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Paladin enhancements (history)

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Reaper

: Class/tree can be earned via favor. : Class/tree free to VIP or found in DDO Store. 1: Tree only available to a certain archetype. 2: Tree unavailable to a certain archetype.

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Paladin
Starting a...

Enhancements
Tactics
Equipment
Spells


Paladins have two enhancement lines available as of Update 19: Knight of the Chalice and Sacred Defender.

Everything beyond this point is for Update 18, and is no longer relevant to the current game!


Update 18 Information:

Note that enhancements do not stack with other enhancements from the same series. Each element of a series requires everything previous in that series before it can be taken.

Level Progression[edit]

LV 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Paladin Item Defense I II III
Paladin Toughness I II III IV
Blade I II
Silver Flame I II
Sovereign Host I II
Undying Court I II
Vulkoor I II
Paladin Charisma I II III
Paladin Extra Turning I II III
Paladin Improved Turning I II III
Paladin Rally I
Paladin Redemption I II III
Paladin Resistance of Good I II III
Paladin Armor Class Boost I II III IV
Paladin Attack Boost I II III IV
Paladin Extra Action Boost I II
Paladin Saves Boost I II III IV
Paladin Bulwark of Good I II III IV
Paladin Courage of Good I II III
Paladin Divine Light I II III
Paladin Divine Might I II III IV
Pal. Divine Righteousness I
Paladin Divine Sacrifice I II III
Paladin Exalted Smite I II III IV
Paladin Extra Smite Evil I II III IV
Paladin Focus of Good I II III
Paladin Energy of the Templar I II III
Paladin Devotion I II III IV
Paladin Extra Lay on Hands I II III
Paladin Extra Remove Disease I II III
Paladin Defender of Siberys I II III
Paladin Hunter of the Dead I II III
Paladin Knight Of The Chalice I II III
Paladin Weapons of Good I
LV 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

General Enhancements[edit]

EnhIcon ItemDefense.png
Paladin Item Defense I: You are skilled at protecting your gear against damage, granting you a 25% chance to negate potential item wear before it occurs.
AP Cost: 1 Level: 3 Progression: 7 No requirements
EnhIcon ItemDefense.png
Paladin Item Defense II: You are skilled at protecting your gear against damage, granting you a 33% chance to negate potential item wear before it occurs.
AP Cost: 2 Level: 7 Progression: 22 Requires: Paladin Item Defense I
EnhIcon ItemDefense.png
Paladin Item Defense III: You are skilled at protecting your gear against damage, granting you a 50% chance to negate potential item wear before it occurs.
AP Cost: 3 Level: 11 Progression: 37 Requires: Paladin Item Defense II
Toughness Enhancement.gif
Paladin Toughness I: Increases the total benefit you receive from Toughness by 10.
AP Cost: 1 Level: 1 Progression: 0 Requires: Toughness or Past Life: Berserker's Fury
Toughness Enhancement.gif
Paladin Toughness II: Increases the total benefit you receive from Toughness by 10, bringing the total to 20.
AP Cost: 2 Level: 4 Progression: 10 Requires: Paladin Toughness I
Toughness Enhancement.gif
Paladin Toughness III: Increases the total benefit you receive from Toughness by 10, bringing the total to 30.
AP Cost: 3 Level: 7 Progression: 21 Requires: Paladin Toughness II
Toughness Enhancement.gif
Paladin Toughness IV: Increases the total benefit you receive from Toughness by 10, bringing the total to 40.
AP Cost: 4 Level: 10 Progression: 32 Requires: Paladin Toughness III

Class Enhancements[edit]

