Paladin

Paladin #

A Paladin is someone who’s devoted themselves to martial service. This is usually devotion to a specific deity or Icon, but could also be a group, a philosophy, or an ideal. They draw power from their devotion.

Some Paladins were born into service, either through induction into an order at a very early age or from being born into a family sworn to their patron. Others, though, found their path through less formal methods: some took up religion or a cause while working in a less savory field, while others were converted.

Examples of Paladin Skills: Knight, Bodyguard, Temple Warrior, Inquisitor, Noblewoman, Former Mercenary, Reformed Killer

A typical Paladin Skill should cover at least some of these:

  • Appear to have noble bearing.
  • Convince someone to help you.
  • Endure harsh conditions.
  • Inspect traces of the divine.
  • Inspire others.
  • Intimidate someone.
  • Navigate a noble court.
  • Perform a ritual.
  • Recall a historical fact.
  • Remember laws for a region.

Uncommon Terms in Paladin Abilities #

Devotions: Divine gifts and martial techniques. Paladins may prepare a certain number of these in a day.

Oath Talents: Special talents representing oaths and strong ideologies. You may take up to one of these in Adventurer Tier and up to two of these in Champion and Epic Tier.

Base Attributes #

Attribute Value
Volition 3
Vitality 5
Initiative Slow
Rolled
Recovery
(1d10 x Level) + (Vitality x Tier)
Average
Recovery
(5 x Level) + (Vitality x Tier)
HP/Level 5 + Vitality*
Other +1 Volition
OR
+1 PD and MD
Recoveries 8
Save Bonus 1**

*See level chart.

**See Tenacity of Faith.

Base Defenses by Armor #

Type AC PD MD
None/Light 15 14 14
Heavy 16 13 14

Melee Stances #

Miss damage equal to level

  • Defensive: d8 damage, +1 AC
  • Aggressive: d10 damage

Ranged/Other Stances #

No miss damage

  • Close (N): d8 damage
  • Aimed (F): d10 damage
Level HP Prowess and
Relationships
Total Perks Talents Devotions Tier Multiplier
1 (5 + Vitality) x 3 3 1 Adventurer 3 2 1x
2 (5 + Vitality) x 4 3 2 Adventurer 3 2 1x
3 (5 + Vitality) x 5 3 3 Adventurer 3 2 1x
4 (5 + Vitality) x 6 3 4 Adventurer 3 2 1x
5 (5 + Vitality) x 8 4 4 Adventurer
1 Champion
4 3 2x
6 (5 + Vitality) x 10 4 4 Adventurer
2 Champion
4 3 2x
7 (5 + Vitality) x 12 4 4 Adventurer
3 Champion
4 3 2x
8 (5 + Vitality) x 16 4 4 Adventurer
3 Champion
1 Epic
5 4 3x
9 (5 + Vitality) x 20 4 4 Adventurer
3 Champion
2 Epic
5 4 3x
10 (5 + Vitality) x 24 4 4 Adventurer
3 Champion
3 Epic
5 4 3x

Class Features #

All Paladins have Prowess, Oaths, Tenacity of Faith, Trueheart, and Exaltation.

Prowess #

Paladins use Prowess to power many of their abilities, including their Devotions. Every Paladin has 3 Prowess in Adventurer Tier, 4 Prowess in Champion Tier, and 5 Prowess in Epic Tier. It’s restored during a Quick Rest.

Once per turn, you can spend 1 Prowess as a free action on or outside your turn to give 1 Disadvantage to an attack against your AC.

  • Champion Perk: If the attack against your AC hits, your target can’t attempt to disengage until the end of its next turn.
  • Epic Perk: You have one extra maximum Prowess.

Oaths #

Several talents have “Oath” in them. You’re encouraged to come up with certain behavioral restrictions for yourself if you take these. You may have up to one of these in Adventurer tier and up to two in Champion and Epic tier.

Any class skill rolls made in pursuance of an oath you’ve sworn gain 1 Advantage.

  • Adventurer Perk: You may come up with behavioral restrictions for each Oath (usually an “I must” or “I cannot” statement). If you put yourself in danger beyond the usual in service of these restrictions, you may regain 1d4 Prowess. If you pointedly ignore one, lose 1 Prowess.

