© Daniel S. Wall, October 17, 2026.
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What follows is an alternative approach to Paladins in first edition, Dungeons and Dragons. The original rules for AD&D included only the straight forwards, Lawgul version of a Paladin, but Dragon Magazine published a Chaotic Evil class called the Anti-Paladin, thus creating a class that was diametrically opposed to the standard Paladin in nearly every respect. That works, of course, but my fiends and I had another approach. At our game tables, the Anti-Paladin was Lawful Evil. Eventually, we added a third option, called a Keeper, which was Lawful Neutral. In the end, we had a game system featuring 3 different orders of knights, each of them highly honorable, but each is very different in their regard for others and the greater causes they choose to serve.
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Paladin: Here, we follow the rules as written.
Anti-Paladin: Here we reverse most of the abilities of a Paladin, or at least those with an obvious moral dimension. The benefits of being a Paladin are modified as follows:
- Detect Evil becomes Detect Good.
- Saving throws are the same.
- Immunity to disease works the same.
- Laying on hands causes damage instead of healing it.
- The ability to cure disease now becomes the ability to cause disease.
- The emanation of Protection becomes Protection from Good.
- The ability to affect undead, demons and devils gained at 3rd level now works much as it would for an evil cleric, albeit done at the reduced levels of a Paladin.
- The war horse of an Anti-Paladin works pretty much the same, except for perhaps the flavor of the horse.
- Instead of a Holy Avenger, an Anti-Paladin gets an Unholy Raver. (This is a +2 sword, +5 in the hands of an Anti-Paladin. Its magic resistance works the same, and the +10 applies to Chaotic Good opponents.)
- Cleric spells work the same, albeit as one might expect for an evil Cleric.
Everything else works pretty much the same.
Keeper: Here we divide some of the abilities of a Paladin into helpful and harmful variations, while redirecting the moral dimensions of the Paladin towards supporting law and fighting chaos. The benefits of being a Paladin are modified as follows:
- Detect Evil becomes Detect Chaos.
- Saving throws are the same.
- Immunity to disease works the same.
- A Keeper may lay hands on for either healing or causing damage. She may use each once per day.
- A Keeper may cause or cure disease. The number of times she may use this ability per day remains the same, but she has the option to do either at her discretion.
- The emanation of Protection becomes Protection from Chaos.
- The ability to affect undead, demons and devils gained at 3rd level now works much as it would for a lawful neutral cleric, albeit done at the reduced levels of a Paladin.
- The war horse of a Keeper works pretty much the same, except for perhaps the flavor of the horse.
- Instead of a Holy Avenger, A Keeper gets an Sword of Law. (This is a +2 sword, +5 in the hands of a Keeper. Its magic resistance works the same, and the +10 applies to Chaotic Neutral opponents.)
- Cleric spells work the same, albeit as one might expect for an Lawful Cleric.
Everything else works pretty much the same.
Note that the Keeper gets a net benefit in the extra laying on of hands per day as well as the option to cure or cause disease, but this is offset by the decreased relevance of her powers to confront chaos. Simply put, dedicated good and evil powers are more prevalent than those of strong lawful or chaotic presence, so the combat abilities of a keeper are less likely to come into play. The extra chances of using her ability to lay on hands or cure/cause disease is at best a partial compensation for this.
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Honorable Combat: This approach to Paladins and Paladin variant works a little better if one enhances the honor codes of each. Of course, first edition approaches to alignment, and in particular the alignment if Paladins, can be frustrating for some players, but the significance of the class is brought out more when Paladins (and Paladin variations) can be expected to fight honorably, at least in certain circumstances. I suggest the following:
Paladins and their variations will try to attack opponents from the front and not by surprise. If possible, they will allow fallen enemies to get back to their feet or to retrieve a lost weapon before attacking them. Finally, they will not gang up on a known opponent of comparable status. This is not about goodness; it is about honor. All of these classes expect to win their fights honorably. One might be more likely to spare a fallen opponent, and another might slay him or even reduce him to slavery, but they will want to win the fight with honor.
Note that these expectations need not be taken to the point of caricature. The honor these characters uphold means they will give an opponent a chance; it does not mean they will stand idly by while an active enemy ignores them. Less sentient creatures need not be treated with such respect. This includes many undead or golems as well as animals. Some creatures, such as a dragon, might be thought to be something of a group project, so ganging up on them will be fine, and fighting in a general melee will not raise much of an issue, at least not until a Paladin variation finds herself with several allies against a single opponent.
It is not necessarily a good idea to change the alignment of a Paladin and take away her class benefits simply because she fails to fight as honorably as a GM expects, but lesser punishments such as diminished use of abilities for a day or two may be enough to indicate that she is slipping out of grace with her god. Better yet, rewards through the church and its leadership may provide a reward for a Paladin (or a Paladin variant) that fights honorably, and this spreads the glory of her cause.