"I am the righteous shield of the gods and a sword in his mighty hand! I fear none!"
CLASS TRAITS
Role: Defender. You are extremely durable, with high hit points and the ability to ware the heaviest armor. You can issue bold challenges to foes and compel them to fight you rather than your allies.
Power Source: Divine. You are a divine warrior, a crusader and a protector of your faith.
Key Abilities: Strength, Charisma, Wisdom
Armor Proficiencies: Light, Medium, Heavy, Shield
Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged.
Implements: Holy symbol
Bonus to Defense: +1 Fortitude, +1 Reflex , +1 Will
Hit Points at 1st Level: 15 + Constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 10 + Constitution modifier
Trained Skills: Religion. From the class skills list below,
choose three more trained skills at 1st level.
Class Skills: Diplomacy (Cha), Endurance (Con), Heal
(Wis), History (Int), Insight (Wis), Intimidate (Cha),
Religion (Int) & globe skills.
Build Options: Avenging paladin, protecting paladin
Class Features: Channel Divinity, Divine Challenge, lay
on hands
Paladins are indomitable warriors who've pledged their prowess to something greater than themselves. Paladins smite enemies with divine authority, bolster the courage of nearby companions, and radiate as if a beacon of inextinguishable hope. Paladins are trans-figured on the field of battle, exemplars of divine ethos in action. To you is given the responsibility to unflinchingly stand before an enemy's charge, smiting them with your sword while protecting your allies with your sacrifice. Where others waver and wonder, your motivation is pure and simple, and your devotion is your strength. Where others scheme and steal, you take the high road, refusing to allow the illusions of temptation to dissuade you from your obligations. Take up your blessed sword and sanctified shield, brave warrior, and charge forward to hallowed glory!
Paladins rely on Strength, Charisma, and Wisdom for most of their key abilities and powers. Constitution is useful as well, although no paladin powers are specifically based on Constitution. Paladins start with two common builds: the avenging paladin and the protecting paladin. Avenging Paladin you burn with the desire to punish the wicked and smite the unbelievers. In your view, the best way to safeguard your allies is to destroy your enemies with divine power and overwhelming attacks. Choose Strength as your highest ability score, since your most damaging attacks are based on Strength. Charisma should be your second-best ability score, and Wisdom your third. Consider wielding a big two-handed weapon such as a greatsword or greataxe, and choose powers that deliver the highest amount of damage.
Protecting Paladin you emphasize defense, guarding your allies, and healing and bolstering them with a few of your powers. You do not deal as much damage as the avenging paladin, but you are better at dealing with a wider array of situations. Your best ability score should be Charisma. Choose Strength for your second-best score (you'll want a few Strength-based attacks), and Wisdom as your third-best score. The protecting paladin works best as a shield-carrying warrior, so you should probably use a heavy shield and a one-handed weapon such as a longsword or a warhammer.
Implements
Paladins make use of holy symbols to help channel and direct their divine powers. A paladin wearing or holding a magic holy symbol can add its enhancement bonus to the attack rolls and the damage rolls of paladin powers, as well as paladin paragon path powers, that have the implement keyword. Without a holy symbol, a paladin can still use these powers, but he or she doesn't gain the bonus provided by the magic implement. A holy avenger, a special magic weapon, can also be used as an implement for paladin powers, as well as paladin paragon path powers. These weapons are highly sought after by paladins.
Paladins & Deities
Gods |
Alignment |
Signature |
Luna |
Good |
Life, Creation |
Bahaumt |
Lawful Good |
Honor, Nobility, Law |
Nall |
Good |
Protection |
Celestia |
Neutrality |
Healing |
Xavar |
Neutrality |
Elemental |
Zermous |
Chaotic Evil |
Lord of Nightmares |
Ubehas |
Evil |
Tyrant, Order, Law |
Gazroth |
Chaotic Evil |
The Destroyer |
Phillizo |
Evil |
Lord of Shadow |
Azahem |
Neutrality |
Pleasure, Desire |
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Paladins are not granted their powers directly by their deity, but instead through various rites performed when they first become paladins. Most of these rites involve days of prayer, vigils, tests and trials, and ritual purification followed by a knighting ceremony, but each faith has its own methods. This ceremony of investiture gives a paladin the ability to wield divine powers. Once initiated, the paladin is a paladin forevermore. How justly, honorably, or compassionately the paladin wields those powers from that day forward is up to him, and paladins who stray too far from the tenets of their faith are punished by other members of the faithful.
Paladin Class Features
Your armor, your shield, and your weapon are the most important tools of your trade. In addition, you have the following class features.
Channel Divinity
Once per encounter you can invoke divine power, filling yourself with the might of your patron deity. With the divine might you invoke you can wield special powers, such as divine mettle and divine strength. Some paladins learn other uses for this feature; for instance, the divinity feats in Chapter 6 grant characters with access to the Channel Divinity class feature the ability to use additional special powers. Regardless of how many different uses for Channel Divinity you know, you can use only one such ability per encounter. The special ability or power you invoke works just like your other powers.
Divine Challenge
The challenge of a paladin is filled with divine menace. You can use the divine challenge power to mark an enemy of your choice.
Lay on Hands
Using the lay on hands power, paladins can grant their comrades additional resilience with a touch of their hands and a short prayer, though they must give of their own strength to do so.
Paladin Powers
Paladin powers are called prayers. In battle, paladins rely on their deities to strengthen their sword-arms and fortify them against the attacks of their enemies.
Class Features
Channel Divinity: Divine Mettle |
Paladin Feature |
Your unswerving faith in your deity empowers a nearby creature to resist a debilitating affliction. |
Encounter ✦ Divine
Minor Action Close burst 10
Target: One creature in burst |
Effect: The target makes a saving throw with a bonus equal to your Charisma modifier. |
Channel Divinity: Divine Strength |
Paladin Feature |
You petition your deity for the divine strength to lay low your enemies. |
Encounter ✦ Divine
Minor Action Personal |
Effect: Apply your Strength modifier as extra damage on your next attack this turn. |
Divine Challenge |
Paladin Feature |
You boldly confront a nearby enemy, searing it with divine light if it ignores your challenge. |
At-Will ✦ Divine, Radiant
Minor Action Close burst 5
Target: One creature in burst |
Effect: You mark the target. The target remains marked until you use this power against another target, or if you fail to engage the target (see below). A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn't include you as a target. Also, it takes radiant damage equal to 3 + your Charisma modifier the first time it makes an attack that doesn't include you as a target before the start of your next turn. The damage increases to 6 + your Charisma modifier at 11th level, and to 9 + your Charisma modifier at 21st level. On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can't use divine challenge on your next turn. You can use divine challenge once per turn |
Special: Even though this ability is called a challenge, it doesn't rely on the intelligence or language ability of the target. It's a magical compulsion that affects the creature's behavior, regardless of the creature's nature. You can't place a divine challenge on a creature that is already affected by your or another character's divine challenge |
Lay on Hands |
Paladin Feature |
Your divine touch instantly heals wounds. |
At-Will (Special) | Divine, Healing
Special: You can use this power a number of times per day equal to your Wisdom modifier (minimum 1), but only once per round.
