Saturday Potpourri – Celestial Servants: Divine Bond Variant (Paladin)

Celestial Servants Divine Bond Variant

At 5th level, when a paladin forms a divine bond with his god, it is typically manifested in a bonded mount or weapon. However, the bond can take on variant forms such as the agathion, angelic and archon bonds. These three forms allow the paladin to form a bond with a servant of their god. The celestial servants’ bond allows the paladin to form a bond with a host of divine servants, giving him greater flexibility and situational advantages.

Celestial Servants

At 5th level, the paladin bonds with a cadre of celestial beings he can call upon to aid him. Once per day, as a 1 minute ritual, the paladin can summon one of his celestial allies. The ally spends 10 minutes instructing the paladin, conditioning his equipment or preparing his mount. Each celestial ally provides one or two particular benefits, which last for 24 hours. Celestial allies cannot engage in combat, and will return to their plane of origin if attacked.

The following is the list of the allies the paladin may summon:

Curate – The curate bolsters the paladin’s defenses against unusual or magical attacks. At 5th level, he gains a +1 bonus to all Saving Throws. At 10th level and every 5 levels after, the bonus increases by +1, to a maximum of +4 at 20th level.

Groom – The groom cares for the paladin’s mount, adding 10’ to its move. Additionally, the paladin gains a +2 bonus on Ride checks when riding his groomed mount.

Healer – The healer instructs the paladin on the healing arts. At 5th level, the paladin heals 2 additional points of damage when using lay on hands, channeling energy, or casting a cure spell. At 10th level and every 5 levels after, the bonus increases by +1, to a maximum of +5 at 20th level.

Page – The page conditions the paladin’s armor for battle. At 5th level, the paladin gains a +1 bonus to his AC when wearing armor conditioned this way. At 10th level and every 5 levels after, the bonus increases by +1, to a maximum of +4 at 20th level.

Priest – The priest aids the paladin in his daily prayers to regain his daily allotment of spells. The paladin may draw one spell of any level he is capable of casting from the cleric spell list in place of one of his paladin spells. Additionally, the paladin can “lose” any prepared spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

Squire – The squire polishes the paladin’s shield, imparting radiant energy upon it. Any time an undead creature or evil outsider makes a melee attack against the paladin that misses by an amount equal to or less than the amount the paladin’s shield contributes to his AC, the strike is considered to have struck his shield. Whenever an undead creature or evil outsider strikes the paladin’s shield, it releases a radiant burst which does an amount of radiant damage to the attacking creature equal to the paladin’s Charisma modifier.

Tutor – The tutor coaches the paladin in a single skill, giving him two ranks in that skill. The paladin need not be trained in the selected skill. If the skill is a class skill that the paladin is not trained in, he receives the class skill bonus along with the two ranks.

About mmiller

Mike Miller first discovered RPG’s in the days of TSR. The mention of a beholder or mind flayer still twists his guts with nervous dread, though now with a tinge of nostalgia. He had no publishing experience prior to writing for the OGN, but has long enjoyed creating histories and legends for his homebrewed worlds.

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