dauntless/content/Classes/Paladin/*Playing a Paladin*.md
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Though many consider a life pursuing divinity to be a life of healing, learning, and worship, there are a few who pledge themselves as unbending instruments of a greater cause. These divinely guided warriors are called paladins, and each of them follows a set of principles—an oath sworn to a god, themselves, or the tides of fate.

Paladin is a class that combines aspects of healing and fighting. Your class can hit very hard a small number of times, so stay in the thick of things to be useful when the moment comes up

PALADINS AS ADVENTURERS

Paladins are versatile warriors with a variety of divine and martial abilities and proficiencies that make them perfect for a life of adventuring. They are hardy traveling companions, capable of shrugging off physical and mental strain, and they often possess rousing personalities and unshakable resolve that fortifies adventure, whether in backstabbing noble courts or monster-strewn badlands.

Unlike clerics, paladins arent bound to the sometimes-mercurial whim of gods, but to an oath that allows them to act with utter surety. Companions who try to subvert that oath might find themselves at odds with the powerful divine warrior.

Continued in the ToV - Players Guide.pdf; Chapter 2, pg 66.

Errata

Divine Smite

2nd-Level Paladin Feature 

Once per turn, when you hit a creature with a weapon attack, you can expend one spell slot to deal extra radiant damage to the target, in addition to the weapons normal damage. The extra damage is 2d8 for a 1st-circle spell slot, plus 1d8 for each circle higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a Fiend or Undead.

Paladin Boons

When you reach 10th level and 20th level in your chosen class, you gain the Heroic Boon and Epic Boon class features (see Players Guide), which allow you to choose one potent ability from a list of options. This section offers additional boons to choose from when you reach those levels of the paladin class.

Heroic Boons 

When you reach 10th level in the paladin class, you have the following additional options to choose from when selecting the boon for your Heroic Boon feature.

Heroic Boon 

10th-Level Paladin Feature 

Your commitment to the paladins path grants you a powerful ability. Choose one of the following heroic boons:

  • Mystic Steed. Your faith is rewarded with the ability to summon a mystic steed. You learn a more potent version of the find steed ritual spell, and you can cast it as an action without the need for any material components. This spell doesnt count against your number of spells known. When you cast it, you can choose one of the normal steed forms or one of the following special forms: dire wolf, griffon, hippogriff, pegasus, rhinoceros, or saber-toothed tiger (see Monster Vault for all); or hippalektryon or rampede (see Monster Vault 2 for both). Alternatively, with the approval of your GM, you can select any other Medium or Large Beast (or creature with the Animal tag) of CR 2 or lower.
  • Seraphic Sight. While your Divine Sense feature (see Players Guide) is active, you dont have disadvantage on attack rolls against creatures you sense with Divine sense, even if you cant see them, and such creatures dont have advantage on attack rolls against you from being hidden, invisible, or otherwise unable to be seen by you. In addition, you can target such creatures with spells, even if the spell normally requires you to see the target.

Epic Boons 

When you reach 20th level in the paladin class, you have the following additional options to choose from when selecting the boon for your Epic Boon feature.

Epic Boon

20th-Level Paladin Feature 

Your commitment to the paladins path grants you a powerful new ability. You gain one of the following epic boons:

  • Avenger. When you expend a Divine spell slot of 5th circle or lower to deal extra damage with your Divine Smite feature (see Players Guide), you can choose to roll a d6. If the result of the roll is higher than the circle of the expended slot, you automatically recover the spell slot.

Sacred Conduit. When you finish a long rest, you gain one additional use of your Channel Divinity feature (see Players Guide). Once this extra use is expended, you cant recover it by any means other than finishing a long rest. In addition, whenever you roll initiative, you automatically recover up to two expended uses of Channel Divinity.