Minor Action | Melee Touch
Target: One Creature |
Effect1: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge remaining to use this power.
Effect2: You can spend a healing surge to restore 2 wounds. This will burn one of your healing surges. You must have at least one healing surge remaining to use this power.
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Paladin's Hero Tier Prayers
This here is a list of the Paladin's Hero Tier Prayers.
Bolstering Strike |
Paladin Attack 1 |
You attack your foe without mercy or reprieve, and your accuracy is rewarded with a divine gift of vigor. |
At-Will ✦ Divine,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC |
Hit: 1[W] + Charisma modifier damage, and you gain temporary hit points equal to your Wisdom modifier.Increase damage to 2[W] + Charisma modifier at 21st level. |
Enfeebling Strike |
Paladin Attack 1 |
Your brutal weapon attack leaves your foe weakened. |
At-Will ✦ Divine,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC |
Hit: 1[W] + Charisma modifier damage. If you marked the target, it takes a –2 penalty to attack rolls until the end of
your next turn. |
Increase damage to 2[W] + Charisma modifier at 21st level. |
Holy Strike |
Paladin Attack 1 |
You strike an enemy with your weapon, which ignites with holy light. |
At-Will ✦ Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC |
Hit: 1[W] + Strength modifier radiant damage. If you marked the target, you gain a bonus to the damage roll
equal to your Wisdom modifier. |
Increase damage to 2[W] + Strength modifier at 21st level. |
Valiant Strike |
Paladin Attack 1 |
As you bring your weapon to bear, the odds against you add strength to your attack. |
At-Will ✦ Divine,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength + 1 per enemy adjacent to you vs. AC |
Hit: 1[W] + Strength modifier damage equal to your Wisdom modifier. |
Increase damage to 2[W] + Strength modifier at 21st level. |
Fearsome Smite |
Paladin Attack 1 |
As you bring your weapon to bear, the odds against you add strength to your attack. |
At-Will ✦ Divine,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength + 1 per enemy adjacent to you vs. AC |
Hit: 1[W] + Strength modifier damage equal to your Wisdom modifier. |
Piercing Smite |
Paladin Attack 1 |
Silvery spikes cover your weapon, punching through your foe's armor. |
Encounter ✦ Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex |
Hit: 2[W] + Strength modifier damage, and the target and a number of enemies adjacent to you equal to your Wisdom modifier are marked until the end of your next turn. |
Radiant Smite |
Paladin Attack 1 |
Your weapon glows with a pearly luminescence. Enemies shrink from its pure light, especially creatures of supernatural evil such as demons and devils or Angles and Dragons. |
Encounter ✦ Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC |
Hit: 2[W] + Strength modifier + Wisdom modifier radiant damage. |
Shielding Smite |
Paladin Attack 1 |
A translucent golden shield forms in front of a nearby ally as you attack with your weapon. |
Encounter ✦ Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC |
Hit: 2[W] + Charisma modifier damage. |
Effect: Until the end of your next turn, one ally within 5 squares of you gains a power bonus to AC equal to your Wisdom modifier |
On Pain of Death |
Paladin Attack 1 |
You invoke a prayer that wracks your foe with terrible pain and causes further pain whenever he makes an attack. |
Daily ✦ Divine, Implement
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Will |
Hit: 3d8 + Charisma modifier damage. Once per round, the
target takes 1d8 damage after making any attacks on its
turn (save ends). |
Miss: Half damage. Once per round, the target takes 1d4 damage after making any attacks on its turn (save ends). |
Paladin's Judgment |
Paladin Attack 1 |
Your melee attack punishes your enemy and heals an ally. |
Daily ✦ Divine, Healing, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC |
Hit: 3[W] + Strength modifier damage, and one ally within 5 squares of you can spend a healing surge. |
Miss: One ally within 5 squares of you can spend a healing surge. |
Radiant Delirium |
Paladin Attack 1 |
You engulf your enemy in searing ribbons of radiance. |
Daily ✦ Divine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Reflex |
Hit: 3d8 + Charisma modifier radiant damage, and the target is dazed until the end of your next turn. In addition, the target takes a –2 penalty to AC (save ends). |
Miss: Half damage, and the target is dazed until the end of your next turn. |
Astral Speech |
Paladin Utility 2 |
You speak with such compelling conviction that others find it difficult to refute your beliefs and claims. |
Daily ✦ Divine
Minor Action Personal |
Effect: You gain a +4 power bonus to Diplomacy checks until the end of the encounter. |
Martyr's Blessing |
Paladin Utility 2 |
You step into an attack made against an adjacent ally to save your comrade. |
Daily ✦ Divine
Immediate Interrupt Close burst 1
Trigger: An adjacent ally is hit by a melee or a ranged attack |
Effect: You are hit by the attack instead. |
Sacred Circle |
Paladin Utility 2 |
You trace a circle around you with your hand, and it quickly expands into a wide circle of faintly glowing runes that glows brightly and protects you and your close allies. |
Daily ✦ Divine, Implement, Zone
Standard Action Close burst 3 |
Effect: The burst creates a zone that, until the end of the encounter, gives you and allies within it a +1 power bonus
to AC. |
Arcing Smite |
Paladin Attack 3 |
You swing your weapon in a wide arc that strikes not one but two creatures within your reach. |
Encounter ✦ Divine, Weapon
Standard Action Melee weapon
Targets: One or two creatures
Attack: Strength vs. AC, one attack per target |
Hit: 1[W] + Strength modifier damage, and the target is marked until the end of your next turn.. |
Invigorating Smite |
Paladin Attack 3 |
When you hit an enemy with your weapon, you and your allies suddenly feel invigorated by the divine power of your faith. |
Encounter ✦ Divine, Healing, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Will |
Hit: 2[W] + Charisma modifier damage. If you are bloodied, you regain hit points equal to 5 + your Wisdom modifier. Bloodied allies within 5 squares of you also regain hit points equal to 5 + your Wisdom modifier. |
Righteous Smite |
Paladin Attack 3 |
Your righteous blow fills you and your nearby allies with preternatural resolve. |
Encounter ✦ Divine, Healing, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC |
Hit: 2[W] + Charisma modifier damage, and you and each ally within 5 squares of you gain temporary hit points equal to 5 + your Wisdom modifier. |
Staggering Smite |
Paladin Attack 3 |
With a mighty swing of your weapon, you knock your enemy back. |
Encounter ✦ Divine,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC |
Hit: 2[W] + Strength modifier damage, and you push the target a number of squares equal to your Wisdom modifier. |
Hallowed Circle |
Paladin Attack 5 |
You wave your hand through the air, and a wide circle of faintly glowing symbols appears around you, damaging enemies and protecting allies within its confines. |
