Player's Handbook

Paladin

A warrior class.

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Requirements

Ability minimumsStrength 12, Constitution 9, Wisdom 13, Charisma 17
Prime requisitesStrength, Charisma
AlignmentLawful Good
Level limitsSaurial, Finhead 12Passing a limit warns; the level still stands, and your DM decides.

Advancement

Advancement

Paladin experience levels

Experience needed for each level, and the hit dice that come with it.
LevelExperienceHit dice
101d10
22,2502d10
34,5003d10
49,0004d10
518,0005d10
636,0006d10
775,0007d10
8150,0008d10
9300,0009d10
10600,0009d10+3
11900,0009d10+6
121,200,0009d10+9
131,500,0009d10+12
141,800,0009d10+15
152,100,0009d10+18
162,400,0009d10+21
172,700,0009d10+24
183,000,0009d10+27
193,300,0009d10+30
203,600,0009d10+33

Combat

Weaponsany
Armourany
SpecializationMay not specialize in a weapon.
Combat

Paladin THAC0

The number you need to roll to hit Armour Class 0, by level.
LevelTHAC0
120
219
318
417
516
615
714
813
912
1011
1110
129
138
147
156
165
174
183
192
201
Saving throws

Paladin saving throws

Target numbers by level. Lower is better; roll this or higher to save.
LevelParalyzation, Poison, DeathRod, Staff, WandPetrification, PolymorphBreath WeaponSpell
11416151717
21416151717
31315141616
41315141616
51113121314
61113121314
71012111213
81012111213
98109911
108109911
11798810
12798810
1357658
1457658
1546547
1646547
1735446
1835446
1935446
2035446

Magic

CastsPriest spells
Spells

Paladin spell slots

Spells castable per day at each level, before any bonus from a high score.
Level1234
1
2
3
4
5
6
7
8
91
102
1121
1222
13221
14321
153211
163321
173331
183331
193332
203333

Class abilities

Turn undeadTurns undead as a priest 2 levels lower. No attempt before level 3.

Kits

True Paladin

The classic paladin, unmodified — the baseline holy warrior.

Weapons recommendedsword, lance

Benefits

  • The standard paladin with no modifications — the full, unaltered paladin .

Hindrances

  • None beyond the normal paladin code and restrictions.

Chevalier

An aristocratic knightly paladin embedded in a strict feudal order.

Bonus proficienciesRiding (Land-Based), Etiquette
Weapons recommendedlance, sword

Benefits

  • Chain of Command: any higher- Chevalier of the same kingdom can give orders to lower-level Chevaliers, who must obey as if from their liege.

Hindrances

  • Bound rigidly to that chain of command and the orders of superiors.

Divinate

A paladin of unusually deep divine connection, with broader priestly magic.

Weapons recommendedmace, sword

Benefits

  • Extra : may learn spells from an additional sphere beyond the normal paladin spheres (Combat/Divination/Healing/Protective).

Hindrances

  • Intensely devoted to divine service; heavy religious obligations.

Envoy

A diplomat-paladin, an emissary who wins with words as well as the sword.

Bonus proficienciesEtiquette, Diplomacy/Languages
Weapons recommendedsword

Benefits

  • Reaction Bonus: a master of persuasion, the Envoy receives a reaction bonus in diplomatic encounters per the source.

Hindrances

  • A diplomat bound by protocol and his mission's constraints.

Equerry

A paladin master of mounts — breeder, judge, and rider of warhorses and stranger steeds.

Bonus proficienciesAnimal Handling, Riding (Land-Based)
Weapons recommendedlance, sword

Benefits

  • Inspection: by spending 5 inspecting a mount and making a check, can judge its quality (low/average/high value by ).

Hindrances

  • Devoted to mounts and stables; responsibilities tie her to her animals.

Errant

A free-lance paladin-for-hire, selling his sword and honor by contract.

Weapons recommendedsword, lance

Benefits

  • A mercenary paladin: works by contract, earning ~30-50 gp per quarter, furnishing his own equipment, fighting within an agreed theater of operations.

Hindrances

  • Without church/government backing, commands lower pay; spoils of war go to the employer.

Expatriate

A paladin in exile, cut off from his order but still a hero to the folk.

Weapons recommendedsword

Benefits

  • Self-Reliance: answers to no one but his deity and his own principles.
  • Reaction Bonus: remains a hero to the peasants and oppressed of his homeland (favorable reaction from them).

Hindrances

  • An exile or fugitive from his homeland's authority; cannot rely on official support.

Ghosthunter

A paladin specialized in destroying undead and evil spirits, warded against their powers.

