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paladin

Paladin
Category:
half caster
Discipline:
divine
Primary Abilities:
CHA
STR
Saving Throws:
CHA
WIS
Hit Dice:
d10
Subclasses
  • Adjucator
  • Avenger
  • Imperator
  • Penitent
  • Templar
  • Wyrdkeeper

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 SizeFeatures
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
, Religion
, Society

As well as starting as a novice in a number of skills with the Knowledge trait equal to your intelligence modifier (if positive).

At Higher Levels: Each time you gain a level, you can increase one skill's level of training by 1 step. By default, this can raise a skill up to Novice. At 5th level, the maximum step you can choose becomes Adept; at 10th level, Expert; and at 15th level, Master.

Proficiencies

Armor: All armor, Shields

Weapons: Simple Weapons, Martial Weapons

Tools: None

Starting Equipment

You can either start with 175 gp, or the following equipment:

  • (a) a martial weapon of 15 gp or less and Heater Shield or (b) two martial weapons of 20 gp or less each
  • (a) 5x Javelin or (b) one simple weapon of 15 gp or less each
  • Chain mail
  • A divine spell focus of 10 gp or less
  • 11 gp
Level 1

Paladin Training

As you grow in level in this class, your level of training increases, granting you the following benefits:

  • Saving Throw Training. You start out as a novice in Wisdom and Charisma saving throws, gaining a +2 training bonus to your roll whenever you make one of these saving throws.
  • Weapon Training. You are considered a novice with any weapon you are proficient with, gaining a +2 training bonus on any attack roll you make for a weapon attack.
  • Paladin Spell Training. You are considered a novice for all Paladin Spells, gaining a +2 training bonus on any spells you cast that are of the Divine Spell list and use a Paladin Spell Slot.

The training bonuses described above increase to adept (+4) at 5th level, expert (+6) at 10th level, and master (+8) at 15th level.

Level 1

Divine Sense

Supernatural

You are able to sense the presence of specific divinely attuned beings. As an action, until the end of your next turn, you know the location of any Celestial, Fiend, or Undead within 60 feet of you that is not behind total cover. You know the creature type (or subtype) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Level 1

Lay on Hands

Spell-like

Your divine touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to 5 times your Paladin level, being useable in the following ways:

  • Touch of Healing. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
  • Touch of Restoration. You can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on Undead or Constructs.

Level 2

Fighting Style

You adopt a particular style of fighting as your speciality. You gain one feat with the Fighting Style trait as part of this class feature.

Level 2

Spellcasting

Level1st2nd3rd4th5th
1st—————
2nd2————
3rd3————
4th3————
5th42———
6th42———
7th43———
8th43———
9th432——
10th432——
11th433——
12th433——
13th4331—
14th4331—
15th4332—
16th4332—
17th43331
18th43331
19th43332
20th43332

Spell Slots

The Paladin Spellcasting table shows how many paladin spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You start with two 1st-level spell slots at paladin level 1, and gain more as you gain more Paladin levels.

Preparing Spells

You prepare the list of paladin spells that are available for you to cast, choosing from the Divine spell list. When you do so, choose a number of divine spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

Casting a prepared spell does not remove it from your prepared spell list.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your paladin spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

DC = 8 + Paladin Spell Training Bonus + Charisma Modifier

Attack Bonus = Paladin Spell Training Bonus + Charisma Modifier

Ritual Casting

You can cast a paladin spell as a ritual if that spell has the ritual tag, and you have the spell in your spellbook. You don't need to have the spell prepared to cast it as a ritual.

Spellcasting Focus

You can use a Spell Focus item with the divine discipline as a spellcasting focus for your paladin spells.

Level 2

Paladin Smite

Beyond the spells available to you through the Divine spell list, you can cast any spell with the Smite trait. These spells are considered Paladin Spells for you, are always prepared, and do not count against the number of spells you can prepare.

Level 2

Divine Health

Spell-like

The divine powers coursing through you cause you to become immune to disease.

Level 3

Channel Divinity

You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects.

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

Level 3

Harness Divine Power

Spell-like

As a bonus action, you can spend your Channel Divinity, and present your holy symbol while speaking a prayer to regain one 1st level spell slot that has been expended.

The maximum spell level you can regain increases to 2nd at 5th level, and to 3rd at 13th level.

Level 3

Paladin Subclass

As you grow in power as a Paladin, you choose a subclass to further specialize in a specific field of your class.
Your subclass grants you features at 3th level and then again at 7th, 15th, and 20th level.

Each subclass has its own tenets, these are suggested oaths, goals or ideals that guide you in your daily life. Paladins of the same subclass tend to share interpretations of these tenets, but are not always required to do so.

  • Adjucator
  • Avenger
  • Imperator
  • Penitent
  • Templar
  • Wyrdkeeper
Level 4

General Feat

You gain one feat with the General trait of your choice for which you qualify.

You gain the benefits of this feature again at 8th, 12th, 16th, and 19th level.

Level 5

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Level 6

Aura of Protection

Supernatural

You exude a supernatural aura of protection around you, granting you and your allies protection from harm.

Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

The range of this aura increases to 20 feet at 12th level, and to 30 feet at 18th level.

Level 10

Aura of Courage

Supernatural

You and any friendly creature that is within your Aura of Protection can't be Frightened.

Level 11

Divine Strike

Supernatural

Your faith has suffused you with righteous might that empowers each of your strikes. Whenever you hit a creature with a melee weapon attack, the creature takes an extra 1d8 holy or unholy damage, the damage type is decided based on the source of your power, up to the GM’s discretion.

Level 14

Cleansing Touch

Spell-like

By the power of your devotion, you can use an action on your turn to end the effects of a single spell on yourself or on one willing creature that you touch.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.