Class:Paladin
From DDO Compendium
Paladins are supremely resilient and have a good balance of offense and defense. They protect and support allies better than the other melee classes, provide some healing, and wield the power of good as a mighty weapon.
Solo Ability: Very Good.
Important stats:Strength and Charisma are the most important stats for paladins. Strength affects melee attack chance and damage, and high charisma makes many of a paladin's special abilities more powerful.
A moderate level of wisdom is also needed for a paladin to cast spells.
Notable abilities: Smite Evil, Lay on Hands.
Through their devotion and purity, paladins gain many special abilities. They can deal extra damage to evil creatures, can boost their own saves, and can use Lay on Hands to send powerful healing energy to allies.At level 4, paladins get their first helpful spells which they can use to aid themselves or their party.
Paladins also get immunities to harmful effects like disease and fear, and radiate powerful protective auras that help defend all nearby allies.

| Hit Die: | D10 |
| Base Skill Points Each Level: | 2 |
| 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. |
| Path(s): | The Mighty Protector, The Flame of Justice, The Truthbringer, The Mighty Protector, The Flame of Justice, The Mighty Protector, The Truthbringer, The Flame of Justice |
| True Reincarnation Feat(s): | Past Life: Paladin |

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| 1 | +1 | 2 | 0 | 0 |
| 2 | +2 | 3 | 0 | 0 |
| 3 | +3 | 3 | 1 | 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 |
| 17 | +17 / +12 / +7 / +2 | 10 | 5 | 5 |
| 18 | +18 / +13 / +8 / +3 | 11 | 6 | 6 |
| 19 | +19 / +14 / +9 / +4 | 11 | 6 | 6 |
| 20 | +20 / +15 / +10 / +5 | 12 | 6 | 6 |

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| Concentration | Allows you a chance to continue casting a spell when you would normally be interrupted by taking damage. For characters with ki, concentration allows you to retain more base ki and slows the rate at which your ki dissipates.\n\nDetails: To maintain concentration when you take damage, you roll 1d20 and add your concentration skill. The result must equal or exceed 10 + the level of spell you are trying to cast + the incoming damage amount. | |
| Diplomacy | Allows you to negotiate more effectively with certain NPCs and to encourage monsters to find targets other than yourself. Any accumulated threat you have with enemies that you successfully diplomacize is reduced. | |
| Heal | Allows you to use a healing kit to revive unconscious and bleeding companions to 1 hit point. Also grants additional hit points for yourself and your companions when resting in a dungeon. Doesn't affect warforged characters.\n\nDetails: To boost allies' healing from resting, the character with the heal skill must be close to the resting characters (within a few meters). The amount of extra healing granted after a rest is equal to your heal skill + character level + 10. | |
| Intimidate | Allows you to intimidate certain NPCs or taunt and draw the attention of monsters away from other members of your party. You get a bonus when taunting creatures smaller than you and a penalty when taunting creatures that are larger than you. You also gain a bonus to threat generation for a short period of time after successfully using this ability. If you are using a weapon and a shield, this bonus to threat generation is increased.\n\nDetails: The bonus/penalty you gain is 4 for each size category difference between you and your target. For example: You would get a -8 penalty when trying to use intimidate on a fire giant because he is two size categories bigger than you. |

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1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|
| 0 | 0 | 0 | 20 | 35 | 50 | 65 | 80 | 95 | 110 | |
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11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
| 125 | 140 | 155 | 170 | 185 | 200 | 215 | 230 | 245 | 260 |

