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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
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

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.

Base Spell Points
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Spell Point Calculator
Paladin Level:     Wisdom:   
Total Spell Points:

1BlessYou 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.
1Cure Light WoundsPositive 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).
1Divine FavorThe 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.
1Lesser RestorationDispels magical effects reducing one of an ally's ability scores, eliminates fatigue, and improves exhaustion to fatigue.
1LionheartImbues a single ally with great bravery, making them immune to fear.
1Protection from EvilAt 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.
1ResistanceGrants a +1 resistance bonus to saves (+2 at 6th level, +3 at 9th)
1Seek Eternal RestGrants the caster a +4 sacred bonus to level for the purposes of turning undead.
1VirtueGrants 10 plus 2 per caster level over 4th (max 20) temporary hit points to an ally.
2AngelskinA lawful good ally gains damage reduction 5/evil for a short period of time. This spell has no effect on non-lawful good targets.
2Bull's StrengthThe affected ally gains strength and power, giving a +4 enhancement bonus to Strength.
2Eagle's SplendorAn ally becomes more poised, articulate and personally forceful, giving a +4 enhancement bonus to Charisma.
2Owl's WisdomGrants an ally a +4 enhancement bonus to wisdom.
2Remove ParalysisFrees ally from paralysis and effects of a slow spell.
2Resist EnergyGives 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.
3Cure Moderate WoundsPositive 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).
3Dispel MagicRemoves 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.
3Magic Circle Against EvilCasts 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.
3PrayerGives 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.
3Remove BlindnessCures blindness in an ally.
3Remove CurseRemoves all curses on an ally. Counters and dispels Bestow Curse.
4Break EnchantmentAffected 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.
4Cure Serious WoundsPositive 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).
4Death WardGrants an ally immunity to death spells and effects, energy drain, and negative energy effects.
4Holy SwordImbues 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.
4Neutralize PoisonDetoxifies 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.
4RestorationCures all temporary ability damage, restores a single negative level suffered from energy drain, and eliminates fatigue or exhaustion suffered by the ally.
4Stalwart PactGrants 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.
4ZealGrants the caster a 10 percent sacred bonus to attack speed for a short duration.

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.

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.
Cost: 2 action points
Races: Warforged Only
Grants: Champion of the Lord of Blades
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.
Cost: 2 action points
Grants: Tira's Champion
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.
Cost: 2 action points
Grants: Dol Dorn's Champion
1 Follower of the Undying Court
High Elf or Half-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.
Cost: 2 action points
Races: Elf[v] Only
Half-Elf Only
Grants: Champion of the Deathless
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.
Cost: 2 action points
Races: Drow Elf Only
Grants: Vulkoor's Champion
1 Paladin Armor Class Boost I
Activate this ability to receive a +2 Action Boost bonus to Armor Class for 20 seconds.
Cost: 1 action point
1 Paladin Attack Boost I
Activate this ability to receive a +2 Action Boost bonus to attack for 20 seconds.
Cost: 1 action point
1 Paladin Devotion I
Grants a 10% increase to the effectiveness of your healing spells.
Cost: 1 action point
1 Paladin Extra Smite Evil I
Increases your maximum Smite Evils by 1.
Cost: 1 action point
1 Paladin Focus of Good I
Your aura of good provides a +3 bonus to Concentration skill checks, helping spellcasters continue their magic when damaged in combat.
Cost: 1 action point
1 Paladin Saves Boost I
Activate this ability to receive a +2 Action Boost bonus to saves for 20 seconds.
Cost: 1 action point
1 Paladin Toughness I
Grants you 10 additional hit points if you have the Toughness feat.
Cost: 1 action point
2 Paladin Charisma I
Grants a +1 increase to your Charisma score.
Cost: 2 action points
Spent: 2 action points
3 Paladin Bulwark of Good I
Your aura of good provides an additional +1 Armor Class bonus.
Cost: 1 action point
Spent: 7 action points
3 Paladin Courage of Good I
Your aura of courage provides an additional +2 bonus to saves against fear.
Cost: 1 action point
Spent: 7 action points
3 Paladin Extra Lay on Hands I
You can call on your lay on hands ability 1 additional time per rest.