Daily ✦ Divine, Implement, Zone
Standard Action Close burst 3
Target: Each enemy in burst
Attack: Charisma vs. Reflex |
Hit: 2d6 + Charisma modifier damage |
Effect: The burst creates a zone of bright light. You and each ally within the zone gain a +1 power bonus to all defenses until the end of the encounter. |
Martyr's Retribution |
Paladin Attack 5 |
Divine light engulfs your weapon as you sacrifice your ability to heal in order to strike down your enemy. |
Daily ✦ Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC, and you must spend a healing surge without regaining any hit points |
Hit: 4[W] + Strength modifier radiant damage. |
Sign of Vulnerability |
Paladin Attack 5 |
You cause a nearby foe to convulse with pain and render it more susceptible to radiant energy. |
Daily ✦ Divine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Fortitude |
Hit: 3d8 + Charisma modifier radiant damage, and the tar-get gains vulnerability 5 to radiant damage until the end of the encounter. |
Miss: Half damage, and the target gains no vulnerability. |
Sign of Vulnerability |
Paladin Utility 6 |
As your weapon connects with your enemies, so too does the magic of your god connect you to your allies. |
Daily ✦ Divine
Minor Action Ranged 5 |
Effect: Choose an ally within 5 squares of you. You take half that ally's damage until the end of the encounter or until you end the effect as a free action. No power or effect can reduce the damage you take from this power. |
One Heart, One Mind |
Paladin Utility 6 |
You and your trusted allies form a telepathic bond. |
Daily ✦ Divine
Minor Action Close burst 6
Targets: You and each ally in burst |
Effect: Until the end of the encounter, targets can communicate telepathically with each other out to a range of 20 squares, and your aid another actions give a +4 bonus instead of +2.. |
Wrath of the Gods |
Paladin Utility 6 |
A halo of divine light emanates from you, enabling you and nearby allies to strike down your enemies with greater determination. |
Daily ✦ Divine
Minor Action Close burst 1
Targets: You and each ally in burst |
Effect: The targets add your Charisma modifier to damage rolls until the end of the encounter. |
Beckon Foe |
Paladin Attack 7 |
You pull an enemy toward you, dealing grievous wounds as he tries to rebuke you. |
Encounter ✦ Divine, Implement
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Will |
Hit: 2d10 + Charisma modifier damage, and you pull the target a number of squares equal to your Wisdom modifier. |
Benign Transposition |
Paladin Attack 7 |
You call upon the power of your deity to switch places with an ally and strike a foe within reach of your new position. |
Encounter ✦ Divine, Teleportation, Weapon
Standard Action Melee weapon
Primary Target: One ally within a number of squares equal to your Wisdom modifier |
Effect: You and the target swap places. If an enemy is now within your melee reach, you can make a secondary attack against it. |
Secondary Target: One enemy |
Secondary Attack: Charisma vs. AC |
Hit: Hit: 2[W] + Charisma modifier damage. |
Divine Reverence |
Paladin Attack 7 |
You present yourself with such conviction that your enemies can-not help but be awestruck by the power of your faith. |
Encounter ✦ Divine, Implement, Radiant
Standard Action Close burst 1
Target: Each enemy in burst
Attack: Charisma vs. Will |
Hit: 1d8 + Charisma modifier radiant damage, and the tar-get is dazed until the end of your next turn. |
Thunder Smite |
Paladin Attack 7 |
Your weapon flashes as it strikes, and moments later, a peal of thunder slams into your foe. |
Encounter ✦ Divine, Thunder, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC (can score a critical hit against a marked enemy on a roll of 19–20) |
Hit: 2[W] + Strength modifier thunder damage, and the target is knocked prone |
Crown of Glory |
Paladin Attack 9 |
A scintillating crown of radiant energy appears above your head, then expands suddenly to cripple nearby enemies. |
Daily ✦ Divine, Implement, Radiant
Standard Action Close burst 1
Target: Each enemy in burst
Attack: Charisma vs. Will |
Hit: 2d8 + Charisma modifier radiant damage. |
Effect: Any enemy that starts its turn adjacent to you is slowed until the end of your next turn. |
Sustain Minor: You can sustain the power's effect.One Stands Alone One Stands Alone |
One Stands Alone |
Paladin Attack 9 |
Unable to fight alongside your allies, you turn to your faith for protection and press forward undaunted. |
Daily ✦ Divine, Implement, Radiant
Standard Action Close burst 1
Target: Each enemy in burst
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier radiant damage. |
Hit: 2d8 + Charisma modifier radiant damage. |
Effect: The targets are weakened (save ends).Special: You cannot use this power if any allies are within 5 squares of you. |
Radiant Pulse |
Paladin Attack 9 |
You target an enemy with a searing, pulsating light that also damages enemies adjacent to him and thrusts them back. |
Daily ✦ Divine, Implement, Radiant
Standard Action Ranged 10
Primary Target: One creature
Attack: Charisma vs. Fortitude |
Hit: 1d10 + Charisma modifier radiant damage. Make a secondary attack. |
Secondary Target: Each enemy adjacent to the primary target |
Secondary Attack: Charisma vs. Fortitude |
Hit: 1d10 + Charisma modifier radiant damage, and you push the target 3 squares. |
Sustain Minor: When you sustain this power, you can re-peat the secondary attack (the primary target is the same each time). |
Miss: Half damage, and no secondary attack. |
Cleansing Spirit |
Paladin Utility 10 |
A translucent outline briefly appears above the creature you des-ignate. The divine spirit gestures, relieving some of the creature's suffering, then fades instantly away. |
Encounter ✦ Divine
Minor Action Ranged 5
Target: You or one ally |
Effect: The target makes a saving throw with a +2 bonus. |
Noble Shield |
Paladin Utility 10 |
You quickly throw up your hand, and a vortex of swirling energy surrounds you and your friends, shielding them from harm at your expense. |
Daily ✦ Divine
Immediate Interrupt Personal
Trigger: You are targeted by a close attack or an area attack |
Effect: A close attack or an area attack targeting you automatically hits you, and any of your allies who are also hit take only half damage. This power does not change other effects the attack might cause. |
Turn the Tide |
Paladin Utility 10 |
You whisper a solemn hymn, and divine light washes gently over you and nearby allies, potentially negating harmful and debili-tating afflictions. |
Daily ✦ Divine
Standard Action Close burst 3
Targets: You and each ally in burst |
Effect: The targets make saving throws against every effect
that a save can end. |
Entangling Smite |
Paladin Utility 10 |
Strands of energy erupt from your weapon as it strikes true, wrap-ping around your foe and rooting it to the ground. |
Encounter ✦ Divine,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Will |
Hit: 2[W] + Charisma modifier damage, and the target is immobilized until the end of your next turn. |
Paladin's Paragon Tier Exploits
This is a list of the Paladin's Paragon tiered Exploits.
