|Skills||4 + INT|
|Proficiencies||Simple Weapons, Martial Weapons, Light Armor, Medium Armor, Heavy Armor, Shields|
|Class Skills||Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (Nobility, Religion), Profession, Ride, Sense Motive|
Source: Player's Handbook, p. 42-6
| The Hypertext d20 SRD|
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- "The compassion to pursue good, the will to uphold law, and the power to defeat evil--these are the three weapons of the paladin. Few have the purity and devotion that it takes to walk the paladin's path, but those few are rewarded with the power to protect, to heal, and to smite. In a land of scheming wizards, unholy priests, bloodthirsty dragons, and infernal fiends, the paladin is the final hope that cannot be extinguished." -- Player's Handbook
|1||+1||+2||+0||+0||Smite Evil (1/day)|
|2||+2||+3||+0||+0||Divine Grace, Lay on Hands|
|3||+3||+3||+1||+1||Aura of Courage, Divine Health|
|4||+4||+4||+1||+1||Spellcasting, Turn Undead|
|5||+5||+4||+1||+1||Paladin Mount, Smite Evil (2/day)|
|6||+6/+1||+5||+2||+2||Remove Disease (1/day)|
|9||+9/+4||+6||+3||+3||Remove Disease (2/day)|
|10||+10/+5||+7||+3||+3||Smite Evil (3/day)|
|12||+12/+7/+2||+8||+4||+4||Remove Disease (3/day)|
|15||+15/+10/+5||+9||+5||+5||Remove Disease (4/day), Smite Evil (4/day)|
|18||+18/+13/+8/+3||+11||+6||+6||Remove Disease (5/day)|
|20||+20/+15/+10/+5||+12||+6||+6||Smite Evil (5/day)|
- See also: Paladin Spells.
Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A paladin must choose and prepare his spells in advance. To prepare or cast a spell, a paladin must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Wisdom modifier. Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day.
At 4th level and higher, his caster level is one-half his paladin level.
Spellcasting is unaffected by Armor-related failure.
|Level||Spells per Day|
Code of Conduct
A paladin must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act.
Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.
While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin may accept only henchmen, followers, or cohorts who are lawful good.
A paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all paladin spells and abilities (including the service of the paladin’s mount, but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.
Multiclassing and Orders
A paladin who gains a level in any class other than paladin may never again raise her paladin level, though she retains all her paladin abilities. The exception to this rule is that a player character who belong to a certain canon Paladin Order may be allowed to multiclass with some restrictions.