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Paladin
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| Starting a... |
Class Summary[edit]
Alignment: Lawful Good Hit die: d10
Class Skills
- Skill points at 1st level: (2 + Intelligence modifier) x4
- Skill points at each additional level: 2 + Intelligence modifier
Weapon and Armor Proficiencies[edit]
Past Lives[edit]
| Past Life: Soldier of the Faith | You recall more about your past life as a paladin. You have +2 to your Heal skill, and can invoke Divine Favor upon yourself 3 times per rest. (Activate this paladin ability to call upon the strength and wisdom of a deity to grant a +1 luck bonus on weapon attack and damage. This bonus is increased by +1 for every 3 caster levels beyond level 3, maximum +3 luck bonus. About 2 minutes per use.) | |
| Past Life: Paladin | You were a Paladin in a past life. You occasionally find yourself overcome with righteous fervor. Each time you acquire this feat you gain 10% more healing when affected by positive energy. This feat can be stacked up to three times.
This feat grants 10 Positive Healing Amplification, rather than its stated effect. Past Life: Paladin is a Free Feat, which means it is permanently added to the character that unlocks it and you won't need to choose it, neither at new life nor at level up. |
Paths[edit]
- The Mighty Protector
- The Flame of Justice
- The Truthbringer
Enhancements[edit]
Advancement table[edit]
| Table: The Paladin | Preparable Spells | |||||||||
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spell points | 1st | 2nd | 3rd | 4th |
| 1st | +1/+1/+6 | +2 | +0 | +0 | Aura of good, Smite evil (1/rest), Follower of (your faith) | 0 | - | - | - | - |
| 2nd | +2/+2/+7 | +3 | +0 | +0 | Divine grace, Lay on Hands (1/rest) | 0 | - | - | - | - |
| 3rd | +3/+3/+8 | +3 | +1 | +1 | Aura of courage, Divine health, Fear Immunity | 0 | - | - | - | - |
| 4th | +4/+4/+9 | +4 | +1 | +1 | Turn undead | 20 | 1 | - | - | - |
| 5th | +5/+5/+10/+15 | +4 | +1 | +1 | Smite evil (2/rest) | 35 | 1 | - | - | - |
| 6th | +6/+6/+11/+16 | +5 | +2 | +2 | Remove disease (4/rest), Deity-based feat | 50 | 2 | - | - | - |
| 7th | +7/+7/+12/+17 | +5 | +2 | +2 | ' | 65 | 2 | - | - | - |
| 8th | +8/+8/+13/+18 | +6 | +2 | +2 | ' | 80 | 2 | 1 | - | - |
| 9th | +9/+9/+14/+19 | +6 | +3 | +3 | Remove disease (5/rest) | 95 | 2 | 1 | - | - |
| 10th | +10/+10/+15/+20 | +7 | +3 | +3 | Smite evil (3/rest) | 110 | 2 | 2 | - | - |
| 11th | +11/+11/+16/+21 | +7 | +3 | +3 | - | 125 | 2 | 2 | 1 | - |
| 12th | +12/+12/+17/+22 | +8 | +4 | +4 | Remove disease (6/rest) | 140 | 2 | 2 | 2 | - |
| 13th | +13/+13/+18/+23 | +8 | +4 | +4 | - | 155 | 2 | 2 | 2 | - |
| 14th | +14/+14/+19/+24 | +9 | +4 | +4 | - | 170 | 3 | 2 | 2 | 1 |
| 15th | +15/+15/+20/+25 | +9 | +5 | +5 | Remove disease (7/rest), Smite evil (4/rest) | 185 | 3 | 2 | 2 | 2 |
| 16th | +16/+16/+21/+26 | +10 | +5 | +5 | - | 200 | 3 | 3 | 2 | 2 |
| 17th | +17/+17/+22/+27 | +10 | +5 | +5 | - | 215 | 3 | 3 | 2 | 2 |
| 18th | +18/+18/+23/+28 | +11 | +6 | +6 | Remove disease (8/rest) | 230 | 4 | 3 | 2 | 2 |
| 19th | +19/+19/+24/+29 | +11 | +6 | +6 | - | 245 | 4 | 4 | 4 | 3 |
| 20th | +20/+20/+25/+30 | +12 | +6 | +6 | Smite evil (5/rest) | 260 | 4 | 4 | 4 | 4 |
Class feats[edit]
Level 1[edit]
- Aura of Good (passive): Grants +1 bonus to AC and +1 bonus to saving throws to all characters within range.
