Newb20

Paladin

Paladins are devoted champions who defend the innocent, oppose evil, and draw power from a sacred oath. They combine martial training, divine resilience, and a bond with either a mount or a weapon.

Alignment

A Paladin must be Lawful Good. See Alignment.

Class Statistics

Statistic Value
Hit Die d10
Base attack bonus High progression (+1 per level)
Good saves Fortitude, Will
Poor save Reflex
Skill ranks per level 2 + Intelligence modifier (minimum 1)
Class skills Athletics, Heal, Handle Animal, Lore (Religion), Persuasion, Ride, Sense Motive
Armor proficiency Light armor, medium armor, plate, shields
Weapon proficiency Simple and martial weapons

Class Progression

Level BAB Fort Ref Will Class features
1 +1 +2 +0 +2 Detect Evil; Smite Evil
2 +2 +3 +0 +3 Divine Grace; Lay on Hands
3 +3 +3 +1 +3 Aura of Courage; Divine Health
4 +4 +4 +1 +4 Paladin spellcasting (1st-level spells); Smite Evil gains another use
5 +5 +4 +2 +4 Divine Bond
6 +6 / +1 +5 +2 +5 -
7 +7 / +2 +5 +3 +5 Paladin spellcasting (2nd-level spells); Smite Evil gains another use
8 +8 / +3 +6 +3 +6 Divine Bond improves; Aura of Resolve
9 +9 / +4 +6 +4 +6 -
10 +10 / +5 +7 +4 +7 Paladin spellcasting (3rd-level spells); Greater Smite Evil; Smite Evil gains another use
11 +11 / +6 / +1 +7 +5 +7 Divine Bond improves
12 +12 / +7 / +2 +8 +5 +8 -
13 +13 / +8 / +3 +8 +6 +8 Paladin spellcasting (4th-level spells); Aura of Faith; Smite Evil gains another use
14 +14 / +9 / +4 +9 +6 +9 Divine Bond improves
15 +15 / +10 / +5 +9 +7 +9 -
16 +16 / +11 / +6 / +1 +10 +7 +10 Smite Evil gains another use
17 +17 / +12 / +7 / +2 +10 +8 +10 Divine Bond improves
18 +18 / +13 / +8 / +3 +11 +8 +11 Aura of Righteousness
19 +19 / +14 / +9 / +4 +11 +9 +11 Smite Evil gains another use
20 +20 / +15 / +10 / +5 +12 +9 +12 Divine Bond improves; Holy Champion

Class Features

Detect Evil

At will, you can use a Standard Action to sense the presence and strength of evil auras within 60 feet. This is a supernatural ability, not spellcasting.

Smite Evil

As a Free Action before making an attack, choose one evil creature you can see and expend one use of Smite Evil. Until that creature is defeated or the encounter ends, you gain a bonus equal to your Charisma modifier (minimum +0) on attack rolls against it and deal additional damage equal to your Paladin level on each successful weapon hit against it. Your smite attacks bypass Damage Reduction. You can use Smite Evil once per Long Rest, plus one additional time at 4th level and every three Paladin levels thereafter.

At 10th level, your smite damage increases to twice your Paladin level against evil undead, evil outsiders, and evil dragons. If the chosen creature is not evil, the use is expended but has no effect.

Divine Grace

At 2nd level, you gain a Supernatural bonus equal to your Charisma modifier (minimum +0) on all saving throws. Supernatural bonuses stack with other bonus types and with each other.

Lay on Hands

At 2nd level, you can heal a creature you touch as a Standard Action, or heal yourself as a Free Action on your turn. You can use this ability a number of times per Long Rest equal to half your Paladin level (rounded up) + your Charisma modifier (minimum 1 use). Each use restores 1d6 Hit Points per two Paladin levels, rounded up. Lay on Hands has no effect on undead.

Paladin Spellcasting

At 4th level, you learn to cast divine spells. Charisma is your primary spellcasting ability, and your spell save DC follows the shared spell rules. Prepare Paladin spells after a Long Rest from the Paladin spell list. You gain access to spell levels as shown in the class progression: 1st level at Paladin 4, 2nd at Paladin 7, 3rd at Paladin 10, and 4th at Paladin 13. Your Paladin caster level equals your Paladin level.

Aura of Courage

At 3rd level, you are immune to fear. Allies within 10 feet gain a +4 Morale bonus on saves against fear. The aura functions while you are conscious.

Divine Health

At 3rd level, you are immune to disease, including magical and supernatural diseases.

Divine Bond

At 5th level, choose one of the following bonds. This choice is permanent.

Bonded Mount: You gain a loyal mount of a type appropriate to your faith and setting. Choose an animal capable of serving as a mount; it must be at least one Size category larger than you. The mount advances as an animal companion with an effective companion level equal to your Paladin level, using the shared Animal Companion rules. If it dies or is permanently lost, you can call a replacement after a 1-day rite.

Bonded Weapon: As a Standard Action, you call a celestial spirit into a weapon you are holding. For 1 minute, the weapon gains a +1 Enhancement bonus on attack and damage rolls. This bonus increases to +2 at 8th level, +3 at 11th, +4 at 14th, +5 at 17th, and +6 at 20th. Instead of some or all of this bonus, you can add weapon properties from the weapon enchantment rules, spending the equivalent bonus value. The weapon must remain in your possession; the bond ends early if you dismiss it or become unconscious. You can use this bond once per Long Rest.

Aura of Resolve

At 8th level, you are immune to charm effects. Allies within 10 feet gain a +4 Morale bonus on saving throws against charm effects while you are conscious.

Aura of Faith

At 13th level, your weapon attacks count as magical for overcoming Damage Reduction. Allies within 10 feet gain the same benefit while you are conscious.

Aura of Righteousness

At 18th level, you are immune to compulsion effects. Allies within 10 feet gain a +4 Morale bonus on saving throws against compulsion effects while you are conscious.

Holy Champion

At 20th level, while smiting, you gain resistance 10 to damage dealt by evil creatures and your weapon attacks ignore all Damage Reduction of the target.