Cost: 1 action point
Spent: 7 action points
3 Paladin Item Defense I
You are skilled at protecting your gear against damage, granting you a 25% chance to negate potential item wear before it occurs.
Cost: 1 action point
Spent: 7 action points
3 Paladin Resistance of Good I
Your aura of good provides a +1 bonus to all saves.
Cost: 1 action point
Spent: 7 action points
4 Paladin Armor Class Boost II
Activate this ability to receive a +3 Action Boost bonus to Armor Class for 20 seconds.
Cost: 2 action points
Spent: 10 action points
4 Paladin Attack Boost II
Activate this ability to receive a +3 Action Boost bonus to attack for 20 seconds.
Cost: 2 action points
Spent: 10 action points
Requires All of: Paladin Attack Boost I
4 Paladin Devotion II
Grants an additional 10% increase to the effectiveness of your healing spells, bringing the total increase to 20%.
Cost: 2 action points
Spent: 10 action points
Requires All of: Paladin Devotion I
4 Paladin Energy of the Templar I
Grants a 20 point increase to spell points.
Cost: 1 action point
Spent: 11 action points
4 Paladin Extra Smite Evil II
Increases your maximum Smite Evils by 2.
Cost: 2 action points
Spent: 10 action points
4 Paladin Extra Turning I
You gain 1 additional turn undead attempt per rest.
Cost: 1 action point
Spent: 11 action points
4 Paladin Saves Boost II
Activate this ability to receive a +3 Action Boost bonus to saves for 20 seconds.
Cost: 2 action points
Spent: 10 action points
Requires All of: Paladin Saves Boost I
4 Paladin Toughness II
Grants you 10 additional hit points if you have the Toughness feat, bringing the total increase to 20 hit points.
Cost: 2 action points
Spent: 10 action points
Requires All of: Paladin Toughness I
5 Paladin Divine Might I
Activate this ability to gain a +2 Sacred bonus to damage for one minute. Consumes a use of your turn undead ability. Requires a 14 base Charisma.
Cost: 1 action point
Spent: 15 action points
5 Paladin Divine Sacrifice I
Giving up some of your life force to win the battle, you empower your next blow against your foe. This attack deals an additional 5 to 30 Light damage and increases the critical multiplier of your weapon by 1, but costs you 5 hp and 1 sp, whether or not the attack is successful.\n\nD&D Dice: Deals 5d6 light damage.
Cost: 1 action point
Spent: 15 action points
5 Paladin Focus of Good II
Your aura of good provides a +6 bonus to Concentration skill checks, helping spellcasters continue their magic when damaged in combat.
Cost: 2 action points
Spent: 14 action points
Requires All of: Paladin Focus of Good I
5 Paladin Improved Turning I
You add +1 to your paladin level when attempting to turn undead.
Cost: 1 action point
Spent: 15 action points
6 Bladesworn Transformation
You are a devoted follower of the Lord of Blades, and your faith has been rewarded. Activate this ability to become a juggernaut of destruction for 24 seconds plus 6 seconds per paladin level.\n\nWhile transformed, you have a +4 profane bonus to Strength, a +4 natural armor bonus to AC, a +4 profane bonus on damage rolls, a +10 enhancement bonus to Will saves against mind-affecting magic, and proficiency in all simple and martial weapons. Your base attack bonus is equal to your character level. You lose your spellcasting ability. You have immunity to critical hits and sneak attacks, but cannot be healed by healing spells.
Cost: 4 action points
Spent: 16 action points
Races: Warforged Only
6 Paladin Charisma II
Grants an additional +1 to your Charisma score.
Cost: 4 action points
Spent: 16 action points
Requires All of: Paladin Charisma I
6 Paladin Defender of Siberys I
Protecting the weak from the depredations of the strong, you become a paragon of defense. This prestige enhancement grants you 2 additional Turn attempts, additional armor class when blocking with a shield, increases the maximum dexterity bonus allowed by tower shields by 1, and grants the ability to enter a defensive stance or to create a Magic Circle Against Evil effect. When using a shield, you generate 25% additional threat from all sources. You may possess only one prestige enhancement line at a time for each class.
