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Paladin

“I am the righteous shield of my god and a sword in his mighty hand! I fear no evil!”

Player’s Handbook & Divine Power — Combined

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Classes: Ardent Avenger Barbarian Bard Battlemind Cleric Druid Fighter Invoker Monk Paladin Psion Ranger Rogue Runepriest Seeker Shaman Sorcerer Swordmage Warden Warlock Warlord Wizard
Power type: AW at-will · ENC encounter · DLY daily  |  Name column: name · power type & source (DP Divine Power, PHB Player’s Handbook) · action & range · keywords · target  |  Fields: Req requirement · Trig trigger · Tgt target · Atk attack · Hit/Miss/Eff · 1°/2° primary/secondary · Sust sustain · After aftereffect · Spec special · Wpn weapon rider  |  Shorthand: Str/Dex/Con/Wis/Int/Cha = ability mod · EONT/SONT = end/start of your next turn · sq = square(s) · CA combat advantage · OA opp. attack · MBA/RBA melee/ranged basic attack · HP hit points · tgt target · [W] weapon dice

Class Traits

RoleDefender. You are extremely durable, with high hit points and the ability to wear the heaviest armor. You can issue bold challenges to foes and compel them to fight you rather than your allies.
Power SourceDivine. You are a divine warrior, a crusader and protector of your faith.
Key AbilitiesStrength, Charisma, Wisdom
Armor ProficienciesCloth, leather, hide, chainmail, scale, plate; light shield, heavy shield
Weapon ProficienciesSimple melee, military melee, simple ranged
ImplementsHoly symbol
Bonus to Defense+1 Fortitude, +1 Reflex, +1 Will
Hit Points at 1st Level15 + Constitution score
Hit Points per Level Gained6
Healing Surges per Day10 + Constitution modifier
Trained SkillsReligion, plus three more from the class skills list at 1st level.
Class SkillsDiplomacy (Cha), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha), Religion (Int)
Build OptionsArdent paladin, avenging paladin, protecting paladin, virtuous paladin
Class FeaturesChannel Divinity, Divine Challenge, lay on hands

Paladins are indomitable warriors who’ve pledged their prowess to something greater than themselves. They smite enemies with divine authority, bolster the courage of nearby companions, and radiate hope like a beacon. Paladins are transfigured on the field of battle, exemplars of a divine ethos in action.

To you is given the responsibility to unflinchingly stand before an enemy’s charge, smiting them with your sword while protecting your allies with your sacrifice. Your motivation is pure and simple, and your devotion is your strength.

“My good blade carves the casques of men, my tough lance thrusteth sure, my strength is as the strength of ten, because my heart is pure.” —Tennyson, “Sir Galahad”

A LIVING rampart of steel and courage, you stand against all enemies. You anchor the front line of the adventuring party, first to throw yourself in harm’s way. With bold challenges, you defy the most fearsome of enemies and force them to reckon with you. Your place is in the middle of the fray, testing your mettle in hand-to-hand combat.

Different deities have varying expectations of their paladins. Some deities favor those who excel in shielding their comrades from harm, while others demand vengeance from their champions. But you might instead be an ardent paladin, one who sacrifices your own defense and even your health for greater offensive power. Or you are a virtuous paladin, a warrior of pure heart who can withstand the wiles and blights of your gods’ enemies. You might follow one of these paths exclusively, or you might forge a course of your own.

Creating a Paladin

Paladins rely on Strength, Charisma, and Wisdom for most of their key abilities and powers. Constitution is useful as well, although no paladin powers are based on it. Paladins have four builds to choose from: the ardent paladin, the avenging paladin, the protecting paladin, and the virtuous paladin.

Ardent Paladin

Your brutal assaults demonstrate the power of your god’s wrath. You’re more like a striker than other paladins are. You willingly sacrifice your own health and defense to strike down your foes, even giving up some healing ability to be a more powerful attacker. The ardent vow power allows you to focus on a specific opponent, dealing additional damage with attacks and keeping that foe’s attention on you. This power also enhances powers that work better against enemies marked by you.

Take Strength as your highest ability score, since you use it for many attacks and damage. Wisdom should be your second-highest score, to maximize the number of uses you get of ardent vow. A good Constitution score can help soothe the sting of powers that require you to spend some of your own hit points for best effect. Because of this build’s focus on dealing damage, choose a weapon with the best possible damage capacity, typically a two-handed weapon.

**New option presented in Divine Power.*

Avenging Paladin

You burn to punish the wicked and smite unbelievers, safeguarding your allies by destroying your enemies with overwhelming divine attacks. Make Strength your highest ability score, Charisma second, and Wisdom third. Consider a big two-handed weapon such as a greatsword or greataxe, and choose the highest-damage powers.

Protecting Paladin

You emphasize defense, guarding your allies and healing or bolstering them. You deal less damage than the avenging paladin but handle a wider array of situations. Make Charisma your best score, Strength second (for a few Strength-based attacks), and Wisdom third. This build works best as a shield-carrying warrior with a one-handed weapon such as a longsword or warhammer.

Virtuous Paladin

You are a tower of faith: enchantments and dreadful powers wielded by your foes can find little purchase in your devoted heart. Like the protecting paladin, you shield your companions, but you do so while protecting yourself so that you can stay in the fight. No matter how your enemies attack you, you excel at resisting conditions that would impede others. As a warrior of exceptional piety, you also make more use of your holy symbol than other paladins do. You have several options for engaging enemies at range, so that even foes beyond your weapon’s reach cannot escape your challenge.

