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Paladins draw [["Power"|Power]] from devotion to an Oath, or set of Oaths. Their high HP and basic proficiencies are supplemented by ''Channel Divinity'' features and a small support spell list to make them an effective martial combatant and ally. Paladin [[#Archetypes|Archetypes]] focus on particular aspects of their playstyle: dealing bursts of unmitigated damage, effective tanking, or healing.
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:
 
:Maximizing '''Strength''' or '''Dexterity''' is recommended for attacking with weapons and using [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Knockdown|Knockdown]]. It also provides bonuses to your Fortitude or Reflex save.
Paladins draw Power from devotion to an Oath, or set of Oaths. Their high HP and basic proficiencies are supplemented by Channel Divinity features and a small support spell list to make them an effective martial combatant and ally. Paladin Archetypes focus on particular aspects of their playstyle: dealing bursts of unmitigated damage, effective tanking, or healing.
:'''Charisma''' contributes to your [[#Spell List|spellcasting]], certain [[#Archetypes|Archetype]] features, [[#Divine Grace|Divine Grace]], support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|"Commander Strike"]], and your Will save.
 
:Maximizing '''Strength''' or '''Dexterity''' is recommended for attacking with weapons and using [[General Mechanics Information#Maneuvers|Maneuvers]] like Knockdown. It also provides bonuses to your Fortitude or Reflex save.
:'''Charisma''' contributes to your spellcasting, certain Archetype features, Divine Grace, support Maneuvers such as "Commander Strike", and your Will save.
:'''Constitution''' is recommended for increasing your survivability in raw hit points and contributing to your Fortitude save.
:'''Constitution''' is recommended for increasing your survivability in raw hit points and contributing to your Fortitude save.
:'''Dexterity''' contributes to Armor Class depending on armor type and your Reflex save.
:'''Dexterity''' contributes to Armor Class depending on armor type and your Reflex save.
:'''Intelligence''' contributes to your maximum [[General_Mechanics_Information#Maneuvers|Maneuver]] pool and Reflex save.
:'''Intelligence''' contributes to your maximum Maneuver pool and Reflex save.
:'''Wisdom''' contributes to your Will save.
:'''Wisdom''' contributes to your Will save.
:


== Vitals ==
== Vitals ==
:'''Hit Die''': d10 (10 HP per Level)
:'''Hit Die''': d10 (10 HP per Level)
:'''Proficiencies''': Armor (All), Shields, Weapons (Simple, Martial)
:'''Proficiencies''': Armor (All), Shields, Weapons (Simple, Martial)
:'''Skill Points per level''': 6
:'''Skill Points per Level''': 6
:'''Primary Saving Throw(s)''': Fortitude
:'''Primary Saving Throw(s)''': Fortitude
:'''Spellcasting Ability''': Charisma (10 + Spell Level to be able to cast a spell)
:'''Spellcasting Ability''': Charisma (10 + Spell Level to be able to cast a spell)
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{| class="wikitable"
{| class="wikitable"
! Level !! Features
|-
|-
!Level
| 1 || [[#Spell List|Spellcasting Level 1]], [[#Simple Weapon Mastery|Simple Weapon Mastery]], [[#Metamagic: Conversion|Metamagic: Conversion]], [[#Divine Polarity|Divine Polarity]]
!Feature
|-
|-
|1 || [[#Spell List|Spellcasting Level 1]], [[#Simple_Weapon_Mastery|Simple Weapon Mastery]], [[Feats#Metamagic:_Conversion|Metamagic: Conversion]]
| 2 || [[#Lay on Hands|Lay on Hands]]
|-
|-
|2 || [[#Divine Grace|Divine Grace]]
| 3 || [[#Divine Grace|Divine Grace]], [[#Channel Divinity: Divine Might|Channel Divinity: Divine Might]]/Divine Shield, [[#Smite|Smite]], Energy Affinity
|-
|-
|3 || [[#Channel Divinity|Channel Divinity]]: [[#Divine_Might|Divine Might]]/[[#Divine_Shield|Divine Shield]], [[#Lay on Hands|Lay on Hands]], [[#Smite|Smite]]
| 4 || [[#Archetypes|Archetype Feature I]]
|-
|-
|4 || [[#Archetypes|Archetype Feature I]]
| 5 || [[#Spell List|Spellcasting Level 2]]
|-
|-
|5 || [[#Spell List|Spellcasting Level 2]]
| 6 || [[#Divine Health|Divine Health]]
|-
|-
|6 || [[#Divine Health|Divine Health]]
| 7 || [[#Archetypes|Archetype Feature II]]
|-
|-
|7 || [[#Archetypes|Archetype Feature II]]
| 8 || [[#Aura of Courage|Aura of Courage]]
|-
|-
|8 || [[#Aura of Courage|Aura of Courage]]
| 9 || [[#Spell List|Spellcasting Level 3]]
|-
|-
|9 || [[#Spell List|Spellcasting Level 3]]
| 10 || [[#Archetypes|Archetype Feature III]]
|}
 
