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.
| Field | Value |
|---|---|
| HP / Level | 10 |
| Skill Points / Level | 2 + Intelligence modifier |
| Play Style | Melee |
| Spell DC Ability | Wisdom |
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.
You were a paladin in a past life. You occasionally find yourself overcome with righteous fervor. Each time you acquire this feat you gain 10% more healing when affected by positive energy. This feat can be stacked up to three times.
| Level | BAB | Fort | Ref | Will | Special | Spell Points | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | +1 | +2 | +0 | +0 |
|
0 | ||||
| 2 | +2 | +3 | +0 | +0 |
|
0 | ||||
| 3 | +3 | +3 | +1 | +1 |
|
0 | ||||
| 4 | +4 | +4 | +1 | +1 |
|
20 | 1 | |||
| 5 | +5 | +4 | +1 | +1 |
|
35 | 1 | |||
| 6 | +6 | +5 | +2 | +2 |
|
50 | 2 | |||
| 7 | +7 | +5 | +2 | +2 | 65 | 2 | ||||
| 8 | +8 | +6 | +2 | +2 | 80 | 2 | 1 | |||
| 9 | +9 | +6 | +3 | +3 | 95 | 2 | 1 | |||
| 10 | +10 | +7 | +3 | +3 |
|
110 | 2 | 2 | ||
| 11 | +11 | +7 | +3 | +3 | 125 | 2 | 2 | 1 | ||
| 12 | +12 | +8 | +4 | +4 | 140 | 2 | 2 | 2 | ||
| 13 | +13 | +8 | +4 | +4 | 155 | 2 | 2 | 2 | ||
| 14 | +14 | +9 | +4 | +4 | 170 | 3 | 2 | 2 | 1 | |
| 15 | +15 | +9 | +5 | +5 |
|
185 | 3 | 2 | 2 | 2 |
| 16 | +16 | +10 | +5 | +5 | 200 | 3 | 3 | 2 | 2 | |
| 17 | +17 | +10 | +5 | +5 | 215 | 3 | 3 | 2 | 2 | |
| 18 | +18 | +11 | +6 | +6 | 230 | 4 | 3 | 2 | 2 | |
| 19 | +19 | +11 | +6 | +6 | 245 | 4 | 4 | 4 | 3 | |
| 20 | +20 | +12 | +6 | +6 |
|
260 | 4 | 4 | 4 | 4 |
Every Paladin spell, by level ›
Represents your knowledge of religion.
An aura of holiness surrounds you while near a paladin, granting a bonus to saves and Armor Class against evil creatures.
Melee Smite: 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.
See Deity Selection for full details.
A paladin receives a bonus to saves, equal to his or her Charisma bonus. The maximum bonus is 2 plus 3 per paladin level.
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.
A feeling of confidence and fearlessness surrounds you while near a paladin, granting a bonus to saves against fear.
A paladin is immune to natural, magical, and supernatural diseases.
A paladin is immune to fear effects.
Channel Divinity: Attempts to drive away nearby undead or force them to cower.
To turn undead you must make a turning check (roll 1 twenty-sided die + your total Charisma modifier) to determine the Hit Dice of the most powerful undead you can affect. Then you roll 2 six-sided dice + your paladin level + your Charisma modifier to determine the total Hit Dice of creatures in the area that you can turn.
Turned undead cower in place or flee. If you have twice as many levels as the undead have Hit Dice, you destroy any that you would normally turn. All Channel Divinity abilities use the same pool of uses per rest.
Activate this paladin ability to cure one or more diseases in your target.