Paladin

Class Races

  • Human

  • Dwarf

  • Halfling

  • Tiefling

  • High Elf

  • Drow

  • Duergar

  • Goblin

  • Orc

  • Half-Orc

  • Half-Drow

  • Half-High Elf

  • Half-Wood Elf

Your HP is 15+Base CON Score.

Your Carry Weight is equal to Base STR Score+12.

Your Base Damage is 1d10.

Human: You gain +1 on Divine Vessel.

Dwarf/Duergar: You gain +1 on Defend.

Tiefling: Deal +1 damage on Hack&Slash to targets with a debility.

Halfling: You gain +1 on Defy Danger.

High-Elf/Drow: You can always treat swords and spears as if they have the Precise tag.

Goblin: You gain Charge! as a Starting Move for free.

Orc: You gain +1 on Touch Of Corruption.

Click Below to view the 

Prebuilt Paladin

Key Stats

STR important for Hack&Slash

DEX important for Hack&Slash if High-Elf or using Precise weapons

CON will be important for your HP, Defend, and defy danger

INT isn't used except for defy dangers

WIS used for many important defy dangers

CHA important for Smite, Zeal to replace all other Defy Dangers with CHA, and many moves

Starting Moves

Deity

You serve and worship some deity or power which grants you spells. In order to gain spells from a deity you must:​

  • Abide by its dogma

  • Refrain from casting its forbidden spells

  • Keep a holy symbol to commune and channel its power

  • Maintain the same alignment as your deity

If you fail to follow your dogma, or cast a forbidden spell, you lose all spells and moves gained from your deity until you have atoned.

Note: A holy symbol is an actual crafted item that will need to be in your inventory. Even if damaged or smashed it's still a symbol of your faith and functions as such.

Armored

You ignore the clumsy tag on armor you wear.

Glory

You use roll+CHA instead of roll+CON on Last Breath.

 

Zeal

So long as you maintain your vows, you can treat any Defy Danger as a +CHA Defy Danger, even if it would normally apply to another stat. You are also immune to being incapacitated. Instead of being incapacitated, you suppress the effect and take -1 ongoing while you would be under that effect. You can end this suppression at will; if you do, any suppressed effects resume immediately.

 

In addition, choose one of these groups of moves to start with based on your deity (neutral can pick either):

Lay On Hands

Standard

So long as you maintain your vows, place a hand upon yourself or any ally and roll+CHA.

• On a 10+, you heal 1d6 damage, and may give +1 Forward to Defy Danger rolls if the target is in combat.

• On a 7–9, as 10+ but the healed damage is transferred to you if used on someone else. It instead fails if targeting yourself.

• On 6 or less, result as if 7-9 but you also lose access to this ability until you rest.

Divine Vessel

Standard

So long as you maintain your vows, you may hold your holy symbol aloft and be bathed in divine light from your deity. You are healed for 5 HP, gain +3 Armor for 1 round and your Armor reduces magical damage for this 1 round. Roll+CHA.

• On a 10+, you are able to keep much of the light and gain 4 Light.

• On a 7–9, you are unable to keep hold of much of the light and gain 3 Light.

• On 6 or less, result as if 7-9 but you also lose access to this ability until you rest.

You can only ever hold a maximum of 4 Light, and cannot use Divine Vessel again until all Light is spent.

Holy Flame

As an Interrupt you can spend 1 Light to gain one of these effects:

  • Light your blade on fire dealing +CHA magical fire damage in addition to your physical damage from Hack & Slash. This lasts a number of rounds equal to your CHA.

  • +1 Forward on Lay On Hands

  • +1 Forward on Defend

Universally given by all good gods and most neutral gods.

 

-OR-

Touch Of Corruption

Standard

So long as you maintain your vows, when you touch an enemy, roll+CHA.

• On a 10+, they take -1 Forward to Defy Danger rolls as well as 1d6 magical damage.

• On a 7–9, as 10+ but you also take the same Damage.