Cost: 4 action points
Spent: 16 action points
Grants: Defender of Siberys: Magic Circle, Defender of Siberys: Defensive Stance
6 Paladin Divine Light I
Activate this ability to deal 6 to 36 points of light damage to all nearby undead creatures instead of attempting to turn them. Consumes a use of your turn undead ability. (A successful DC 10 + Paladin Level + Charisma Mod Will save reduces the damage by half.)\n\nD&D Dice: Deals 6d6 light damage to undead.
Cost: 1 action point
Spent: 19 action points
6 Paladin Divine Righteousness I
Activate this ability to gain a 100% Competence bonus to the threat generated by your melee attacks and spells for 60 seconds, making monsters more likely to attack you. Consumes a use of your turn undead ability.
Cost: 1 action point
Spent: 19 action points
6 Paladin Extra Remove Disease I
You can use your remove disease ability 2 additional time per rest.
Cost: 1 action point
Spent: 19 action points
6 Paladin Hunter of the Dead I
Devoted to the destruction of the undead, you gain 2 additional turning and remove disease attempts per rest, +1 to your level when turning, and a +2 bonus on saves against spells and effects produced by undead. In addition all of your attacks are considered Ghost Touch, and ignore the chance to miss incorporeal creatures. Positive energy effects heal you for more and you take less damage from negative energy effects. You are able to expend a use of your Paladin Remove Disease ability to produce a Lesser Restoration effect. You may possess only one prestige enhancement line at a time for each class.
Cost: 4 action points
Spent: 16 action points
Grants: Hunter of the Dead I: Lesser Restoration
6 Paladin Knight of the Chalice I
You are sworn to fight demons, devils, and other evil outsiders, driving them from Eberron forever. Your maximum number of Smites is increased by one, your anti-fear aura is improved, and you have +1 to attack Evil Outsiders and deal 1 to 6 additional damage with melee and unarmed attacks against them. You resist evil influences particularly well, gaining a +2 bonus to saves against spells and effects produced by Evil Outsiders. You may possess only one prestige enhancement line at a time for each class.\n\nD&D Dice: You deal 1d6 extra damage to Evil Outsiders.
Cost: 4 action points
Spent: 16 action points
6 Silver Flame Exorcism
You are a devoted follower of the Silver Flame, and your faith has been rewarded. Activate this ability to attempt to exorcise an extraplanar creature, which is entirely consumed in holy fire on a failed Will save or savagely burned by the light of the Silver Flame. A successful Fortitude save reduces the damage to half. The Save DC for this ability is 10 + Paladin Level + Charisma Modifier.
Cost: 4 action points
Spent: 16 action points
6 Undying Call
You are a devoted follower of the Undying Court, and your faith has been rewarded. Activate this ability to lead a dead ally's spirit back to this world, acting as a True Resurrection on high elven spirits or a Raise Dead for others.
Cost: 4 action points
Spent: 16 action points
Races: Elf[v] Only
Half-Elf Only
6 Unyielding Sovereignty
You are a devoted follower of the Sovereign Host, and your faith has been rewarded. Activate this ability to fully heal hit point damage done to a targetted ally, remove ability damage, death penalty effects, negative levels, and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, and stunned.
Cost: 4 action points
Spent: 16 action points
6 Vulkoor's Avatar
You are a devoted follower of Vulkoor the Hunter, and your faith has been rewarded. Activate this ability to ask Vulkoor to send one of his servants to destroy your enemies.
Cost: 4 action points
Spent: 16 action points
Requires All of: Follower of Vulkoor
Races: Drow Elf Only
7 Paladin Armor Class Boost III
Activate this ability to receive a +4 Action Boost bonus to Armor Class for 20 seconds.
Cost: 3 action points
Spent: 21 action points
7 Paladin Attack Boost III
Activate this ability to receive a +4 Action Boost bonus to attack for 20 seconds.
Cost: 3 action points
Spent: 21 action points
Requires All of: Paladin Attack Boost II
7 Paladin Bulwark of Good II
Your aura of good provides an additional +2 Armor Class bonus.
Cost: 2 action points
Spent: 22 action points
Requires All of: Paladin Bulwark of Good I
7 Paladin Courage of Good II
Your aura of courage provides an additional +4 bonus to saves against fear.
Cost: 2 action points
Spent: 22 action points
Requires All of: Paladin Courage of Good I
7 Paladin Devotion III
Grants an additional 10% increase to the effectiveness of your healing spells, bringing the total increase to 30%.
