Paladins are warriors, sworn to a higher power, and bestowed supernatural powers through their sacred oath. They are often paragons of an ideal, or the duty bound soldiers of a divine order.
Paladin Table
Level | Attribute Points (Total) | Skill Points (Total) | Saving Throw Points (Total) | Attunement Slots | Features |
|---|---|---|---|---|---|
1 | - | 2 | 1 | Sacred Oath, Oath Charges, Oath Abilities | |
2 | 1 (1) | 1 (3) | 1 | Holy Purity | |
3 | 1 (2) | 1 (4) | 1 (1) | 1 | Oath Abilities II |
4 | 1 (3) | 1 (5) | 2 | Keystone Feature | |
5 | 1 (4) | 1 (6) | 2 | Oath Feature | |
6 | 2 (6) | 2 (8) | 1 (2) | 2 | Sacred Protector |
7 | 2 (8) | 2 (10) | 2 | Oath Abilities III | |
8 | 2 (10) | 2 (12) | 3 | Keystone Feature | |
9 | 2 (12) | 2 (14) | 1 (3) | 3 | Oath Feature |
10 | 2 (14) | 2 (16) | 3 | Sacred Protector II, Holy Purity II | |
11 | 2 (16) | 2 (18) | 3 | Attack Efficiency | |
12 | 3 (19) | 3 (21) | 1 (4) | 4 | Keystone Feature |
13 | 3 (22) | 3 (24) | 4 | Oath Feature | |
14 | 3 (25) | 3 (27) | 4 | Determination | |
15 | 3 (28) | 3 (30) | 1 (5) | 4 | Oath Abilities IV |
16 | 3 (31) | 3 (33) | 5 | Keystone Feature | |
17 | 3 (34) | 3 (36) | 5 | Oath Feature | |
18 | 4 (38) | 4 (40) | 1 (6) | 5 | Holy Purity III |
19 | 4 (42) | 4 (44) | 5 | Oath Abilities V | |
20 | 4 (46) | 4 (48) | 6 | Keystone Feature | |
21 | 4 (50) | 4 (52) | 1 (6) | 7 | Exalted Warrior |
Class Features
Starting Vitality
As a Paladin at level 1, you start with 25+1d12+CON Vitality.
See: Vitality
Starting Skills
As a Paladin, you start with 2 Skill Points.
Additionally, you start with a +1 bonus to your Endurance, Religion, and Theurgy skills.
Weapon Proficiencies
Armor Proficiencies
Medium Armor, Heavy Armor, Shields.
Starting Equipment & Gold
When creating your character, you may choose from the following equipment, as well as what is granted:
Any melee weapon worth no more than 50 gold or 20 gold.
Any armor up to 600 gold
A Shield, or 5 gold.
An item symbolic of your Oath, such as an amulet, a tablet
A Holy Symbol, to be used a spellcasting catalyst, or 5 gold.
100 gold.
5d10 gold.
You can use any gold you have to purchase items and add them to your inventory before you finalize your character.
Sacred Oath
You have sworn yourself to a higher power and its ideals, bound by a sacred oath through divine ritual. As a result, you have gained spiritual powers. The powers granted to you depend upon the oath you have taken.
Below are a list of Sacred Oaths. You can have only one Sacred Oath. You gain Oath features at level 1, 5, 9, 13, and 17.
Divine Oath
Under the Divine Oath, you have sworn to protect those in need and destroy those that would sow the seeds of evil, chaos, and darkness.
Slayer's Oath*
Under the Slayer's Oath, you have sworn yourself to a God or higher power, and have vowed to destroy their enemies.
Cryptkeeper's Oath
Under the Cryptkeeper's Oath, you have sworn to protect the sacred rite of death, and destroy the undead.
Infernal Oath*
Under the Infernal Oath, you have sworn to punish those who challenge the Gods with fire and brimstone.
Astral Oath*
Under the Astral Oath, you have sworn yourself to a Celestial Deity, and have vowed to fight as their ally.
Oath Charges
At level 1, the powers granted by your oath manifest as you do battle.
When you successfully land a hit with a melee attack, you gain an Oath Charge. You can gain a maximum of 2 Oath Charges per turn. You can maintain a maximum of 10 Oath Charges. When you are not in combat, you lose 1 Oath Charge every 10 minutes.
Oath Charges are expended to perform Oath Abilities, some of which are granted by being a Paladin, with the remainder being granted by your Sacred Oath.
Oath Abilities
At level 1, you can channel the boons of your oath into divine powers.
You can use one Oath Ability per turn.
If an Oath Ability has you casting a spell, you do not need to be attuned to it, but the spell does still use your Attributes.
At level 3, 7, 15, and 19 you gain access to more abilities.
Oath Ability
Ability Description
Oath Charge Cost
Healing Aid
You cast Medic.
1
Guided Strike
For 0 AP, you add a +2 bonus to the accuracy of your next melee attack.
1
At level 3, you gain access to the following Oath Abilities.
Provocation
You attempt to magically Taunt a creature for 0 AP. They must succeed a Wisdom saving throw against your Divine spell DC or be Taunted for 30 seconds or until you choose to end the spell effect for 0 AP.
2
Sudden Strike
You make a melee weapon attack for 0 AP.
3
Reinforce
For 1 AP, you gain Defence against a damage type of your choosing equal to the amount of Oath Charges spent on this Ability for 1 minute.
X
At level 7, you gain access to the following Oath Abilities.
Intervene
As a reaction, you magically assist an ally with a saving throw. They gain a +2 bonus to the saving throw. You can perform this ability after the dice have been rolled for the save, but not after the effect has occurred.
3
Oath Guard
For 0 AP, your divine power protects an ally within 30 feet of you. The target ally gains 5 AC for the next attack made against them. This effect ends when the target completes a Rest.
3
Abjure
For 1 AP, you attempt to magically weaken a target's attacks with your spirit. They must succeed a Divine saving throw against your Divine spell DC or deal half as much damage with attacks for the next two rounds.
4
At level 15, you gain access to the following Oath Abilities.
Power Strike
When you attack, you can spend 2 additional AP to add an additional damage dice to all sources of damage on the attack.
4
Vengeful Spirit
For 2 AP, you cast a blessing of vengeance upon yourself. For 1 minute, when a creature within 40 feet of you deals damage to you, they take 1d6 divine damage.
5
Spirit Cover
You cast Spirit Link.
5
At level 19, you gain access to the following Oath Abilities.
Providence
You cast Translocation for 2 AP. When you finish casting the spell, you and all allies within 5 feet of you are magically healed for 3d12 Vitality.
5
Mortal Vow
You cast Rebirth without needing the Material components. You can use this ability once per Rest.
10
Holy Purity
At level 2, your powers course through you, and you become immune to nonmagical diseases.
At level 10, you gain advantage on saves against nonmagical poisons.
At level 18, you become immune to magical diseases.
Sacred Protector
At level 6, you can grant a blessing of protection to others in need.
Once per Rest, you can target a creature within 30 feet of you and place a blessing of protection upon them for 3 AP. The creature gains a +3 bonus to all saving throws until they complete a Rest.
At level 10, you are always under the effects of your blessing of protection.
Attack Efficiency
At level 11, your Attack action costs 1 less action point.
Determination
At level 14, you maintain one of your Oath Charges when you are not in combat.
Exalted Warrior
At level 21, you can use two Oath Abilities per turn, rather than one.
You can gain 3 Oath Charges per turn, rather than 2.