Paladin

Through a select, worthy few shines the power of the divine. Called paladins, these noble souls dedicate their swords and lives to the battle against evil. Knights, crusaders, and law-bringers, paladins seek not just to spread divine justice but to embody the teachings of the virtuous deities they serve. In pursuit of their lofty goals, they adhere to ironclad laws of morality and discipline. As reward for their righteousness, these holy champions are blessed with boons to aid them in their quests: powers to banish evil, heal the innocent, and inspire the faithful. Although their convictions might lead them into conflict with the very souls they would save, paladins weather endless challenges of faith and dark temptations, risking their lives to do right and fighting to bring about a brighter future.   Divine power protects the paladin and gives them special powers. It wards off harm, protects them from disease, lets them heal themselves, and guards their hearts against fear. The paladin can also direct this power to help others, healing their wounds or curing diseases. Finally, the paladin can use this power to destroy evil. Even the least experienced paladin can detect evil, and more experienced paladins can smite evil foes and turn away undead. In addition, this power draws a mighty steed to the paladin and imbues that mount with strength, intelligence, and magical protection.   Paladins must be lawful good, and they lose their divine powers if they deviate from that alignment. Additionally, paladins swear to follow a code of conduct that is in line with lawfulness and goodness.   Paladins need not devote themselves to a single deity - devotion to righteousness is enough. Those who align themselves with particular religions are scrupulous in observing religious duties and are welcome in every associated temple.   The paladin's chief role in most groups is as a melee combatant, but they contribute other useful support as well. They make a good secondary healer, and their high charisma opens up fine leadership opportunities.  

Alignment

Lawful Good.

Hit Dice

1d10

Proficiencies

 

Paladin Class Table

Class Features

All of the following are features of the Paladin class.  

Aura of Good (Ex)

The power of a paladin’s aura of good (see the Detect Good spell) is equal to their paladin level.  

Detect Evil ()

At will, a paladin can use Detect Evil, as the spell. A paladin can, as a Move Action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.  

Smite Evil (Su)

Once per day, a paladin can call out to the powers of good to aid them in their struggle against evil. As a Swift Action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds their Charisma bonus (if any) to their attack rolls and adds their paladin level to all damage rolls made against the target of their smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.   In addition, while smite evil is in effect, the paladin gains a Deflection Bonus equal to their Charisma modifier (if any) to their AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.   The smite evil effect remains until the target of the smite is Dead or the next time the paladin rests and regains their uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.  

Divine Grace (Su)

At 2nd level, a paladin gains a bonus equal to their Charisma bonus (if any) on all Saving Throws.  

Lay on Hands (Ex)

Beginning at 2nd level, a paladin can heal wounds (their own or those of others) by touch. Each day they can use this ability a number of times equal to 1/2 their paladin level plus their Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels they possess. Using this ability is a Standard Action, unless the paladin targets themself, in which case it is a Swift Action. Despite the name of this ability, a paladin only needs one free hand to use this ability.   Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee Touch Attack and doesn’t provoke an Attack of Opportunity. Undead do not receive a saving throw against this damage.  

Aura of Courage (Su)

Beginning at 3rd level, a paladin is immune to Fear (magical or otherwise). Each ally within 10 feet of them gains a +4 Morale Bonus on Saving Throws against Fear effects.   This ability functions while the paladin is conscious, but not if they are Unconscious or Dead.  

Divine Health ()

At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.  

Mercy (Su)