Lord of blades.gif
Follower of the Lord of Blades: Passive Benefit: +1 To-Hit bonus with Greatsword. Active Benefit: expend 1 Turn Undead to gain Champion of the Lord of Blades that grants proficiency in Greatswords to yourself or a friend.
AP Cost: 2 Level: 1 Progression: 0 Requires: Warforged
BladeswornTransformation.png
Bladesworn Transformation: +4 profane bonus to Strength, +4 natural armor to AC, +4 profane bonus to damage, +10 enhancement bonus to Will saves against mind affecting magic, Simple Weapon Proficiency feat, Martial Weapon Proficiency feat, your base attack bonus equals your level, immunity to critical hits, and immunity to sneak attacks. However you are unable to cast spells and cannot be healed by healing spells. You can however be repaired by others, drink repair potions, use Turn Undead and turn alternatives such as divine healing. Lasts for 24 seconds plus 6 seconds per Paladin level, and 10 minutes cooldown.
AP Cost: 4 Level: 6 Progression: 16 Requires: Follower of the Lord of the Blades
Follower of silverflame.gif
Follower of the Silver Flame: Passive Benefit: +1 To-Hit bonus with Longbows. Active Benefit: expend 1 Turn Undead to gain Tira's Champion that grants proficiency in Longbows to yourself or a friend.
AP Cost: 2 Level: 1 Progression: 0 No requirements
SilverFlameExorcism.png
Silver Flame Exorcism: Use this ability to banish extraplanar creatures. Creatures must success a will save against a DC of (10 + Cleric Level + Charisma modifier) or removed from this plane. If the creature success their Will Save, they take holy/light damage. The creature gets a Fortitude Save against this damage (same DC than previously), and if successful they only take half damage. 10 minutes cooldown.
AP Cost: 4 Level: 6 Progression: 16 Requires: Follower of the Silver Flame
Sovereign host.gif
Follower of the Sovereign Host: Passive Benefit: +1 To-Hit bonus with Longswords. Active Benefit: expend 1 Turn Undead to gain Dol Dorn's Champion that grants proficiency in Longswords to yourself or a friend.
AP Cost: 2 Level: 1 Progression: 0 No requirements
UnyieldingSovereignty.png
Unyielding Sovereignty: Use of this ability fully heals all hit point damage done to a targeted ally, removes ability damage, death penalty effects, negative levels, the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, and stunned. 10 minutes cooldown.
AP Cost: 4 Level: 6 Progression: 16 Requires: Follower of the Sovereign Host
Undying court.gif
Follower of the Undying Court: Passive Benefit: +1 To-Hit bonus with Scimitars. Active Benefit: expend 1 Turn Undead to gain Champion of the Deathless that grants proficiency in Scimitars to yourself or a friend.
AP Cost: 2 Level: 1 Progression: 0 Requires: Elf
UndyingCall.png
Undying Call: Use this ability to raise a dead companion. This ability acts like a True Resurrection spell if used on an elf, or a Raise Dead spell if used on other races. 10 minutes cooldown.
AP Cost: 4 Level: 6 Progression: 16 Requires: Follower of the Undying Court
Follower of vulkoor.gif
Follower of the Vulkoor: Passive Benefit: +1 To-Hit bonus with Shortswords. Active Benefit: expend 1 Turn Undead to gain Champion of the Vulkoor that grants proficiency in Shortswords to yourself or a friend.
AP Cost: 2 Level: 1 Progression: 0 Requires: Drow
VulkoorsAvatar.png
Vulkoor's Avatar: Summons a Drow Scorpion ally.
AP Cost: 4 Level: 6 Progression: 16 Requires: Follower of Vulkoor
Icon benefit stat cha.gif
Paladin Charisma I: Grants an additional +1 to Charisma score.
AP Cost: 2 Level: 2 Progression: 2 No requirements
Icon benefit stat cha.gif
Paladin Charisma II: Grants an additional +1 to Charisma score.
AP Cost: 4 Level: 6 Progression: 16 Requires: Paladin Charisma I
Icon benefit stat cha.gif
Paladin Charisma III: Grants an additional +1 to Charisma score.
AP Cost: 6 Level: 10 Progression: 30 Requires: Paladin Charisma II
Extra Turning.jpg
Paladin Extra Turning I: You gain the ability to perform 1 additional turn undead attempt per rest.
AP Cost: 1 Level: 4 Progression: 11 No requirements
Extra Turning.jpg
Paladin Extra Turning II: You gain 1 additional turn undead attempt per rest, bringing the total increase to 2.
AP Cost: 2 Level: 8 Progression: 26 Requires: Paladin Extra Turning I
Extra Turning.jpg
Paladin Extra Turning III: You gain 1 additional turn undead attempt per rest, bringing the total increase to 3.
AP Cost: 3 Level: 12 Progression: 41 Requires: Paladin Extra Turning II
Improved Turning.png
Paladin Improved Turning I: You increase your paladin level for the purposes of turning undead by 1.
AP Cost: 1 Level: 5 Progression: 15 No requirements
Improved Turning.png
Paladin Improved Turning II: You increase your paladin level for the purposes of turning undead by 2.
AP Cost: 2 Level: 9 Progression: 30 Requires: Paladin Improved Turning I
Improved Turning.png
Paladin Improved Turning III: You increase your paladin level for the purposes of turning undead by 3.
AP Cost: 3 Level: 13 Progression: 45 Requires: Paladin Improved Turning II
EnhIcon Rally.png
Paladin Rally: Grants you the ability to remove fear from the target ally.
AP Cost: 1 Level: 10 Progression: 35 Requires: Paladin Courage of Good I
EnhIcon Redemption.png
Paladin Redemption I: Activate this ability and expend one use of Lay on Hands to raise the dead, returning your target to life at 10% health.
AP Cost: 4 Level: 9 Progression: 28 Requires: Paladin Extra Lay on Hands I, and one of Paladin Devotion II, or Improved Heal II
EnhIcon Redemption.png
Paladin Redemption II: Activate this ability and expend one use of Lay on Hands to resurrect the dead, returning your target to life at 50% health.
AP Cost: 2 Level: 14 Progression: 50 Requires: Paladin Extra Lay on Hands II, Paladin Redemption I, and one of Paladin Devotion III, or Improved Heal III
EnhIcon Redemption.png
Paladin Redemption III: You can activate this ability and expend one use of Lay on Hands to true resurrect the dead, returning your target to life at 100% health.
AP Cost: 2 Level: 19 Progression: 70 Requires: Paladin Extra Lay on Hands III, Paladin Redemption II, and one of Paladin Devotion IV, or Improved Heal IV
EnhIcon ResistanceOfGood.png
Paladin Resistance of Good I: Your aura of good provides a +1 bonus to all saving throws.
AP Cost: 1 Level: 3 Progression: 7 No requirements
EnhIcon ResistanceOfGood.png
Paladin Resistance of Good II: Your aura of good provides a +2 bonus to all saving throws.
AP Cost: 2 Level: 7 Progression: 22 Requires: Paladin Resistance of Good I
EnhIcon ResistanceOfGood.png
Paladin Resistance of Good III: Your aura of good provides a +3 bonus to all saving throws.
AP Cost: 3 Level: 11 Progression: 37 Requires: Paladin Resistance of Good II