Radiant Charge |
Paladin Attack 13 |
You propel yourself through the air toward a nearby foe as brilliant rays of light stream from your weapon. |
Encounter ✦ Divine, Radiant, Weapon
Standard Action Melee weapon |
Effect: You can fly a number of squares equal to your Wis-dom modifier and make an attack. |
Target: One creature within your melee reach |
Special: You must charge as part of this attack. |
Hit: 3[W] + Strength modifier radiant damage, and the tar-get is marked until the end of your next turn. |
Entangling Smite |
Paladin Attack 13 |
You propel yourself through the air toward a nearby foe as brilliant rays of light stream from your weapon. |
Encounter ✦ Divine, Radiant, Weapon
Standard Action Melee weapon |
Target: One creature within your melee reach |
Hit: 3[W] + Strength modifier radiant damage, and the tar-get is marked until the end of your next turn. |
Renewing Smite |
Paladin Attack 13 |
As you strike a foe with your weapon, you murmur a prayer of renewal, causing a momentary nimbus of light to engulf and heal a nearby ally. |
Encounter ✦ Divine, Healing,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC |
Hit: 2[W] + Charisma modifier damage, and one ally within 5 squares of you regains hit points equal to 10 + your Wisdom modifier. |
Whirlwind Smite |
Paladin Attack 13 |
You sweep your weapon in a full circle, attacking all adjacent enemies in a dazzling display of martial prowess. |
Encounter ✦ Divine, Weapon
Standard Action Close burst 1
Target: Each enemy in burst you can see
Attack: Strength vs. AC |
Hit: 2[W] + Strength modifier damage, and the target is marked until the end of your next turn. |
Bloodied Retribution |
Paladin Attack 15 |
Battered and bloodied, you call upon the divine power of your deity to deal a retributive blow to your enemy and heal your wounds. |
Daily ✦ Divine, Healing,Weapon
Standard Action Melee weapon |
Special: You can use this power only when you are bloodied. |
Hit: 4[W] + Strength modifier damage. |
Effect: You can spend a healing surge. |
Break the Wall |
Paladin Attack 15 |
You lash out at an enemy with the power of your faith and break down its defenses. |
Daily ✦ Divine, Implement
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Fortitude |
Hit: 3d10 + Charisma damage, and the target takes a –2 penalty to all defenses (save ends). |
Miss: Half damage, and the target takes a –1 penalty to all defenses (save ends). |
True Nemesis |
Paladin Attack 15 |
You lash out at an enemy with the power of your faith and break down its defenses. |
Daily ✦ Divine, Implement
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Will |
Hit: 2d10 + Charisma modifier damage. |
Effect: Until the end of the encounter, whenever the target is within 5 squares of you and attacks you or an ally, you can make a secondary attack against the target as an immediate reaction |
Secondary Attack: Charisma vs. Will |
Hit: 2d10 + Charisma modifier damage. |
Angelic Intercession |
Paladin Utility 16 |
You teleport to the side of a friend in peril and take the effects of an attack meant for him. |
Daily ✦ Divine, Teleportation
Immediate Interrupt Personal
Trigger: An ally within 5 squares of you is hit by an attack |
Effect: You teleport adjacent to the ally and are hit by the attack instead. |
Divine Restoration |
Paladin Utility 16 |
You touch a dying creature and share some of your divine inner light, bestowing upon the recipient the power to resist the call of
death. |
Daily ✦ Divine, Healing
Standard Action Melee touch
Target: One dying creature |
Effect: You spend a healing surge but regain no hit points from it. Instead, the target regains hit points as if it had spent two healing surges. Add your Charisma modifier to the hit points regained. |
Enervating Smite |
Paladin Attack 17 |
With a mighty blow, you leave your foe horribly weakened. |
Encounter ✦ Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Will |
Hit: 2[W] + Charisma modifier damage, and the target is weakened until the end of your next turn. |
Fortifying Smite |
Paladin Attack 17 |
A symphony of otherworldly music resonates throughout your body, fortifying it to withstand the tests to come. |
Encounter ✦ Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC |
Hit: 3[W] + Charisma modifier damage. Until the end of your next turn, you gain a power bonus to AC equal to your Wisdom modifier. |
Hand of the Gods |
Paladin Attack 17 |
You hold your holy symbol high above your head, and a brilliant flash of divine light explodes from it. The radiance sears your foes and inspires your closest allies. |
Encounter ✦ Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Will |
Hit: 2[W] + Charisma modifier damage, and the target is weakened until the end of your next turn. |
Terrifying Smite |
Paladin Attack 17 |
Striking mercilessly, you hound your foe with waves of divine dread. |
Encounter ✦ Divine, Fear,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC |
Hit: 2d10 + Charisma modifier radiant damage, and the target is marked until the end of your next turn. |
Effect: Until the end of your next turn, allies in the burst gain a power bonus to attack rolls equal to your Wisdom modifier.** |
Corona of Blinding Radiance |
Paladin Attack 19 |
Striking mercilessly, you hound your foe with waves of divine dread. |
Daily ✦ Divine, Radiant, Weapon
Standard Action Close burst 1
Target: Each enemy in burst you can see
Attack: Charisma vs. Reflex |
Hit: 3[W] + Charisma modifier radiant damage, and the target is blinded (save ends). |
Miss: Half damage, and the target is blinded until the end of your next turn. |
Crusader's Boon |
Paladin Attack 19 |
You strike your foe with such conviction that nearby allies can't help but feel inspired. |
Daily ✦ Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC |
Hit: 4[W] + Strength modifier damage. |
Effect: You and allies adjacent to you gain a +1 power bonus to attack rolls until the end of the encounter. |
Righteous Inferno |
Paladin Attack 19 |
A raging inferno of holy fire engulfs your enemies and continues to burn those who are drawn to it like moths. |
Daily ✦ Divine, Fire, Implement, Zone
Standard Action Area burst 2 within 10 squares
Target: Each enemy in burst
Attack: Charisma vs. Reflex |
Hit: 3d10 + Charisma modifier fire damage, and the target grants combat advantage to you and your allies until the end of your next turn. |
Miss: Half damage, and the target does not grant combat advantage. |
Effect: The burst creates a zone of fire that lasts until the end of your next turn. Enemies that enter the zone or start their turns there take 1d10 fire damage and grant combat advantage to you and your allies. |
Sustain Minor: The zone persists. |
Righteous Inferno |
Paladin Attack 19 |
A raging inferno of holy fire engulfs your enemies and continues to burn those who are drawn to it like moths. |
Daily ✦ Divine, Fire, Implement, Zone
Standard Action Area burst 2 within 10 squares
Target: Each enemy in burst
Attack: Charisma vs. Reflex |
Hit: 3d10 + Charisma modifier fire damage, and the target grants combat advantage to you and your allies until the end of your next turn. |
Miss: Half damage, and the target does not grant combat advantage. |
Effect: The burst creates a zone of fire that lasts until the end of your next turn. Enemies that enter the zone or start their turns there take 1d10 fire damage and grant combat advantage to you and your allies. |
Sustain Minor: The zone persists. |
Paladin's Epic Tier Prayers
This here is a list of the Paladin's Epic Tier Prayers.