- Religious Lore (passive): This feat grants represents your knowledge of religion. This feat is received once for every paladin level.
- Smite Evil (active): When activated, this feat triggers a special melee attack against Evil creatures. The Paladin adds his/her Charisma modifier x 2 (if any) to his/her attack roll and deals extra damage based on his/her paladin level. The extra damage done is 7+3*level. For instance, a 6th level paladin does 7+(3*6) (or 25) extra damage on a successful smite. If the paladin accidentally smites a creature that is not evil, or is not in range, the smite has no effect, but the ability is still used up. Paladins get one base use of this ability at level one, plus one more at level five and every five levels after 5th (at 10th, 15th and 20th, for a maximum of 5 uses). Smite Evil recharges at a rate of 1 every 90 seconds, and all uses return after any rest period.
Deity Based Feats[edit]
°At level 1, Favored Souls, Clerics, Dark Apostates and Paladins may choose a Deity to worship from the list below.
- A character may only worship one Deity at a time. Multiclassing as a different Divine Class will not allow you to choose another.
- Sacred Fists automatically receive Follower of the Path of Light at level 1, a Deity-like feat that replaces their starting Deity feat. Although following a similar framework, it is different than and can exist alongside another Deity feat. They may choose to worship a regular Deity by spending a standard Feat slot.
At level 3, Clerics, Dark Apostates and Paladins and Sacred Fists may take Child of Faith using a standard Feat Slot.
- Favored Souls receive Child of Faith for free.
Child of Faith provides a bonus to Hit and Damage based to all Favored Weapons based on the proficiency type of the weapon:
- Simple and Martial favored weapons receive a +2 to Hit and Damage.
- Exotic favored weapons receive a +1 to Hit and Damage.
*At level 6, Favored Souls, Clerics, Dark Apostates and Paladins automatically receive a Deity ability. The ability they receive matches their chosen Deity.
- Sacred Fists do not receive a level 6 Deity ability, even if they have taken an additional Deity through a feat or multiclass. Instead, they receive Divine Dream.
At level 12, Clerics, Dark Apostates and Paladins and Sacred Fists may take Beloved of the Divine using a standard Feat Slot.
- Favored Souls receive Beloved of the Divine for free.
- You do not need to have taken Child of Faith to take Beloved of the Divine.
Beloved of the Divine provides a bonus to Hit and Damage based to all Favored Weapons based on the proficiency type of the weapon:
- Simple favored weapons receive a +3 to Hit and Damage.
- Martial favored weapons receive a +2 to Hit and Damage.
- Exotic favored weapons receive a +1 to Hit and Damage.
†At level 20, Favored Souls receive bonus Damage Reduction, bypassed by a damage type determined by their worshiped Deity.
Starting World Religion Favored weapon Level 1 feat° Level 6 feat* Level 20 feat† Fav Weapon: Proficiency & +1 To Hit Unique Ability Damage Reduction 10, bypassed by named material Eberron Aureon
(excluding Bladeforged)Quarterstaff Follower of Aureon
You follow Aureon, member of the Sovereign Host, and use his favored weapon. You are proficient with Quarterstaves and gain +1 to hit with them.
Aureon's Instruction
You are a devoted follower of Aureon, and your faith has been rewarded. Activate this ability to channel the power of Aureon's wisdom for 24 seconds plus 6 seconds per Religious Lore feat you have.
In this state, you gain +4 Wisdom, +3 to Spell Penetration, +2 to your effective level for Turn Undead, +4 to maximum Hit Dice affected when using Turn Undead, and +4 to the total Hit Dice affected by Turn Undead.
Damage Reduction: Cold Iron Blood of Vol
(excluding Bladeforged)Dagger Follower of the Blood of Vol
You follow the Blood of Vol. You are proficient with Daggers and gain +1 to hit with them.
The Blood is The Life
You are a devoted follower of The Blood of Vol, and your zeal has been rewarded. Activate this ability to draw upon the power within your own blood for 24 seconds plus 6 seconds per Religious Lore feat you have. In this state, you gain +4 Constitution, 100% Fortification, +10 to Fortitude Saves, and PRR and MRR equal to the number of Religious Lore feats you have. While in this state and have a Dagger in your main hand, you also gain Vampirism, stacking with other sources of Vampirism.
Damage Reduction: Good Lord of Blades
(Bladeforged, Warforged only)Greatsword Follower of the Lord of Blades
You follow the Lord of Blades. You are proficient with Greatswords and they are considered a Favored Weapon for you. You gain +1 to hit with Favored Weapons.