Action Boost Enhancements[edit]

Boosts last 20 seconds and can be used 5 times per rest. They have a 30 second cooldown. (Shared by all action boosts.)

EnhIcon ArmorClassBoost.png
Paladin Armor Class Boost I: Activate this ability to receive a +2 Action Boost bonus to Armor Class for 20 seconds.
AP Cost: 1 Level: 1 Progression: 0 No requirements
EnhIcon ArmorClassBoost.png
Paladin Armor Class Boost II: Activate this ability to receive a +3 Action Boost bonus to Armor Class for 20 seconds.
AP Cost: 2 Level: 4 Progression: 10 Requires: Paladin Armor Class Boost I
EnhIcon ArmorClassBoost.png
Paladin Armor Class Boost III: Activate this ability to receive a +4 Action Boost bonus to Armor Class for 20 seconds.
AP Cost: 3 Level: 7 Progression: 21 Requires: Paladin Armor Class Boost II
EnhIcon ArmorClassBoost.png
Paladin Armor Class Boost IV: Activate this ability to receive a +5 Action Boost bonus to Armor Class for 20 seconds.
AP Cost: 4 Level: 10 Progression: 32 Requires: Paladin Armor Class Boost III
EnhIcon AttackBoost.png
Paladin Attack Boost I: Activate this ability to receive a +2 Action Boost bonus to attack for 20 seconds.
AP Cost: 1 Level: 1 Progression: 0 No requirements
EnhIcon AttackBoost.png
Paladin Attack Boost II: Activate this ability to receive a +3 Action Boost bonus to attack for 20 seconds.
AP Cost: 2 Level: 4 Progression: 10 Requires: Paladin Attack Boost I
EnhIcon AttackBoost.png
Paladin Attack Boost III: Activate this ability to receive a +4 Action Boost bonus to attack for 20 seconds.
AP Cost: 3 Level: 7 Progression: 21 Requires: Paladin Attack Boost II
EnhIcon AttackBoost.png
Paladin Attack Boost IV: Activate this ability to receive a +5 Action Boost bonus to attack for 20 seconds.
AP Cost: 4 Level: 10 Progression: 32 Requires: Paladin Attack Boost III
EnhIcon ExtraActionBoost.png
Paladin Extra Action Boost I: You can use each of your action boosts 1 additional time per rests.
AP Cost: 2 Level: 11 Progression: 38 Requires: Any of Paladin Action Boost IV
EnhIcon ExtraActionBoost.png
Paladin Extra Action Boost II: You can use each of your action boosts 1 additional time per rests, bringing the total increase to 2.
AP Cost: 4 Level: 14 Progression: 48 Requires: Paladin Extra Action Boost I
EnhIcon SavesBoost.png
Paladin Saves Boost I: Activate this ability to receive a +2 Action Boost bonus to saves for 20 seconds.
AP Cost: 1 Level: 1 Progression: 0 No requirements
EnhIcon SavesBoost.png
Paladin Saves Boost II: Activate this ability to receive a +3 Action Boost bonus to saves for 20 seconds.
AP Cost: 2 Level: 4 Progression: 10 Requires: Paladin Saves Boost I
EnhIcon SavesBoost.png
Paladin Saves Boost III: Activate this ability to receive a +4 Action Boost bonus to saves for 20 seconds.
AP Cost: 3 Level: 7 Progression: 21 Requires: Paladin Saves Boost II
EnhIcon SavesBoost.png
Paladin Saves Boost IV: Activate this ability to receive a +5 Action Boost bonus to saves for 20 seconds.
AP Cost: 4 Level: 10 Progression: 32 Requires: Paladin Saves Boost III

Combat Enhancements[edit]