Angelic Rescue |
Paladin Utility 22 |
White wings of astral brilliance envelop an ally in a sparkling cocoon, then disappear. The wings reappear a short distance away and unfold, bringing the ally closer to you. |
Daily ✦ Divine, Teleportation
Standard Action Ranged sight
Target: One willing ally |
Effect: The target is teleported from any square you can see to a square within 5 squares of you that is nearer to you
than the target's original square. |
Cleansing Burst |
Paladin Utility 22 |
Ripples of divine energy wash over you and nearby allies, potentially negating harmful and debilitating afflictions. |
Daily ✦ Divine
Minor Action Close burst 5
Targets: You and each ally in burst |
Effect: All targets make a saving throw against each effect that a save can end. Any penalties to attack rolls or defenses affecting the targets are removed. |
Gift of Life |
Paladin Utility 22 |
You invoke the greatest of all prayers and touch a wounded or recently slain creature, bestowing upon it the gift of life at the expense of your own health. |
Daily ✦ Divine, Healing
Standard Action Melee touch
Target: One creature |
Effect: If the target is alive, it regains hit points no greater than one-half your maximum hit points (your choice), and you take an equal amount of damage. If the target died since the end of your last turn, it returns to life at 0 hit points, and you take damage equal to one-half your maximum hit points.You can't avoid or reduce this damage in any way. |
United In Faith |
Paladin Utility 22 |
You utter words of faith, instantly healing yourself and nearby allies. |
Daily ✦ Divine, Healing
Minor Action Close burst 5 |
Targets: You and each ally in burst |
Effect: Each target can spend a healing surge. |
Here Waits Thy Doom |
Paladin Encounter 23 |
You pull an enemy toward you, searing him with radiant energy as he tries to resist. |
Encounter ✦ Divine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Will |
Hit: 4d10 + Charisma modifier radiant damage, and you pull the target a number of squares equal to your Wisdom modifier (minimum 1). |
Martyr's Smite |
Paladin Encounter 23 |
As you assail your foe, you utter a prayer that grants you the power to absorb the damage from your foe's attacks, even when such attacks aren't directed at you. |
Encounter ✦ Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC |
Hit: 4[W] + Strength modifier damage. Until the end of your next turn, any time the target deals damage, you can choose to take that damage. The target's intended victim takes no damage but is subject to any other effects of the attack. |
Resounding Smite |
Paladin Encounter 23 |
You swing your weapon in a mighty arc, unleashing a peal of thunder that knocks adjacent enemies prone. |
Encounter ✦ Divine, Thunder, Weapon
Standard Action Melee weapon
Primary Target: One creature
Attack: Strength vs. AC |
Hit: 3[W] + Strength modifier thunder damage, and the target is knocked prone. Make a secondary attack. |
Secondary Target: Each enemy adjacent to you other than the primary target |
Secondary Attack: Strength vs. AC |
Hit: 1[W] + Strength modifier thunder damage, and the target is knocked prone. |
Sublime Transposition |
Paladin Attack 23 |
With a wave of your hand, you teleport an endangered ally to a safer location, teleport yourself to his previous location, and strike a foe within reach. |
Encounter ✦ Divine, Teleportation, Weapon
Standard Action Ranged 5
Primary Target: One willing ally |
Effect: You can teleport the target 5 squares. Until the end of your next turn, you grant the target a power bonus to all defenses equal to your Wisdom modifier. In addition, you teleport to the target's original space and make a secondary attack. |
Secondary Target: One creature within your melee reach |
Secondary Attack: Charisma vs. AC |
Hit: 3[W] + Charisma modifier damage. |
Exalted Retribution |
Paladin Attack 25 |
You land a mighty blow, and the symbol of your deity appears above your enemy's head as a glowing red rune that only you can see, flashing brightly to warn you whenever he's about to attack. |
Daily ✦ Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC |
Hit: 4[W] + Strength modifier damage. |
Effect: Until the end of the encounter, the target provokes an opportunity attack from you when it attacks (save ends). You gain a +2 bonus to the opportunity attack roll and deal an extra 1[W] damage. |
To the Nine Hells with You |
Paladin Attack 25 |
Divine light explodes out from your holy symbol, blasting and igniting enemies nearby |
Daily ✦ Divine, Fire, Implement
Standard Action Close burst 5
Target: Each enemy in burst
Attack: Charisma vs. Will |
Hit: 6d6 + Charisma modifier damage, and ongoing 10 fire damage (save ends). The target is marked until the end of your next turn. |
Miss: Half damage, and ongoing 10 fire damage (save ends). The target is marked until the end of your next turn. |
Blinding Smite |
Paladin Attack 27 |
Your weapon glows with a pale inner light, and your enemy is struck blind by the force of your blow. |
Encounter ✦ Divine,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Will |
Hit: 3[W] + Strength modifier damage, and the target is blinded until the end of your next turn. |
Brand of Judgment |
Paladin Attack 27 |
You touch your holy symbol to an enemy, branding it with the painfully radiant symbol of your deity and causing it to take damage from its own attacks. |
Encounter ✦ Divine, Implement, Radiant
Standard Action Melee touch
Target: One creature
Attack: Charisma vs. Will |
Hit: 4d8 + Charisma modifier radiant damage. If the target makes an attack on its next turn, it takes half damage from its own attack whether it hits or misses. |
Deific Vengeance |
Paladin Attack 27 |
You invoke an ancient prayer that unleashes your deity's ire upon a nearby enemy that has just attacked you. |
Encounter ✦ Divine, Implement