{| class="wikitable"
|+ Spell Slots per Level
! Class Level !! 1st Level !! 2nd Level !! 3rd Level
|-
|-
|10 || [[#Archetypes|Archetype Feature III]]
| 1 || 1 || - || -
|-
| 2 || 1 || - || -
|-
| 3 || 1 || - || -
|-
| 4 || 1 || - || -
|-
| 5 || 2 || 1 || -
|-
| 6 || 2 || 1 || -
|-
| 7 || 2 || 1 || -
|-
| 8 || 2 || 1 || -
|-
| 9 || 3 || 2 || 1
|-
| 10 || 3 || 2 || 1
|}
|}
Spell slots are before any bonus slots from a high spellcasting ability.


== Paladin Core Mechanics ==
== Paladin Core Mechanics ==
=== '''Simple Weapon Mastery''' ===
The Paladin receives the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] feat for free.


=== '''Divine Health''' ===
=== Divine Polarity ===
Paladins choose the energy type of their spells and abilities at level 1. They subsequently gain the Energy Affinity feat for that energy type at level 3. Smite and the Paladin Archetype features deal damage of this type.
 
=== Metamagic: Conversion ===
The character receives the Conversion feat for free.
 
=== Simple Weapon Mastery ===
The Paladin receives the Simple Weapon Mastery feat for free.
 
=== Divine Health ===
The Paladin is immune to disease.
The Paladin is immune to disease.


=== '''Aura of Courage''' ===
=== Aura of Courage ===
The Paladin is immune to Fear.
The Paladin is immune to Fear.


=== '''Channel Divinity''' ===
=== Channel Divinity ===
The character gains access to features that draw upon a ''Channel Divinity'' pool, representing a reserve of divine energy. These features may be granted by class levels, feats, or archetypes. This pool has a maximum capacity of equal to the sum total of their Paladin and Cleric levels, plus the highest of their Wisdom or Charisma modifiers. The character regains 1 ''Channel Divinity'' for every 6 non-minion foes slain.
The character gains access to features that draw upon a Channel Divinity pool, representing a reserve of divine energy. These features may be granted by class levels, feats, or archetypes. This pool has a maximum capacity of equal to the sum total of their Paladin and Cleric levels, plus the highest of their Wisdom or Charisma modifiers. The character regains 1 Channel Divinity for every 6 non-minion foes slain.


=== '''Divine Might''' ===
=== Channel Divinity: Divine Might ===
The character may spend one ''Channel Divinity'' to add their Charisma or Wisdom bonus, whichever is higher, to all weapon damage for 1 minute. This damage bonus is capped at twice the character's total sum of Paladin and Cleric levels. If ''Divine Might'' is already active, the duration is extended by 1 minute.
The character may spend one Channel Divinity to add their Charisma or Wisdom bonus, whichever is higher, to all weapon damage for 1 minute. This damage bonus is capped at twice the character's total sum of Paladin and Cleric levels. If Divine Might is already active, the duration is extended by 1 minute.


