Paladin
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 Points per level: 10
- Proficiencies: Armor (Light,Medium), Shields, Weapons (Simple, Martial)
- Skill Points per level: 6
- Skills: All
- Primary Saving Throw(s): Fortitude
Paladin Core Mechanics
Simple Weapon Mastery
The Paladin receives the Simple Weapon Mastery feat for free.
Divine Health
The Paladin is immune to disease.
Lay on Hands
A Paladin may heal themselves or an ally for an amount equal to 1d4 per class level, plus the target's top [Charisma modifier] hit dice. This also removes any poison or disease afflicting the target. The Paladin may use this a number of times per day as follows:
Class Level | Uses |
---|---|
2 | 1 |
4 | 2 |
6 | 3 |
8 | 4 |
10 | 5 |
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. The character also regains 3 charges of Channel Divinity whenever an Elite rated enemy or higher is slain. Paladins receive the Divine Might and Divine Shield options for free.
Divine Smite
Once per round, a Paladin may expend a use of Smite and strike a target for 1d4 bonus Divine damage per Paladin class level. This damage is applied to their next successful attack, and this is also when the one round timer is applied. A Paladin regains a use of Smite when an enemy rated Elite or higher is slain. A Paladin may use Smite a number of times per day according to their class level:
Class Level | Uses |
---|---|
3 | 2 |
5 | 4 |
7 | 6 |
9 | 8 |
Divine Grace
The Paladin adds their Charisma bonus to their saving throws.
Spell List
1st Level Spells | 2nd Level Spells | 3rd Level Spells |
---|---|---|
Bless |
Aid |
Cure Serious Wounds |
Archetypes
Avenger
"Your sins have been counted."
Class Level | Feature | Details |
4 | Judge | When you Smite a creature, your Divine Might damage bonus is doubled until its effect expires. You also regain the use of Channel Divinity used to empower Divine Might, if this ability is active. In addition, if a creature you have previously struck with Smite is slain, you regain one use of Smite. |
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 each round equal to the Smite damage, 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: Injured +2d6, Badly Wounded +4d8, and Near Death +8d10. This additional damage also strikes enemies within 4m of the slain target and knocks them back 4m. |
Templar
"My will is steel."
Class Level | Feature | Details |
---|---|---|
4 | Forge | 25% of the damage you take is recorded. When this value exceeds your Divine Shield absorption limit, you regain a use of Channel Divinity. |
7 | Anvil | When Divine Shield is activated, you gain temporary hitpoints equal to the total absorption limit for a number of rounds equal to your Charisma modifier. |
10 | Tempered | While Divine Shield is active, you gain physical damage immunity equal to your Paladin class level plus Charisma modifier. |
Hospitaller
"Stay on your feet, we have much work to be done this day."
Class Level | Feature | Details |
4 | Fending Gauntlet | When you use Lay on Hands on an ally, they also gain the effects of your Divine Shield at no cost. When you use your last Lay on Hands, a point is deducted from your Channel Divinity and a use of Lay on Hands is restored. |
7 | Furious Rejuvenation | Your Smite restores a use of Lay on Hands when used, and causes the next Lay on Hands used within [Charisma modifier] rounds to have an empowered effect. |
10 | Ablative Assault | When you use Lay on Hands, your target also receives temporary hit points equal to your Lay on Hands healing value for a number of rounds equal to your Charisma modifier. In addition, any Divine damage you deal for this same number of rounds is applied as temporary hit points to your last Lay on Hands target. These temporary hit points also last a number of rounds equal to your Charisma modifier. |