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Paladin

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Paladin
Starting a...

Enhancements
Tactics
Equipment
Spells

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
Concentration (Constitution)
Diplomacy (Charisma)
Heal (Wisdom)
Intimidate (Charisma)

Weapon and Armor Proficiencies[edit]

Simple weapons
Martial weapons
Light armor
Medium armor
Heavy armor
Shields (except tower shields).

Past Lives[edit]

File:nopic.jpg 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.)
File:nopic.jpg 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.

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 AureonYou 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 InstructionYou 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 VolYou follow the Blood of Vol. You are proficient with Daggers and gain +1 to hit with them. The Blood is The LifeYou 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 BladesYou 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 TransformationYou 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 OlladraYou 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 OlladraLuck 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 OnatarYou 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 ForgeYou 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 FlameYou follow the Silver Flame. You are proficient with Longbows and gain +1 to hit with them. Silver Flame ExorcismYou 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 HostYou follow the Sovereign Host. You are proficient with Longswords and gain +1 to hit with them. Unyielding SovereigntyYou 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 CourtYou follow the Undying Court. You are proficient with Scimitars and gain +1 to hit with them. Undying CallYou 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 VulkoorYou follow Vulkoor.You are proficient with Shortswords and gain +1 to hit with them. Vulkoor's AvatarDuration: 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 AmaunatorYou follow Amaunator. You are proficient with heavy maces and gain +1 to hit with them. Amaunator's FlamesYou 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 HelmYou follow Helm. You are proficient with bastard swords and gain +1 to hit with them. Ever WatchfulYou 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 SilvanusYou follow Silvanus. You are proficient with mauls and gain +1 to hit with them. Blessing of SilvanusYou 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 LightYou 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 DreamWhile 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]

Level 3[edit]

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]

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]

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]

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]

See also: Paladin spells
  • 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.