Your highest ability score should be Charisma. Choose Wisdom for your second-best score, since a good Wisdom enhances the effects of many of your powers. Strength should be your third-best score. First choose powers that let you make extra saving throws or use healing surges, then powers that bolster your allies or deal high damage. You should wield a shield and a one-handed weapon, since having high defenses is a goal of this build.

Divine Sanction

Many new paladin powers and some of the new feats in this book subject a target to your divine sanction. Being subject to it means the target is marked by you for a duration specified in the description of the power or feat. Unless otherwise noted, the mark ends before the specified duration if someone else marks the target.

Until the mark ends, the target takes radiant damage equal to 3 + your Charisma modifier the first time each round it makes an attack that doesn’t include you as a target. The damage increases to 6 + your Charisma modifier at 11th level and 9 + your Charisma modifier at 21st level.

Divine sanction is meant to complement divine challenge. You can use divine challenge to mark one creature and use divine sanction to mark others. Divine sanction has fewer restrictions than divine challenge so that you can easily use the two in concert.

**New option presented in Divine Power.*

Implement

Paladins use holy symbols to channel their divine prayers; you can add a magic holy symbol’s enhancement bonus to the attack and damage rolls of paladin powers with the implement keyword.

Class Features

The paladin has three class features that work like powers: Channel Divinity, divine challenge, and lay on hands. The Channel Divinity class feature encompasses multiple powers, two of which (divine mettle and divine strength) are presented below; you can use only one Channel Divinity power per encounter.

When you make your paladin, you can select one of these powers in place of lay on hands.

Class Feature Powers

DLYArdent VowPaladin Feature · DPMinor Melee touchDaily (Special), DivineTgt One creature
You draw on unwavering faith and inner strength to strike with divine fury.
Eff The next time you attack tgt before EONT, you gain a bonus to the dmg roll equal to 5 + Wis. In addition, whenever you attack tgt before the end of the encounter, it is subject to your divine sanction until EONT.
Spec You can use this power a number of times per day = Wis (minimum 1), but only once per round.
ENCChannel Divinity: Divine MettlePaladin Feature · PHBMinor Close burst 10DivineTgt One creature in burst
Your unswerving faith in your deity empowers a nearby creature to resist a debilitating affliction.
Eff Tgt makes a saving throw with a bonus = Cha.
ENCChannel Divinity: Divine StrengthPaladin Feature · PHBMinor PersDivine
You petition your deity for the divine strength to lay low your enemies.
Eff Apply Str as extra dmg on your next attack this turn.
AWDivine ChallengePaladin Feature · PHBMinor Close burst 5Divine, RadiantTgt One creature in burst
You boldly confront a nearby enemy, searing it with divine light if it ignores your challenge.
Eff You mark tgt. Tgt remains marked until you use this power against another target, or if you fail to engage tgt (see below). A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. Also, it takes radiant dmg equal to 3 + Cha the first time it makes an attack that doesn’t include you as a target before SONT. The dmg increases to 6 + Cha at 11th level, and to 9 + Cha at 21st level. On your turn, you must engage tgt you challenged or challenge a different target. To engage tgt, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can’t use divine challenge on your next turn. You can use divine challenge once per turn.
Spec Even though this ability is called a challenge, it doesn’t rely on the intelligence or language ability of tgt. It’s a magical compulsion that affects the creature’s behavior, regardless of the creature’s nature. You can’t place a divine challenge on a creature that is already affected by your or another character’s divine challenge.
AWLay on HandsPaladin Feature · PHBMinor Melee touchAt-Will (Special), Divine, HealingTgt One creature
Your divine touch instantly heals wounds.
Eff You spend a healing surge but regain no HP. Instead, tgt regains HP as if it had spent a healing surge. You must have at least one healing surge remaining to use this power.
Spec You can use this power a number of times per day = Wis (minimum 1), but only once per round.
DLYVirtue’s TouchPaladin Feature · DPMinor Melee touchDaily (Special), DivineTgt One creature
Your gentle touch removes affliction.
Eff You remove one condition from tgt: blinded, dazed, deafened, slowed, stunned, or weakened.
Spec You can use this power a number of times per day = Wis (minimum 1), but only once per round.

Paladin Powers

A paladin’s powers are called prayers. They are listed by the level at which you gain access to them. Attack prayers are based on Strength or Charisma depending on the power; many also let you benefit from marking a foe with divine challenge.

Paladins excel at calling out foes, and a number of the new powers presented here reinforce that ability using divine sanction. Ardent paladin powers represent zealous devotion to deity and cause, dealing tremendous damage at a cost to yourself, and virtuous paladin powers reflect devotion and strength of spirit to guard you from enemy attacks. Avenging paladins might choose a few ardent paladin powers for a boost to damage, and protecting paladins can make good use of many virtuous paladin powers.