EnhIcon BulwarkOfGood.png
Paladin Bulwark of Good I: Your aura of good provides an additional +1 Armor Class bonus.
AP Cost: 1 Level: 3 Progression: 7 No requirements
EnhIcon BulwarkOfGood.png
Paladin Bulwark of Good II: Your aura of good provides an additional +2 Armor Class bonus.
AP Cost: 2 Level: 7 Progression: 22 Requires: Paladin Bulwark of Good I
EnhIcon BulwarkOfGood.png
Paladin Bulwark of Good III: Your aura of good provides an additional +3 Armor Class bonus.
AP Cost: 3 Level: 11 Progression: 37 Requires: Paladin Bulwark of Good II
EnhIcon BulwarkOfGood.png
Paladin Bulwark of Good IV: Your aura of good provides an additional +4 Armor Class bonus.
AP Cost: 4 Level: 15 Progression: 52 Requires: Paladin Bulwark of Good III
EnhIcon CourageOfGood.png
Paladin Courage of Good I: Your aura of courage provides an additional +2 bonus to saving throws against fear.
AP Cost: 1 Level: 3 Progression: 7 No requirements
EnhIcon CourageOfGood.png
Paladin Courage of Good II: Your aura of courage provides an additional +4 bonus to saving throws against fear.
AP Cost: 2 Level: 7 Progression: 22 Requires: Paladin Courage of Good I
EnhIcon CourageOfGood.png
Paladin Courage of Good III: Your aura of courage provides an additional +6 bonus to saving throws against fear.
AP Cost: 3 Level: 11 Progression: 37 Requires: Paladin Courage of Good II
Divine Light.gif
Paladin Divine Light I: Activate this ability to deal 6d6 points of light damage to all nearby undead creatures instead of attempting to turn them. Consumes a use of turn undead. (A successful DC 10 + Paladin Level + Charisma Mod Will save reduces the damage by half.)
AP Cost: 1 Level: 6 Progression: 19 No requirements
Divine Light.gif
Paladin Divine Light II: Activate this ability to deal 12d6 points of light damage to all nearby undead creatures instead of attempting to turn them. Consumes a use of turn undead. (A successful DC 10 + Paladin Level + Charisma Mod Will save reduces the damage by half.)
AP Cost: 2 Level: 10 Progression: 34 Requires: Paladin Divine Light I
Divine Light.gif
Paladin Divine Light III: Activate this ability to deal 18d6 points of light damage to all nearby undead creatures instead of attempting to turn them. Consumes a use of turn undead. (A successful DC 10 + Paladin Level + Charisma Mod Will save reduces the damage by half.)
AP Cost: 3 Level: 14 Progression: 49 Requires: Paladin Divine Light II
EnhIcon DivineMight.png
Paladin Divine Might I: Activate this ability to gain a +2 Sacred bonus to damage for one minute. Consumes a use of your turn undead ability.
AP Cost: 1 Level: 5 Progression: 15 Requires: 14 Base Charisma
EnhIcon DivineMight.png
Paladin Divine Might II: Activate this ability to gain a +4 Sacred bonus to damage for one minute. Consumes a use of your turn undead ability.
AP Cost: 2 Level: 10 Progression: 34 Requires: 16 Base Charisma, Divine Might I
EnhIcon DivineMight.png
Paladin Divine Might III: Activate this ability to gain a +6 Sacred bonus to damage for one minute. Consumes a use of your turn undead ability.
AP Cost: 3 Level: 15 Progression: 53 Requires: 18 Base Charisma, Divine Might II
EnhIcon DivineMight.png
Paladin Divine Might IV: Activate this ability to gain a +8 Sacred bonus to damage for one minute. Consumes a use of your turn undead ability.
AP Cost: 4 Level: 20 Progression: 72 Requires: 20 Base Charisma, Divine Might III
EnhIcon DivineRighteousness.png
Paladin Divine Righteousness I: Activate this ability to gain a double sacred bonus to the hate generated by your melee attacks and spells for 60 seconds, making monsters more likely to attack you. Consumes a use of turn undead.
AP Cost: 1 Level: 6 Progression: 19 No requirements
EnhIcon DivineSacrifice.png
Paladin Divine Sacrifice I: Giving up some of your life force to win the battle, you empower your next blow against your foe. This attack deals an additional 5d6 Light damage and increases the critical multiplier of your weapon by 1 against evil opponents, but costs you 5 hp and 1 sp, whether or not the attack is successful.
AP Cost: 1 Level: 5 Progression: 15 Requires: Paladin Extra Smite Evil II
EnhIcon DivineSacrifice.png