=== '''Divine Shield''' ===
=== Channel Divinity: Divine Shield ===
The character may spend two points of ''Channel Divinity'' to gain damage resistance against physical damage. The threshold for this damage resistance is equal to the sum total of Cleric and Paladin class levels the character possesses. The shield absorbs 10 damage per point of the character's Charisma or Wisdom bonus, whichever is higher, plus 10% of the target's maximum hitpoints. If ''Divine Shield'' is already active, any existing absorption is inherited by the new instance of ''Divine Shield''. ''Divine Shield'' has a duration of 15 minutes Combat Time.
The character may spend one Channel Divinity to gain damage resistance against physical damage. The threshold for this damage resistance is equal to the sum total of Cleric and Paladin class levels the character possesses. The shield absorbs 10 damage per point of the character's Charisma or Wisdom bonus, whichever is higher, plus 10% of the target's maximum hitpoints. If Divine Shield is already active, any existing absorption is inherited by the new instance of Divine Shield. Divine Shield has a duration of 15 minutes [[General Mechanics Information#Combat Time|Combat Time]].


=== '''Lay on Hands''' ===
=== Lay on Hands ===
Once per round, a Paladin may consume 2 uses of ''Channel Divinity'' to heal themselves or an ally for an amount equal to 3d4 per class level, plus the target's top [Charisma modifier] hit dice. This also removes any poison or disease afflicting the target, and grants immunity to both for 1 minute. If targeting themselves, ''Lay on Hands'' activates instantly, with no action required.
Once per round, a Paladin may consume 2 uses of Channel Divinity to heal themselves or an ally for an amount equal to 3d4 per class level, plus the target's top [Charisma modifier] hit dice. This also removes any poison or disease afflicting the target, and grants immunity to both for 1 minute. If targeting themselves, Lay on Hands activates instantly, with no action required.


=== '''Smite''' ===
=== Smite ===
Once per round, a Paladin may expend 1 use of ''Channel Divinity'' to strike the target of their next normal attack for 2d4 bonus Radiant damage per Paladin class level.  
Once per round, a Paladin may expend 1 use of Channel Divinity to strike the target of their next normal attack for 2d4 bonus damage of their Divine Polarity type per Paladin class level.


=== '''Divine Grace''' ===
=== Divine Grace ===
The Paladin adds half their Paladin level rounded down to their saving throws.
The Paladin adds half their Paladin level, rounded down, to their saving throws.


=== '''Spell List''' ===
=== Spell List ===
{| class="wikitable" style="width: 100%;"
{| class="wikitable" style="width: 100%;"
!scope="col"|1st Level Spells
! 1st Level Spells !! 2nd Level Spells !! 3rd Level Spells
!scope="col"|2nd Level Spells
|- style="vertical-align: top;"
!scope="col"|3rd Level Spells
|-style="vertical-align:top;"
|
|
[[Spells#Bane|Bane]]<br>
[[Spells#Bane|Bane]]<br>
[[Spells#Bless|Bless]]<br>
[[Spells#Bless|Bless]]<br>
[[Spells#Cure_Light_Wounds|Cure Light Wounds]]<br>
[[Spells#Cure_Light_Wounds|Cure Light Wounds]]<br>
[[Spells#Endure_Energy|Endure Energy]]<br>
[[Spells#Endure_Elements|Endure Energy]]<br>
[[Spells#Ironguts|Ironguts]]<br>
[[Spells#Magic_Weapon|Magic Weapon]]<br>
[[Spells#Magic_Weapon|Magic Weapon]]<br>
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]<br>
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]<br>
[[Spells#Shield_of_Faith|Shield of Faith]]<br>
[[Spells#Shield_of_Faith|Shield of Faith]]
|
|
[[Spells#Aid|Aid]]<br>
[[Spells#Aid|Aid]]<br>
Line 95: Line 126:
[[Spells#Eagle_Splendor|Eagle's Splendor]]<br>
[[Spells#Eagle_Splendor|Eagle's Splendor]]<br>
[[Spells#Endurance|Endurance]]<br>
[[Spells#Endurance|Endurance]]<br>
[[Spells#Endurance|Endurance]]<br>
[[Spells#Freedom_of_Movement|Freedom of Movement]]<br>
[[Spells#Freedom|Freedom]]<br>
[[Spells#Resist_Elements|Resist Energy]]<br>
[[Spells#Resist_Energy|Resist Energy]]<br>
[[Spells#Restoration|Restoration]]
[[Spells#Restoration|Restoration]]<br>
|
|
[[Spells#Cure_Serious_Wounds|Cure Serious Wounds]]<br>
[[Spells#Cure_Serious_Wounds|Cure Serious Wounds]]<br>
Line 105: Line 135:
[[Spells#Neutralize_Poison|Neutralize Poison]]<br>
[[Spells#Neutralize_Poison|Neutralize Poison]]<br>
[[Spells#Prayer|Prayer]]<br>
[[Spells#Prayer|Prayer]]<br>
[[Spells#Protection_from_Energy|Protection from Energy]]<br>
[[Spells#Protection_from_Elements|Protection from Energy]]
|}
|}