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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 3 to 8 hit points plus an additional 1 for every caster level up to caster level 5. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 1d6+2 hp plus an additional 1 per caster level (max 5). | |
| 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 | Lionheart | Imbues a single ally with great bravery, making them immune to fear. | |
| 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 | Grants a +1 resistance bonus to saves (+2 at 6th level, +3 at 9th) | |
| 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. |
| 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. |
| 3 | Cure Moderate Wounds | Positive energy is channeled to heal moderate wounds of your target or damage undead for 6 to 16 hit points plus an additional 1 for every caster level up to caster level 10. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 2d6+4 hp plus 1 point per caster level (max 10). | |
| 3 | Dispel Magic | Removes ongoing spells that have been cast on a target. You must make a caster level check (roll a 20 sided die and add your caster level (maximum +10)) versus 11 + the spell's caster level to remove an effect. In addition, this spell can be used to sever the connection between a summoner and his or her summoned monster, causing the summoned creature to attack unpredictably, possibly turning on its summoner. | |
| 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. |
| 4 | Break Enchantment | Affected allies in an area are freed from harmful enchantments, transmutations, and curses. You must make a caster level check of 1 to 20 + 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 9 to 24 hit points plus an additional 1 for every caster level up to caster level 15. Undead who make a successful Will save reduce the damage by half.\n\nD&D Dice: Heals 3d6+6 hp plus 1 point per caster level (max 15). | |
| 4 | Death Ward | Grants an ally immunity to death spells and effects, energy drain, and negative energy effects. | |
| 4 | Holy Sword | Imbues an Anointed 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 and also bypasses Silver and Byeshk damage reduction. 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. | |
| 4 | Stalwart Pact | Grants the target 5 hit points for every 2 caster levels, a +2 luck bonus to saves, and damage reduction 5/Magic, if the target of the spell falls below 50% hit points. | |
| 4 | Zeal | Grants the caster a 10 percent sacred bonus to attack speed for a short duration. |