Paladin Divine Sacrifice II: Giving up some of your life force to win the battle, you empower your next blow against your foe. This attack deals an additional 7d6 Light damage and increases the critical multiplier of your weapon by 1 against evil opponents, but costs you 5 hp and 1 sp, whether or not the attack is successful.
AP Cost: 2 Level: 12 Progression: 42 Requires: Paladin Divine Sacrifice I, Paladin Extra Smite Evil III
EnhIcon DivineSacrifice.png
Paladin Divine Sacrifice III: Giving up some of your life force to win the battle, you empower your next blow against your foe. This attack deals an additional 9d6 Light damage and increases the critical multiplier of your weapon by 1 against evil opponents, but costs you 5 hp and 1 sp, whether or not the attack is successful.
AP Cost: 3 Level: 19 Progression: 69 Requires: Paladin Divine Sacrifice II, Paladin Extra Smite Evil IV
EnhIcon ExaltedSmite.png
Paladin Exalted Smite I: Using this attack, you call on the paladin's ability to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, a damage bonus of [(paladin level x3) +7], and +1 to your weapon's critical damage multiplier. This enhancement also decreases your cooldown between smites to 5 seconds, uses smites per day.
AP Cost: 1 Level: 6 Progression: 19 Requires: Paladin Extra Smite Evil II
EnhIcon ExaltedSmite.png
Paladin Exalted Smite II: Using this attack, you call on the paladin's ability to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, a damage bonus of [(paladin level x3) +7], and +1 to your weapon's critical threat range and damage multiplier. This enhancement also decreases your cooldown between smites to 4 seconds, uses smites per day.
AP Cost: 2 Level: 10 Progression: 34 Requires: Paladin Extra Smite Evil III, Paladin Exalted Smite I
EnhIcon ExaltedSmite.png
Paladin Exalted Smite III: Using this attack, you call on the paladin's ability to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, a damage bonus of [(paladin level x3) +7], and +1 to your weapon's critical threat range and +2 to your weapon's critical damage multiplier. This enhancement also decreases your cooldown between smites to 3 seconds, uses smites per day.
AP Cost: 3 Level: 14 Progression: 49 Requires: Paladin Extra Smite Evil IV, Paladin Exalted Smite II
EnhIcon ExaltedSmite.png
Paladin Exalted Smite IV: Using this attack, you call on the paladin's ability to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, a damage bonus of [(paladin level x3) +7], and +2 to your weapon's critical threat range and damage multiplier. This enhancement also decreases your cooldown between smites to 2 seconds, uses smites per day.
AP Cost: 4 Level: 18 Progression: 64 Requires: Paladin Exalted Smite III
EnhIcon ExtraSmiteEvil.png
Paladin Extra Smite Evil I: You gain the ability to Smite Evil one additional time between each rest.
AP Cost: 1 Level: 1 Progression: 0 No requirements
EnhIcon ExtraSmiteEvil.png
Paladin Extra Smite Evil II: You gain the ability to Smite Evil two additional times between each rest.
AP Cost: 2 Level: 4 Progression: 10 Requires: Paladin Extra Smite Evil I
EnhIcon ExtraSmiteEvil.png
Paladin Extra Smite Evil III: You gain the ability to Smite Evil three additional times between each rest.
AP Cost: 3 Level: 7 Progression: 21 Requires: Paladin Extra Smite Evil II
EnhIcon ExtraSmiteEvil.png
Paladin Extra Smite Evil IV: You gain the ability to Smite Evil four additional times between each rest.
AP Cost: 4 Level: 10 Progression: 32 Requires: Paladin Extra Smite Evil III
EnhIcon FocusOfGood.png
Paladin Focus of Good I: Your aura of good provides a +3 bonus to Concentration skill checks, allowing spellcasters to continue their magic when damaged in combat.
AP Cost: 1 Level: 1 Progression: 0 No requirements
EnhIcon FocusOfGood.png
Paladin Focus of Good II: Your aura of good provides a +6 bonus to Concentration skill checks, allowing spellcasters to continue their magic when damaged in combat.
AP Cost: 2 Level: 5 Progression: 14 Requires: Paladin Focus of Good I
EnhIcon FocusOfGood.png
Paladin Focus of Good III: Your aura of good provides a +9 bonus to Concentration skill checks, allowing spellcasters to continue their magic when damaged in combat.
AP Cost: 3 Level: 9 Progression: 29 Requires: Paladin Focus of Good II