=== '''Spellcasting Progression''' ===
== Archetypes ==
Paladins receive the following number of spell slots per level, with bonus slots possible from a high CHA modifier.
 
=== Avenger ===
''"Your sins have been counted."''
 
The Avenger relentlessly pursues their targets to mete out punishment.


{| class="wikitable"
{| class="wikitable"
! Class Level !! Feature !! Details
|-
|-
!Class Level
| 4
!Slots (level 1/level 2/level 3)
| '''Judge'''
|
When you Smite a creature, your Divine Might damage bonus is doubled until its effect expires. In addition, when you Smite a creature for the first time, the Smite is executed at no cost.
|-
|-
|1 || 1
| 7
| '''Jury'''
|
If you Smite any creature whilst under the effects of Judge, you gain a bonus attack for one minute. The struck target also proceeds to take damage of your Divine Polarity type each round equal to the Smite damage broken up into 2 second ticks, for a total of 12 rounds. If the target dies while under the effects of Jury, the damage over time effect transfers to another enemy within 10m of the target. You may only have one instance of Jury in play at a time.
|-
|-
|5 || 2/1
| 10
|-
| '''Executioner'''
|9 || 3/2/1
|
When you strike a creature with Smite, you do additional damage according to its health category: Grazed +2d6, Bloodied +4d8, and Wounded +8d10. If the target is slain within 1.3 seconds of the Smite, it bursts: enemies within 4m take the same additional damage, if any, and must make a Fortitude save (DC 20 + Charisma modifier) or be knocked prone for one round. On a successful save, Minion tier enemies are instead knocked down for three seconds, and Normal enemies for one second.
|}
|}


== Archetypes ==
=== Templar ===
''"My will is steel."''


=== '''Avenger''' ===
Mere blows cannot prevent the Templar from fulfilling their duty.
'' "Your sins have been counted." ''


{| class="wikitable"
{| class="wikitable"
! Class Level !! Feature !! Details
|-
|-
!Class Level
| 4
!Feature
| '''Forge'''
!Details
|
You receive a 30% multiplicative damage immunity to all damage. Whilst your Divine Shield is active, this increases to 50%. In addition, your Divine Shield now absorbs damage of all types.
|-
|-
|4
| 7
|'''Judge'''
| '''Anvil'''
| When you [[#Smite|''Smite'']] a creature, your [[#Divine Might|''Divine Might'']] damage bonus is doubled until its effect expires. In addition, when you [[#Smite|''Smite'']] a creature for the first time, the [[#Smite|''Smite'']] is executed at no cost.
|
|-
Your Divine Shield now has double the usual absorption limit. Your Smite now also refreshes your Divine Shield's duration and changes its [[General Mechanics Information#Threshold and Absorption|Threshold]] value to your total Smite damage.
|7
|'''Jury'''
| If you [[#Smite|''Smite'']] any creature whilst under the effects of ''Judge'', you gain a bonus attack for one minute. The struck target also proceeds to take Radiant damage each round equal to the [[#Smite|''Smite'']] damage broken up into 2 second ticks, for a total of 12 rounds. If the target dies while under the effects of ''Jury'', the damage over time effect transfers to another enemy within 10m of the target. You may only have one instance of ''Jury'' in play at a time.
|-
|10
|'''Executioner'''
| When you strike a creature with [[#Smite|''Smite'']], you do additional damage according to its health category: Grazed +2d6, Bloodied +4d8, and Wounded +8d10. This additional damage also strikes enemies within 4m of the slain target and knocks them back 1m.
|-
|-
| 10
| '''Tempered'''
|
If a Smite expands the [[General Mechanics Information#Threshold and Absorption|Threshold]] of your Divine Shield, the Channel Divinity cost of the Smite is refunded. The Smite's damage is also added to your Divine Shield absorption.
|}
|}


=== '''Templar''' ===
=== Hospitaller ===
'' "My will is steel." ''
''"Stay on your feet, we have much work to be done this day."''
 
