Class:Paladin
From DDO Compendium

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Class: Paladin
The paladin is a virtuous combination of fighter and cleric. They possess the fighter's combat ability and at higher levels, also gain the ability to cast divine spells and turn undead as a cleric. Their unique abilities include special auras that protect allies and the power to smite evil foes. - Excellent in solo play, especially against evil and undead foes
- A good secondary front-line combatant (along with fighters and barbarians)
- Proficient with all simple and martial weapons
- Can wear all armor and shields, except tower shields
- Can cast divine spells at level 4
- Can turn undead at level 3
- Immune to disease at level 2
- Must be lawful good
Recommended Attributes: Charisma, Strength, Wisdom, Constitution The compassion to pursue good, the will to uphold law, and the power to defeat evil - these are the three weapons of the paladin. Few possess the piety and devotion that it takes to walk the paladin's path, but those few are rewarded with the power to protect, to heal, and to smite evil. In a land of evil deeds, unholy cults, backstabbing guilds and inscrutable dragons, the paladin is the last, best hope for the forces of Light.
| Hit Die: | D10 |
| Caster Type: | Divine |
| Spell Casting: | Wisdom determines how powerful a spell a Paladin can cast, how many spells they can cast, and how hard those spells are to resist. |
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3 |
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1 |
| 4 |
+4 |
4 |
1 |
1 |
| 5 |
+5 |
4 |
1 |
1 |
| 6 |
+6 / +1 |
5 |
2 |
2 |
| 7 |
+7 / +2 |
5 |
2 |
2 |
| 8 |
+8 / +3 |
6 |
2 |
2 |
| 9 |
+9 / +4 |
6 |
3 |
3 |
| 10 |
+10 / +5 |
7 |
3 |
3 |
| 11 |
+11 / +6 / +1 |
7 |
3 |
3 |
| 12 |
+12 / +7 / +2 |
8 |
4 |
4 |
| 13 |
+13 / +8 / +3 |
8 |
4 |
4 |
| 14 |
+14 / +9 / +4 |
9 |
4 |
4 |
| 15 |
+15 / +10 / +5 |
9 |
5 |
5 |
| 16 |
+16 / +11 / +6 / +1 |
10 |
5 |
5 |
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| 1 |  | Bless | You and any allies near you are filled with courage and gain +1 morale bonuses to attack rolls and saves against fear. Bless counters and dispels Bane. |
| 1 |  | Cure Light Wounds | Positive energy is channeled to heal light wounds of your target or damage undead for 1d8 hit points +1 per caster level (max +5). Undead who make a successful Will save reduce the damage by half. |
| 1 |  | Divine Favor | The strength and wisdom of a deity are called upon to grant a +1 luck bonus on weapon attack and damage. This bonus is increased by +1 for every 3 caster levels beyond level 3. |
| 1 |  | Lesser Restoration | Dispels magical effects reducing one of an ally's ability scores, eliminates fatigue, and improves exhaustion to fatigue. |
| 1 |  | Protection from Evil | At your touch, a magical barrier is created that wards a target from attacks by evil creatures, granting a +2 deflection bonus to AC and a +2 resistance bonus to saves against attacks from evil creatures. The target is also warded from magical mental control and compulsions. |
| 1 |  | Resistance | Imbues an ally with magical energy that protects it from harm, giving a +1 resistance bonus on saves. |
| 1 |  | Seek Eternal Rest | Grants the caster a +4 sacred bonus to level for the purposes of turning undead. |
| 1 |  | Virtue | Grants 10 plus 2 per caster level over 4th (max 20) temporary hit points to an ally. |
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| 2 |  | Angelskin | A lawful good ally gains damage reduction 5/evil for a short period of time. This spell has no effect on non-lawful good targets. |
| 2 |  | Bull's Strength | The affected ally gains strength and power, giving a +4 enhancement bonus to Strength. |
| 2 |  | Eagle's Splendor | An ally becomes more poised, articulate and personally forceful, giving a +4 enhancement bonus to Charisma. |
| 2 |  | Owl's Wisdom | Grants an ally a +4 enhancement bonus to wisdom. |
| 2 |  | Remove Paralysis | Frees ally from paralysis and effects of a slow spell. |
| 2 |  | Resist Energy | Gives an ally limited protection from an elemental damage type, reducing that type of damage taken by 10. The damage reduction increases to 20 at caster level 7 and 30 at caster level 11. |