Level 1 At-Will Prayers

AWArdent StrikePaladin Attack 1 · DPStd Melee wpnDivine, WeaponTgt One creature
You attack your enemy and make it the focus of your god’s anger.
Atk Str or Cha vs AC · Hit 1[W] + Str or Cha dmg, and tgt is subject to your divine sanction until EONT.
Spec When charging, you can use this power in place of a MBA. · Level 21 2[W] + Str or Cha dmg.
AWBolstering StrikePaladin Attack 1 · PHBStd Melee wpnDivine,WeaponTgt One creature
You attack your foe without mercy or reprieve, and your accuracy is rewarded with a divine gift of vigor.
Atk Cha vs AC · Hit 1[W] + Cha dmg, and you gain temp HP = Wis.
Scaling Increase dmg to 2[W] + Cha at 21st level.
AWEnfeebling StrikePaladin Attack 1 · PHBStd Melee wpnDivine,WeaponTgt One creature
Your brutal weapon attack leaves your foe weakened.
Atk Cha vs AC · Hit 1[W] + Cha dmg. If you marked tgt, it takes a –2 penalty to attack rolls until EONT.
Scaling Increase dmg to 2[W] + Cha at 21st level.
AWHoly StrikePaladin Attack 1 · PHBStd Melee wpnDivine, Radiant, WeaponTgt One creature
You strike an enemy with your weapon, which ignites with holy light.
Atk Str vs AC · Hit 1[W] + Str radiant dmg. If you marked tgt, you gain a bonus to the dmg roll = Wis.
Scaling Increase dmg to 2[W] + Str at 21st level.
AWValiant StrikePaladin Attack 1 · PHBStd Melee wpnDivine,WeaponTgt One creature
As you bring your weapon to bear, the odds against you add strength to your attack.
Atk Strength + 1 per enemy adjacent to you vs. AC · Hit 1[W] + Str dmg.
Scaling Increase dmg to 2[W] + Str at 21st level.
AWVirtuous StrikePaladin Attack 1 · DPStd Melee wpnDivine, Radiant, WeaponTgt One creature
The clean light of your weapon pierces your enemies and fills you with resolve.
Atk Cha vs AC · Hit 1[W] + Cha radiant dmg, and you gain a +2 bonus to saving throws until SONT.
Spec This power can be used as a MBA. · Level 21 2[W] + Cha radiant dmg.

Level 1 Encounter Prayers

ENCDazzling FlarePaladin Attack 1 · DPStd Ranged 5Divine, Implement, RadiantTgt One creature
Painfully bright light flashes from your holy symbol.
Atk Cha vs Reflex · Hit 2d8 + Cha radiant dmg, and tgt takes a –2 penalty to attack rolls until EONT.
ENCDivine PursuitPaladin Attack 1 · DPStd Melee wpnDivine, WeaponTgt One creature
You drive your foe back with a mighty attack and follow it to prevent its escape.
Atk Str vs Fortitude · Hit 2[W] + Str dmg, and you push tgt a number of sq = Wis. You then shift to the nearest sq adjacent to tgt.
ENCFearsome SmitePaladin Attack 1 · PHBStd Melee wpnDivine, Fear, WeaponTgt One creature
When you strike a foe with your weapon, the force of the blow causes him to shudder and second-guess his tactics.
Atk Cha vs AC · Hit 2[W] + Cha dmg. Until EONT, tgt takes a penalty to attack rolls = Wis.
ENCGuardian LightPaladin Attack 1 · DPStd Melee wpnDivine, Radiant, WeaponTgt One creature
As you attack, a faint glow envelops your weapon and bolsters your defenses for a time.
Atk Str or Cha vs AC · Hit 1[W] + Str or Cha radiant dmg. Until EONT, you gain a bonus to Fortitude, Reflex, and Will = Wis.
ENCHeedless FuryPaladin Attack 1 · DPStd Melee wpnDivine, WeaponTgt One creature
You lay into your foe without regard to your own safety.
Atk Str vs AC · Hit 3[W] + Str dmg, and you take a –5 penalty to all defenses until EONT.
ENCPiercing SmitePaladin Attack 1 · PHBStd Melee wpnDivine, WeaponTgt One creature
Silvery spikes cover your weapon, punching through your foe’s armor.
Atk Str vs Reflex · Hit 2[W] + Str dmg, and tgt and a number of enemies adjacent to you = Wis are marked until EONT.
ENCRadiant SmitePaladin Attack 1 · PHBStd Melee wpnDivine, Radiant, WeaponTgt One creature
Your weapon glows with a pearly luminescence. Enemies shrink from its pure light, especially creatures of supernatural evil such as demons and devils.
Atk Str vs AC · Hit 2[W] + Str + Wis radiant dmg.
ENCShielding SmitePaladin Attack 1 · PHBStd Melee wpnDivine, WeaponTgt One creature
A translucent golden shield forms in front of a nearby ally as you attack with your weapon.
Atk Cha vs AC · Hit 2[W] + Cha dmg.
Eff Until EONT, one ally within 5 sq of you gains a pwr bonus to AC = Wis.
ENCValorous SmitePaladin Attack 1 · DPStd Melee wpnDivine, WeaponTgt One creature
You cry out as you strike, daring all your enemies to face you.
Atk Cha vs AC · Hit 2[W] + Cha dmg. Each enemy within 3 sq of you is subject to your divine sanction until EONT.

