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With a blade enshrouded in gleaming light, the knight dashed forward, cutting into the dark creature who had been roaming the countryside. After a few skilled swings of their blade, the foes fell to the earth.

A noble smiles up at their attending knight as they walk the streets of their domain. An outsider attempting to weaken the land attempts to make their mark, shooting an arrow from above, without a second thought the knight steps in the way of the arrow, the attack clanking off their armour.

Dressed in armour and white robes, the adventurer clutches their holy symbol can their incantations give their convictions form as divine line shines down on their foes all around.

Paladins are skilled fighters who have learned to infuse their very will into their weapons and armour, allowing them to fight far beyond their limits.

Conviction Made Manifest

The Sultansworn Paladins first appeared in defence of their leader in the early days of their city-state of Ul'Dah. One knight's deep conviction to protect their people allowed them to fuse their life force into their shield to block a deadly blow from an enemy mage in defence of innocence. This infusion of aether into armaments has become the cornerstone of paladin arts.

Divine Words and Sacred Steel

Paladins are known for their immense defensive potential, often seen wielding swords and shields, and draped in heavy armour for protection, they are immovable fighters. This peerless defence is coupled with divine incantations to cast spells that reflect their pure intentions, powered purely by their conviction to carry out their duty.

Creating a Paladin

Paladins come from many walks of life, be it rank-and-file soldiers who awaken to these powers, intentionally trained warriors, or hometown heroes who accidentally stumbled on the sacred arts themselves thanks to their own force of will. Often times a Paladin will have some sort of mentor figure to lean on and learn from but it isn't necessary as a particularly skilled paladin could teach themselves as they explore their powers. At the end of the day, paladins draw their power from their own force of will and must live or die by it. One must consider why the Paladin might be setting off on an adventure. Are they seeking to protect their home? In service of a master, or seeking redemption or revenge. Paladins act with purpose and you must understand what that purpose is.

Class Features

As a Paladin, you gain the following class features

Hit Points

Hit Dice: 1d10 per Paladin level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Paladin level after 1st

Proficiencies

Armour: All armour, Shields

Weapons: simple weapons, martial weapons

Tools: None

Saving Throws: Charisma, Constitution

Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background

(a) a martial weapon and shield or (b) two martial weapons

(a) 5 javelins or (b) a simple weapon

(a) an explorer's pack or (b) a dungeoneer's pack

(a) a chain shirt and a holy symbol related to your home region

Full Description

https://www.gmbinder.com/share/-LsDqsNbupzeLhkTIcPv

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