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Paladin

A Paladin is a warrior bold and pure, the exemplar of everything good and true. A person of action and combat, the Paladin lives by the ideals of righteousness, justice, honesty, piety, and chivalry. They strive to be living examples of these virtues so that others may learn from them as well as gain by their actions.

Class features

  • May wear helmets.
  • May wear any armor and use any weapon.
  • May not exceed Specialization (two slots) in any weapon class.
  • May achieve Specialization in any fighting style and allocate three slots in Two-Weapon Style.
  • May use Lay On Hands once per day to heal a target for 2 hp per Paladin level. No effect on undead, constructs, or extraplanar creatures.
  • May use Cure Disease once per day.
  • May cast Detect Evil at will, once per round.
  • May cast a special version of Protection from Evil once per day — affects only the Paladin, lasts 24 turns.
  • May use Smite Evil once per day to deal 1d6 + 1d6 per 3 Paladin levels to a single evil-aligned opponent.
  • May Turn Undead as a Cleric two levels lower, starting at level 3.
  • May cast priest spells starting at level 6.
  • +2 bonus to all Saving Throws.
  • Immune to all forms of disease, magical or mundane.
  • 3rd level: gains Divine Courage — immune to fear.
  • Alignment: restricted to lawful good.
  • Hit Die: d10.

Kits

  • Cavalier — anti-demon/dragon bonuses, immunities, no missiles
  • Inquisitor — double-level Dispel Magic on demand, True Sight, no spells
  • Undead Hunter — anti-undead bonuses, immune to hold and level drain
  • Blackguard — the evil "antipaladin", Aura of Despair, Absorb Health, Poison Weapon

Source: iwdee/original_manuals/IWDEE - Mastering Melee & Magic.pdf — "Paladin".