Paladin: Difference between revisions

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! Level !! Features
! Level !! Features
|-
|-
| 1 || Spellcasting Level 1, [[#Simple Weapon Mastery|Simple Weapon Mastery]], [[#Metamagic: Conversion|Metamagic: Conversion]], [[#Divine Polarity|Divine Polarity]]
| 1 || [[#Spell List|Spellcasting Level 1]], [[#Simple Weapon Mastery|Simple Weapon Mastery]], [[#Metamagic: Conversion|Metamagic: Conversion]], [[#Divine Polarity|Divine Polarity]]
|-
|-
| 2 || [[#Divine Grace|Divine Grace]]
| 2 || [[#Divine Grace|Divine Grace]]
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| 4 || [[#Archetypes|Archetype Feature I]]
| 4 || [[#Archetypes|Archetype Feature I]]
|-
|-
| 5 || Spellcasting Level 2
| 5 || [[#Spell List|Spellcasting Level 2]]
|-
|-
| 6 || [[#Divine Health|Divine Health]]
| 6 || [[#Divine Health|Divine Health]]
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| 8 || [[#Aura of Courage|Aura of Courage]]
| 8 || [[#Aura of Courage|Aura of Courage]]
|-
|-
| 9 || Spellcasting Level 3
| 9 || [[#Spell List|Spellcasting Level 3]]
|-
|-
| 10 || [[#Archetypes|Archetype Feature III]]
| 10 || [[#Archetypes|Archetype Feature III]]
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=== Divine Grace ===
=== Divine Grace ===
The Paladin adds half their level to their saving throws.
The Paladin adds half their level to their saving throws.
=== Spellcasting Progression ===
Spell slots per class level, before any bonus slots from a high spellcasting ability.
{| class="wikitable"
! 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 List ===
{| class="wikitable" style="width: 100%;"
! 1st Level Spells !! 2nd Level Spells !! 3rd Level Spells
|- style="vertical-align: top;"
|
[[Spells#Bane|Bane]]<br>
[[Spells#Bless|Bless]]<br>
[[Spells#Cure Light Wounds|Cure Light Wounds]]<br>
Endure Energy<br>
[[Spells#Ironguts|Ironguts]]<br>
[[Spells#Magic Weapon|Magic Weapon]]<br>
Protection<br>
[[Spells#Shield of Faith|Shield of Faith]]
|
[[Spells#Aid|Aid]]<br>
[[Spells#Bless Weapon|Bless Weapon]]<br>
[[Spells#Bull's Strength|Bull's Strength]]<br>
[[Spells#Cat's Grace|Cat's Grace]]<br>
[[Spells#Cure Moderate Wounds|Cure Moderate Wounds]]<br>
[[Spells#Eagle's Splendor|Eagle's Splendor]]<br>
[[Spells#Endurance|Endurance]]<br>
[[Spells#Freedom of Movement|Freedom of Movement]]<br>
Resist Energy<br>
[[Spells#Restoration|Restoration]]
|
[[Spells#Cure Serious Wounds|Cure Serious Wounds]]<br>
[[Spells#Dispel Magic|Dispel Magic]]<br>
[[Spells#Greater Magic Weapon|Greater Magic Weapon]]<br>
[[Spells#Neutralize Poison|Neutralize Poison]]<br>
[[Spells#Prayer|Prayer]]<br>
Protection from Energy
|}


== Archetypes ==
== Archetypes ==

Revision as of 18:56, 1 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 Divine Grace
3 Channel Divinity: Divine Might/Divine Shield, Lay on Hands, 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

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 level to their saving throws.

Spellcasting Progression

Spell slots per class level, before any bonus slots from a high spellcasting ability.

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 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. This additional damage also strikes enemies within 4m of the slain target, who 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.