Spell Enhancements[edit]

Energy of the Zealot.jpg
Paladin Energy of the Templar I: Grants a 20 points increase to spell points.
AP Cost: 1 Level: 4 Progression: 11 No requirements
Energy of the Zealot.jpg
Paladin Energy of the Templar II: Grants an additional 20 spell points, bringing the total increase to 40 points.
AP Cost: 2 Level: 8 Progression: 26 Requires: Paladin Energy of the Templar I
Energy of the Zealot.jpg
Paladin Energy of the Templar III: Grants an additional 20 spell points, bringing the total increase to 60 points.
AP Cost: 3 Level: 12 Progression: 41 Requires: Paladin Energy of the Templar II

Healing Enhancements[edit]

Life magic.gif
Paladin Devotion I: Increases your Spellpower by 20 when casting positive energy spells.
AP Cost: 1 Level: 1 Progression: 0 No requirements
Life magic.gif
Paladin Devotion II: Increases your Spellpower by 40 when casting positive energy spells.
AP Cost: 2 Level: 4 Progression: 10 Requires: Paladin Devotion I
Life magic.gif
Paladin Devotion III: Increases your Spellpower by 60 when casting positive energy spells.
AP Cost: 3 Level: 7 Progression: 21 Requires: Paladin Devotion II
Life magic.gif
Paladin Devotion IV: Increases your Spellpower by 80 when casting positive energy spells.
AP Cost: 4 Level: 10 Progression: 32 Requires: Paladin Devotion III
Icon benefit extra lay.gif
Paladin Extra Lay on Hands I: You can call on your lay on hands ability 1 additional time per rest.
AP Cost: 1 Level: 3 Progression: 7 No requirements
Icon benefit extra lay.gif
Paladin Extra Lay on Hands II: You can call on your lay on hands ability 1 additional time per rest, bringing your total increase to 2.
AP Cost: 2 Level: 8 Progression: 26 Requires: Paladin Extra Lay on Hands I
Icon benefit extra lay.gif
Paladin Extra Lay on Hands III: You can call on your lay on hands ability 1 additional time per rest, bringing your total increase to 3.
AP Cost: 3 Level: 13 Progression: 45 Requires: Paladin Extra Lay on Hands II