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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.\n\nWizards, sorcerers, and bards should avoid wearing medium and heavier armor and shouldn't take this feat because wearing armor can cause arcane spells to fail to cast (known as Arcane Spell Failure). In general, the heavier the armor, the greater the chance of failure. | |
| 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.\n\nWizards and sorcerers should avoid wearing armor and shouldn't take this feat because wearing armor can cause arcane spells to fail to cast (known as Arcane Spell Failure). In general, the heavier the armor, the greater the chance of failure. | |
| 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.\n\nWizards, sorcerers, and bards should avoid wearing medium and heavier armor and shouldn't take this feat because wearing armor can cause arcane spells to fail to cast (known as Arcane Spell Failure). In general, the heavier the armor, the greater the chance of failure. | |
| 1 | Shield Proficiency (General) | You are proficient with bucklers, and small and large shields.\n\nWizards, sorcerers, and bards should generally avoid using shields and shouldn't take this feat because using a shield can cause arcane spells to fail to cast (known as Arcane Spell Failure). In general, the bigger the shield, the greater the chance of failure. | |
| 1 | Simple Weapon Proficiency | You do not suffer an attack penalty for simple weapons. | |
| 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) |
| 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. |
| 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. |
| 4 | Turn Undead | Activate this paladin ability to drive away undead. To turn undead you must make a turning check (1 twenty-sided die + your total Charisma modifier) to determine the Hit Dice of the most powerful undead you can effect. Then you roll 2 six-sided dice + 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. |
| 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 |
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| 1 | Follower of the Silver Flame |
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| 1 | Follower of the Sovereign Host |
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| 1 | Follower of the Undying Court |
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| 1 | Follower of Vulkoor |
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| 1 | Paladin Armor Class Boost I |
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| 1 | Paladin Attack Boost I |
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| 1 | Paladin Devotion I |
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| 1 | Paladin Extra Smite Evil I |
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| 1 | Paladin Focus of Good I |
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| 1 | Paladin Saves Boost I |
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| 1 | Paladin Toughness I |
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| 2 | Paladin Charisma I |
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| 3 | Paladin Bulwark of Good I |
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| 3 | Paladin Courage of Good I |
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| 3 | Paladin Extra Lay on Hands I |
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| 3 | Paladin Item Defense I |
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| 3 | Paladin Resistance of Good I |
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| 4 | Paladin Armor Class Boost II |
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| 4 | Paladin Attack Boost II |
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| 4 | Paladin Devotion II |
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| 4 | Paladin Energy of the Templar I |
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| 4 | Paladin Extra Smite Evil II |
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| 4 | Paladin Extra Turning I |
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| 4 | Paladin Saves Boost II |
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| 4 | Paladin Toughness II |
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| 5 | Paladin Divine Might I |
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| 5 | Paladin Divine Sacrifice I |
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| 5 | Paladin Focus of Good II |
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| 5 | Paladin Improved Turning I |
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| 6 | Bladesworn Transformation |
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| 6 | Paladin Charisma II |
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| 6 | Paladin Defender of Siberys I |
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| 6 | Paladin Divine Light I |
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| 6 | Paladin Divine Righteousness I |
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| 6 | Paladin Extra Remove Disease I |
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| 6 | Paladin Hunter of the Dead I |
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| 6 | Paladin Knight of the Chalice I |
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| 6 | Silver Flame Exorcism |
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| 6 | Undying Call |
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| 6 | Unyielding Sovereignty |
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| 6 | Vulkoor's Avatar |
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| 7 | Paladin Armor Class Boost III |
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| 7 | Paladin Attack Boost III |
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| 7 | Paladin Bulwark of Good II |
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| 7 | Paladin Courage of Good II |
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| 7 | Paladin Devotion III |
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| 7 | Paladin Extra Smite Evil III |
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| 7 | Paladin Item Defense II |
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| 7 | Paladin Resistance of Good II |
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| 7 | Paladin Saves Boost III |
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| 7 | Paladin Toughness III |
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| 8 | Paladin Energy of the Templar II |
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| 8 | Paladin Extra Lay on Hands II |
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| 8 | Paladin Extra Turning II |
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| 9 | Paladin Focus of Good III |
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| 9 | Paladin Improved Turning II |
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| 9 | Paladin Redemption I |
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| 10 | Paladin Armor Class Boost IV |
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| 10 | Paladin Attack Boost IV |
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| 10 | Paladin Charisma III |
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| 10 | Paladin Devotion IV |
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| 10 | Paladin Divine Light II |
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| 10 | Paladin Divine Might II |
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| 10 | Paladin Extra Remove Disease II |
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| 10 | Paladin Extra Smite Evil IV |
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| 10 | Paladin Rally |
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| 10 | Paladin Saves Boost IV |
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| 10 | Paladin Toughness IV |
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| 11 | Paladin Bulwark of Good III |
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| 11 | Paladin Courage of Good III |
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| 11 | Paladin Extra Action Boost I |
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| 11 | Paladin Item Defense III |
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| 11 | Paladin Resistance of Good III |
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| 12 | Paladin Defender of Siberys II |
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| 12 | Paladin Divine Sacrifice II |
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| 12 | Paladin Energy of the Templar III |
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| 12 | Paladin Extra Turning III |
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| 12 | Paladin Hunter of the Dead II |
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| 12 | Paladin Knight of the Chalice II |
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| 13 | Paladin Extra Lay on Hands III |
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| 13 | Paladin Improved Turning III |
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| 14 | Paladin Divine Light III |
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| 14 | Paladin Extra Action Boost II |
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| 14 | Paladin Extra Remove Disease III |
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| 14 | Paladin Redemption II |
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| 15 | Paladin Bulwark of Good IV |
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| 15 | Paladin Divine Might III |
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| 18 | Paladin Defender of Siberys III |
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| 18 | Paladin Hunter of the Dead III |
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| 18 | Paladin Knight of the Chalice III |
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| 19 | Paladin Divine Sacrifice III |
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| 19 | Paladin Redemption III |
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| 20 | Paladin Divine Might IV |
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| 20 | Paladin Weapons of Good |
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Contents |
Number of spell slots of each spell level (per levels)
| Paladin | 1st | 2nd | 3rd | 4th |
| Level 1 | ||||
| Level 2 | ||||
| Level 3 | ||||
| Level 4 | 1 | |||
| Level 5 | 1 | |||
| Level 6 | 2 | |||
| Level 7 | 2 | |||
| Level 8 | 2 | 1 | ||
| Level 9 | 2 | 1 | ||
| Level 10 | 2 | 2 | ||
| Level 11 | 2 | 2 | 1 | |
| Level 12 | 2 | 2 | 2 | |
| Level 13 | 2 | 2 | 2 | |
| Level 14 | 3 | 2 | 2 | 1 |
| Level 15 | 3 | 2 | 2 | 2 |
| Level 16 | 3 | 2 | 2 | 2 |
| Level 17 | 3 | 3 | 2 | 2 |
| Level 18 | 4 | 3 | 2 | 2 |
| Level 19 | 4 | 4 | 4 | 3 |
| Level 20 | 4 | 4 | 4 | 4 |
Alignment Restriction
Paladins must be Lawful Good. Newly-created Paladins must pick this alignment. Existing characters who don't meet this restriction may not multiclass into Paladin.
Paladin Specialty Enhancements
These enhancements are based on the PnP concept of prestige class. They can be made stronger as you progress (at Paladin level 6, 12 and 18). See the appropriate levels for links to information about the enhancements themselves.
- Defender of Siberys
- Hunter of the Dead
- Knight of the Chalice
Paladin Exalted Smite
This Enhancement, for whatever reason, was removed from the Compendium. This is a link to the Temporary pages.