• On 6 or less, result as if 7-9 but you also lose access to this ability until you rest.

Divine Vessel

Standard

So long as you maintain your vows, you may hold your holy symbol aloft and be bathed in divine light from your deity. You are healed for 5 HP, gain +3 Armor for 1 round and your Armor reduces magical damage for this 1 round. Roll+CHA.

• On a 10+, you are able to keep much of the light and gain 4 Light.

• On a 7–9, you are unable to keep hold of much of the light and gain 3 Light.

• On 6 or less, result as if 7-9 but you also lose access to this ability until you rest.

You can only ever hold a maximum of 4 Light, and cannot use Divine Vessel again until all Light is spent.

Unholy Flame

As an Interrupt you can spend 1 Light to gain one of these effects:

  • Light your blade on fire, dealing +CHA magical fire damage in addition to your physical damage from Hack & Slash. This lasts a number of rounds equal to your CHA.

  • +1 Forward on Touch Of Corruption

  • +1 Forward on Defend

Universally given by all evil gods and a few neutral gods.

Class Moves

When you gain a level from level 2-5, you may pick one of these or a crafting move. You may not pick the same move more than once.

 

Divine Favor

Dedicate yourself to a deity. You gain the Deity, Commune, and Cast A Spell cleric moves, but you use +CHA for these rolls. When you select this move, treat yourself as a cleric of level 2 for using spells.

Damage Move (a character can only have 2 of these total).

 

Fervor

Deal +1 damage with Hack&Slash.

Damage Move (a character can only have 2 of these total).

 

Get Behind Me

You can use Defend against magical damage; it still bypasses your Armor, however.

 

Charge!

The first time you Hack&Slash in combat, you and your allies take +1 Forward (including this H&S for you).

 

Divine Shield

Requires: Deity

When you Defend:

• On 6 or less, treat it as a 7-9.

Divine Protection

Requires: Zeal

Free

So long as you maintain your vows, the first damaging attack or spell that you are struck by in an encounter is blocked and accompanied by a sudden flash of light from your holy symbol. This attack must have been able to damage you (get past your Armor). Only activates if you have a holy symbol from your Deity.

Inner Flame

Requires: Divine Vessel

Treat a 7-9 on Divine Vessel as a 10+.

 

 

Setup Strike

When you Hack&Slash, choose any other ally. Their next physical attack against your target gains 2 Piercing.

 

Conviction

Requires: Deity

You get +1 Armor as long as you maintain your deity's vows.

 

Empowered Touch

Requires: Lay On Hands or Touch Of Corruption

Your Lay On Hands or Touch Of Corruption increases to 2d6.

 

Multiclass Dabbler

Pick one move from another class, as long as it isn't a Starting Move or another Multiclass Move. Treat your level as one lower for choosing the move.

Advanced Moves

When you gain a level from level 6-10, you may pick one of these moves, the level 2-5 moves, or a crafting move. You may not pick the same move more than once.

 

Faithful Steed

Requires: Zeal

All mounts provide +3 max HP when you ride them. This stacks with the bonus from riding a war-trained mount.

 

Ever Onward

Requires: Charge!

The first time you Hack&Slash in combat you and your allies take +2 Armor forward.

 

Templar’s Aegis

Requires: Divine Shield

When you Defend:

• On a 7–9, treat it as a 10+.

• On 6 or less, treat it as a 7-9.

 

I've Got It!

Requires: Get Behind Me

You can apply your Armor to magic damage when you Defend.

 

Unwavering Belief

Requires: Conviction

You get +2 Armor as long as you maintain your deity's vows.

 

Smite

Deal +1 magical fire damage when your blade is on fire from Holy Flame or Unholy Flame.

 

Indomitable Personality

Requires: Paladin

You are immune to CHA debilities.

 

Know Thy Enemy

Free

You have a pretty good idea of whom you should be fighting. If you fail a Defy Danger for an ability that would mentally control whom you fight, make a second Defy Danger.