Cost: 3 action points
Spent: 21 action points
Requires All of: Paladin Devotion II
7 Paladin Extra Smite Evil III
Increases your maximum Smite Evils by 3.
Cost: 3 action points
Spent: 21 action points
7 Paladin Item Defense II
You are skilled at protecting your gear against damage, granting you a 33% chance to negate potential item wear before it occurs.
Cost: 2 action points
Spent: 22 action points
Requires All of: Paladin Item Defense I
7 Paladin Resistance of Good II
Your aura of good provides a +2 bonus to all saves.
Cost: 2 action points
Spent: 22 action points
7 Paladin Saves Boost III
Activate this ability to receive a +4 Action Boost bonus to saves for 20 seconds.
Cost: 3 action points
Spent: 21 action points
Requires All of: Paladin Saves Boost II
7 Paladin Toughness III
Grants you 10 additional hit points if you have the Toughness feat, bringing the total increase to 30 hit points.
Cost: 3 action points
Spent: 21 action points
Requires All of: Paladin Toughness II
8 Paladin Energy of the Templar II
Grants an additional 20 spell points, bringing your total increase to 40 points.
Cost: 2 action points
Spent: 26 action points
8 Paladin Extra Lay on Hands II
You can call on your lay on hands ability 1 additional time per rest, bringing your total increase to 2.
Cost: 2 action points
Spent: 26 action points
8 Paladin Extra Turning II
You gain 1 additional turn undead attempt per rest, bringing your total increase to 2.
Cost: 2 action points
Spent: 26 action points
Requires All of: Paladin Extra Turning I
9 Paladin Focus of Good III
Your aura of good provides a +9 bonus to Concentration skill checks, helping spellcasters continue their magic when damaged in combat.
Cost: 3 action points
Spent: 29 action points
Requires All of: Paladin Focus of Good II
9 Paladin Improved Turning II
You add +2 to your paladin level when attempting to turn undead.
Cost: 2 action points
Spent: 30 action points
9 Paladin Redemption I
Activate this ability and expend one use of Lay on Hands to raise the dead, returning your target to life at 10% health.
Cost: 4 action points
Spent: 28 action points
10 Paladin Armor Class Boost IV
Activate this ability to receive a +5 Action Boost bonus to Armor Class for 20 seconds.
Cost: 4 action points
Spent: 32 action points
10 Paladin Attack Boost IV
Activate this ability to receive a +5 Action Boost bonus to attack for 20 seconds.
Cost: 4 action points
Spent: 32 action points
Requires All of: Paladin Attack Boost III
10 Paladin Charisma III
Grants an additional +1 to your Charisma score.
Cost: 6 action points
Spent: 30 action points
Requires All of: Paladin Charisma II
10 Paladin Devotion IV
Grants an additional 10% increase to the effectiveness of your healing spells, bringing the total increase to 40%.
Cost: 4 action points
Spent: 32 action points
Requires All of: Paladin Devotion III
10 Paladin Divine Light II
Activate this ability to deal 12 to 72 points of light damage to all nearby undead creatures. Consumes a use of your turn undead ability. (A successful DC 10 + Paladin Level + Charisma Mod Will save reduces the damage by half.)\n\nD&D Dice: Deals 12d6 light damage to undead.
Cost: 2 action points
Spent: 34 action points
Requires All of: Paladin Divine Light I
10 Paladin Divine Might II
Activate this ability to gain a +4 Sacred bonus to damage for one minute. Consumes a use of your turn undead ability. Requires a 16 base Charisma.
Cost: 2 action points
Spent: 34 action points
Requires All of: Paladin Divine Might I
10 Paladin Extra Remove Disease II
You can use your remove disease ability 2 additional time per rest, bringing your total increase to 4.
Cost: 2 action points
Spent: 34 action points
10 Paladin Extra Smite Evil IV
Increases your maximum Smite Evils by 4.
Cost: 4 action points
Spent: 32 action points
10 Paladin Rally
Grants you the ability to remove fear from the target ally.
Cost: 1 action point
Spent: 35 action points
Requires All of: Paladin Courage of Good I
10 Paladin Saves Boost IV
Activate this ability to receive a +5 Action Boost bonus to saves for 20 seconds.