Level 1 Daily Prayers

DLYBlazing BrandPaladin Attack 1 · DPStd Melee wpnDivine, Fire, Reliable, WeaponTgt One creature
Your strike burns your god’s symbol onto the enemy, a beacon to your comrades.
Atk Str vs Fortitude · Hit 2[W] + Str fire dmg. Tgt takes ongoing 5 fire dmg and grants CA to any ally adjacent to it (save ends both).
DLYBlood of the MightyPaladin Attack 1 · DPStd Melee wpnDivine, Reliable, WeaponTgt One creature
You draw on your own life force to deal a decisive blow.
Atk Str vs AC · Hit 4[W] + Str dmg.
Eff You take 5 dmg, which can’t be reduced in any way.
DLYGlorious ChargePaladin Attack 1 · DPStd Melee wpnDivine, Healing, WeaponTgt One creature
You wade into battle and urge your allies to greater heights.
Atk Cha vs AC · Hit 2[W] + Cha dmg.
Eff After the attack, each ally within 2 sq of you regains HP equal to one-half your level + Wis.
Spec When charging, you can use this power in place of a MBA.
DLYMajestic HaloPaladin Attack 1 · DPStd Melee wpnDivine, Radiant, WeaponTgt One creature
You shine with divine radiance that steels you and your enemies as you attack and commands their respect.
Atk Cha vs AC · Hit 3[W] + Cha radiant dmg.
Eff Until the end of the encounter, any enemy that starts its turn adjacent to you is subject to your divine sanction until the end of its turn.
Miss Half dmg.
DLYOn Pain of DeathPaladin Attack 1 · PHBStd Ranged 5Divine, ImplementTgt One creature
You invoke a prayer that wracks your foe with terrible pain and causes further pain whenever he makes an attack.
Atk Cha vs Will · Hit 3d8 + Cha dmg. Once per round, tgt takes 1d8 dmg after making any attacks on its turn (save ends).
Miss Half dmg. Once per round, tgt takes 1d4 dmg after making any attacks on its turn (save ends).
DLYPaladin’s JudgmentPaladin Attack 1 · PHBStd Melee wpnDivine, Healing, WeaponTgt One creature
Your melee attack punishes your enemy and heals an ally.
Atk Str vs AC · Hit 3[W] + Str dmg, and one ally within 5 sq of you can spend a healing surge.
Miss One ally within 5 sq of you can spend a healing surge.
DLYRadiant DeliriumPaladin Attack 1 · PHBStd Ranged 5Divine, Implement, RadiantTgt One creature
You engulf your enemy in searing ribbons of radiance.
Atk Cha vs Reflex · Hit 3d8 + Cha radiant dmg, and tgt is dazed until EONT. In addition, tgt takes a –2 penalty to AC (save ends).
Miss Half dmg, and tgt is dazed until EONT.

Level 2 Utility Prayers

DLYAstral SpeechPaladin Utility 2 · PHBMinor PersDivine
You speak with such compelling conviction that others find it difficult to refute your beliefs and claims.
Eff You gain a +4 pwr bonus to Diplomacy checks until the end of the encounter.
DLYBless WeaponPaladin Utility 2 · DPMinor PersDivine, Radiant
You recite an ancient prayer to imbue your weapon with the power of pure faith.
Eff Choose one weapon you are wielding. Until the end of the encounter, you gain a +1 pwr bonus to attack rolls with that weapon, and it deals 1d6 extra radiant dmg on a hit. In addition, you can score a critical hit with the weapon on a roll of 18–20 against creatures vulnerable to radiant dmg.
ENCCall of ChallengePaladin Utility 2 · DPMinor Close burst 3DivineTgt Each enemy in burst
You brandish your weapon and demand that all foes nearby face you in battle.
Eff Each target is subject to your divine sanction until EONT.
ENCDivine CounterPaladin Utility 2 · DPImm Intr PersDivine
The power of your god deflects part of an attack against you, and you call out the attacker.
Trig An enemy hits your Fortitude, Reflex, or Will · Eff You take only half dmg from the triggering enemy’s attack, and the triggering enemy is subject to your divine sanction until the end of its next turn.
DLYMartyr’s BlessingPaladin Utility 2 · PHBImm Intr Close burst 1Divine
You step into an attack made against an adjacent ally to save your comrade.
Trig An adjacent ally is hit by a melee or a ranged attack · Eff You are hit by the attack instead.
DLYSacred CirclePaladin Utility 2 · PHBStd Close burst 3Divine, Implement, Zone
You trace a circle around you with your hand, and it quickly expands into a wide circle of faintly glowing runes that glows brightly and protects you and your close allies.
Eff The burst creates a zone that, until the end of the encounter, gives you and allies within it a +1 pwr bonus to AC.
ENCTouch of GracePaladin Utility 2 · DPMinor Melee touchDivineTgt One ally
You take onto yourself the suffering of your ally.
Eff You transfer to yourself one effect on tgt that a save can end.
ENCVirtuePaladin Utility 2 · DPMinor PersDivine
You gird yourself in your high ideals and face the enemy with renewed determination.
Eff You spend a healing surge but regain no HP. You instead gain temp HP equal to your healing surge value.

Level 3 Encounter Prayers

ENCArcing SmitePaladin Attack 3 · PHBStd Melee wpnDivine, WeaponTgt One or two creatures
You swing your weapon in a wide arc that strikes not one but two creatures within your reach.
Atk Str vs AC, one attack per target · Hit 1[W] + Str dmg, and tgt is marked until EONT.
ENCAvenging SmitePaladin Attack 3 · DPImm React Melee 1Divine, WeaponTgt The triggering enemy
Your steel transfixes an enemy that harms your friend.
Atk Cha vs AC · Hit 2[W] + Cha dmg, and tgt is immobilized until EONT.
Trig An enemy adjacent to you hits your ally
ENCCall to ArmsPaladin Attack 3 · DPStd Close burst 5Divine, ImplementTgt One creature marked by you
You lead your foe to the ground where you want to fight.
Atk Cha vs Will · Hit You pull tgt to a sq adjacent to you. Then make a melee secondary attack against it using your weapon.
2° Atk Cha + 2 vs AC · 2° Hit 2[W] + Cha dmg.
ENCHold FastPaladin Attack 3 · DPStd Melee wpnDivine, WeaponTgt One creature
You engage your foe and prevent it from advancing on your allies.
Atk Str or Cha vs AC · Hit 2[W] + Str or Cha dmg, and tgt is immobilized until EONT.
Spec You can use this power in place of a MBA.
ENCInvigorating SmitePaladin Attack 3 · PHBStd Melee wpnDivine, Healing, WeaponTgt One creature
When you hit an enemy with your weapon, you and your allies suddenly feel invigorated by the divine power of your faith.
Atk Cha vs Will · Hit 2[W] + Cha dmg. If you are bloodied, you regain HP equal to 5 + Wis. Bloodied allies within 5 sq of you also regain HP equal to 5 + Wis.
ENCRighteous SmitePaladin Attack 3 · PHBStd Melee wpnDivine, WeaponTgt One creature
Your righteous blow fills you and your nearby allies with preternatural resolve.
Atk Cha vs AC · Hit 2[W] + Cha dmg, and you and each ally within 5 sq of you gain temp HP equal to 5 + Wis.
ENCStaggering SmitePaladin Attack 3 · PHBStd Melee wpnDivine,WeaponTgt One creature
With a mighty swing of your weapon, you knock your enemy back.
Atk Str vs AC · Hit 2[W] + Str dmg, and you push tgt a number of sq = Wis.
ENCStrength from ValorPaladin Attack 3 · DPStd Close burst 1Divine, WeaponTgt Each enemy in burst
As foes encircle you, you fight all the harder.
Atk Str vs Fortitude · Hit 1[W] + Str dmg. You gain 5 temp HP for each target hit by the attack.
ENCTrial of StrengthPaladin Attack 3 · DPStd Melee wpnDivine, WeaponTgt One creature
You shake off affliction to strike true and hard.
Eff Before the attack, you make a saving throw with a bonus = Wis. · Atk Cha vs AC · Hit 1[W] + Cha dmg.

