Paladins
Divine Empowered Warriors
Habitat: Urban; Treasure: Currency
Paladins are the divine champions of faith. Bound by sacred oaths, they draw power from the divine, wielding it in the pursuit of justice so long as they remain true to their vows. With their blend of martial prowess and divine authority, paladins serve as the militant arm of spirituality.
Paladins dedicate themselves to eradicating evil and corruption, whether it lurks in the cities, the wilderness, or even beyond the Material Plane. Often, the greatest evils are found in other realms, making paladins wary of otherworldly beings who may lack concern for the Material Plane’s well-being.
When not on distant quests, paladins often serve in temples, armies, or local defense forces. Their past deeds frequently earn them titles and renown. You can roll or choose from the Paladin Title table to reflect their heroic history.
Paladin Title
1d8 | Title |
---|---|
1 | Exemplar |
2 | Faithful |
3 | Incarnate |
4 | Justicar |
5 | Keeper |
6 | Liberator |
7 | Sentinel |
8 | Warden |
Paladin of Devotion
Always vigilant, paladins of devotion dedicate themselves to defending the weak. They see themselves as shields against evil, willingly putting themselves in harm’s way to protect others.
Paladin of the Ancients
Paladins of the Ancients revere the natural world and the life it sustains. They harness the power of nature to fight off otherworldly forces that seek to corrupt the realm.
Paladin of Glory
Destined for greatness, paladins of glory focus on perfecting their physical abilities to serve as an example for others. Their pursuit of glory often leads them to compete in tournaments and other tests of strength.
Paladin of Vengeance
In the wake of profound evil, paladins of vengeance rise to hunt down those responsible. Their pursuit is relentless, and they will not rest until justice is served.
Unholy Paladin
Paladin of Devotion
Small or Medium Humanoid, Any Lawful Alignment
Armor Class 16
Hit Points 44 (8d8 + 8)
Speed 30 ft.
Initiative +1 (11)
MOD | SAVE | ||
STR | 18 | +4 | +4 |
INT | 8 | -1 | -1 |
MOD | SAVE | ||
DEX | 12 | +1 | +1 |
WIS | 12 | +1 | +3 |
MOD | SAVE | ||
CON | 13 | +1 | +1 |
CHA | 14 | +2 | +4 |
Gear Chain Shirt, Shield
Senses Passive Perception 11
Languages Common plus one more language
CR 2 (XP 450; PB +2)
Actions
Divine Strike. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8 + 4) Radiant damage, and the target suffers one of the following effects:
- Thunderous. The target is pushed up to 10 feet away and has the Prone condition.
- Wrathful. The target has the Frightened condition until the end of its next turn.
Spellcasting. The paladin casts one of the following spells using Charisma as the spellcasting ability (spell save DC 12):
- 1/Day Each: Bless, Cure Wounds
Reactions
Devoted Shield. Trigger: An ally within 30 feet will be hit by an attack. Response: The ally adds 2 to its AC against the attack.
Paladin of the Ancients
Small or Medium Humanoid, Any Lawful Alignment
Armor Class 16
Hit Points 97 (15d8 + 30)
Speed 30 ft.
Initiative +1 (11)
MOD | SAVE | ||
STR | 18 | +4 | +4 |
INT | 8 | -1 | -1 |
MOD | SAVE | ||
DEX | 12 | +1 | +1 |
WIS | 12 | +1 | +3 |
MOD | SAVE | ||
CON | 14 | +2 | +2 |
CHA | 16 | +3 | +6 |
Resistances Necrotic, Psychic, Radiant
Gear Chain Mail, Greatsword
Senses Passive Perception 11
Languages Common plus one more language
CR 5 (XP 1,800; PB +3)
Actions
Multiattack. The paladin makes two Greatsword attacks and one Divine Strike attack. It can replace one of these attacks with a use of Spellcasting.
Greatsword. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Slashing damage.
Divine Strike. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Radiant damage, and the target suffers one of the following effects:
- Ensnaring. The target has the Restrained condition until the end of its next turn.
- Thunderous. The target is pushed up to 10 feet away and has the Prone condition.
