Available races: Human, Dwarf, Draenei, Tauren, Blood Elf

This is the call of the paladin: to protect the weak, to bring justice to the unjust, and to vanquish evil from the darkest corners of the world. These holy warriors are equipped with plate armor so they can confront the toughest of foes, and the blessing of the Light allows them to heal wounds and, in some cases, even restore life to the dead.

Paladins are a hybrid class that can take on a defensive, offensive, or healing role with ease. Equal parts stalwart knight and devout cleric, the Paladin's abilities focus on defending his allies and driving out evil.

Paladin Traits

Power Source: Divine. You are a divine warrior, a crusader and protector of your faith.
Key Abilities: Strength, Wisdom, Charisma
Armor Proficiencies: Cloth, leather, hide, chainmail, scale, plate; light shield, heavy shield
Weapon Proficiencies: Simple melee, military melee, simple ranged
Implements: Holy symbol
Bonus to Defense: +1 Fortitude, +2 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, Endurance, Heal, History, Insight, Intimidate, Religion
Talent Specializations: Holy, Protection, Retribution
Class Features:

 Creating a Paladin

Paladins rely on Strength, Wisdom, and Charisma for most of their key abilities and powers. Constitution is useful as well, although no paladin powers are specifically based on Constitution. Paladins have three talent specializations: Holy, Protection, and Retribution.

Holy Paladin

The light shines strongly within you, empowering you to spread its power to all around you in the most beneficial way. If someone is harmed in arm's reach, you need only whisper a prayer to bless them with healing and protection.

Holy Paladins specialize in healing individuals wholly, then moving on to the next wounded ally to bring them back to peak condition. They also have an aura of light around them that empowers their allies in ways no other paladin can.

Holy Paladins need high Wisdom, and are commonly seen carrying a warhammer or sword in one hand and a tome of light or shield in the other.

Protection Paladin

Your stalwart faith is not hidden behind your layers of armor, nor your shield, but instead emblazoned upon them. Just as nothing can break your faith, nothing can break you, and when things seem grim to others, you tap into that faith to bring protection to all.

Protection Paladins differ from most defensive classes in that they focus on bringing power to their party, reducing damage or saving an ally from movement-impairing effects. They also heal themselves more than most tanks, using the light in ways similar to a Holy Paladin.

Protection Paladins benefit from high charisma and constitution, and are always seen with a sword or mace and a shield.

Retribution Paladin

You are the spitting image of a holy crusader, a knight in shining armor, charging into combat on a brilliant steed to cast evil from the land. You use the light to judge your foes and mete out justice.

Retribution Paladins are capable fighters on their own, but also strong in a party due to their abilities that aid and empower their allies. They are especially capable at taking down groups of foes in different situations with their versatile tool set.

Retribution Paladins benefit from high strength, and are often seen with a great 2-handed mace, axe, pole arm, or sword.


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 his spells that have the implement keyword. Without a holy symbol, a paladin can still use these powers, but he 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. These weapons are highly sought after by paladins.

Paladins and Faith

Each race has their own stories for the creation of the world and the powers that be, so each race also has its own interpretation of the source of holy power.

The Light — the Light flows through everything, an omnipresent and omniscient force that guides those with a strong faith in it. Nearly anyone can tap into the Holy Light if they are strong of faith (the primary exception is the undead, being Light-forsaken). 

Humans — Many years ago, humans worshipped God, but in The First War with the formation of the Paladins and the Order of the Silver Hand, Uther the Lightbringer began spreading the word of the Light, and now, nearly all humans have faith in the Light.

Dwarves — Much as the humans, Dwarves follow the Church of the Holy Light.

Draenei — Draenei too follow the Holy Light, but due to their close connection to the Naaru,  they have a more personal link to the Light.

Tauren — Tauren paladins worship An'she, the sun and the right eye of the Earth Mother. It is possible that their power simply comes from the Light, but while they sometimes use the term to describe An'she, they do not seem to believe as their Alliance counterparts do.

Blood Elves — Blood Elves also believe in the Light, but their source of power, the Sunwell, was destroyed when the Scourge invaded Silvermoon. As Elves lost faith, they lost contact with the Light, so the Blood Knights fueled their powers by sapping light energy from a naaru named M'uru held captive in Silvermoon. After the Sunwell was reborn, the Blood Knights chose to embrace it once more.

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.