Level 5 Daily Prayers

DLYArc of VengeancePaladin Attack 5 · DPStd Close burst 1Divine, Radiant, WeaponTgt Each enemy in burst
Your flashing weapon promises a swift end to your foes.
Atk Str vs AC · Hit 2[W] + Str radiant dmg.
Eff Tgt is subject to your divine sanction until EONT. If tgt was already marked by you, it also takes radiant dmg = Wis whenever it deals dmg to you or any ally (save ends).
Miss Half dmg.
DLYHallowed CirclePaladin Attack 5 · PHBStd Close burst 3Divine, Implement, ZoneTgt Each enemy in burst
You wave your hand through the air, and a wide circle of faintly glowing symbols appears around you, damaging enemies and protecting allies within its confines.
Atk Cha vs Reflex · Hit 2d6 + Cha dmg.
Eff The burst creates a zone of bright light that lasts until the end of the encounter. You and your allies gain a +1 pwr bonus to all defenses while within the zone.
DLYMartyr’s RetributionPaladin Attack 5 · PHBStd Melee wpnDivine, Radiant, WeaponTgt One creature
Divine light engulfs your weapon as you sacrifice your ability to heal in order to strike down your enemy.
Atk Str vs AC, and you must spend a healing surge without regaining any HP · Hit 4[W] + Str radiant dmg.
Miss Half dmg.
DLYName of MightPaladin Attack 5 · DPStd Close blast 3Divine, Implement, ThunderTgt Each enemy in blast
You shout an ancient angelic name of thunderous power that slows your foe.
Atk Cha vs Fortitude · Hit 3d8 + Cha thunder dmg, and tgt is slowed (save ends).
Miss Half dmg, and tgt is slowed until the end of its next turn.
DLYPrayer of Two PathsPaladin Attack 5 · DPStd Melee wpnDivine, Healing, Radiant, Weapon
As you strike one enemy, you direct a beam of holy radiance against another.
1° Tgt One creature · 1° Atk Str vs AC · Hit 2[W] + Str dmg.
Eff Make a ranged secondary attack using your implement. Doing so doesn’t provoke OAs.
2° Tgt One creature other than the primary target within 5 sq of you · 2° Atk Cha vs Will · 2° Hit 2d8 + Cha radiant dmg, and you regain HP equal to 1d6 + Cha.
DLYSign of VulnerabilityPaladin Attack 5 · PHBStd Ranged 5Divine, Implement, RadiantTgt One creature
You cause a nearby foe to convulse with pain and render it more susceptible to radiant energy.
Atk Cha vs Fortitude · Hit 3d8 + Cha radiant dmg, and tgt gains vulnerability 5 to radiant dmg until the end of the encounter.
Miss Half dmg, and tgt gains no vulnerability.
DLYUnrelenting PunishmentPaladin Attack 5 · DPStd Melee wpnDivine, Healing, WeaponTgt One creature
After your initial attack, divine power continues to assault a foe, and you grow stronger all the while.
Atk Str vs AC · Hit 2[W] + Str dmg.
Eff Tgt takes ongoing 5 dmg (save ends). Whenever tgt takes this ongoing dmg, you regain HP = Wis.
DLYUnyielding FaithPaladin Attack 5 · DPStd Melee wpnDivine, WeaponTgt One creature
You let faith alone guide your weapon. No enemy can distract you from your sacred task.
Atk Cha vs AC · Hit 3[W] + Cha dmg, and tgt is subject to your divine sanction until the end of the encounter.
Eff You gain a +5 pwr bonus to all defenses against charm effects until the end of the encounter.
Miss Half dmg.