Cost: 4 action points
Spent: 32 action points
Requires All of: Paladin Saves Boost III
10 Paladin Toughness IV
Grants you 10 additional hit points if you have the Toughness feat, bringing the total increase to 40 hit points.
Cost: 4 action points
Spent: 32 action points
Requires All of: Paladin Toughness III
11 Paladin Bulwark of Good III
Your aura of good provides an additional +3 Armor Class bonus.
Cost: 3 action points
Spent: 37 action points
11 Paladin Courage of Good III
Your aura of courage provides an additional +6 bonus to saves against fear.
Cost: 3 action points
Spent: 37 action points
11 Paladin Extra Action Boost I
You can use each of your action boosts 1 additional time per rest.
Cost: 2 action points
Spent: 38 action points
11 Paladin Item Defense III
You are skilled at protecting your gear against damage, granting you a 50% chance to negate potential item wear before it occurs.
Cost: 3 action points
Spent: 37 action points
Requires All of: Paladin Item Defense II
11 Paladin Resistance of Good III
Your aura of good provides a +3 bonus to all saves.
Cost: 3 action points
Spent: 37 action points
12 Paladin Defender of Siberys II
Protecting the weak from the depredations of the strong, you continue your training as a paragon of defense. This prestige enhancement grants you an additional Lay on Hands use per rest, and further increases the maximum dexterity bonus allowed by tower shields and heavy armor by an additional 1. When using a shield, you now generate 50% additional threat from all sources. You also gain the ability to enter an improved defensive stance or to produce a Mass Shield of Faith effect.
Cost: 2 action points
Spent: 42 action points
Grants: Defender of Siberys II: Mass Shield of Faith, Defender of Siberys II: Improved Defensive Stance
12 Paladin Divine Sacrifice II
Giving up some of your life force to win the battle, you empower your next blow against your foe. This attack deals an additional 7 to 42 Light damage and increases the critical multiplier of your weapon by 1, but costs you 5 hp and 1 sp, whether or not the attack is successful.\n\nD&D Dice: Deals 7d6 light damage.
Cost: 2 action points
Spent: 42 action points
12 Paladin Energy of the Templar III
Grants an additional 20 spell points, bringing your total increase to 60 points.
Cost: 3 action points
Spent: 41 action points
12 Paladin Extra Turning III
You gain 1 additional turn undead attempt per rest, bringing your total increase to 3.
Cost: 3 action points
Spent: 41 action points
Requires All of: Paladin Extra Turning II
12 Paladin Hunter of the Dead II
Devoted to the destruction of the undead, you gain 2 additional turning and remove disease attempts per rest, +1 to your level when turning, and a +2 bonus on saves against spells and effects produced by undead. In addition, your spirit is sealed - you are now immune to energy drain from any source. Positive energy effects heal you for more and you take less damage from negative energy effects. You are able to expend a use of your Paladin Remove Disease ability to produce a Restoration effect.
Cost: 2 action points
Spent: 42 action points
Grants: Hunter of the Dead II: Restoration
12 Paladin Knight of the Chalice II
You are sworn to fight demons, devils, and other evil outsiders, driving them from Eberron forever. Your maximum number of Smites is increased by one, your anti-fear aura is improved, and you have +2 to attack Evil Outsiders and deal 2 to 12 additional damage with melee and unarmed attacks against them. You resist evil influences particularly well, gaining a +3 bonus to saves against spells and effects produced by Evil Outsiders. You also gain the ability to expend a turn attempt to stun a demon or other Chaotic Evil Outsider.\n\nD&D Dice: You deal 2d6 extra damage to Evil Outsiders.
Cost: 2 action points
Spent: 42 action points
Grants: Knight of the Chalice II: Censure Demons
13 Paladin Extra Lay on Hands III
You can call on your lay on hands ability 1 additional time per rest, bringing your total increase to 3.
Cost: 3 action points
Spent: 45 action points
13 Paladin Improved Turning III
You add +3 to your paladin level when attempting to turn undead.
Cost: 3 action points
Spent: 45 action points
14 Paladin Divine Light III
Activate this ability to deal 18 to 108 points of light damage to all nearby undead creatures. Consumes a use of your turn undead ability. (A successful DC 10 + Paladin Level + Charisma Mod Will save reduces the damage by half.)\n\nD&D Dice: Deals 18d6 light damage to undead.
