Remove the alignment prerequisite from this class.


Remove the section on the cleric needing to have an alignment within one step of their deity’s alignment (since we’re removing alignments for deities also). Also, delete the “aura” class listing entirely, and the section on “chaotic, evil, good, and lawful spells.”

Clerics may choose to spontaneously channel positive or negative energy. They make this choice with their first cleric level, and once made it cannot be changed, but they can pick either. Optionally, some deities may restrict their clerics from one type of energy, but this is up to the deity in question.


As with the cleric, the druid deletes the alignment restriction on this class, and the “chaotic, evil, good, and lawful spells” section.


Delete the alignment restriction for this class.

In the “ki pool” class feature, make the following change: At 10th level, the damage from the monk’s unarmed strikes count as being slashing, piercing, or bludgeoning damage, as the monk desires. The type of damage must be declared before the attack roll is made, and may be changed as a free action on the monk’s turn.


Delete the alignment restriction for this class. Instead, paladins must be aligned with gold or silver dragons.

Delete the “aura of good” and “detect evil” class features.

The paladin’s “smite evil” class ability simply becomes “smite”. Once per day as a swift action, the paladin chooses one target within sight to smite. If this target is not an animal or magical beast, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. Regardless of the target, smite attacks automatically bypass any DR the creature might possess. In addition, while smite is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets an animal or magical beast, the smite is wasted with no effect. The smite effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day to a maximum of seven times per day at 19th level.

For the paladin’s “divine bond” class ability, if the paladin chooses to have a divine bond with a weapon, remove the axiomatic and holy weapon abilities as possible choices.

The paladin’s “aura of justice” functions just like the altered “smite” ability in what it lets
the paladin grant his or her allies (see above).

For the paladin’s “aura of faith,” it now allows him to treat his weapons as cold iron for the purposes of overcoming damage reduction. Likewise, “aura of righteousness” gives him DR 5/silver. Naturally, “holy champion” increases the paladin’s DR to 10/silver.

Finally, the paladin’s code of conduct doesn’t require a lawful good alignment anymore. The rest of the code of conduct remains unchanged, however.


The only change to the ranger is with their favored enemy list. Specifically, they can’t choose outsiders with alignment subtypes. However, other subtypes can replace them for specific sorts of outsiders. That is, they should be able to pick Outsiders (demon) or Outsiders (azata) if they wish. Because of the reduced importance of outsiders in the setting, however, picking such a favored enemy is not recommended.


The major changes to the sorcerer come in regards to the changes to specific parts of their bloodlines. In other words, most of these alterations are to bloodline spells that will be changed when we get to spells, or are DR changes.

The Abyssal bloodline has its unholy aura bonus spell changed to aura of faith. For the bloodline arcana, it now grants a summoned creature DR/magic equal to 1/2 the sorcerer’s level.

The Celestial bloodline has its magic circle against evil bonus spell changed to warding circle. The “heavenly fire” bloodline power now heals or harms a creature as per the sorcerer’s wishes, and may target anyone, friend or foe. For the bloodline arcana, it now grants a summoned creature DR/adamantine equal to 1/2 the sorcerer’s level.

The Infernal bloodline has its protection from good bonus spell changed to ward of protection. For the “corrupting touch” bloodline power, delete the part where it says an affected creature radiates an aura of evil. For the “hellfire” bloodline power, all creatures who fail their saving throw are shaken, unless they have the “devil” subtype or the Infernal bloodline (at the GM’s option, certain other characters, such as diabolists, may also be immune to being shaken by this power).

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