Level 6 Utility Prayers

DLYDivine BodyguardPaladin Utility 6 · PHBMinor Ranged 5Divine
As your weapon connects with your enemies, so too does the magic of your god connect you to your allies.
Eff Choose an ally within 5 sq of you. You take half that ally’s dmg until the end of the encounter or until you end the effect as a free action. No power or effect can reduce the dmg you take from this power.
ENCFear NotPaladin Utility 6 · DPMinor Melee touchDivineTgt One creature
You reassure your ally, conferring divine power to throw off ill effects.
Eff Tgt can make a saving throw. Against a fear effect, tgt gains a bonus to the saving throw = Wis.
DLYOne Heart, One MindPaladin Utility 6 · PHBMinor Close burst 6DivineTgt You and each ally in burst
You and your trusted allies form a telepathic bond.
Eff Until the end of the encounter, targets can communicate telepathically with each other out to a range of 20 sq, and your aid another actions give a +4 bonus instead of +2.
ENCPure DevotionPaladin Utility 6 · DPImm Intr PersDivine
The intensity of your faith protects you from your enemy’s insidious power.
Trig An enemy attacks you · Eff You gain a +4 pwr bonus to Fortitude and Will until EONT.
ENCShield of DisciplinePaladin Utility 6 · DPMinor PersDivine
Toughness hard won through years of rigorous self-control blunts your enemies’ attacks.
Eff Until EONT, you gain resistance to all dmg = Str.
DLYShield the VirtuousPaladin Utility 6 · DPMinor Close burst 10Divine, RadiantTgt One ally in burst
You speak a prayer of protection for an ally who is surrounded by a shining halo.
Eff Until the end of the encounter, any enemy that hits or misses tgt takes 3 + Cha radiant dmg, unless that enemy is marked by tgt.
Level 11 6 + Cha radiant dmg. · Level 21 9 + Cha radiant dmg.
ENCValiant RushPaladin Utility 6 · DPMove PersDivine
You plunge into battle with divine speed.
Eff You move twice your speed to a sq adjacent to an enemy that is within your line of sight at the start of this movement.
DLYWrath of the GodsPaladin Utility 6 · PHBMinor Close burst 1DivineTgt You and each ally in burst
A halo of divine light emanates from you, enabling you and nearby allies to strike down your enemies with greater determination.
Eff The targets add Cha to dmg rolls until the end of the encounter.

Level 7 Encounter Prayers

ENCAstral ThunderPaladin Attack 7 · DPStd Close burst 3Divine, Implement, ThunderTgt Each enemy in burst
The power of your god’s dominion thunders through your holy symbol to pummel nearby foes.
Atk Cha vs Fortitude · Hit 2d8 + Cha thunder dmg. Until EONT, tgt takes a penalty to attack rolls = Wis.
ENCBeckon FoePaladin Attack 7 · PHBStd Ranged 5Divine, ImplementTgt One creature
You pull an enemy toward you, dealing grievous wounds as he tries to rebuke you.
Atk Cha vs Will · Hit 2d10 + Cha dmg, and you pull tgt a number of sq = Wis.
ENCBenign TranspositionPaladin Attack 7 · PHBStd Melee wpnDivine, Teleportation, Weapon
You call upon the power of your deity to switch places with an ally and strike a foe within reach of your new position.
1° Tgt One ally within a number of sq = Wis
Eff You and tgt swap places. If an enemy is now within your melee reach, you can make a secondary attack against it.
2° Tgt One enemy · 2° Atk Cha vs AC · Hit 2[W] + Cha dmg.
ENCBlade of LightPaladin Attack 7 · DPStd Melee wpnDivine, Radiant, WeaponTgt One creature
As you charge, a golden light envelops your weapon and fortifies you against the powers of darkness and fear.
Atk Cha vs AC · Hit 3[W] + Cha radiant dmg. Until EONT, you gain a +2 bonus to all defenses against fear or necrotic effects.
Spec When charging, you can use this power in place of a MBA.
ENCComeback SmitePaladin Attack 7 · DPStd Melee wpnDivine, WeaponTgt One creature
You shrug off the effects of your enemies’ attacks and strike back with even greater purpose.
Eff Before the attack, you make a saving throw against each effect on you that a save can end. You gain a bonus to the attack roll and the dmg roll equal to the number of effects you save against. · Atk Str vs AC · Hit 2[W] + Str dmg.
ENCDivine ReverencePaladin Attack 7 · PHBStd Close burst 1Divine, Implement, RadiantTgt Each enemy in burst
You present yourself with such conviction that your enemies cannot help but be awestruck by the power of your faith.
Atk Cha vs Will · Hit 1d8 + Cha radiant dmg, and tgt is dazed until EONT.
ENCForce of ArmsPaladin Attack 7 · DPStd Melee wpnDivine, WeaponTgt One creature
You channel your entire spirit into a powerful attack.
Atk Str vs AC. If you have used the Channel Divinity power divine strength during this turn, you gain a bonus to the attack roll = Wis. · Hit 2[W] + Str dmg.
ENCPrice of CowardicePaladin Attack 7 · DPImm Intr Close burst 5Divine, Implement, RadiantTgt The triggering enemy
A searing flash of light punishes a foe who refuses to face you in battle.
Atk Cha vs Will · Hit 2d10 + Cha radiant dmg, and tgt is blinded until EONT.
Trig An enemy marked by you makes an attack that does not include you as a target
ENCResurgent SmitePaladin Attack 7 · DPStd Melee wpnDivine, Healing, WeaponTgt One creature
Your inspiring attack bestows health on your allies.
Atk Str or Cha vs AC · Hit 2[W] + Str or Cha dmg, and an ally within 5 sq of you can spend a healing surge. If the attack deals at least 20 dmg, the ally gains additional HP equal to twice Wis.
ENCThunder SmitePaladin Attack 7 · PHBStd Melee wpnDivine, Thunder, WeaponTgt One creature
Your weapon flashes as it strikes, and moments later, a peal of thunder slams into your foe.
Atk Str vs AC. If tgt is marked by you, the attack can score a critical hit on a roll of 19–20. · Hit 2[W] + Str thunder dmg, and tgt is knocked prone.