Bladesworn Transformation
You are a devoted follower of the Lord of Blades, and your faith has been rewarded. Activate this ability to attempt to become a juggernaut of destruction for 24 seconds plus 6 seconds per Religious Lore feat you have.
While transformed, you have a +4 Profane bonus to Strength, +4 natural armor bonus to AC, a +4 profane bonus on damage rolls, +10 enhancement bonus to Will saves against mind affecting magic, and proficiency in all simple and martial weapons. Your base attack bonus equals your level. You lose your spellcasting ability. You have immunity to critical hits and sneak attacks, but cannot be healed by healing spells.
-
Testing: Using the ability does not actually seem to prohibit spellcasting. It is possible that this was removing during testing and the description has not been updated.
Damage Reduction: Adamantine Olladra
(excluding Bladeforged)Sickle Follower of Olladra
You follow Olladra, member of the Sovereign Host, and use his favorite weapon. You are proficient with Sickles and gain +1 to hit with them.
Luck of Olladra
Luck of Olladra: You are a devoted follower of Olladra, and your faith has been rewarded. Activate this ability to heal yourself or an ally to full health and bestow +1d6 Luck bonus to each Ability Score, lasting 24 seconds plus 6 seconds per Religious Lore feat you have.
Damage Reduction: Cold Iron Onatar
(excluding Bladeforged)Warhammer Follower of Onatar
You follow Onatar, member of the Sovereign Host, and use his favorite weapon. You are proficient with Warhammers and gain +1 to hit with them.
Onatar's Forge
You are a devoted follower of Onatar, and your faith has been rewarded. Activate this ability to channel the power of Onatar's mighty forge for 24 seconds plus 6 seconds per Religious Lore feat you have.
In this state, you gain +3 to tactical feat DCs, +10 Melee Power, +10 Repair Spell Power, +10 Rust Spell Power, and +10 Fire Spell Power. If you are a Warforged or otherwise already benefit from Repair, you gain +30 Repair Amplification.
Damage Reduction: Cold Iron Silver Flame
(excluding Bladeforged)Longbow Follower of the Silver Flame
You follow the Silver Flame. You are proficient with Longbows and gain +1 to hit with them.
Silver Flame Exorcism
You are a devoted follower of the Silver Flame, and your faith has been rewarded. Activate this ability to attempt to exorcise an extraplanar creature, which is entirely consumed in holy fire on a failed Will save or savagely burned by the light of the Silver Flame. A successful Fortitude save reduces the damage to half. The Save DC for this ability is 10 + Cleric Level + Charisma Modifier. Cooldown: 10 minutes.
Damage Reduction: Silver Sovereign Host
(excluding Bladeforged)Longsword Follower of the Sovereign Host
You follow the Sovereign Host. You are proficient with Longswords and gain +1 to hit with them.
Unyielding Sovereignty
You are a devoted follower of the Sovereign Host, and your faith has been rewarded. Activate this ability to fully heal hit point damage done to a targeted ally, remove ability damage, death penalty effects, negative levels, and the conditions bleeding, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, and stunned.
Damage Reduction: Cold Iron, Silver Undying Court
(Elf, Half-Elf, Wood Elf, Eladrin only)Scimitar Follower of the Undying Court
You follow the Undying Court. You are proficient with Scimitars and gain +1 to hit with them.
Undying Call
You are a devoted follower of the Undying Court, and your faith has been rewarded. Activate this ability to lead a dead ally's spirit back to this world, acting as a True Resurrection on high elven spirits or a Raise Dead for others.
Damage Reduction: Cold Iron Vulkoor
(Drow only)Shortsword Follower of Vulkoor
You follow Vulkoor.You are proficient with Shortswords and gain +1 to hit with them.
Vulkoor's Avatar
Duration: 10 minutes
You are a devoted follower of Vulkoor, and your faith has been rewarded. Activate this ability to to ask Vulkoor to send one of his servants to destroy your enemies.
Damage Reduction: Good Forgotten Realms Amaunator Heavy Mace Favored by Amaunator
You follow Amaunator. You are proficient with heavy maces and gain +1 to hit with them.
Amaunator's Flames
You are a devoted follower of Amaunator, and your faith has been rewarded. Toggling this on gives you Amaunator's Flames: You are wreathed in flames that deal 1d8 fire damage enemies who hit you, and provide a Sacred bonus that reduces 25% cold damage.
Damage Reduction: Silver Helm
(excluding Morninglord)Bastard Sword Favored by Helm
You follow Helm. You are proficient with bastard swords and gain +1 to hit with them.