Tenacity of Faith #

You gain +1 to your Save Bonus (for a total of +2) when you’re staggered but not dying.
  • Adventurer Perk: You can spend 1 Prowess to gain 1 Advantage on a save roll. (If you have this ability from something else, the first time you use it per combat, it costs 0 Prowess.)

Trueheart #

In Epic Tier, anytime you would be Confused or Stunned, you can choose to be Weakened for the same duration and take psychic damage equal to the level of whatever is causing it.
  • Epic Perk: Once per day, you can be Softened or Dazed instead of Weakened.

Exaltation #

You gain the following ability:

Exalt
11+ Recharge, Free

Use this to activate the Exalt effect on a Devotion.

In addition to rolling to Recharge during a Quick Rest, you may roll to Recharge as a free action when you’re crit or an ally is crit. In Champion Tier, you may also roll to Recharge when an ally is dropped. In Epic Tier, you may also roll to Recharge when an ally is staggered. You only roll to Recharge once per turn, even if multiple conditions are fulfilled.

  • Adventurer Perk: Add the escalation die to your Recharge rolls when you attempt to Recharge Exalt.
  • Champion Perk: If multiple Recharge conditions are fulfilled, you gain 1 Advantage for every condition past the first (thus, if an ally is dropped with a crit, you would roll to Recharge with 1 Advantage).
  • Epic Perk: You automatically recharge Exalt if you drop to 0 HP.

Talents #

A Paladin selects three Talents in Adventurer Tier. They select a fourth talent once they reach Champion Tier.

This set of talents is unrestricted, unlike the Oath talents.

Fearless #

You’re trained to reject your own misgivings and act strongly against others who try to sow doubt. You are immune to Shaken. You gain 1 Advantage when attacking an enemy who isn’t engaged by any of your allies. You gain 2 Advantage (including the 1 from above) when attacking an enemy with a fear ability who isn’t engaged by any of your allies.
  • Adventurer Perk: You gain 1 Advantage on Death Saves.
  • Champion Perk: When you crit while you’re gaining Advantage from this ability, you can immediately roll saves against any conditions you have.
  • Epic Perk: You can instead have all nearby allies roll saves against 1 condition they have (if it’s a one-turn condition, it’s an 11+ save).

Implacable #

You’re hard to slow down. You roll saves at the start of your turn instead of at the end (including before taking ongoing damage).
  • Adventurer Perk: Once per turn as a free action, you can give this benefit to one ally next to you until the start of your next turn.
  • Champion Perk: You can spend 1 Prowess to gain 1 Advantage on a save against an effect.
  • Epic Perk: You gain +1 to PD and MD. You can spend 1 Prowess to give this benefit to a nearby ally instead of an ally next to you.

Inescapable #

When an enemy disengages from or pops off from you, you can make an Opportunity Attack. It does half hit damage and has no miss effects.
  • Adventurer Perk: When you hit an enemy with an Opportunity Attack, on a Natural 13+ Hit, they’re Stuck until the end of their turn.
  • Champion Perk: Your Opportunity Attacks from this talent have half miss damage instead of none.
  • Epic Perk: You can spend 1 Prowess on your turn as a move action to take up a stance that makes the Opportunity Attacks from this talent deal full miss damage until the end of your next turn.

Patron #

One Icon has taken a special interest in you. You gain an extra relationship die with one Icon that you already have a positive relationship die with.
  • Adventurer Perk: You can reroll one relationship die from your Patron when you roll at the start of a day.
  • Champion Perk: When you use a relationship die from your Patron when using your Paladin Skill, you gain 1 Advantage on the skill check.
  • Epic Perk: When you use a relationship die from your Patron when making death saves, you gain 1 Advantage on the save as well.

Reflected Glory #

You shine in darkness and act as a beacon for others. Whenever you deal radiant damage to an enemy, one ally adjacent to that enemy heals HP equal to your level.
  • Adventurer Perk: As a quick action, you can extend this talent’s abilities to an ally (but not the Champion or Epic Perks for the talent).
  • Champion Perk: When you stagger or drop an enemy with radiant damage, one ally adjacent to that enemy may heal using a recovery.
  • Epic Perk: When you crit an enemy with radiant damage, either increase the healed amount to double your level or, if you stagger or drop the enemy, that ally may heal using a free recovery.

Oath Talents #

You may have up to one Oath Talent in Adventurer tier and up to two in Champion and Epic tier.