Level 9 Daily Prayers

DLYCrown of GloryPaladin Attack 9 · PHBStd Close burst 1Divine, Implement, RadiantTgt Each enemy in burst
A scintillating crown of radiant energy appears above your head, then expands suddenly to cripple nearby enemies.
Atk Cha vs Will · Hit 2d8 + Cha radiant dmg.
Eff Any enemy that starts its turn adjacent to you is slowed until EONT.
Sust Minor You can sustain the power’s effect.
DLYFinal RebukePaladin Attack 9 · DPStd Melee wpnDivine, Reliable, WeaponTgt One creature
You roar with outrage, and your furious strike hurls your foe away.
Atk Str vs Fortitude · Hit 2[W] + Str dmg, and you push tgt 5 sq. If tgt ends this movement in a sq adjacent to a solid obstacle, tgt takes 1[W] extra dmg.
DLYKnightly IntercessionPaladin Attack 9 · DPImm Intr Close burst 10Divine, WeaponTgt The triggering enemy
You command a foe to attack you instead of your companion.
Trig An enemy within 10 sq of you hits your ally with a melee or a ranged attack
Eff The triggering attack hits you instead of the ally. You pull tgt to a sq adjacent to you and then make the following attack against it. · Atk Str vs AC · Hit 2[W] + Str dmg, and tgt is subject to your divine sanction until the end of the encounter.
DLYOne Stands AlonePaladin Attack 9 · PHBStd Close burst 1Divine, Implement, RadiantTgt Each enemy in burst
Unable to fight alongside your allies, you turn to your faith for protection and press forward undaunted.
Atk Cha vs Will · Hit 2d8 + Cha radiant dmg.
Eff The targets are weakened (save ends).
Spec You cannot use this power if any allies are within 5 sq of you.
DLYRadiant PulsePaladin Attack 9 · PHBStd Ranged 10Divine, Implement, Radiant
You target an enemy with a searing, pulsating light that also damages enemies adjacent to him and thrusts them back.
1° Tgt One creature · Atk Cha vs Fortitude · Hit 1d10 + Cha radiant dmg. Make a secondary attack.
2° Tgt Each enemy adjacent to the primary target · 2° Atk Cha vs Fortitude · Hit 1d10 + Cha radiant dmg, and you push tgt 3 sq.
Sust Minor When you sustain this power, you can repeat the secondary attack (the primary target is the same each time). · Miss Half dmg, and no secondary attack.
DLYRay of ReprisalPaladin Attack 9 · DPImm Intr Close burst 5Divine, Implement, RadiantTgt The triggering enemy
You direct a beam of fierce radiance against an enemy and force it to feel the pain of the wounds it inflicted on your comrade.
Atk Cha vs Fortitude · Hit 3d6 + Cha radiant dmg.
Trig An enemy within 5 sq of you hits your ally · Eff The ally hit takes half dmg from the triggering enemy’s attack.
Miss Half dmg.
DLYShackles of JusticePaladin Attack 9 · DPStd Melee wpnDivine, Radiant, WeaponTgt One creature
Consecrated light enfolds the enemy you smite, exacting a price whenever that foe causes harm.
Atk Cha vs AC · Hit 2[W] + Cha dmg.
Eff Whenever tgt deals dmg, it takes 2d6 radiant dmg (save ends).
DLYShout of CondemnationPaladin Attack 9 · DPStd Close blast 5Divine, Implement, ThunderTgt Each creature in blast
Your thunderous words consign your foes to continual pain.
Atk Str vs Will · Hit 2d6 + Str thunder dmg, and tgt takes ongoing 5 thunder dmg and is subject to your divine sanction (save ends both).
Miss Half dmg, and tgt is subject to your divine sanction until EONT.

Level 10 Utility Prayers

ENCBenedictionPaladin Utility 10 · DPImm React Close burst 5Divine, HealingTgt The triggering ally
A quick prayer grants vigor and strength to a comrade in battle.
Trig An ally within 5 sq of you hits with a melee attack · Eff Tgt can either spend a healing surge or make two dmg rolls for the attack and use either result.
ENCCleansing SpiritPaladin Utility 10 · PHBMinor Ranged 5DivineTgt You or one ally
A translucent outline briefly appears above the creature you designate. The divine spirit gestures, relieving some of the creature’s suffering, then fades instantly away.
Eff Tgt makes a saving throw with a +2 bonus.
DLYFont of HealingPaladin Utility 10 · DPMinor Close burst 5Divine, HealingTgt You and one ally in burst
Divine beneficence heals you and your companion.
Eff You spend a healing surge, and each target regains HP equal to your healing surge value.
ENCGuiding VersePaladin Utility 10 · DPMinor PersDivine
In the sacred words of a prayer, you find the resolve to shake off a deleterious condition.
Eff You make a saving throw with a bonus equal to 1 + Wis.
DLYNoble ShieldPaladin Utility 10 · PHBImm Intr PersDivine
You quickly throw up your hand, and a vortex of swirling energy surrounds you and your friends, shielding them from harm at your expense.
Trig You are targeted by a close attack or an area attack · Eff A close attack or an area attack targeting you automatically hits you, and any of your allies who are also hit take only half dmg. This power does not change other effects the attack might cause.
DLYRighteous IndignationPaladin Utility 10 · DPImm React PersDivine
Seeing your ally harmed enrages you.
Trig An enemy hits your ally within your line of sight · Eff The next time you attack before EONT, you gain a +2 pwr bonus to the attack roll and deal extra dmg equal to 2 + Str.
DLYTurn the TidePaladin Utility 10 · PHBStd Close burst 3DivineTgt You and each ally in burst
You whisper a solemn hymn, and divine light washes gently over you and nearby allies, potentially negating harmful and debilitating afflictions.
Eff The targets make saving throws against every effect that a save can end.

