paladin
| Category: | half caster |
| Discipline: | divine |
| Primary Abilities: | CHA STR |
| Saving Throws: | CHA WIS |
| Hit Dice: | d10 |
Where others draw steel for coin, glory, or survival, paladins take up arms for something greater. Bound by sacred oath and unshakeable conviction, Paladins embody the perfect ideals of their faith and swear themselves to a personal oath. Deriving their powers from the Divine faith they have, some believe that the oath they make is a promise they make with the deity, that if broken, requires them to seek penance in their own eyes.
On the battlefield, a paladin is both sword and shield: enduring the onslaught of enemies in heavy armor, while striking at their foes with divine might. Beyond this, they are natural leaders and exemplars, inspiring courage in the men around them or striking fear into the hearts of those who oppose them.
Creating a Paladin
As a Paladin, you gain the following benefits:
Hit Points
Hit Dice: 1d10 per Paladin level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution per Paladin level after 1st
Skills
At 1st Level: You start as a novice in 2 of the following skills: Athletics, Insight, Intimidation, Inquire, Medicine, Persuasion
Class Features
| Aura Size | Features | |
|---|---|---|
| 1 | — | Novice Training, Divine Sense, Lay on Hands |
| 2 | — | Fighting Style, Spellcasting, Paladin Smite, Divine Health |
| 3 | — | Channel Divinity, Harness Divine Power, Paladin Subclass |
| 4 | — | General Feat |
| 5 | — | Adept Training, Extra Attack |
| 6 | — | Aura of Protection |
| 7 | — | Subclass Feature |
| 8 | — | General Feat |
| 9 | — | — |
| 10 | — | Expert Training, Aura of Courage |
| 11 | — | Divine Strike |
| 12 | — | General Feat |
| 13 | — | — |
| 14 | — | Cleansing Touch |
| 15 | — | Master Training, Subclass Feature |
| 16 | — | General Feat |
| 17 | — | — |
| 18 | — | — |
| 19 | — | General Feat |
| 20 | — | Subclass Feature |