Resist Enhancements[edit]

EnhIcon ExtraRemoveDisease.png
Paladin Extra Remove Disease I: You can use your remove disease ability 2 additional times per rest.
AP Cost: 1 Level: 6 Progression: 19 No requirements
EnhIcon ExtraRemoveDisease.png
Paladin Extra Remove Disease II: You can use your remove disease ability 2 additional times per rest, bringing the total increase to 4.
AP Cost: 2 Level: 10 Progression: 34 Requires: Paladin Extra Remove Disease I
EnhIcon ExtraRemoveDisease.png
Paladin Extra Remove Disease III: You can use your remove disease ability 2 additional times per rest, bringing the total increase to 6.
AP Cost: 3 Level: 14 Progression: 49 Requires: Paladin Extra Remove Disease II

Prestige Enhancements[edit]

A character can train only in one Paladin Prestige path at a time. Each has both passive benefits and active benefits. All requirements must be taken from Paladin class enhancements.

PaladinDefenderOfSiberys.png
Paladin Defender of Siberys I: Passive Benefit: This prestige enhancement grants you 2 additional Turn attempts, additional armor class when blocking with a shield, increases the maximum dexterity bonus allowed by tower shields by 1. When using a shield, you generate 25% additional threat from all sources and gain 10 physical resistance. Active Benefit: you also can enter Defender of Siberys I: Defensive Stance by expending 1 Paladin Armor Class boost, or create Defender of Siberys I: Magic Circle effect against Evil by expending 1 turn undead.
AP Cost: 4 Level: 6 Progression: 16 Requires: Paladin Armor Class Boost I, Paladin Bulwark of Good I, Paladin Courage of Good I, Paladin Focus of Good I, Paladin Resistance of Good I, and one of Combat Expertise,Diehard, Shield Mastery, Tower Shield Proficiency
PaladinDefenderOfSiberys.png
Paladin Defender of Siberys II: Passive Benefit: This prestige enhancement grants you an additional Lay on Hands use per rest, and further increases the maximum dexterity bonus allowed by tower shields and heavy armor by 1. When using a shield, you now generate 50% additional threat from all sources and gain 15 physical resistance. Active Benefit: you also can enter Defender of Siberys II: Improved Defensive Stance by expending 1 Paladin Armor Class boost, or produce Defender of Siberys II: Mass Shield of Faith effect by expending 1 turn undead.
AP Cost: 2 Level: 12 Progression: 42 Requires: Paladin Bulwark of Good II, Paladin Resistance of Good II, Paladin Defender of Siberys I, and one of Paladin Divine Righteousness I, Paladin Rally, Paladin Toughness II
PaladinDefenderOfSiberys.png
Paladin Defender of Siberys III: Passive Benefit: This prestige enhancement increases the strength of all of your defensive auras, and further increases the maximum dexterity bonus allowed by tower shields and medium or heavy armor by an additional 1. When using a shield, you now generate 75% additional threat from all sources and gain 20 physical resistance. Active Benefit: you also can enter Defender of Siberys III: Superior Defensive Stance by expending 1 Paladin Armor Class boost, or defy your enemies in Defender of Siberys III: Glorious Stand by expending 1 turn undead.
AP Cost: 2 Level: 18 Progression: 66 Requires: Paladin Bulwark of Good III, Paladin Resistance of Good III, Paladin Defender of Siberys II, and one of Bladesworn Transformation, Silver Flame Exorcism, Undying Call, Unyielding Sovereignty, Vulkoor's Avatar
Improved Turning.gif
Paladin Hunter of the Dead I: Passive Benefit: you gain 2 additional turning and remove disease attempts per rest, +1 to your level when turning, a +2 bonus on saving throws against spells and effects produced by undead, and all of your attacks are considered Ghost Touch, ignoring the chance to miss incorporeal creatures. Positive energy effects heal you for more and you take less damage from negative energy effects. Active Benefit: you also can produce a Lesser Restoration effect, by expending 1 use of your Paladin Remove Disease ability.
AP Cost: 4 Level: 6 Progression: 16 Requires: Paladin Extra Turning I, Paladin Improved Turning I, and one of Paladin Divine Light I, Paladin Extra Lay on Hands I