Cost: 3 action points
Spent: 49 action points
Requires All of: Paladin Divine Light II
14 Paladin Extra Action Boost II
You can use each of your action boosts 1 additional time per rest, bringing the total increase to 2.
Cost: 4 action points
Spent: 48 action points
14 Paladin Extra Remove Disease III
You can use your remove disease ability 2 additional time per rest, bringing your total increase to 6.
Cost: 3 action points
Spent: 49 action points
14 Paladin Redemption II
Activate this ability and expend one use of Lay on Hands to resurrect the dead, returning your target to life at 50% health.
Cost: 2 action points
Spent: 50 action points
15 Paladin Bulwark of Good IV
Your aura of good provides an additional +4 Armor Class bonus.
Cost: 4 action points
Spent: 52 action points
15 Paladin Divine Might III
Activate this ability to gain a +6 Sacred bonus to damage for one minute. Consumes a use of your turn undead ability. Requires a 18 base Charisma.
Cost: 3 action points
Spent: 53 action points
Requires All of: Paladin Divine Might II
18 Paladin Defender of Siberys III
Protecting the weak from the depredations of the strong, you continue your training as a paragon of defense. This prestige enhancement increases the strength of all of your defensive auras, and further increases the maximum dexterity bonus allowed by tower shields and medium or heavy armor by an additional 1. When using a shield, you now generate 75% additional threat from all sources. You also gain the ability to enter a superior defensive stance or to defy your enemies in a glorious stand against evil.
Cost: 2 action points
Spent: 66 action points
Grants: Defender of Siberys III: Glorious Stand, Defender of Siberys III: Superior Defensive Stance
18 Paladin Hunter of the Dead III
Devoted to the destruction of the undead, you gain 2 additional turning and remove disease attempts per rest, +1 to your level when turning, and a +2 bonus on saves against spells and effects produced by undead. In addition, all attacks you make (melee, ranged, or unarmed) have a chance of destroying undead instantly on a natural 20 attack roll followed by a critical hit confirmation, Will DC: 30 partial, deals Light damage to targets immune to instant destruction effects or save. Positive energy effects heal you for more and you take less damage from negative energy effects. You are able to expend a use of your Paladin Remove Disease ability to produce a Greater Restoration effect.
Cost: 2 action points
Spent: 66 action points
Grants: Hunter of the Dead III: Greater Restoration
18 Paladin Knight of the Chalice III
You are sworn to fighting demons, devils, and other evil outsiders, driving them from Eberron forever. Your maximum number of Smites is increased by one, your anti-fear aura is improved, and you have +4 to attack Evil Outsiders and deal 4 to 24 additional damage with melee and unarmed attacks against them. You resist evil influences particularly well, gaining a +4 bonus to saves against spells and effects produced by Evil Outsiders.\n\nD&D Dice: You deal 4d6 extra damage to Evil Outsiders.
Cost: 2 action points
Spent: 66 action points
19 Paladin Divine Sacrifice III
Giving up some of your life force to win the battle, you empower your next blow against your foe. This attack deals an additional 9 to 54 Light damage and increases the critical multiplier of your weapon by 1, but costs you 5 hp and 1 sp, whether or not the attack is successful.\n\nD&D Dice: Deals 9d6 light damage.
Cost: 3 action points
Spent: 69 action points
19 Paladin Redemption III
Activate this ability and expend one use of Lay on Hands to true resurrect the dead, returning your target to life at 100% health.
Cost: 2 action points
Spent: 70 action points
20 Paladin Divine Might IV
Activate this ability to gain a +8 Sacred bonus to damage for one minute. Consumes a use of your turn undead ability. Requires a 20 base Charisma.
Cost: 4 action points
Spent: 72 action points
Requires All of: Paladin Divine Might III
20 Paladin Weapons of Good
Any weapon you wield is considered Good aligned for the purpose of bypassing damage reduction, deals 1 to 6 additional holy damage against all evil opponents, and deals an additional 2 to 12 light damage against evil undead or evil outsiders.\n\nD&D Dice: Weapons you wield deal an extra 1d6 holy damage to evil opponents and deal 2d6 additional light damage against undead and evil outsiders.
Cost: 2 action points
Spent: 74 action points


 


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.

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