What is a paladin in D D.


Parent class



Avenging, virtuous, passionate and protective paladin

Control systems

4th edition, PHB 1, Divine Power




ST, WE or CH

Sources of strength


Defense bonus

+1 TENS, +1 REF, +1 WIL

Hit points

15 + KO mod. / +6 per level

Healing flare-ups

10 + KO mod.

Recommended breeds

Dragonborn, Dwarf, Half-Elf, Human, Tiefling, Deva, Goliath, Half-Orc, Long Tooth Changer, Hamadryad, Mul, Kalasthar, Revenant and Warforged

A paladin is a character class for player and non-player characters of the 4th Edition of Dungeons & Dragons. The paladin is a warrior of faith who chooses a certain deity and can fully identify with its dogma and can work divine powers through it. He is the fist of the deity, lives the beliefs of the patron / matron with absolute moral loyalty.

Class characteristics [edit | Edit source]

The class features are all obtained when the character is generated. These are the following:

Leading deity Edit source]

The class ability Leading Deity gives the class two encounter powers, one of which can be used once per encounter. These forces are:

  • Divine Strength: You can use the ST Mod. add it to the next damage roll as extra damage.
  • Divine Zeal: It is played as a minor action and can be cast up to 10 spaces away. The target can make a saving throw and receives a bonus equal to your CH modifier.

In addition, you can optionally acquire additional talents, which grant powers within the class characteristic of leading deity. There are, among others, the following optional powers: Armor of Bahamut, Corellon's grace, Sehanine's repentance and many more.

Divine challenge Edit source]

You get the freely available power Divine Challenge, which is played as a minor action in an area of ​​5 fields around the paladin and acts on a target located in it. The power can only be used once per round. Effect: The target is marked. The target remains marked until the force is used against another target. A creature can only target one marker at a time. A new marker replaces a marker that was previously at this point. Because marked, the target takes a -2 penalty on attack rolls for all attacks that do not target the paladin. It also receives radiation damage equal to 3+ CH mod. (From level 11 = 6+ CH-Mod. And from Level 21 = 9+ CH-Mod.) The first time it makes an attack and did not target the paladin. On his own turn, the paladin must attack the target of the Divine Challenge himself if it is possible or challenge another target (with the force). In order to attack the target, it must either be attacked, but it is also sufficient if you end your turn next to it. If none of the options are available at the end of the move, the marking ends and you cannot use the force on the next move. Even if the force is mentioned as a challenge, it has nothing to do with the intelligence or the language ability of the target. Rather, it is a magical compulsion that affects the creature's behavior, regardless of the creature's nature. You cannot place another Divine Challenge on a creature if it is already being influenced by one - which includes those of other divine characters.

Divine sanction [edit | Edit source]

This class characteristic is to be understood as a supplement to the Divine Challenge. Being affected by the Divine Sanction does not mean otherwise that the target has been marked by the paladin with a power or talent for a specific period of time. Unless otherwise stated, the marking will be removed before the period expires if someone else marks the line. Until the marker disappears, the target receives radiation damage of 3+ CH mod on the first attack that does not include the paladin as a target. (From level 11 = 6+ CH-Mod. And from Level 21 = 9+ CH-Mod.). You can use the Divine Challenge to mark a target and use Divine Sanction to mark others. The Divine Sanction has fewer restrictions than the Divine Challenge so that both can be used at the same time.

Lay on of hands, Passionate oath Edit source]

You get one of the following forces, which you get a number according to the WE-Mod. (Minimum of 1) per day, but only once per turn:

  • Lay on of hands: You get this freely available power, which you can use as a minor action on a creature adjacent to the paladin. The paladin spends a heal boost but receives no hit points. Instead, the target gets hit points back as if they had taken a healing boost themselves. In order to be able to use the power, the paladin must have at least one healing boost.
  • Passionate Oath: This Daily Power is played as a minor action against a target and requires a touch. The Paladin receives a bonus of 5+ WE Mod. on the next attack roll (by the end of the next turn at the latest). Additionally, every time you attack the target (before the end of the encounter), it is the target of Divine Sanction until the end of the paladin's next turn.
  • Invigorating Touch: This Daily Power is played as a minor action on a target and requires a touch. Remove one of the following effects from the target: dazed, stunned, slowed, paralyzed, or weakened.

Paladins and deities Edit source]

Paladins must choose a particular deity and adopt their specific beliefs and attitudes. On the other hand, there are no evil or even chaotic evil paladins, accordingly the choice of such a minded God is not possible. Paladins receive their powers through an ordination or a ceremony and are strictly bound by the beliefs they want to maintain their powers.

Forces [edit | Edit source]

Freely available forces, support forces, encounter forces and daily forces. In addition, once per encounter you can use a power that you received from the leading deity. You can also use the laying on of hands, which is a number corresponding to the WE Mod. (Minimum of 1) per day. His powers and also the damage can often be increased by wisdom and / or charisma. The paladin is tactically not that easy, but extremely potent and feared in combination with his abilities.

Weapons and armor Edit source]

Cloth armor, leather armor, fur armor, chain armor, scale armor and plate armor. Light shields and heavy shields. Simple melee weapons, simple ranged weapons and military melee weapons. Sacred symbols can be used as tools. Paladins mostly use larger weapons such as swords and axes, but also use sacred symbols as tools to throw fire or rays at heretics through them.

Hybrid / multiclass [edit | Edit source]

Hybrid variants exist, are possible and should be ethically justifiable with his deity. A paladin does not have to be of good faith, but can be neutral or even evil.

Sources [edit | Edit source]