At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or Poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.   At 3rd level, the paladin can select from the following initial mercies:  
  • Deceived: The target can immediately attempt a new saving throw to disbelieve any ongoing illusions that it failed to disbelieve within the last minute.
  • Fatigued: The target is no longer Fatigued.
  • Riled: The paladin’s lay on hands also acts as Calm Emotions, but only for the purpose of suppressing morale bonuses (such as from the Rage spell) and emotion effects that aren’t fear effects. Use the paladin’s level as the Caster Level.
  • Shaken: The target is no longer Shaken.
  • Sickened: The target is no longer Sickened.
  At 6th level, a paladin adds the following mercies to the list of those that can be selected:  
  • Dazed: The target is no longer Dazed.
  • Diseased: The paladin’s lay on hands ability also acts as Remove Disease, using the paladin’s level as the Caster Level.
  • Enfeebled: The paladin dispels any magical effects that are reducing one of the target’s Ability Scores (paladin’s choice).
  • Haunted: The paladin’s lay on hands also acts as Protection From Evil, but only for the purpose of allowing a new saving throw against enchantment (charm) and enchantment (compulsion) effects, making the target immune to any attempts to possess or exercise mental control over the target, or preventing a life force from controlling the target (all as described in the second effect of protection from evil). Use the paladin’s level as the Caster Level.
  • Staggered: The target is no longer Staggered, unless the target is at exactly 0 hit points.
  • Targeted: The paladin’s lay on hands also acts as Sanctuary, using the paladin’s level as the Caster Level. The saving throw DC to negate this effect is equal to 10 + 1/2 the paladin’s level + the paladin’s Charisma modifier.
  At 9th level, a paladin adds the following mercies to the list of those that can be selected:  
  • Confused: The target is no longer Confused.
  • Cursed: The paladin’s lay on hands ability also acts as Remove Curse, using the paladin’s level as the Caster Level.
  • Exhausted: The target is no longer Exhausted. The paladin must have the fatigue mercy before selecting this mercy.
  • Frightened: The target is no longer Frightened. The paladin must have the shaken mercy before selecting this mercy.
  • Injured: The target gains fast healing 3 for a number of rounds equal to 1/2 the paladin’s level.
  • Nauseated: The target is no longer Nauseated. The paladin must have the sickened mercy before selecting this mercy.
  • Poisoned: The paladin’s lay on hands ability also acts as Neutralize Poison, using the paladin’s level as the Caster Level.
  • Restorative: The target heals 1d4 points of ability damage from a single ability score of the paladin’s choosing. The paladin must have the enfeebled mercy before selecting this mercy.
  At 12th level, a paladin adds the following mercies to the list of those that can be selected:  
  • Amputated: The paladin’s lay on hands also acts as Regenerate, but only for the purposes of regrowing severed body members, broken bones, and ruined organs. The paladin must have the injured mercy before they can select this mercy.
  • Blinded: The target is no longer Blinded.
  • Deafened: The target is no longer Deafened.
  • Ensorcelled: The paladin’s lay on hands also acts as Dispel Magic, using the paladin’s level as their Caster Level (maximum 20).
  • Paralyzed: The target is no longer Paralyzed.
  • Petrified: The paladin’s lay on hands ability also acts as Stone to Flesh, but only for the purpose of removing the Petrified condition from a creature.
  • Stunned: The target is no longer Stunned.
  These abilities are cumulative. For example, a 12th-level paladin’s lay on hands ability heals 6d6 points of damage and might also cure Fatigued and Exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can’t be changed.  

Channel Energy (Su)

When a paladin reaches 4th level, they gain the supernatural ability to Channel Energy. Using this ability consumes two uses of their lay on hands ability. A paladin uses their level as their effective cleric level when channeling positive energy. This is a Charisma-based ability.  

Spells (Su)

Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the Paladin Spell List. A paladin must choose and prepare their spells in advance.   To cast a spell, a paladin must have a Charisma score equal to at least 10 + the Spell Level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the Spell Level + the paladin’s Charisma modifier.   Like other spellcasters, a paladin can cast only a certain number of spells of each Spell Level per day. Their base daily spell allotment is given on Table: Paladin. In addition, they receive bonus spells per day if they have a high Charisma score. When Table: Paladin indicates that the paladin gets 0 spells per day of a given Spell Level, they gain only the bonus spells they would be entitled to based on their Charisma score for that Spell Level. The paladin does not have access to any domain spells or granted powers, as a Cleric does.   Through 3rd level, a paladin has no Caster Level. At 4th level and higher, their Caster Level is one-half their paladin level.  

Divine Bond ()

