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Paladin

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 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.

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.

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glory.png
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Subclasses

Paladin Avatar.png
Paladin Symbol Transparent.png
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Basics

  • Base Hit Points: 68

  • Hit Points per Advancement: 14

  • Actions: 2 Attack, 1 Bonus, 1 Reaction

  • Class Resources

    • Level 8: +2

  • Casting Attribute: Charisma

  • Starting Kit

    • Shortsword

    • Shield

    • Chain Shirt

 

Proficiencies

  • Armor: Light armor, medium armor, heavy armor, shields

  • Weapons: Simple weapons, martial weapons

  • Saving Throws: Wisdom, Charisma

  • Skills: Insight, Religion

  • Attack & Spell Bonus:

    • Level 8: +2

    • Level 10: +1 (3)

    • Level 12: +1 (4)

Lay on Hands

As an action, you can touch a creature and draw power from the pool to restore 20 hit points to that creature. You may only use this ability twice per long rest.

 

Divine Smite

When you hit a creature with a melee weapon attack, you may choose to expend a level 1 spellslot to deal an additional 2d8 radiant damage to the target.

Aura of Courage

Requires Level 10

Your courageous aura prevents you and any allies within 2 tiles from being frightened.

Cleansing Touch

Requires Level 12

As an action, you cure ally within a 1 tile range of you from any negative magical effects. Usable once per Long Rest.

 

Sacred Oaths

Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. Choose your sacred oath (subclass) from the three available: Oath of Devotion, Oath of Glory, and Oath of Vengeance. If your paladin took their oath in the past and broke it, falling into the dark, you may choose Oathbreaker instead. These will be unlocked at Level 10 and reach their full potential at Level 12.

Class Expectations

All Paladins must adhere to the tenents of their given oath. These are all listed under each subclass' appropriate section. For example, an Oath of Glory Paladin believes in facing hardships with courage and encouraging others to do so. Meaning you are likely not to see one surrender a fight or run away just because things have gotten tough.

Paladins who go against the beliefs of their oath will receive a warning. Continued failure to meet the expectation for one's chosen subclass will result in the character losing access to their paladin abilities and becoming a level 8 fighter.

Those who wish to violate their oath and undergo the process of becoming an Oathbreaker purposefully may do so via a DM ticket.

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With the taking of your Oath, you are granted the gift of channeling that divine favor into spells.

Spell Slots

Level 8

  • 1st: +3

  • 2nd: +2

Level 10

  • 1st: +2
  • 2nd: +1
  • 3rd: +1

Level 12

  • 3rd: +1

Combat Spells

The following list of spells are directly tied to, and reflected within, our dice system. Cantrips can be used an indefinite amount of times, but the rest are tied to spell slots of their corresponding level, and as such, are limited in their usage. All spell slots are restored upon a long rest. Cantrips, along with 1st and 2nd level spells, are available to newly created characters (Level 8s). 3rd and 4th level spells are available to Level 10 characters. 5th level spells are available to Level 12 characters.

Bless

Enchantment

1 Action

V, S

 

Up to three targets of your choice are blessed for the remainder of combat, granting +2 to Proficiency Bonus.

Flavor Spells

The following spells are included in the cleric's repertoire, however; these spells cannot be used in combat and do not consume a spell slot. They are only to be used to enrich the narrative of your roleplay. For spells that involve affecting another person, they should be treated as social rolls. They are fully consent based and cannot be used to force an outcome in a roleplay scenario. Some are available to a newly created character (Level 8) and others are unlocked at Level 10.

Create Food or Water

Conjuration
1 Action
V, S

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad.

Ritual Spells

Spells that require components to cast, or spells that have longer and broader effects than any of the aforementioned combat and flavor spells, are considered rituals. They do not consume spell slots. Most require DM oversight and such will be denoted in a ritual's description if it does. If it does not, it can be cast as any other spell is cast in our dice system, should you have the required components on hand.

Ceremony

Evocation
1 Hour
V, S, M

Class Required:

  • Cleric

  • Paladin

Components Required:

  • 2x Ring (Wedding Only)

  • 2x Holy  Water

  • 5x Arcane Residue

 

You perform one of several religious ceremonies. When you cast the spell, choose one of the following ceremonies, the target of which must be within 10 feet of you throughout the casting.

Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell.

Wedding. You touch adult humanoids willing to be bonded together in marriage. 

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The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.

Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins – called hell knights – as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.

Tenets of Conquest

A paladin who takes this oath has the tenets of conquest seared on the upper arm.

Douse the Flame of Hope. It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies’ will to fight is shattered forever. A blade can end a life. Fear can end an empire.

Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.

Strength Above All. You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.

Bonus Proficiencies

  • Skills: Intimidation

Channel Divinity: Conquering Presence

As an action for the cost of 1 Class Resource, you force each creature of your choice that you can see within 30 feet of you make a Wisdom Saving Throw. On a failed save, a creature becomes frightened of you until the end of their next turn.

Aura of Conquest

You constantly emanate a menacing Aura while you are not incapacitated. This aura extends out around you for 1 tile in every direction. 

If a creature is frightened of you, it's speed is reduced to 0 while in the aura and takes psychic damage equal to half your paladin level when it starts it's turn there.

Scornful Rebuke

Requires Level 12

Those who dare strike you are psychically punished for their audacity. Whenever a creature hits you with an attack you may use a reaction to cause that creature to take psychic damage equal to your Charisma modifier if you are not incapacitated.

Oath Spells

Command

Enchantment

1 Action

V

 

You speak a single word command to a creature you can see within range. The target must succeed on a Wisdom Saving throw or follow the command. The command may be:

 

Move - The target moves to a location and ends its turn.