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| 3 |  | Cure Moderate Wounds | Positive energy is channeled to heal moderate wounds of your target or damage undead for 2d8 hit points +1 per caster level (max +10). Undead who make a successful Will save reduce the damage by half. |
| 3 |  | Dispel Magic | Removes ongoing spells that have been cast on a target. You must make a caster level check of 1d20 + your caster level (maximum +10) versus 11 + the spell's caster level to remove an effect. |
| 3 |  | Magic Circle Against Evil | Casts Protection From Evil on multiple targets, granting a +2 deflection bonus to AC and a +2 resistance bonus to saves against attacks from evil creatures. Targets are also warded from magical mental control and compulsions. |
| 3 |  | Prayer | Gives special favor to you and any allies near you, giving a +1 luck bonus to allies and a -1 penalty to enemies attack rolls, weapon damage, saves, and skill checks. |
| 3 |  | Remove Blindness | Cures blindness in an ally. |
| 3 |  | Remove Curse | Removes all curses on an ally. Counters and dispels Bestow Curse. |
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| 4 |  | Break Enchantment | Affected allies in an area are freed from harmful enchantments, transmutations, and curses. You must make a caster level check of 1d20 + your caster level (maximum +15) versus 11 + the spell's caster level to remove an effect. |
| 4 |  | Cure Serious Wounds | Positive energy is channeled to heal serious wounds of your target or damage undead for 3d8 hit points +1 per caster level (max +15). Undead who make a successful Will save reduce the damage by half. |
| 4 |  | Death Ward | Grants an ally immunity to death spells and effects, energy drain, and negative energy effects. |
| 4 |  | Holy Sword | Imbues a Blessed Cold Iron weapon with holy power, transforming it into a +5 Holy Burst Cold Iron weapon that grants the wielder a continuous Protection from Evil effect. This weapon functions only for the Paladin. See the House Jorasco Divine Reagent Vendor for the material component for this spell. |
| 4 |  | Neutralize Poison | Detoxifies any sort of venom in an ally, causing him to suffer no additional effects from the poison. Additionally, it immunizes the ally from any poison he is exposed to during the duration of the spell. |
| 4 |  | Restoration | Cures all temporary ability damage, restores a single negative level suffered from energy drain, and eliminates fatigue or exhaustion suffered by the ally. |
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| 1 |  | Attack | Your basic attack. When activated, you will continue attacking until your target is defeated. |
| 1 |  | Aura of Good | An aura of holiness surrounds you while near a paladin, granting a bonus to saves and Armor Class against evil creatures. |
| 1 |  | Defensive Fighting | While using Defensive Fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode. |
| 1 |  | Heavy Armor Proficiency | You are proficient with heavy armor, and do not suffer armor penalties to your attack rolls when wearing heavy armor. |
| 1 |  | Heroic Durability | Increases your maximum hit points by 20. |
| 1 |  | Light Armor Proficiency | You are proficient with light armor, and do not suffer armor penalties to your attack rolls when wearing light armor. |
| 1 |  | Martial Weapon Proficiency | You do not suffer an attack penalty for martial weapons. |
| 1 |  | Medium Armor Proficiency | You are proficient with medium armor, and do not suffer armor penalties to your attack rolls when wearing medium armor. |
| 1 |  | Shield Proficiency (General) | You are proficient with bucklers, small, and large shields. |
| 1 |  | Simple Weapon Proficiency | You do not suffer an attack penalty for simple weapons. |
| 1 |  | Smite Evil | Using this attack, you call on the paladin's ability to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, and a damage bonus based on your paladin level. Smites return at a rate of one every 90 seconds. |
| 1 |  | Sneak | Uses your Move Silently and Hide in Shadows skills to stealth through dungeons. |