Heart of the Crusader

You ride at the speed of the light! As an unstoppable tool of holy willpower, you ride faster on your steed than normal. When mounted upon your holy steed or any other creature that is in good standing with the light, you move 20% faster than anyone else would, rounding up (e.g. a riding horse with a normal speed of 50 feet would instead have a speed of 60 feet)

Warrior of the Light

As a warrior of the light, the beings of evil and darkness fear you, but can never hide. You may track or intimidate undead and evil outsiders as if you had proficiency in the related skill, or with double the ability modifier if you do have proficiency in said skill. 

Paladin Powers

You gain all abilities listed simply as "Paladin" powers, but you may only gain those listed as "Holy", "Protection", or "Retribution" powers if you are specialized as such.

Level 1 Powers

Crusader Strike
Paladin Attack 1
You raise your weapon, letting it gleam in the Light for a moment before bringing it crashing down on your foe.
At-WillDivine, Weapon
Standard ActionMelee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: Deal 1[W]+Charisma modifier damage.
At level 10: You may use this power as a bonus action once every four turns
At level 20: Increase to 2[W]+Charisma modifier damage


Paladin Attack 1
You wreak judgment upon your foe, throwing an ethereal hammer at him with no purpose but to purify the soul with searing light.
At-WillDivine, Radiant, Implement
Standard ActionRanged 30 ft.
Target: One creature
Attack: Charisma vs. Will
Hit: Deal 2d8+Charisma modifier radiant damage.
At level 20: Increase to 3d8+Charisma modifier radiant damage.
Limit: This ability may only be used once every other round.

Level 2 Powers

Flash of Light
Paladin Utility 2
You whisper a hastened prayer, pleading with the light to preserve your life or that of your ally.
At-WillDivine, Healing
Standard ActionRanged 40 ft.
Target: You or one creature
Effect: The target regains hit points as if they had spent half a healing surge, or your Charisma modifier.
At level 20: Increase to twice your Charisma modifier


Level 3 Powers

Hammer of Justice
Paladin Attack 3
You channel your faith into a great gavel of Light, and bring it crashing down upon the head of your foe, sentencing him to justice.
EncounterDivine, Weapon
Standard ActionMelee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: Deal damage as a standard melee attack, and the target is stunned until the end of your next turn.
Miss: Deal no damage, and the target is stunned until the end of its next turn.


Level 4 Powers

Hand of Reckoning
Paladin Attack 4
You challenge a foe and compel him to a duel. The power of the Light is on your side!
EncounterRadiant, Divine
Immediate InterruptRanged 30 ft.
Target: One creature
Attack: Charisma vs. Will
Trigger: A foe attempts to attack an ally within range
Effect: You stop the target cold in its tracks and force it to forgo its original objective and attack only you for the next 3 rounds, Will saves.
Fail: The target continues their attack, but is still compelled to fight you


Holy Shock
Holy Paladin Attack 4
You call forth a burst of light to ignite the soul of your foe, or mend the soul of your ally.
EncounterRadiant, Divine, Implement
Standard ActionRanged 40 ft.
Target: One creature
Attack: Wisdom vs. Will (enemy only)
Hit (Enemy): 2d10+Wisdom modifier radiant damage.
Effect (Ally): The target regains hit points equal to 1d10+Wisdom modifier.
Crit: This ability is critical on an 18-20.


Avenger's Shield
Protection Paladin Attack 4
You mutter a prayer as you fling your shield at your foe, knowing it will find its targets and ricochet its way back to you.
At-WillDivine, Weapon (Shield)
Standard ActionArea Burst 30 ft.
Target: One creature and up to two more within 10 feet of it
Attack: Strength vs. Reflex
Hit: Deal twice the shield bonus plus Strength modifier damage to each enemy your shield hits.
Limit: This ability may only be used once every other round.


Hammer of the Righteous
Protection Paladin Attack 4
"If I had a hammer, I'd hammer all day long with strength and might for all that's right to build my spirit strong!" – Song of the Paladins
At-WillRadiant, Divine, Weapon
Standard ActionMelee Weapon
Targets: One creature or all creatures on consecrated ground
Attack: Strength vs. AC
Hit: Deal 1[W]+Charisma modifier damage
At Level 20: Increase to 2[W]+Charisma modifier damage
Special: You may use this ability as a bonus action once every four turns. This ability replaces Crusader Strike.


Guarded by the Light
Protection Paladin Feature 3
The light infuses you with protection and guidance.
Effect: You may use your Strength modifier in the place of your Wisdom modifier on any ability considered Radiant. You gain +1 shield bonus.