{| class="wikitable"
|-
!Class Level
!Feature
!Details
|-
|4
|'''Forge'''
| You receive a 30% multiplicative damage immunity to all damage. Whilst your [[#Divine Shield|''Divine Shield'']] is active, this increases to 50%. In addition, your [[#Divine Shield|''Divine Shield'']] now absorbs damage of all types. 
|-
|7
|'''Anvil'''
| Your [[#Divine Shield|''Divine Shield'']] now has double the usual absorption limit. Your [[#Smite|''Smite'']] now also refreshes your [[#Divine Shield|''Divine Shield'']]'s duration and changes its Threshold value to your total [[#Smite|''Smite'']] damage.
|-
|10
|'''Tempered'''
|
If a [[#Smite|''Smite'']] expands the Threshold of your [[#Divine Shield|''Divine Shield'']], the [[#Channel Divinity|''Channel Divinity'']] cost of the [[#Smite|''Smite'']] is refunded. The [[#Smite|''Smite'']]'s damage is also added to your [[#Divine Shield|''Divine Shield'']] absorption.
|-
|}


=== '''Hospitaller''' ===
When a soldier needs a helping hand, the Hospitaller is there.
'' "Stay on your feet, we have much work to be done this day." ''


{| class="wikitable"
{| class="wikitable"
! Class Level !! Feature !! Details
|-
|-
!Class Level
| 4
!Feature
| '''Divine Intervention'''
!Details
|
|-
When you use Lay on Hands, the target also gains the effects of your Divine Shield at no cost. Furthermore, any excess healing from your Lay on Hands is now granted as temporary hitpoints (THP) with the same duration as Divine Shield.
|4
|'''Divine Intervention'''
| When you use [[#Lay on Hands|''Lay on Hands'']], the target also gains the effects of your [[#Divine Shield|Divine Shield]] at no cost. Furthermore, any excess healing from your [[#Lay on Hands|''Lay on Hands'']] is now granted as temporary hitpoints (THP) with the same duration as [[#Divine Shield|Divine Shield]].
 


Finally, upon using [[#Lay on Hands|''Lay on Hands'']], you gain a free use of [[#Smite|Smite]]. These free uses may stack to a maximum of 3.
Finally, upon using Lay on Hands, you gain a free use of Smite. These free uses may stack to a maximum of 3.
|-
|-
|7
| 7
|'''Deliverance'''
| '''Deliverance'''
| You may nominate a target with the use of your archetype menu to select a target for ''Deliverance''.
|
 
You may nominate a target with the use of your archetype menu to select a target for Deliverance.


For 3 rounds following [[#Smite|Smite]], any Radiant damage you deal is applied as temporary hit points (THP) to your ''Deliverance'' target. These THP possess a duration of 3 rounds. If your ''Deliverance'' target is more than 20m distant, you receive the THP instead.
For 3 rounds following Smite, any damage of your Divine Polarity type that you deal is applied as temporary hit points (THP) to your Deliverance target. These THP possess a duration of 3 rounds. If your Deliverance target is more than 20m distant, you receive the THP instead.


Using [[#Smite|Smite]] again whilst the duration is active adds another 3 rounds to the duration of ''Deliverance'', to a total maximum duration of 5 rounds.
Using Smite again whilst the duration is active adds another 3 rounds to the duration of Deliverance, to a total maximum duration of 5 rounds.
|-
|-
|10
| 10
|'''Salvation'''
| '''Salvation'''
| When your ''Deliverance'' feature grants temporary hitpoints, it also applies the effects of [[Spells#Restoration|''Restoration'']], cleansing the target of negative effects.
|
When your Deliverance feature grants temporary hitpoints, it also applies the effects of Restoration, cleansing the target of negative effects.