Immediate Reaction Ranged 20
Trigger: A creature within range attacks you
Target: The attacking creature
Attack: Charisma + 2 vs. Fortitude |
Hit: 4d10 + Charisma modifier damage, and the target is weakened until the end of your next turn. |
Restricting Smite |
Paladin Attack 27 |
You strike your enemy with such resolve that he is blind to all foes except you. |
Encounter ✦ Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Will |
Hit: 3[W] + Charisma modifier damage, and the target is marked until the end of your next turn. In addition, the target cannot gain line of effect to anyone but you until the end of your next turn. |
Stunning Smite |
Paladin Attack 27 |
You swing your weapon in a mighty arc, stunning targets that you hit. |
Encounter ✦ Divine, Weapon
Standard Action Melee weapon
Primary Target: One creature
Attack: Strength vs. Will |
Hit: 2[W] + Strength modifier damage, and the target is stunned until the end of your next turn. Make a secondary attack. |
Secondary Target: Each enemy other than the primary target adjacent to you |
Hit: 1[W] + Strength modifier damage, and the target is stunned until the end of your next turn. |
Evenhand of Justice |
Paladin Attack 29 |
You pronounce a divine sentence upon your enemy and force him to take the damage of his own attacks. |
Daily ✦ Divine, Implement
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Will |
Hit: 5d10 + Charisma modifier damage. Whenever the target makes an attack, its attack works as usual, but it takes the full damage and effects of the attack as well (save ends). Saving throws made to end the effect take a –2 penalty. |
Miss: 5d10 + Charisma modifier damage. |
Special: Many creatures have immunity or resistance to their own attacks. When taking damage from its own attacks resulting from this power, the target does not gain the benefit of any immunities or resistances. |
Powerful Faith |
Paladin Attack 29 |
You deal a hard blow to your enemy, and divine arcs of light spring from the tip of your weapon and blind those who stand against you. |
Daily ✦ Divine, Weapon
Standard Action Melee weapon
Primary Target: One creature
Attack: Strength vs. AC |
Hit: 7[W] + Strength modifier damage. Make a secondary
attack |
Miss: Half damage, and no secondary attack. |
Secondary Target: Each enemy within 10 squares of you |
Secondary Attack: Strength vs. Fortitude |
Hit: The target is blinded until the end of your next turn. |
Paragon Paths
This here is a list of the Paladin's Paragon Paths
Astral Weapon
""With the power of the Astral Sea f lowing through me, and my faith as powerful as a weapon, I fight as my god wills."
Prerequisite: Paladin class
You become a literal weapon for your god, imbued with an extra dose of divine power emanating from the Astral Sea. As an astral weapon, there are no enemies you won't oppose, no challenge you won't take on, for your faith is strong and your weapon sings with power from on high. When you accept this path, the weapon you wield forevermore glows with the silvery light of the Astral Sea.
Astral Weapon Path Features
Astral Judgment (11th level): Enemies currently marked by you that attack your allies without attacking you take a –2 penalty to all defenses until they are no longer marked by you.
Astral Rejuvenation Action (11th level): You can spend an action point to regain one paladin encounter power you have already used, instead of taking an extra action.
Courage from on High (16th level): You gain a +2 bonus to saving throws against fear effects.
Astral Weapon Prayers |
Astral Weapon Attack 11 |
Your weapon glows with astral light, and as it strikes your enemy, that glow spreads to encompass all enemies adjacent to you, temporarily coating them with a glowing target your allies can see. |
Encounter ✦ Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC |
Hit: 2[W] + Strength modifier damage, and until the end of your next turn, your allies have combat advantage against any enemy adjacent to you. |
Pray for More |
Astral Weapon Utility 12 |
Your weapon glows with astral light, and as it strikes your enemy, that glow spreads to encompass all enemies adjacent to you, temporarily coating them with a glowing target your allies can see. |
Encounter ✦ Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC |
Hit: 2[W] + Strength modifier damage, and until the end of your next turn, your allies have combat advantage against any enemy adjacent to you. |
Astral Whirlwind |
Astral Weapon Attack 20 |
Your faith directs you into a whirling attack that strikes out at every foe within reach, instilling them with fear and weakening their defenses. |
Daily ✦ Divine, Fear,Weapon
Standard Action Close burst 1
Target: Each enemy in burst you can see
Attack: Strength vs. AC |
Hit: 2[W] + Strength modifier damage. In addition, the tar-get takes a –2 penalty to all defenses (save ends). |
Special: If this attack kills one or more evil or chaotic evil creatures, roll a d20. On a roll of 10 or higher, you can use this power again during this encounter. |
Black Cloak
"We the keepers of the ideas of chaos show no mercy for those who stand in our way, or those who challenge the ways of the Lord of Nightmares."
Prerequisite: Paladin Class, Evil Alignment, Knowledge Religion (Trained),
These are blacken warriors of chaos are often mistaken for undead however to their surprise these warriors are nothing more then fallen templars who have been manipulated by the forces of chaos and have taken aliegience with the those who serve the Lord of Nightmares. Black Cloak have no central council or leadership they merely loan them selves out on contracts for services repaid by those who higher them often prestige and power is there currency. Any powerful organization can make contracts with these knights but most often Black Cloaks are found working for Mazuko.