Oath of the Guardian #

You’ve taken an oath to shield others from harm. Whenever you intercept an enemy or use a Devotion to protect, heal, or otherwise support an ally, either you or the ally you protect (your choice) gains temporary HP equal to your level.
  • Adventurer Perk: You can intercept a group of mooks or up to two single-strength enemies in a group instead of just one enemy.
  • Champion Perk: When you’re Staggered, increase your recovery amount by your level.
  • Epic Perk: You can’t be crit while intercepting, and an ally you’ve protected in the past round with a Devotion can’t be crit.

Oath of Loyalty #

You’ve taken an oath to stay true to your allies. While you’re conscious, your nearby allies have a +1 Save Bonus.
  • Adventurer Perk: Once per day, as a free action on your turn, you can give every ally 1 Advantage on all saves until the start of your next turn.
  • Champion Perk: If you’re next to at least two allies, you also have a +1 Save Bonus.
  • Epic Perk: When you would normally get a Twist with a Positive relationship, roll an 11+ save. On a success, you don’t get one.

Oath of Sacrifice #

You’ve taken an oath to spare nothing for your mission. As a quick action, you can spend a Recovery to replenish 1 Prowess.
  • Adventurer Perk: You can choose to roll to Recharge Exalt instead of replenishing 1 Prowess.
  • Champion Perk: When you’re Crit by an enemy, replenish 1 Prowess.
  • Epic Perk: When you use a Recovery to heal, as a free action you can halve the amount healed to use this talent.

Oath of Sanctity #

You’ve taken an oath in direct opposition to ancient, dark magic. You can treat your Prowess as if it were also Focus (so you can spend 1 Prowess to give disadvantage to attacks vs. MD as well as AC).

You gain +1 to MD.

  • Adventurer Perk: When you attack an enemy who’s cast a spell in the last round, they count as Vulnerable to you.
  • Champion Perk: You gain 1 Advantage to Skill checks involving history or heraldry.
  • Epic Perk: Spells cast on you gain 1 Disadvantage to attacks.

Oath of the Slayer #

You’ve taken an oath that directs your actions towards violence. You may roll to Recharge Exalt when you Crit, but the roll gains 1 Disadvantage.
  • Adventurer Perk: You may roll to Recharge Exalt when you drop a double-strength or triple-strength enemy, but the roll gains 1 Disadvantage.
  • Champion Perk: You may roll to Recharge Exalt when you drop a single-strength enemy or 3 or more mooks, but the roll gains 1 Disadvantage.
  • Epic Perk: Whenever you roll to Recharge Exalt after Critting or dropping an enemy, if the attack that triggered it was from a Devotion, regain 1 Prowess.

Devotions #

Devotions are the tools Paladins use to ensure their obligations are carried out. A Paladin has 2 Devotions at Adventurer tier, 3 at Champion Tier, and 4 at Epic Tier. You can change them during a full rest.
  • Adventurer Perk: You can also change your known Devotions during a Quick Rest.
  • Champion Perk: Once per day, for one encounter, you may use a Devotion you don’t know.
  • Epic Perk: Gain a 5th Devotion.
Aura of Courage
At-Will, Quick
Spend 1 Prowess

Every nearby ally (including yourself) makes a save against one condition affecting them. If the condition would normally last 1 round, the save is 11+. If they have no conditions, they gain temporary HP equal to your level.

Exalt: Choose if you’re Exalting Aura of Courage before you or any allies roll their saves. Double the amount of temporary HP gained and any saves gain 1 Advantage.

Bastion
Spell, At-Will, Quick
Spend 1 Prowess

Choose a nearby ally. If they’re hit in the subsequent round by an attack vs AC or PD, damage against them is halved, but you take the same damage they do (the damage to you can’t be reduced by Resistance or through any similar means, it’s equal to the damage they take).

Exalt: Choose if you’re Exalting Bastion when you choose your ally to be protected. When your ally is attacked, both of you take a quarter of the original damage instead of half.

Bolster
Spell, At-Will, Quick
Spend 1 Prowess

Choose a nearby ally. Until the start of your next turn, attacks against them gain 1 disadvantage.

Special: If you’re next to the ally you choose, melee attacks against them gain a further 1 disadvantage (to a total of 2 disadvantage).

Exalt: Instead of choosing 1 ally, this affects all of your allies.