 
In addition, upon using Lay on Hands you grant the target the effects of the Death Ward spell. If the target is dead or dying, you first grant the effects of the Raise Dead spell.
In addition, upon using [[#Lay on Hands|''Lay on Hands'']] you grant the target the effects of the [[Spells#Death Ward|''Death Ward'']] spell. If the target is dead or dying, you first grant the effects of the [[Spells#Raise Dead|''Raise Dead'']] spell.
|-
|}
|}

Latest revision as of 21:39, 7 October 2026


Paladins draw Power from devotion to an Oath, or set of Oaths. Their high HP and basic proficiencies are supplemented by Channel Divinity features and a small support spell list to make them an effective martial combatant and ally. Paladin Archetypes focus on particular aspects of their playstyle: dealing bursts of unmitigated damage, effective tanking, or healing.

Maximizing Strength or Dexterity is recommended for attacking with weapons and using Maneuvers like Knockdown. It also provides bonuses to your Fortitude or Reflex save.
Charisma contributes to your spellcasting, certain Archetype features, Divine Grace, support Maneuvers such as "Commander Strike", and your Will save.
Constitution is recommended for increasing your survivability in raw hit points and contributing to your Fortitude save.
Dexterity contributes to Armor Class depending on armor type and your Reflex save.
Intelligence contributes to your maximum Maneuver pool and Reflex save.
Wisdom contributes to your Will save.

Vitals

Hit Die: d10 (10 HP per Level)
Proficiencies: Armor (All), Shields, Weapons (Simple, Martial)
Skill Points per Level: 6
Primary Saving Throw(s): Fortitude
Spellcasting Ability: Charisma (10 + Spell Level to be able to cast a spell)
Spellcasting Type: Devotion. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. However, any spells placed into an empty slot start as memorized and available for use.
Spellbook: Paladins know all available spells once they become capable of casting at a given spell level.
Level Features
1 Spellcasting Level 1, Simple Weapon Mastery, Metamagic: Conversion, Divine Polarity
2 Lay on Hands
3 Divine Grace, Channel Divinity: Divine Might/Divine Shield, Smite, Energy Affinity
4 Archetype Feature I
5 Spellcasting Level 2
6 Divine Health
7 Archetype Feature II
8 Aura of Courage
9 Spellcasting Level 3
10 Archetype Feature III
Spell Slots per Level
Class Level 1st Level 2nd Level 3rd Level
1 1 - -
2 1 - -
3 1 - -
4 1 - -
5 2 1 -
6 2 1 -
7 2 1 -
8 2 1 -
9 3 2 1
10 3 2 1

Spell slots are before any bonus slots from a high spellcasting ability.

Paladin Core Mechanics

Divine Polarity

Paladins choose the energy type of their spells and abilities at level 1. They subsequently gain the Energy Affinity feat for that energy type at level 3. Smite and the Paladin Archetype features deal damage of this type.

Metamagic: Conversion

The character receives the Conversion feat for free.

Simple Weapon Mastery

The Paladin receives the Simple Weapon Mastery feat for free.

Divine Health

The Paladin is immune to disease.

Aura of Courage

The Paladin is immune to Fear.

Channel Divinity

The character gains access to features that draw upon a Channel Divinity pool, representing a reserve of divine energy. These features may be granted by class levels, feats, or archetypes. This pool has a maximum capacity of equal to the sum total of their Paladin and Cleric levels, plus the highest of their Wisdom or Charisma modifiers. The character regains 1 Channel Divinity for every 6 non-minion foes slain.

Channel Divinity: Divine Might

The character may spend one Channel Divinity to add their Charisma or Wisdom bonus, whichever is higher, to all weapon damage for 1 minute. This damage bonus is capped at twice the character's total sum of Paladin and Cleric levels. If Divine Might is already active, the duration is extended by 1 minute.

Channel Divinity: Divine Shield

The character may spend one Channel Divinity to gain damage resistance against physical damage. The threshold for this damage resistance is equal to the sum total of Cleric and Paladin class levels the character possesses. The shield absorbs 10 damage per point of the character's Charisma or Wisdom bonus, whichever is higher, plus 10% of the target's maximum hitpoints. If Divine Shield is already active, any existing absorption is inherited by the new instance of Divine Shield. Divine Shield has a duration of 15 minutes Combat Time.

