour or shields.
Benefit: You gain the ability to smite evil with a ranged attack up to 30 feet.
Celestial weaponsmiths of the Upper Planes forge a weapon on your behalf.
Level: 5th.
Replaces: If you choose this ability, you do not gain the special mount ability.
Benefit: Choose a specific kind of weapon, such as “longsword”. A powerful good outsider crafts a weapon of this kind for you. The weaponsmith requires you give the weapon a name (often the name of a celestial paragon, saint or heroic ideal, although you are free to name the weapon whatever you’d like). You can summon the weapon to your hand or return it to its resting place in the celestial forges as a free action, and you can call it to your hand even if it is not in its resting place (such as if you have been disarmed). You may call this weapon a number of times per day equal to 1 + your Wisdom modifier (minimum 1/day).
Whatever its kind, the weapon is of intricate and unearthly beauty, although you are bound by oath never to sell the weapon or give it to any other creature (even to loan it to a friend). The weapon is a +1 weapon of its kind at 5th level. At 10th level, it becomes a +2 weapon, at 15th level it becomes a +2 holy weapon, and at 20th level it becomes a +2 holy lawful weapon. It overcomes damage reduction as if it were good aligned and cure spells and other healing magic repair damage to it as if it were a living creature. You may expend gold and XP to enhance the weapon as if you had the Craft Magic Arms and Armour feat (on top of what the weapon is through this ability).
If the weapon is ever destroyed, a different celestial weaponsmith crafts you a new weapon, presenting it to you a year and a day after your previous weapon was destroyed. You can choose a new kind of weapon or the same kind.
Source: Dragon Magazine #349 (Page 92)