Prone - The target drops prone and ends its turn.

Halt - The target stays in place and ends its turn.

 

This has no effect on undead.

 

(8 + Spell Bonus vs WIS Save)

 

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The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards.

Tenets of Devotion

Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.

Honesty. Don't lie or cheat. Let your word be your promise.

Courage. Never fear to act, though caution is wise.

Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.

Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.

Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

Bonus Proficiencies

  • Skills: Perception

Channel Divinity: Sacred Weapon

As an action for the cost of 1 Class Resource, imbue a weapon with divine energy to empower it. This grants a bonus to Attack Bonus equal to your Charisma, and grants the magical weapon property. If the weapon stops being held (i.e disarm), both buffs end.

Channel Divinity: Turn Undead

Use an action and 1 class resource to make all undead in a 3 tile radius around you make a wisdom saving throw (8 + Spell Bonus). If they fail the throw, they must immediately move their full movement doubled away from you, and cannot use movement on their next turn.

Aura of Devotion

Your presence emanates an aura of sunlight, dispelling any charmed statuses from yourself or allies within 2 tiles.

Holy Nimbus

Requires Level 12

Your aura of sunlight improves, allowing it to fend enemies in a 2 tile range. Whenever you have your reaction available, you may spend it to damage enemies within it for CHA+ SB (CHA) radiant damage.

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Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they’re all ready when destiny calls. 

Tenets of Glory

The tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend.

Actions over Words. Strive to be known by glorious deeds, not words.

Challenges Are but Tests. Face hardships with courage, and encourage your allies to face them with you.

Hone the Body. Like raw stone, your body must be worked so its potential can be realized.

Discipline the Soul. You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends.

Bonus Proficiencies

  • Skills: Athletics

Channel Divinity: Inspiring Smite

As a bonus action after a successful smite, you can choose to inspire either yourself or an ally, granting you 2d6 + CHA + SB (CHA) healing for the cost of 1 Class Resource.

Aura of Alacrity

You emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your movement speed is increased by 1 tile, and any ally that starts their turn within 1 tile of you has their movement speed increased by 1 tile for that turn.

Glorious Defense

Requires Level 12

Whenever someone within' your weapon range makes an attack against an ally, you can choose to use your reaction to take a single melee weapon attack against them.

Oath Spells

Guiding Bolt (1st)

Evocation

1 Action

 V, S

 

A flash of light streaks towards a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage and is exposed until the end of their next turn.

 

(1d20 + Spell Bonus vs AC)

 

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The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves’ guild grows too violent and powerful, when a dragon rampages through the countryside — at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins — sometimes called avengers or dark knights — their own purity is not as important as delivering justice.

Tenets of Vengeance

The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.

Fight the Greater Evil. Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.

No Mercy for the Wicked. Ordinary foes might win my mercy, but my sworn enemies do not.

By Any Means Necessary. My qualms can't get in the way of exterminating my foes.

Restitution. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.

Bonus Proficiencies

  • Skills: Intimidation

Channel Divinity: Abjure Enemy

As an action for the cost of 1 Class Resource, you present your holy symbol and speak a prayer of denunciation, frightening and restraining a target within a 6 tile range until their next turn unless they succeed a wisdom save (8 + Spell Bonus vs WIS).

Channel Divinity: Vow of Enmity

As a bonus action and for the cost of 1 Class Resource, you can utter a vow of enmity against a creature you can see within' 1 tile of you. Gives the target -1 Movespeed for the remainder of combat. Usable only once per combat.

Relentless Avenger

When you hit a creature with an Attack of Opportunity or take someones reaction with Soul of Vengeance, you may also move 1 tile. This movement does not provoke attack of opportunity.

Soul of Vengeance

Requires Level 12

When a creature under the effect of your Vow of Emnity makes an attack or casts a spell, you can use your reaction to immediately try take away their reaction until their next turn. (8 + Spell bonus vs WIS.)

Oath Spells

Hunter's Mark

Divination
1 Bonus Action
V

You choose a creature you can see within range and mystically mark it as your quarry. Granting you the ability to deal an additional 1d6 damage whenever you hit the target with a weapon attack. The caster gains +2 on tracking attempts on the target for 2 hours after combat ends.

You may not use other player's hunter's marks for additional damage. You must still cast the spell yourself to gain the damage on the individual.

 

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An oathbreaker is a paladin who breaks their sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin's heart has been extinguished. Only darkness remains.

A character may not class/subclass change into this sublcass through normal means. Only through lengthly DM storylines may a current Paladin become an Oathbreaker if it not selected at character creation.

Bonus Proficiencies​​

  • Skills: Deception

Channel Divinity: Dreadful Aspect

As an action for the cost of 1 Class Resource, you channel the darkest emotions and focus them into a burst of magical menace. Each creature of your choice within 3 tiles of you must make a Wisdom saving throw (8 + Spell Bonus). On a failed save, the target is frightened until the end of their next turn.

Aura of Hate

Whenever you or any undead does melee weapon damage to anyone who is within' 3 tiles of you, the target takes extra damage equal to your charisma modifier. Does not stack with multiple Auras of Hate. Usable once per turn.

Dread Lord

Requires Level 12

You surround yourself with a deadly aura of gloom, reducing any bright light in a 3-tile range. For the cost of a bonus action you make a melee spell attack against a single target dealing 2d6 damage. Does not apply Aura of Hate damage bonus.

Oath Spells

Hellish Rebuke (1st)

Evocation
1 Reaction
V, S

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity Saving Throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

 

(8 + Spell Bonus vs DEX Save)

 

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