Paladins take their adventures seriously, and even a mundane mission is, in the heart of the paladin, a personal test—an opportunity to demonstrate bravery, learn tactics, and do good in the world. Divine power protects these warriors of virtue, warding off harm, protecting them from disease, healing them and their allies, and guarding against fear. Divine power also guides their sword arms, making them among the most effective warriors against undead and evil outsiders. Many of the paladin's special abilities also benefit from a high Charisma score.
This class is locked behind Eminence Points. See Eminence Points.
These abilities have been modified to be gained at Paladin level 2 instead of level 3.
The Power Attack feat has been removed as a prerequisite for Divine Shield.
These abilities now have an additional +3 rounds to their duration, and a Paladin(1) requirement has been added.
A successful use of Smite will recharge your use of Lay on Hands.
The Divine Mount feature is currently disabled. If you reach Paladin level 5, open a DM Ticket to discuss a potential deity-themed summon in its place.
Multiclass: You cannot multiclass out of Paladin unless you have Fallen. Once you multiclass after being Fallen, you cannot regain your Paladin status.
Fallen Paladins: Paladins who do not follow their oaths or tenets of the divine risk falling and losing access to their spells and abilities until they seek redemption or find embrace in the arms of another deity.
Important Note: Speak to a Dungeon Master if you want to try a non-LG Paladin.