
Paladin

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. It is a source of power that turns a devout warrior into a blessed champion.
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Divine Sense - The presence of strong evil registers on the players senses like a noxious odor, and powerful good rings like heavenly music in their ears. As an action, they can open their awareness to detect such forces. Until the end of the next turn, the paladin know the location of any celestial, fiend, or undead within 50 feet.
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Divine Touch - Laying their hands on any one target will heal D4 in damage dealt. This can also be applied to the paladin themselves but can only be used once in a round of combat.
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Holy armor - A unique armor blessed by the paladin. This gives them +3 modifier to their existing armor.
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Protection - When another player is at risk of being attacked, any paladin that wields a shield can divert the force of the attack. If the incoming attack is greater than a D12 in damage, the paladin risks taking D4 in damage.
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Spellcasting - A paladin can learn any one spell from the clerics beginner list of abilities and use it within the rules of that spell.
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Divine smite - Any creature to face the paladin will be met with brute force in this special ability which increases the damage of the attack by +3 for that round.
Once the Paladin has leveled their base damage and hit a minimum of 35 Base HP, they will take their inherited knowledge and then progress into the following abilities. These are for all Adept Paladin.
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Now an expert to the craft, the Paladin has leveled their base damage yet again and holds a minimum of 50 Base HP. The following abilities are for Expert Paladin.
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