Black Cloak Path Features
Courage of Chaos (11th): A Black Cloak is immune to fear effects cast or created by demons. Enemies within 10 feet of the knight of the Black Cloaks gain a -4 morale bonus on saving throws against these effects as well. (This is negated when white cloak and a black cloak fight. No one gets any bonuses)
Chaos Devotion (12th): a knight of the Black Cloaks is immune to enchantment spells and effects cast or created by dragons / angels, including charms and suggestions. Enemies within 10 feet of the knight of the Black Cloak gain a -4 morale bonus on saving throws against these effects as well. (This is negated when white cloak and a black cloak fight. No one gets any bonuses)
Return… (16th): You can spend an action point at time of death to return to the world of the living with demonic properties. See Mazuko & Celestials section for details.
Channel Divinity: Turn Celestiral |
Black Cloak Attack 11 |
You sear celestial foes, pushing them back, and root them in place. |
Encounter | Divine, Implement, Radiant
Standard Action | Close burst 5, 8 at 21st level
Target: Each celestiral creature in burst
Attack: Wisdom vs. Will |
Hit: 1d10 + Wisdom modifier radiant damage, and you push the target a number of squares equal to 3 + your Charisma modifier. The target is immobilized until the end of your next turn. |
3d10 + Wisdom modifier at 11th level, 4d10+ Wisdom modifier at 15th level, 4d10 + Wisdom modifier at 21st level, and 6d10 + Wisdom modifier at 25th level. |
Miss: Half damage, and the target is not pushed or immobilized. |
Angelic Smite |
Black Cloak Attack 12 |
You smite an angelic being in the name of your order! |
At-Will| Divine, Weapon* Standard Action | Melee** weapon
Target: One Celestial Creature.
Attack Charisma vs AC |
Hit: 1[W] + charisma modifier + 1d6 chaos damage. |
Increase damage to 1[W] charisma modifier + 2d8 chaos damage at level 13
Increase damage to 1[W] charisma modifier + 3d8 chaos damage at level 16
Increase damage to 1[W] charisma modifier + 4d8 chaos damage at level 19
Increase damage to 2[W] charisma modifier + 5d8 chaos damage at level 21
Increase damage to 2[W] charisma modifier + 6d8 chaos damage at level 24
Increase damage to 2[W] charisma modifier + 7d8 chaos damage at level 27
Increase damage to 2[W] charisma modifier + 8d8 chaos damage at level 30 |
Devastating Demonic Smite |
Black Cloak Attack 20 |
With the power of the lord of nightmares you smite an angelic creature with a devastating blow. |
Daily | Divine, Weapon* Standard Action | Melee** weapon
Target: One Celestial Creature.
Attack Charisma vs AC
Special If you roll with in your crit range, you deal and additional 2d10 damage. |
Hit: 4 [W] + Strength modifier damage, and you push the target 1 square. The target is weakened (save ends). |
Miss: [1] W + Strength modifier damage, and the target is weakend (save ends). |
Champion of Order / chaos
"The way Chaos or Order must be upheld, and I bolster the law with my every action and deed."
Prerequisite: Paladin Class
You become a paragon of order, embracing this con-cept and fulfilling it with every word and deed. The gods of order look favorably upon you as you champion the causes they promote and the ideals they exemplify, turning back the forces of the chaotic evil powers at every opportunity. In the presence of chaotic evil crea-tures, your weapon glows with radiant light.
Champion of Order / Chaos Path Features
Champion's Action (11th level): When you spend an action point to take an extra action, you also flash with radiant light / darkness that causes adjacent enemies to take a –1 penalty to all defenses until the start of your next turn.
In Defense of Order / Chaos (11th level): When you are adjacent to the target of your divine challenge, the target provokes an opportunity attack from you if it makes an attack that does not include you. Furthermore, your damage rolls against demons and elemental creatures that you challenge deal an extra 2d6 radiant damage.
Champion's Hammer (16th level): Your attacks ignore the resistances of demons / celestial and elemental creatures.
Champion of Order / Chaos Prayers
Devastating Demonic Smite |
Champion of Order / Chaos Attack 11 |
You call upon your devotion to law to make your attack strike true. |
Encounter ✦ Divine,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength + 4 vs. AC |
Hit: 1[W] damage. If the target is marked, it is also weakened and dazed by this attack for as long as the mark remains in effect. |
Miss: [1] W + Strength modifier damage, and the target is weakend (save ends). |
None Shall Pass |
Champion of Order / Chaos Utility 12 |
You contain two foes instead of just one with your divine challenge. |
Daily ✦ Divine
Free Action Personal |
Effect: Until the end of the encounter, every use of your divine challenge targets two enemies rather than one.Rule of Order Rule of Order Champion of Order Attack 20You invoke order through your weapon, causing it to glow as you deliver a punishing blow against an enemy. |
Rule of Order / Chaos |
Champion of Order / Chaos Attack 20 |
You invoke order through your weapon, causing it to glow as you deliver a punishing blow against an enemy. |
Daily ✦ Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Fortitude
Special: If the target has scored a critical hit against you or your allies in this encounter, your attack gains a +2 power bonus and deals +2d10 radiant damage. |
Hit: 4[W] + Strength modifier damage, and you push the target 1 square. The target is weakened (save ends). |
Miss: 1[W] + Strength modifier damage, and the target is weakened (save ends) |
Hospitaler
"I am a healer and a defender, an inspiration to my allies and a fearful visage to my foes."
Prerequisite: Paladin Class
Your spiritual path leads you to specialize in the healing arts. You increase the healing you provide to allies as you become a shining beacon of hope on the battlefield. You embody mercy and care, bringing aid to the wounded and cleansing life to those near death-especially when you turn damage against a foe into healing for a friend.
Hospitaler Path Features
Hospitaler's Blessing (11th Level): When an enemy that you currently challenge attacks one of your allies, whether the attack hits or misses, that all regains hit points equal to one-half your level + your Wisdom modifier.
Hospitaler's Action (11th Level): When you spend an action point to take an extra action, each ally within 5 swuare regains hit points equal to your wisdom modifier. (First wounds, then Hit Points).
Hospitaler's Care (16th level): You add your charisma modifier to the healing provided each time you use your lay on hands power.