Upon reaching 5th level, a paladin forms a divine bond with their god. This bond can take one of five forms. Once the form is chosen, it cannot be changed.   Weapon Spirit: A paladin may enhance their weapon as a Standard Action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch and grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level.   These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property’s cost. These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added.   The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon.   A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level. If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 1 week, or until they gain a level, whichever comes first. During this period, the paladin takes a –1 penalty on attack and weapon damage rolls.   Special Mount: The paladin gains the service of an unusually intelligent, strong, and loyal steed to serve thrm in their crusade against evil. This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as an Animal Companion, using the paladin’s level as their effective level. Bonded mounts have an Intelligence of at least 6.   In addition to horses, a paladin may select (at the GM’s discretion) some less ordinary creatures:   A Medium paladin can select an elk, giant seahorse, giraffe, yak, or zebra as a bonded mount, and a Small paladin can select an antelope, capybara, eohippus, giant weasel, ram, reindeer, stag, or wolfdog as a bonded mount.   Once per day, as a Full-Round Action, a paladin may magically call their mount to their side. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin. A paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.   At 11th level, the mount gains the celestial creature simple template and becomes a magical beast for the purposes of determining which spells affect it.   At 15th level, a paladin’s mount gains Spell Resistance equal to the paladin’s level + 11.   Should the paladin’s mount die, the paladin may not summon another mount for 1 week or until they gain a paladin level, whichever comes first. During this period, the paladin takes a –1 penalty on attack and weapon damage rolls.   Agathion Bond: As a Standard Action, the paladin can call forth an agathion spirit that bonds to their healing hands for 1 minute per paladin level, causing them to manifest physical traits evocative of one kind of agathion. This bond allows the paladin to add their Charisma bonus to the amount of hit points that they restore with their spells, their lay on hands ability, and their Channel Energy ability. For every 3 levels beyond 5th, they restore 1 additional hit point with those abilities, up to a maximum of 5 + their Charisma modifier at 20th level. The paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels beyond 5th, up to a total of four times per day at 17th level.   Angelic Bond: As a Standard Action, the paladin can call forth an angel spirit that bonds to them, causing them to manifest a resplendent halo. This bond allows the paladin to shine light as per Continual Flame for 1 minute per paladin level. Additionally, while the halo shines, all allies within 20 feet gain the benefits of Protection From Evil, except the deflection and resistance bonuses are +3. For every 3 levels they have beyond 5th, the Deflection Bonus and Resistance Bonus provided by this effect increases by 1, up to a maximum of +8 at 20th level. The paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels beyond 5th, up to a total of four times per day at 17th level.   Archon Bond: As a Standard Action, the paladin can call forth an archon spirit that bonds to their brow, causing their eyes to glow with righteous fury for 1 minute per paladin level. While this bond is active, any hostile creature within a 10-foot radius of the paladin that looks at them must succeed at a Will saving throw (DC = 10 + 1/2 their paladin level + their Charisma modifier) or take a –2 penalty on attack rolls and Saving Throws and to AC for 24 hours. Whether or not the saving throw is successful, a creature cannot be affected by the same paladin’s archon bond again for 24 hours, and the penalties from multiple archon bonds don’t stack. Creatures that don’t have eyesight are not affected by this ability. For every 3 levels beyond 5th, the radius of the paladin’s archon bond increases by 5 feet, up to a 35-foot radius at 20th level. The paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels beyond 5th, up to a total of four times per day at 17th level.  

Aura of Resolve (Su)

At 8th level, a paladin is immune to Charm spells and spell-like abilities. Each ally within 10 feet of them gains a +4 Morale Bonus on Saving Throws against Charm effects.   This ability functions only while the paladin is conscious, not if they are Unconscious or Dead.  

Aura of Justice (Su)

At 11th level, a paladin can expend two uses of their smite evil ability to grant the ability to smite evil to all allies within 10 feet, using their bonuses. Allies must use this smite evil ability by the start of the paladin’s next turn, and the bonuses last for 1 minute. Using this ability is a Free Action. Evil creatures gain no benefit from this ability.  

Aura of Faith (Su)

At 14th level, a paladin’s weapons are treated as good-aligned for the purposes of overcoming Damage Reduction. Any attack made against an enemy within 10 feet of them is treated as good-aligned for the purposes of overcoming Damage Reduction.   This ability functions only while the paladin is conscious, not if they are Unconscious or Dead.  

Aura of Righteousness (Su)

At 17th level, a paladin gains Damage Reduction 5/evil and immunity to Compulsion spells and spell-like abilities. Each ally within 10 feet of them gains a +4 Morale Bonus on Saving Throws against Compulsion effects.   This ability functions only while the paladin is conscious, not if they are Unconscious or Dead.  

Holy Champion (Su)

At 20th level, a paladin becomes a conduit for the power of their god. Their Damage Reduction increases to 10/evil. Whenever they use smite evil and successfully strike an evil outsider, the outsider is also subject to a Banishment, using their paladin level as the Caster Level (their weapon and holy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever they channel positive energy or use lay on hands to heal a creature, they heal the maximum possible amount.  

Code of Conduct

A paladin must be of lawful good Alignment and loses all class abilities if they ever willingly commit an evil act.   Additionally, a paladin’s code requires that they respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.   While they may adventure with characters of any good or neutral Alignment, a paladin will never knowingly associate with evil characters, nor will they continue an association with someone who consistently offends their moral code. A paladin may accept only henchmen, Followers, or cohorts who are lawful good.  

Paladin Variants

Many variations exist that alter or replace aspects of the Paladin class.  

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