Paladins are virtuous knights and crusading warriors who are blessed by the gods, and whose adherence to a noble code proves an inspiration for others.

  • Paladins adhere to a code of honor that forces them to be Lawful Good in alignment. Violating this code may rob them of their powers, if they refuse to atone.
  • Paladins can detect evil
  • Paladins are protected from harm, gaining bonuses to saving throws.
  • Paladins are immune to disease.
  • Paladins can heal others a small amount by laying hands upon them, and can heal disease at a much slower rate.
  • Paladins are protected from evil, almost supernaturally.
  • Paladins can turn devils, demons, and the undead as a cleric, though they are less effective at it.
  • Paladins can gain a special warhorse that is their unique mount.
  • Paladins can wield a holy sword which, in their hands, dispels magic.
  • Paladins can cast a few weaker cleric spells (up to 4th level).
  • Paladins must live mostly on what is provided for them by their temple. They cannot retain wealth, and their allies cannot be corrupt.

Iconic Paladin Abilities

Divine Protection

A paladin, in and of themselves, is protected from many problems that would undo lesser characters. They are able to sense evil, they are protected from disease, and they even are warded against evil magic to a large degree.

Shared Gifts

A paladin can heal wounds and remove disease with a touch. They also project auras of protection and power. Paladins are overflowing receptacles of divine energy, and those close to them can share in that divinity.

Sacred Companions

A paladin receives allies from the gods they serve. In many cases, this is a specific sacred mount, but some paladins may attract other angels or minor divinities to their side. These allies are loyal, mighty, and unique companions for the paladin.


A paladin, more so than a cleric, is an instrument of divine aggression. They are the point of the spear, the first one into dangerous lands (and often the last one out). As such, they are equipped to obliterate their enemies with tremendous divine power, and physical might. Smiting sword-blows and divine attacks are theirs to wield.

The Paladin Play Experience


Paladins are very defensive in combat in general. Though they are mounted, and may get a few powerful strokes in, they are honorable fighters, rather than brutally efficient killers. When set against a truly, supernaturally wicked foe, however, they can become a dire threat.


Paladins may be slightly less effective than their other warrior brethren at scouting and traveling, due to their preference of social skills over the typical brute endurance of other warriors. They are capable, but little else: their mounts are their main way of getting from Point A to Point B.


Paladins are well-loved and often highly respected, though they are seen as somewhat apart from normal people, an unattainable ideal. Still, many will follow a paladin into very dire situations, and they are quite inspiring.


A paladin belongs to a church (much like a cleric), but is set apart from it: they are not part of the hierarchy, do not advance within it, and never become true divine leaders themselves. They are examples, not guides; icons, not intermediaries. Thus, they do not become leaders themselves, and are linked with an organization they are never truly in charge of.