Paladin Class
Overview
A warrior of conviction who channels inner resolve to protect allies, smite foes, and stand unbroken against darkness.
Paladins blend martial discipline with supernatural force. Their power comes not from gods but from personal conviction, oaths, and unwavering belief. Their Rites manifest as radiant bursts, protective wards, and crushing smites. They are durable frontline defenders who inspire allies and punish enemies.
They excel at: Defensive frontline combat, Protecting allies, Radiant damage bursts, Healing and support, High resilience and saving throws
⭐ Main Stat
Constitution (CON)
Paladin Rites manifest through conviction, willpower, and presence.
🛡️ Armor & Weapons
🎯 Saving Throws
Armor: Light, Medium, and Heavy armor
Weapons: All simple + martial weapons
Shields: Proficient
Constitution
Charisma
❤️ Hit Points
Starting HP: 18
Level 1 HP: 1d10 + CON modifier
Level Up HP: 1d10 + CON modifier
🧮 Proficiency Bonus
🪓 Starting Armor Class
Levels 1–4: +1
Levels 5–8: +2
Levels 9–10: +3
Heavy armor: 16 (chainmail) or higher
Shield: +2
🧭 Common Activities
Paladins typically:
Step between enemies and allies
Push forward fearlessly
Shield bash, interpose, or block blows
Issue commands or calls to rally
Channel radiant power into strikes
Cleanse corruption or magical afflictions
Face danger head-on
🔥 Level-Up Gains (General)
💥 Level 1 Starting Feature
Each level gives:
More HP
+1 Rite known
Ability Score Increases at 4 & 8
Proficiency increases at 5 & 9
Radiant Smite
Once per turn, when you hit with a melee attack, you may deal:
+1d4 radiant damage, or
Restore 1d4 HP to a player within 10ft
This works on ANY melee hit — your core damage boost.
🔮 Paladin Rites
🔱 Paladin Rite List (Choose 1 at each level)
Paladin Rites are bursts of divine-like power shaped by inner will.
Rite Test:
d20 + CON modifier + Proficiency Bonus vs DC 12
Level 1 Rites
Lay on Hands - Restore 1d6 + CON HP to yourself or an ally within 5 ft.
Shield of Faith - Grant +2 AC to yourself or an adjacent ally for 1 round.
Smite Mastery - Passive - Increase Radiant Smite damage (not healing) by +1d6
Divine Rebuke - Force an enemy within 10 ft to make a WIS save or be pushed 10 ft back.
Purifying Flame - Passive - Your Radiant damage ignores resistance.
Guardian’s Stance - Taunt Enemies within 5 ft. They have disadvantage when attacking you.
Level 3 Rites
Holy Rush - Move an additional 15 ft and make one melee attack with +2 to hit.
Aura of Clarity - Passive - You have advantage on saving throws vs charm, fear, and confusion.
Righteous Endurance - Passive - Once per rest, when reduced to 0 HP, stay at 1/4 MAX HP instead.
Sacred Nova - Burst of radiant energy in a 10-ft radius for 3d6 radiant damage.
⚔️ Unique Class Mechanic
Conviction
A passive aura of resolve.
Allied players within 5 ft gain +1 to Saving Throws
At Level 4, radius increases to 10 ft
At Level 9, allies also gain +1 to Rite Tests
Conviction is always active — no action required.