Ever Watchful
You are a devoted follower of Helm, and your faith has been rewarded. Activate this ability to draw upon the vigilance of Helm for 24 seconds plus 6 seconds per Religious Lore feat you have.
In this state, you gain True Seeing, +5 Sacred bonus to Spot and Search, +4 Wisdom, +5 to Fortitude saves, and PRR equal to the number of Religious Lore feats you have.
Damage Reduction: Adamantine Silvanus
(excluding Morninglord)Maul Favored by Silvanus
You follow Silvanus. You are proficient with mauls and gain +1 to hit with them.
Blessing of Silvanus
You are a devoted follower of Silvanus, and your faith has been rewarded. Toggling this on gives you Blessing of Silvanus: You permanently gain a +4 natural armor bonus to AC, and Mauls you wield gain +2 to their Critical Threat Range.
Damage Reduction: Silver Special Path of Light
(Sacred Fist only)Handwraps Follower of the Path of Light
You follow The Path of Light. You are proficient with Handwraps and they are considered a Favored Weapon for you. You gain +1 to hit with Favored Weapons.
Divine Dream
While centered, you are considered to be wearing Heavy Armor for the purpose of the Sacred Defender tree, and may use your Charisma score for Attack and Damage with Ki weapons.
—
As worshiping the Path of Light requires at least one level of Sacred Fist and does not count as a standard Deity, it does not have a level 20 Deity feat.
Level 2[edit]
- Divine Grace (passive): Allows the paladin to add its charisma modifier to all saving throws. Divine Grace is capped at 2+(3*paladin level).
- Lay on Hands (active): Heals a friendly target for ( 10 + Paladin level ) x Charisma modifier amount of hit points, or deals that much damage to an undead target. The amount healed does not suffer a penalty when used on Warforged.
Level 3[edit]
- Aura of Courage (passive): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of the paladin gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if she is unconscious or dead.
- Divine Health (passive): Makes the paladin immune to all diseases.
- Fear Immunity (passive): A paladin is immune to fear effects.
Level 4[edit]
- Gain the ability to cast Paladin spells. Your effective caster level is equal to your Paladin level, contrary to PnP (thus, the starting duration for a Bless spell is 4 minutes).
- Turn Undead (active and passive): This feat allows the character to turn or at higher levels destroy undead creatures. The character can do this (3 + their charisma modifier) times per day. While turning undead is an active skill, this feat is passive as it adds to the total amount of turns per day. While enhancements from both Cleric and Paladin stack, as far as number and power of turns, the base number of turns do not stack with each other.
Level 5[edit]
- Smite evil (active): Paladins can use this ability one additional time per rest period. You can now Smite evil 2 times per rest. Smite evil also recharges at a rate of 1 every 90 seconds.
Level 6[edit]
- Remove Disease (active): At 6th level, a paladin can produce a remove disease effect, as the spell, once per rest period. It can use this ability one additional time per rest period for every three levels after 6th (twice per rest at 9th level).
- As a Divine Spell-Like Ability, Quell's Intercession prevents the activation of this ability.
Level 9[edit]
- Remove Disease (active): Paladins can use this ability one additional time per rest period. You can now Remove Disease 2 times per rest.
Level 10[edit]
- Smite evil (active): Paladins can use this ability one additional time per rest period. You can now Smite evil 3 times per rest. Smite evil also recharges at a rate of 1 every 90 seconds.
Level 12[edit]
- Remove Disease (active): Paladins can use this ability one additional time per rest period. You can now Remove Disease 3 times per rest.
Level 15[edit]
- Remove Disease (active): Paladins can use this ability one additional time per rest period. You can now Remove Disease 4 times per rest.
- Smite evil (active): Paladins can use this ability one additional time per rest period. You can now Smite evil 4 times per rest. Smite evil also recharges at a rate of 1 every 90 seconds.
Level 18[edit]
- Remove Disease (active): Paladins can use this ability one additional time per rest period. You can now Remove Disease 5 times per rest.
Level 20[edit]
- Smite evil (active): Paladins can use this ability one additional time per rest period. You can now Smite evil 5 times per rest. Smite evil also recharges at a rate of 1 every 90 seconds.
Spells[edit]
- Paladins cast divine spells.
- A Paladin casts spells from the Paladin spell list.
- Paladins get bonus spell points based on their Wisdom scores. The minimum Wisdom score needed to cast a Paladin spell is 10 + the spell’s level.
- See also spell usefulness.