| 1 |  | Sunder | Using this attack, you may reduce the target's Armor Class by 4 for a short time. Some creatures may be immune to the sunder effect. A successful Fortitude save negates this effect. (DC 10 + Str mod) |
| 1 |  | Trip | Using this attack, you may trip the target, rendering it prone. Some creatures may be immune to this effect. A successful Balance check negates this effect. (DC 10 + Str mod) |
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| 2 |  | Divine Grace | A paladin receives a bonus to saves, equal to his or her Charisma bonus. |
| 2 |  | Lay On Hands | Activate this paladin ability to apply a burst of holiness to your target, either healing an amount based on your paladin level times your Charisma bonus or dealing that much damage to an undead target. |
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| 3 |  | Aura of Courage | A feeling of confidence and fearlessness surrounds you while near a paladin, granting a bonus to saves against fear. |
| 3 |  | Divine Health | A paladin is immune to all diseases. |
| 3 |  | Fear Immunity | A paladin is immune to fear effects. |
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| 4 |  | Turn Undead | Activate this paladin ability to drive away undead. To turn undead you must make a turning check (1d20 + your total Charisma modifier) to determine the Hit Dice of the most powerful undead you can effect. Then you roll 2d6 + your paladin level -3 + your Charisma modifier to determine the total Hit Dice of creatures in the area that you can turn. Turned undead flee. If you have twice as many levels as the undead have Hit Dice, you destroy any that you would normally turn. |
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| 6 |  | Remove Disease | Activate this paladin ability to cure one or more diseases in your target. |
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| 1 |  | Follower of the Lord of Blades |
| Warforged only. You are a Blade, a true believer in the cult of the Lord of Blades. Warforged were made to rule Eberron; the other races are weak. Grants a +1 bonus to hit with greatswords, the favored weapon of the cultists of the Lord of Blades. |
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| 1 |  | Follower of the Silver Flame |
| You are one of the Purified, a true believer in the Silver Flame. Burn the corruption and taint of evil from all Eberron. Grants a +1 bonus to hit with longbows, the favored weapon of the clergy of the Silver Flame. |
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| 1 |  | Follower of the Sovereign Host |
| You are a Vassal of the Sovereign Host, a true believer in the Doctrine of Universal Sovereignty. As is the world, so are the gods. As are the gods, so is the world. Grants a +1 bonus to hit with longswords, the favored weapon of the clergy of the Sovereign Host. |
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| 1 |  | Follower of the Undying Court |
| High Elf only. You are guided by the wisdom of the deathless of Aerenal, and are a true believer in the ways of the Undying Court. Existence is a spiritual journey requiring far longer than a single lifetime. Only the Undying can ever truly learn what great wonders lie at its end. Grants a +1 bonus to hit with scimitars, the favored weapon of the clergy of the Undying Court. |
| AP Cost: |
2 |
| Races: |
Elf Only |
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| 1 |  | Follower of Vulkoor |
| Drow Elf only. You are one of Vulkoor's chosen, a worshiper of the scorpion god of Xen'drik. Followers of Vulkoor the Hunter pay homage by their actions, as well as through lengthy recitations of the deeds of the god and the heroes who follow him. Grants a +1 bonus to hit with shortswords. |
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| 1 |  | Paladin Armor Class Boost I |
| Activate this ability to receive a +2 bonus to Armor Class for 20 seconds. |
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| 1 |  | Paladin Attack Boost I |
| Activate this ability to receive a +2 bonus to attack for 20 seconds. |
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| 1 |  | Paladin Concentration I |
| Grants a +1 bonus to your Concentration skill. |
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