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Paladin

Overview

Whatever their origin and their mission, paladins are united by their oaths to stand against the forces of evil. Whether sworn before a god's altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin's oath is a powerful bond. lt is a source of power that turns a devout warrior into a blessed champion.

A paladin is a living embodiment of an oath - a promise or a vow made manifest in the person of a holy warrior who has the skill and the determination to see the cause through to the end. Some paladins devote themselves expressly to protecting the innocent and spreading justice in the world, while others resolve to attain that goal by conquering those who stand defiant and bringing them under the rule of law.

Although no paladin in the world could be described as typical, a number of them are narrow-minded do-gooders who refuse to tolerate even the smallest deviation from their own outlook. Paladins who take up the adventuring life, however, rarely remain so rigid in their attitudes - if only to keep from alienating their companions.

Some people are warriors of superior virtue. They exemplify a host of traits that folk consider honorable, just, and good. These warriors aspire to be the best people they can. When such a warrior also has a great devotion to a particular deity, that god can reward the faithful with a measure of divine power, making that person a paladin.

Different paladin orders emphasize different elements of righteous behavior, but all paladins are expected to hold true to a common set of virtues:  

  • Liberality. Be generous and tolerant.
  • Good faith. Be honest and keep promises.
  • Courtesy. Treat others with respect despite how they treat you. Give honor to those above your station. Earn the respect of those below your station.
  • Lawfulness. Laws exist to bring prosperity to those under them. Unjust laws must be overturned or changed in a reasonable fashion.
  • Bravery. Gain glory through battle. Defend any charge unto death.
  • Pride in one’s actions. Lead by example. Let your deeds speak your intentions.
  • Humility in one’s deeds. Do not boast or accept rewards undue to you.
  • Unselfishness. Share resources, especially with those who have the most need.
  • Good-temperedness. Render service cheerfully and without disdain.
  • Wisdom. Cause the most good through the least harm.
  • Piety. Be faithful to the precepts of your god.
  • Kindness. Protect the weak. Grant mercy to those who seek redemption.
  • Honor. Hold true to the code. Death before dishonor.


  Every paladin grades and emphasizes these virtues based on his or her own personal ethos and religious background. A paladin of Sune would emphasize aspects of courtly love and courtesy, whereas a paladin of Tyr would be more concerned with justice and fair treatment of foes. Most paladins, like clerics, are devoted to a particular deity.

Their devotion to a higher ideal makes paladins popular folk heroes. Many tales are woven about noble knights and oath-sworn champions, although pragmatists note that the tales often end with a tremendous sacrifice on the part of said champions.

The Cause of Righteousness

A paladin swears to uphold justice and righteousness, to stand with the good things of the world against the encroaching darkness, and to hunt the forces of evil wherever they lurk. Different paladins focus on various aspects of the cause of righteousness, but all are bound by the oaths that grant them the power to do their sacred work. Although many paladins are devoted to gods of good, a paladin's power comes as much from a commitment to justice itself as it does from a god.

Paladins train for years to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the sick and injured, to smite the wicked and the undead, and to protect the innocent and those who join them in the fight for justice.

Beyond the Mundane life

Almost by definition, the life of a paladin is an adventuring life. Unless a lasting injury has taken him or her away from adventuring for a time, every paladin lives on the front lines of the cosmic struggle against evil. Fighters are rare enough among the ranks of the militias and armies of the world, but even fewer people can claim the true calling of a paladin. When they do receive the call, these warriors turn from their former occupations and take up arms to fight evil. Sometimes their oaths lead them into the service of the crown as leaders of elite groups of knights, but even then their loyalty is first to the cause of righteousness, not to crown and country.

Adventuring paladins take their work seriously. A delve into an ancient ruin or dusty crypt can be a quest driven by a higher purpose than the acquisition of treasure. Evil lurks in dungeons and primeval forests, and even the smallest victory against it can tilt the cosmic balance away from oblivion.

Personal Goal

The precepts of a paladin's oath provide purpose to the character and dictate an ultimate goal or an overall intent that the paladin abides by and advances. Aside from that, some paladins are driven by a personal goal that either complements or transcends the dictates of their oaths. Paladins who swear different oaths might have the same personal goal, differing only in how they apply that goal to their actions when upholding their oaths.

Symbol

Paladins are mindful of the influence of symbols, and many of them adopt or design an artistic device that bears a distinctive image. A symbol exemplifies the oath a paladin has taken and communicates that message to those around them, friend and foe alike.

Nemisis

Their adherence to a sacred oath demands that paladins take an active stance in carrying their beliefs into the world. This activity naturally leads to conflict with creatures or entities that oppose those beliefs. Among those opponents, one often stands out as a paladin's most persistent or most formidable foe - a nemesis whose presence or influence is a constant factor in a paladin's life.

Temptation

Although paladins are dedicated to their oaths, they are mortals, and thus they are flawed. Many of them exhibit a type of behavior or hold to an attitude that is not in keeping with the highest ideals of their calling.

Features

As a paladin, you gain the following class features

Hit Points

  • Hit Dice: 1d10 per paladin level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st

Proficiencies

  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Equipment

  • A martial weapon and a shield or two martial weapons
  • Five javelins or any simple melee weapon
  • A priest's pack or an explorer’s pack
  • Chain mail and a holy symbol


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