Weapons recommendedsword, mace

Benefits

  • Dispel Evil 1/day at 5th (as the 5th-level priest spell, no components), increasing with level.
  • 95% immunity to paralysis caused by undead, plus innate remove paralysis.

Hindrances

  • Drawn to confront undead and evil spirits; his calling pulls him into danger.

Inquisitor

A paladin who roots out evil magic and heresy, a relentless holy investigator.

Weapons recommendedsword, mace

Benefits

  • Detect Evil Magic at will: can detect magic radiating from anything enchanted by an evil being, and gauge its intensity.

Hindrances

  • Feared and resented as a witch-hunter; his zeal can alienate allies.

Medician

A paladin-physician devoted to healing, the finest battlefield medic.

Bonus proficienciesHealing, Diagnostics
Weapons recommendedsword

Benefits

  • +1 to all Diagnostics (+4 total if she also has Herbalism); a superb battlefield healer.

Hindrances

  • Compelled to aid the wounded and sick; may put healing before tactics.

Militarist

A military-officer paladin, devastating in mounted formation warfare.

Bonus proficienciesRiding (Land-Based)
Weapons recommendedlance, sword

Benefits

  • Mounted Combat Bonus: when mounted, attacks as if one higher (two levels higher on his bonded mount); at 19th level, +1 level regardless of mount.

Hindrances

  • A career soldier bound to military discipline and the chain of command.

Skyrider

A paladin who rides a flying mount into battle, master of aerial combat.

Bonus proficienciesAirborne Riding
Weapons recommendedlance, bow

Benefits

  • When airborne, all non-missile attacks by the Skyrider or his bonded flying mount get +1 to hit; special aerial missile-fire modifiers (Table 21).

Hindrances

  • Bonded to a flying mount; loss of the mount grounds his special role.

Squire

A humble servant-paladin of low station — hardworking, loyal, and overlooked.

Weapons recommendedsword

Benefits

  • A paladin-in-service who performs chores and support; a tireless, supportive companion (roleplay-focused, low mechanical benefit).

Hindrances

  • Lacks the stature of other paladins: rarely honored, never high-ranking, often assumed deficient; commoners respect but rarely admire him.

Votary

A paladin of fervent religious devotion, granted greater divine magic.

Weapons recommendedmace, sword

Benefits

  • More Spells: due to intense devotion, has more spells than other paladins and begins casting at 6th (Table 22 progression).

Hindrances

  • Bound by exceptionally strict religious devotion and the demands of her deity.

Wyrmslayer

A paladin dedicated to slaying evil dragons, fearless before their terror.

Weapons recommendedlance, sword

Benefits

  • Can speak and understand the languages of all evil dragons.
  • Immune to the fear aura of dragons.

Hindrances

  • Sworn to hunt dragons; his obsession draws him to deadly confrontations.

Saurial Paladin

A finhead saurial sworn to the paladin's code, holy sword in hand and voice forever silent.

RacesSaurial, Finhead
AlsoMust meet every PHB Paladin requirement. is mandatory for the — see the RequiresKit linkage.
WeaponsWeapon choice is otherwise unrestricted, but a sword is required at 1st . The saurial non-saurial-weapon penalty (-1 attack) still applies.
Proficiencies recommendedDirection Sense, Etiquette, Heraldry, Riding (land-based), Ancient History, Healing, Reading/Writing, Religion
Proficiencies barredWild Fighting
ProficienciesEvery warrior-group except Wild Fighting is recommended. Wild Fighting is barred and NEVER learnable.
ArmourAny armor or equipment; must acquire a holy symbol before play begins.
Starting money4d4 x 5 gp

Benefits

  • +2 to all .
  • Immune to all diseases.
  • Lay on hands: 2 hp per per day.
  • Cure disease: once per 5 per week.
  • Wields holy swords with full paladin benefits.
  • Know (innate), up to 3 times per day, in place of detect evil.

Hindrances

  • No protection-from-evil radiance, and cannot .
  • No clerical spells.
  • Every PHB paladin stricture still applies. Mute, as every saurial.

Notes

  • Must remain Lawful Good; tithe 10% of all income to a LG institution.
  • Lay on hands: heal 2 HP per day per .
  • Cure disease 1×/week per 5 ; immune to all forms of disease.
  • Aura of protection: summoned and specifically evil creatures within 10 ft. suffer −1 to their attack rolls.
  • Detect evil intent at 60 ft. at will; +2 bonus to all .
  • Receives a warhorse (bonded mount) from 4th .
  • Max 10 magic items (≤1 armor, 1 shield, 4 weapons, 4 other).
  • Casts priest spells from 9 ( Combat, Divination, Healing, Protective; no Wis bonus).