Templar's Verdict
Retribution Paladin Attack 4
Your foe better pray that the Light deems him not guilty.
EncounterRadiant, Divine, Weapon
Standard ActionMelee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: Deal 2[W]+Charisma modifier radiant damage
At Level 20: Increase to 3[W]+Charisma modifier damage


Level 5 Powers

Note: At level 5, you obtain your first talent as well. You may only take one talent per tier.


Holy/Protection Paladin Attack 5
You unleash the holy fire of your soul and those that lie beneath your feet, calling them out to sear the unworthy and cleanse the sacred land you tread.
EncounterRadiant, Divine, Implement
Immediate InterruptClose Burst 10 ft. radius
Target: Each creature in burst
Attack: Wisdom vs. Will
Hit: 2d6+Wisdom modifier radiant damage, plus 1d4 radiant damage each round for 3 rounds after, Will saves.
Effect: The power's area is consecrated for 5 rounds, and any foe that enters the area must save or take the same damage the original targets did.


Bestow Faith
Holy Paladin Talent 5
You speak and inspire faith in your ally, showing him the truth of the Light long enough for his own faith to bless him.
At-WillRadiant, Divine, Implement
Minor ActionRanged 30 ft.
Target: One creature
Effect: The target believes in the Light for a moment, and at the end of your next turn, they will receive healing as if they had spent a healing surge.
Limit: You may only Bestow Faith to one ally at a time. If an ally has faith but has not received healing yet, you may not use this power again.


Crusader's Might
Holy Paladin Talent 5
Invigorated by the war of the Light, you feel your soul burn with each enemy of the light that's wiped from this world.
Effect: After using Crusader Strike twice, you may use Holy Shock again in an encounter. Each use of Crusader Strike allows you to use Light of Dawn on the next round rather than its limit.


Light's Hammer
Holy Paladin Talent 5
You hurl a light-infused hammer into the ground, sending a shock into your enemies and allies alike.
EncounterRadiant, Divine, Weapon
Standard ActionClose Burst 20 ft. radius
Targets: All enemies and up to 6 allies in burst
Attack: Wisdom vs. Reflex
Effect: A hammer is embedded in the ground where you stand, and it sends out 4 bursts per round for two rounds.
Hit (Enemy): Deal double your Wisdom modifier radiant damage.
Effect (Ally): Restore hit points equal to Wisdom modifier.


Blessed Hammer
Protection Paladin Talent 5
You throw a blessed hammer that spirals outward, demoralizing those that it impacts.
At-WillRadiant, Divine, Weapon
Standard ActionClose Blast 15 ft.
Targets: All enemies in blast
Attack: Strength vs. Reflex
Hit: Deal 1[W] radiant damage, and the target must use one smaller die size for their next damage against you.
At Level 20: Increase to 2[W] damage
Special: May be used as a bonus action once per round. Replaces Hammer of the Righteous


Consecrated Hammer
Protection Paladin Talent 5
With your blessed hammer, you leave naught but a blessed graveyard in your wake.
Effect: Hammer of the Righteous, Shield of the Righteous, and Light of the Protector now always act as if you were on consecrated ground.


Holy Shield
Protection Paladin Talent 5
Your shield is a gleaming piece of art, wrought in the images of the Light. Those that try to cross it will find themselves unable to.
Effect: Your shield has an additional +1 shield bonus, you can add its bonus to saves as you block spells, and when you successfully block an attack, you instantly deal double your shield bonus in damage to your attacker.


Retribution Paladin Talent 5
You unleash the holy fire of your soul and those that lie beneath your feet, calling them out to sear the unworthy and cleanse the sacred land you tread.
Effect: You may use Consecration just as a Holy or Retribution Paladin can.


Execution Sentence
Retribution Paladin Talent 5
Justice is as inevitable as death in the hands of a Paladin. For your foe, they are one and the same.
DailyRadiant, Divine
Standard ActionRanged 20 ft.
Target: One creature
Attack: Strength or Charisma vs. Will
Hit: A hammer begins to descend from the heavens toward your foe. In 3 rounds, if your foe has not fallen, he takes 5[W]Strength modifierCharisma modifier damage.
Miss: Templar's Verdict may be used again if it has already been spent in this encounter.


Final Verdict
Retribution Paladin Talent 5
Effect: Your weapon deals damage one die higher when using Templar's Verdict or Divine Storm.