Cast Judgment
Spell, At-Will, Standard
Spend 1 Prowess

Make an attack vs MD on a nearby enemy.

Hit: 1d4 x Level + Volition x Tier radiant damage. The target is Softened (11+ save ends).

Natural 13+ Hit: As Hit, and the target is also Vulnerable until the end of your next turn.

Miss: Radiant damage equal to your level.

Exalt: Choose if you’re Exalting Cast Judgment before you roll. On a hit, replace Softened with Stunned. On a miss, the target is also Softened (11+ save ends).

Incandescent Smite
Melee, At-Will, Standard
Spend 1 Prowess

Make an attack vs AC on an engaged enemy.

Hit: Radiant damage as per a Basic Attack. The target is Dazed (11+ save ends).

Natural 13+ Hit: As Hit, and the target is also Stuck until the end of your next turn.

Miss: Radiant damage equal to your level.

Exalt: Choose if you’re Exalting Incandescent Smite before you roll. The attack now attacks vs PD. On a hit, replace Dazed with Weakened. On a miss, the target is also Dazed (11+ save ends).

Issue Challenge
At-Will, Free
Spend 1 Prowess

Choose an enemy you’ve hit with an attack this turn. Until the end of the encounter, provided that both you and the enemy you’ve challenged are conscious and capable of making an attack, you each take 1 Disadvantage on attacks against targets other than each other and on Disengage checks. This ends when you hit another enemy with an attack or choose to end the challenge with a free action on your turn or if either of you are unconscious or dead.

Exalt: While your challenge persists, you gain 1 Advantage on attacks against your challenged target and your crits against them do triple damage.

Lay on Hands
Spell, At-Will, Quick
Spend 1 Prowess

Spend 1 Recovery. You or an adjacent ally heal using a free recovery.

Exalt: You do not spend a Recovery. Increase the amount healed by Escalation x Tier.

Zealous Smite
Melee, At-Will, Standard
Spend 1 Prowess

Make an attack vs AC on an engaged enemy.

Hit: Damage as a Basic Attack + 1d12 x Tier (1d8 at level 1).

Miss: Half damage.

Exalt: Choose if you’re Exalting Zealous Smite before you roll. The attack does radiant damage, attacks vs PD instead of AC, and treats the target as being Weak to radiant (or if the target is already Weak to radiant, the attack gains 1 Advantage).

Sample Paladins #

Two sample Paladins in Adventurer, Champion, and Epic tier are provided below.

Sword of the Faith

A zealous inquisitor, this paladin defeats enemies with overwhelming force.

Class Attribute Choice: +1 Volition
Background Ability: Cruel

Talents

  • Fearless
  • Implacable
  • Oath of the Slayer

1st Level

  • Devotions: Zealous Smite, Cast Judgment
  • Adventurer Perk: Oath of the Slayer

5th Level

  • Extra Talent: Reflected Glory
  • Devotions: Zealous Smite, Cast Judgment, Incandescent Smite
  • Adventurer Perks: Oath of the Slayer, Fearless, Implacable, Exaltation
  • Champion Perk: Oath of the Slayer

8th Level

  • Devotions: Zealous Smite, Cast Judgment, Incandescent Smite, Aura of Courage
  • Adventurer Perks: Oath of the Slayer, Fearless, Implacable, Exaltation
  • Champion Perks: Oath of the Slayer, Fearless, Implacable
  • Epic Perk: Oath of the Slayer

Shield of the Faith

A stalwart guardian, this paladin defends their allies from harm.

Class Attribute Choice: +1 PD and MD
Background Ability: Resilient

Talents

  • Inescapable
  • Patron
  • Oath of the Guardian

1st Level

  • Devotions: Bolster, Issue Challenge
  • Adventurer Perk: Oath of the Guardian

5th Level

  • Extra Talent: Oath of Loyalty
  • Devotions: Bastion, Bolster, Issue Challenge
  • Adventurer Perks: Inescapable, Oath of Loyalty, Oath of the Guardian, Patron
  • Champion Perk: Oath of the Guardian

8th Level

  • Devotions: Bastion, Bolster, Issue Challenge, Lay on Hands
  • Adventurer Perks: Inescapable, Oath of Loyalty, Oath of the Guardian, Patron
  • Champion Perks: Inescapable, Oath of Loyalty, Oath of the Guardian
  • Epic Perk: Oath of the Guardian