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Paladin Hunter of the Dead II: Passive Benefit: you gain 2 additional turning and remove disease attempts per rest, +1 to your level when turning, a +2 bonus on saving throws against spells and effects produced by undead, and your spirit is sealed - you are now immune to energy drain from any source. Positive energy effects heal you for more and you take less damage from negative energy effects. Active Benefit: you also can produce a Restoration effect, by expending 1 use of your Paladin Remove Disease ability.
AP Cost: 2 Level: 12 Progression: 42 Requires: Paladin Extra Turning II, Paladin Improved Turning II, Paladin Hunter of the Dead I, and one of Paladin Divine Light II, Paladin Extra Lay on Hands II
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Paladin Hunter of the Dead III: Passive Benefit: you gain 2 additional turning and remove disease attempts per rest, +1 to your level when turning, a +2 bonus on saving throws against spells and effects produced by undead, and all attacks you make (melee, ranged, or unarmed) have a chance of destroying undead instantly on a natural 20 followed by a critical hit confirmation, Will DC: 30 partial, deals Light damage to targets immune to instant destruction effects or save. Positive energy effects heal you for more and you take less damage from negative energy effects. Active Benefit: you also can produce a Greater Restoration effect, by expending 1 use of your Paladin Remove Disease ability.
AP Cost: 2 Level: 18 Progression: 66 Requires: Paladin Extra Turning III, Paladin Improved Turning III, Paladin Hunter of the Dead II, and one of Bladesworn Transformation, Silver Flame Exorcism, Undying Call, Unyielding Sovereignty, Vulkoor's Avatar
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Paladin Knight Of The Chalice I: Passive Benefit: your maximum number of Smites is increased by one, your anti-fear aura is improved, and you have +1 to attack Evil Outsiders and deal 1d6 additional damage with melee and unarmed attacks against them. You resist evil influences particularly well, gaining a +2 bonus to saves against spells and effects produced by Evil Outsiders.
AP Cost: 4 Level: 6 Progression: 16 Requires: Paladin Courage of Good I, Paladin Energy of the Templar I, Paladin Extra Smite Evil II, and one of Paladin Divine Might I, Paladin Divine Sacrifice I, Paladin Exalted Smite I
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Paladin Knight Of The Chalice II: Passive Benefit: you are devoted to fighting demons and other evil outsiders, driving them from Eberron forever. Your maximum number of Smites is increased by one, your anti-fear aura is improved, and you have +2 to attack Evil Outsiders and deal 2d6 additional damage with melee and unarmed attacks against them. You resist evil influences particularly well, gaining a +3 bonus to saves against spells and effects produced by Evil Outsiders. Active Benefit: you also can try to stun a targeted demon or other Chaotic Evil outsider, by expending 1 turn undead.
AP Cost: 2 Level: 12 Progression: 42 Requires: Paladin Courage of Good II, Paladin Energy of the Templar II, Paladin Knight of the Chalice I
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Paladin Knight Of The Chalice III: Passive Benefit: your maximum number of Smites is increased by one, your anti-fear aura is improved, and you have +4 to attack Evil Outsiders and deal 4d6 additional damage with melee and unarmed attacks against them. You resist evil influences particularly well, gaining a +4 bonus to saves against spells and effects produced by Evil Outsiders.
AP Cost: 2 Level: 18 Progression: 66 Requires: Paladin Knight of the Chalice II, and one of Bladesworn Transformation, Silver Flame Exorcism, Undying Call, Unyielding Sovereignty, Vulkoor's Avatar

Capstone[edit]

A character can train only in one Paladin Capstone at a time.

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Paladin Weapons of Good: Any weapon you wield is considered Good aligned for purposes of bypassing damage reduction, deal 1d6 additional holy damage against all evil opponents and an additional 2d6 light damage against evil undead or evil outsiders.
AP Cost: 2 Level: 20 Progression: 74 No requirements

Enhancement changes Alpha Testing on Lamannia[edit]