Level 6 Powers

Note: from this point on, only Protection Paladin powers are listed

Divine Shield
Paladin Utility 6
You pray with all your might to be safe from the upcoming attack, and a glowing aura surrounds you
DailyDivine, Implement
Immediate InterruptPersonal
Trigger: An attack hits you (use prior to damage roll)
Effect: For the next round, you are completely immune to external sources of damage, and to all spell casts made against you. If you are bleeding, poisoned, or otherwise already afflicted with a ticking damage effect, you will still take damage from that source.
Forbearance: Use of this power triggers forbearance. You may not use an ability that causes forbearance if you already have it. Take a short or extended rest to clear forbearance.


Level 7 Powers

Summon Warhorse
Paladin Utility 7
You call out to the heavens and ask for the Light to send you a steed. A more magnificent beast you couldn't rightly ask for.
DailyDivine, Implement
Standard ActionPersonal
Effect: You summon your warhorse from the Light, no matter where it was prior.
Prerequisite: You must have trained a warhorse with your Paladin order.


Level 6 Soldier


Large Natural Beast
XP 0
Initiative +4 ♦ Senses Perception +8
HP 70; Bloodied 35
AC 20; Fortitude 17, Reflex 14, Will 16
Saves +5 against fear effects
Speed 40 ft (50 as Paladin)
Kick (Standard, At-Will) ♦ Melee
+7 vs. AC; 1d6 + 6 damage.
Trample (Standard, At-Will) ♦ Melee
The warhorse can move up to its speed and enter enemies' spaces. This movement provokes opportunity attacks, and the warhorse must end its move in an unoccupied space. When it enters an enemy's space, the warhorse makes a trample attack: +4 vs. Reflex; 1d6 + 7 damage, and the target is knocked prone.
Charger (while mounted by the Paladin, At-Will) ♦ Mount
The warhorse grants its rider a +5 bonus to damage rolls on charge attacks.
Alignment Lawful Good ♦ Languages –

Str 22 (+7) Dex 14 (+3) Wis 15 (+3)
Con 18 (+5) Int 2 (-3) Cha 10 (+1)


Shield of the Righteous
Protection Paladin Attack 7
As you charge in shield-first to defend your friends and push back your foes, the Light shines down and protects you.
EncounterDivine, Radiant, Weapon (Shield)
Minor ActionMelee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: Deal twice your shield bonus plus your Strength modifier radiant damage.
Effect (Personal): Gain resist 3 to all damage types for 3 rounds. This effect stacks.
Special: Increase to resist 4 if standing on consecrated ground.


Level 8 Powers

Cleanse Toxins
Protection/Retribution Paladin Utility 8
You pray softly to the Light and plead that it cures your ally's ailments.
EncounterDivine, Implement
Minor ActionRanged 40 ft.
Target: One creature
Effect: The target may immediately make a saving throw against each poison or disease that affects it, adding your Wisdom modifier to their save.


Level 9 Powers

Grand Crusader
Protection Paladin Feature 9
You push ever onward, shield in hand, and with each success in your crusade your morale and willpower only grow stronger.
No ActionPersonal
Effect: When you avoid a melee attack or use Hammer of the Righteous, roll a d20. On an 18 or higher, the cooldown on Avenger's Shield is reset.


Level 10 Powers

Divine Steed
Paladin Attack 10
When all hope seems lost, and the darkness starts to close in, a gleaming knight upon a golden steed charges in, shouting, "For the Light!"
EncounterDivine, Radiant, Mount
Standard ActionPersonal
Effect: You summon your noble steed for an instant, just long enough to charge into combat. Make a charge attack as if you were mounted on your Paladin mount (target must be at least 10 ft. away).


Bastion of Light
Protection Paladin Talent 10
"None shall pass!"
EncounterDivine, Implement
Minor ActionPersonal
Effect: You may use Shield of the Righteous twice more this encounter.


Crusader's Judgment
Protection Paladin Talent 10
You are the judge, the jury, and the executioner
No ActionPersonal
Effect: Judgment may be used without limit, and Grand Crusader allows you to use Judgment as a Minor Action


First Avenger
Protection Paladin Talent 10
"Whatever happens tomorrow, you must promise me one thing. That you will stay who you are, not a perfect soldier, but a good man."
No ActionPersonal
Effect: Avenger's Shield now does 50% more damage to the first target it hits, and Grand Crusader now triggers on a 16 or higher roll.



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