Spellcasting. The paladin casts one of the following spells using Charisma as the spellcasting ability (spell save DC 14):
- 2/Day Each: Bless, Cure Wounds
- 1/Day Each: Lesser Restoration, Misty Step, Moonbeam
Paladin of Glory
Small or Medium Humanoid, Any Lawful Alignment
Armor Class 17
Hit Points 149 (23d8 + 46)
Speed 40 ft.
Initiative +2 (12)
MOD | SAVE | ||
STR | 18 | +4 | +4 |
INT | 8 | -1 | -1 |
MOD | SAVE | ||
DEX | 15 | +2 | +2 |
WIS | 12 | +1 | +5 |
MOD | SAVE | ||
CON | 14 | +2 | +6 |
CHA | 14 | +2 | +7 |
Skills Acrobatics +10, Athletics +8
Gear Splint Armor
Senses Passive Perception 11
Languages Common plus one more language
CR 9 (XP 5,000; PB +4)
Traits
Aura of Protection. An aura radiates in a 10-foot Emanation originating from the paladin. The paladin and allies in the aura have a +2 bonus to saving throws.
Actions
Multiattack. The paladin makes two Holy Javelin attacks and one Divine Strike attack. It can replace one of these attacks with a use of Spellcasting.
Holy Javelin. Melee or Ranged Attack Roll: +8, reach 5 ft. or range 60 ft. Hit: 17 (3d8 + 4) Radiant damage.
Divine Strike. Melee Attack Roll: +8, reach 5 ft. Hit: 22 (4d8 + 4) Radiant damage, and the target suffers one of the following effects:
- Blinding. The target has the Blinded condition until the end of its next turn.
- Thunderous. The target is pushed up to 15 feet away and has the Prone condition.
Spellcasting. The paladin casts one of the following spells using Charisma as the spellcasting ability (spell save DC 14):
- 2/Day Each: Bless, Cure Wounds (level 2 version)
- 1/Day Each: Enhance Ability, Freedom of Movement, Lesser Restoration
Bonus Actions
Leap. The paladin can jump up to 30 feet by spending 10 feet of movement.
Paladin of Vengeance
Small or Medium Humanoid, Any Lawful Alignment
Armor Class 18
Hit Points 188 (29d8 + 58)
Speed 30 ft.
Initiative +1 (11)
MOD | SAVE | ||
STR | 20 | +5 | +5 |
INT | 10 | +0 | +0 |
MOD | SAVE | ||
DEX | 12 | +1 | +1 |
WIS | 12 | +1 | +6 |
MOD | SAVE | ||
CON | 15 | +2 | +7 |
CHA | 18 | +4 | +9 |
Skills Intimidation +9, Perception +6
Gear Glaive, Plate Armor
Senses Passive Perception 16
Languages Common plus one more language
CR 13 (XP 10,000; PB +5)
Traits
Aura of Protection. An aura radiates in a 10-foot Emanation originating from the paladin. The paladin and allies in the aura have a +4 bonus to saving throws.
Actions
Multiattack. The paladin makes three Glaive attacks and one Divine Strike attack. It can replace one of these attacks with a use of Spellcasting.
Glaive. Melee Attack Roll: +10, reach 10 ft. Hit: 10 (1d10 + 5) Slashing damage plus 13 (3d8) Radiant damage.
Divine Strike. Melee Attack Roll: +10, reach 5 ft. Hit: 23 (4d8 + 5) Radiant damage, and the target suffers one of the following effects:
- Blinding. The target has the Blinded condition until the end of its next turn.
- Thunderous. The target is pushed up to 20 feet away and has the Prone condition.
Spellcasting. The paladin casts one of the following spells using Charisma as the spellcasting ability (spell save DC 14):
- 3/Day Each: Cure Wounds (level 3 version)
- 2/Day Each: Dispel Magic, Lesser Restoration
- 1/Day Each:Bbane (level 2 version), Banishment, Dimension Door, Hold Person
Reactions
Avenging Strike. Trigger: A marked creature hits or misses. Response: The paladin makes one Glaive attack against the triggering creature.
Mark of Vengeance (2/Day). Trigger: The paladin takes damage from a creature. Response: The paladin marks the triggering creature for 1 minute. While marked, the paladin has Advantage on attack rolls against the target.
Downloads
Further Reading
A campaign themed around paladins might have characters with divine or infernal aspects.
What could bring the attention of paladins? Maybe a cold-themed demon.
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