Lay on Hands

Once per round, a Paladin may consume 2 uses of Channel Divinity to heal themselves or an ally for an amount equal to 3d4 per class level, plus the target's top [Charisma modifier] hit dice. This also removes any poison or disease afflicting the target, and grants immunity to both for 1 minute. If targeting themselves, Lay on Hands activates instantly, with no action required.

Smite

Once per round, a Paladin may expend 1 use of Channel Divinity to strike the target of their next normal attack for 2d4 bonus damage of their Divine Polarity type per Paladin class level.

Divine Grace

The Paladin adds half their Paladin level, rounded down, to their saving throws.

Spell List

1st Level Spells 2nd Level Spells 3rd Level Spells

Bane
Bless
Cure Light Wounds
Endure Energy
Ironguts
Magic Weapon
Protection
Shield of Faith

Aid
Bless Weapon
Bull's Strength
Cat's Grace
Cure Moderate Wounds
Eagle's Splendor
Endurance
Freedom of Movement
Resist Energy
Restoration

Cure Serious Wounds
Dispel Magic
Greater Magic Weapon
Neutralize Poison
Prayer
Protection from Energy

Archetypes

Avenger

"Your sins have been counted."

The Avenger relentlessly pursues their targets to mete out punishment.

Class Level Feature Details
4 Judge

When you Smite a creature, your Divine Might damage bonus is doubled until its effect expires. In addition, when you Smite a creature for the first time, the Smite is executed at no cost.

7 Jury

If you Smite any creature whilst under the effects of Judge, you gain a bonus attack for one minute. The struck target also proceeds to take damage of your Divine Polarity type each round equal to the Smite damage broken up into 2 second ticks, for a total of 12 rounds. If the target dies while under the effects of Jury, the damage over time effect transfers to another enemy within 10m of the target. You may only have one instance of Jury in play at a time.

10 Executioner

When you strike a creature with Smite, you do additional damage according to its health category: Grazed +2d6, Bloodied +4d8, and Wounded +8d10. If the target is slain within 1.3 seconds of the Smite, it bursts: enemies within 4m take the same additional damage, if any, and must make a Fortitude save (DC 20 + Charisma modifier) or be knocked prone for one round. On a successful save, Minion tier enemies are instead knocked down for three seconds, and Normal enemies for one second.

Templar

"My will is steel."

Mere blows cannot prevent the Templar from fulfilling their duty.

Class Level Feature Details
4 Forge

You receive a 30% multiplicative damage immunity to all damage. Whilst your Divine Shield is active, this increases to 50%. In addition, your Divine Shield now absorbs damage of all types.

7 Anvil

Your Divine Shield now has double the usual absorption limit. Your Smite now also refreshes your Divine Shield's duration and changes its Threshold value to your total Smite damage.

10 Tempered

If a Smite expands the Threshold of your Divine Shield, the Channel Divinity cost of the Smite is refunded. The Smite's damage is also added to your Divine Shield absorption.

Hospitaller

"Stay on your feet, we have much work to be done this day."

When a soldier needs a helping hand, the Hospitaller is there.

Class Level Feature Details
4 Divine Intervention

When you use Lay on Hands, the target also gains the effects of your Divine Shield at no cost. Furthermore, any excess healing from your Lay on Hands is now granted as temporary hitpoints (THP) with the same duration as Divine Shield.

Finally, upon using Lay on Hands, you gain a free use of Smite. These free uses may stack to a maximum of 3.

7 Deliverance

You may nominate a target with the use of your archetype menu to select a target for Deliverance.

For 3 rounds following Smite, any damage of your Divine Polarity type that you deal is applied as temporary hit points (THP) to your Deliverance target. These THP possess a duration of 3 rounds. If your Deliverance target is more than 20m distant, you receive the THP instead.

Using Smite again whilst the duration is active adds another 3 rounds to the duration of Deliverance, to a total maximum duration of 5 rounds.

10 Salvation

When your Deliverance feature grants temporary hitpoints, it also applies the effects of Restoration, cleansing the target of negative effects.

In addition, upon using Lay on Hands you grant the target the effects of the Death Ward spell. If the target is dead or dying, you first grant the effects of the Raise Dead spell.