Hospitaler Prayers
Warding Blow |
Hospitaler Attack 11 |
You strike a foe you have challenged, bringing hope and encouragement to nearby allies. |
Encounter | Divine, Weapon
Standard Action | Melee weapon
Target: One creature that is marked by you
Attack: Charisma vs. AC |
Hit: 2[W] + charisma modifier damage and each ally within 5 squares of you can make a saving throw. |
Healing Font |
Hospitaler Utility 12 |
A short prayer imbues your weapon with healing power, so that whenever it strikes an enemy it heals an ally. |
Daily | Divine, Healing
Minor Action | Personal |
Effect: Until the end of this encounter, when you attack on your turn and hit at least one enemy, you heal an ally. Choose one ally within 10 squares of you. That ally regains a number of hit points equal to 1d6 [ts] your Wisdom modifier. |
Healing Font |
Hospitaler Attack 20 |
You imbue your weapon with radiant power, and as you strike at a foe the power of the attack heals an ally. |
Daily | Divine, Healing, Radiant, Weapon
Standard Action | Melee weapon
Target: One creature Attack: Charisma vs Fortitude |
Hit: 4 [W] + Charisma modifier radiant damage. |
Effect: Choose one ally within 10 squares of you. The ally can spend a healing surge. Add your Charisma modifier to the hit points regained. |
Justiciar
"I fight for justice, my faith and my strong arm defending those in need."
Prerequisite: Paladin class
You become the embodiment of justice, a champion of righteousness and fairness- at least as viewed from the perspective of your particular faith. You are granted the ability to shelter and protect your allies and others in need, while also receving powers that help you do the right thing according to the faith you have embraced.
Justiciar Path Features.
Just Action (11th Level): When you spend an action point to take an extra action, each enemy adjacent to you is weakened until the end of its turn.
Just Spirit (11th Level): Each ally adjacent to you can re roll one saving throw that the end of his or her turn.
Just Shelter (16th level): Allies adjacent to you are immune to fear and charm effects and receive a +1 bonus to saving throws.
Justiciar Players
Just Radiance |
Justiciar Attack 12 |
A burst of light, like purity and justice, explodes from your holy symbol, sending searing pain through enemies you have challenged. |
Encounter | Divine, Implement, Radiant
Standard Action | Close burst 5
Target: Each enemy marked by you in burst
Attack: Charisma vs Will |
Hit: 2d7 + Charisma modifier radiant damage, and until the end of your next turn, the target cannot make an attack that does not include you. |
Strike Me Instead |
Justiciar Utility 12 |
You call upon your innate sense of justice and honor, whisper a short prayer, and redirect an attack so that you take the hit for those you would protect. |
Daily | Divine
Immediate Interrupt | Personal
Trigger: An ally within 5 squares of you is attacked. |
Effect: The attack misses all your allies it target, but automatically hits you even if you weren't a target of the attack. |
Challenge the Unjust |
Justiciar Attack 20 |
Your enemies surround you, and the purity within you cries out for justice. You focus a powerful prayer through your holy symbol, sending forth a radiant burst of punishing force that no enemy can ignore. |
Daily | Divine, Implement, Radiant
Standard Action | Close burst 10
Target: Each enemy in burst
Attack: Charisma vs Will |
Hit: 3d8 + Charisma modifier radiant damage, and the target is marked until the end of your next turn. |
Miss: Half damage, and the target is marked until the end of your next turn. |
White Cloak
"We are the soldiers of the Dragon Kings sworn to destroy demons at there every turn"
Prerequisite: Paladin Class, Good Alignment, Knowledge Religion (Trained),
A knight of the White Cloaks is a member of an elite knightly organization devoted to fighting demons and destroying the monsters of Chaos wherever they may stir. Motivated by a pious hatred of these creatures that embody the principles of chaos and evil and eternal love for the Lady of the Light. White Cloak Knights learn tactics and gain special abilities to help them in their crusade. They are often lone crusaders, maintaining only loose connections reporting to there council for orders and missions. They are often sent in pairs or a group of White Cloak Warriors with a set leader to complete tasks that are appointed by the great council. Paladin's that are attempting to join the ranks of the White Cloaks must complete three trials that are given to them by the White Cloak they are apprenticing for. The apprentice must first demonstrate courage, honor and faith with the lady of the light. The second test will demonstrate there strength as a knight of the White Cloaks and the final test is to take down demon.
White Cloak Path Features
Courage of Dragons (11th): A White Cloak Knight is immune to fear effects cast or created by demons. Allies within 10 feet of the knight of the White Cloaks gain a +4 morale bonus on saving throws against these effects as well.
Heavenly Devotion (12th): White Cloaks is immune to enchantment spells and effects cast or created by demons, including charms and suggestions. Allies within 2 squares of the knight of the White Cloaks gain a +4 morale bonus on saving throws against these effects as well.
Reincarnation: (16th): At 7 th level, a Knight of the White Cloaks are reincarnated into an Angel to server Luna once again as one of her divine creatures.
White Cloak Prayers
Channel Divinity: Turn Demon |
White Cloak Attack 11 |
You sear demonic foes, pushing them back, and root them in place. |
Encounter | Divine, Implement, Radiant
Standard Action | Close burst 5, 8 at 21st level
Target: Each demon creature in burst
Attack: Wisdom vs. Will |
Hit: 1d10 + Wisdom modifier radiant damage, and you push the target a number of squares equal to 3 + your Charisma modifier. The target is immobilized until the end of your next turn. |
3d10 + Wisdom modifier at 11th level, 4d10+ Wisdom modifier at 15th level, 4d10 + Wisdom modifier at 21st level, and 6d10 + Wisdom modifier at 25th level. |
Miss: Half damage, and the target is not pushed or immobilized. |
Angelic Smite |
White Cloak Attack 12 |
You smite a demonic being in the name of your order! |
At-Will| Divine, Weapon* Standard Action | Melee** weapon
Target: One Celestial Creature.
Attack Charisma vs AC |
Hit: 1[W] + charisma modifier + 1d6 chaos damage. |
Increase damage to 1[W] charisma modifier + 2d8 chaos damage at level 13
Increase damage to 1[W] charisma modifier + 3d8 chaos damage at level 16
Increase damage to 1[W] charisma modifier + 4d8 chaos damage at level 19
Increase damage to 2[W] charisma modifier + 5d8 chaos damage at level 21
Increase damage to 2[W] charisma modifier + 6d8 chaos damage at level 24
Increase damage to 2[W] charisma modifier + 7d8 chaos damage at level 27
Increase damage to 2[W] charisma modifier + 8d8 chaos damage at level 30 |
Devastating Demonic Smite |
White Cloak Attack 20 |
With the power of the lord of nightmares you smite an angelic creature with a devastating blow. |
Daily | Divine, Weapon* Standard Action | Melee** weapon
Target: One Celestial Creature.
Attack Charisma vs AC
Special If you roll with in your crit-range, you deal and additional 2d10 damage. |
Hit: 4 [W] + Strength modifier damage, and you push the target 1 square. The target is weakened (save ends). |
Miss: [1] W + Strength modifier damage, and the target is weakend (save ends). |