Level 13 Encounter Prayers

ENCCastigating StrikePaladin Attack 13 · DPStd Melee wpnDivine, WeaponTgt One creature
As you attack, you chide your foes for neglecting you and command their attention.
Atk Str or Cha vs AC · Hit 1[W] + Str or Cha dmg, and each enemy within 3 sq of you is subject to your divine sanction until EONT.
ENCCompel ObediencePaladin Attack 13 · DPStd Melee wpnDivine, WeaponTgt One creature
You lead an enemy away from those under your protection.
Atk Cha vs Will · Hit 3[W] + Cha dmg, and you shift 3 sq. You then pull tgt 5 sq to a sq adjacent to you.
ENCEntangling SmitePaladin Attack 13 · PHBStd Melee wpnDivine,WeaponTgt One creature
Strands of energy erupt from your weapon as it strikes true, wrapping around your foe and rooting it to the ground.
Atk Cha vs Will · Hit 2[W] + Cha dmg, and tgt is immobilized until EONT.
ENCEye for an EyePaladin Attack 13 · DPImm React Close burst 5Divine, ImplementTgt The triggering enemy in burst
You raise your holy symbol and shout an imprecation to blind a foe that dares to assault your comrade.
Atk Cha vs Will · Hit 2d8 + Cha dmg, and tgt is blinded until EONT.
Trig An enemy within 5 sq of you hits your ally
ENCFervent StrikePaladin Attack 13 · DPStd Melee wpnDivine, WeaponTgt One creature
Still burning with your ardent vow, you launch a mighty attack.
Atk Str vs AC. If tgt is marked by you, you gain a +2 bonus to the attack roll, and you can score a critical hit on a roll of 18–20. · Hit 2[W] + Str dmg. If you have used ardent vow during this encounter, the attack deals extra dmg = Wis.
ENCRadiant ChargePaladin Attack 13 · PHBStd Melee wpnDivine, Radiant, WeaponTgt One creature within your melee reach
You propel yourself through the air toward a nearby foe as brilliant rays of light stream from your weapon.
Eff You can fly a number of sq = Wis and make an attack. · Atk Str vs AC
Spec You must charge as part of this attack. · Hit 3[W] + Str radiant dmg, and tgt is marked until EONT.
ENCRenewing SmitePaladin Attack 13 · PHBStd Melee wpnDivine, Healing,WeaponTgt One creature
As you strike a foe with your weapon, you murmur a prayer of renewal, causing a momentary nimbus of light to engulf and heal a nearby ally.
Atk Cha vs AC · Hit 2[W] + Cha dmg, and one ally within 5 sq of you regains HP equal to 10 + Wis.
ENCWhirlwind SmitePaladin Attack 13 · PHBStd Close burst 1Divine, WeaponTgt Each enemy in burst you can see
You sweep your weapon in a full circle, attacking all adjacent enemies in a dazzling display of martial prowess.
Atk Str vs AC · Hit 2[W] + Str dmg, and tgt is marked until EONT.
ENCZealous SmitePaladin Attack 13 · DPStd Melee wpnDivine, WeaponTgt One creature
Being wounded in battle only makes you strike the harder.
Atk Str vs AC · Hit 3[W] + Str dmg, and tgt is subject to your divine sanction until EONT. The attack deals 1[W] extra dmg if tgt has hit you since your last turn.

Level 15 Daily Prayers

DLYBloodied RetributionPaladin Attack 15 · PHBStd Melee wpnDivine, Healing,WeaponTgt One creature
Battered and bloodied, you call upon the divine power of your deity to deal a retributive blow to your enemy and heal your wounds.
Atk Str vs AC · Hit 4[W] + Str dmg.
Eff You can spend a healing surge.
Spec You can use this power only when you are bloodied. · Miss Half dmg.
DLYBreak the WallPaladin Attack 15 · PHBStd Ranged 5Divine, ImplementTgt One creature
You lash out at an enemy with the power of your faith and break down its defenses.
Atk Cha vs Fortitude · Hit 3d10 + Charisma dmg, and tgt takes a –2 penalty to all defenses (save ends).
Miss Half dmg, and tgt takes a –1 penalty to all defenses (save ends).
DLYDivine VengeancePaladin Attack 15 · DPMinor PersDivine, Radiant, Stance
Brilliance flares from you to dispense pain to attacking enemies.
Eff Until the stance ends, whenever an enemy hits you or an ally adjacent to you with a melee attack, that enemy takes radiant dmg = Wis.
DLYFlames of DevotionPaladin Attack 15 · DPStd Melee wpnDivine, Fire, WeaponTgt One creature
Divine fire ignites your consecrated weapon.
Atk Str vs AC · Hit 2[W] + Str fire dmg.
Eff Until EONT, your weapon attacks deal 2d6 extra fire dmg.
Sust Minor The effect persists.
DLYKnight’s DefiancePaladin Attack 15 · DPStd Close burst 1Divine, Weapon
You demand that your foes meet you in battle, then strike fiercely against one of them.
1° Tgt Each enemy in burst
Eff Before the attack, you pull each primary target to a sq adjacent to you, and each target is subject to your divine sanction (save ends). Make a melee secondary attack.
2° Tgt One primary target adjacent to you · Atk Cha vs AC · 2° Hit 3[W] + Cha dmg.
DLYPyre of JudgmentPaladin Attack 15 · DPStd Melee wpnDivine, Fire, Reliable, WeaponTgt One creature
You consign a foe to the flames. The blaze consumes enemies that stay by its side.
Atk Str vs AC · Hit 2[W] + Str fire dmg, and ongoing 10 fire dmg (save ends). Whenever tgt takes this ongoing dmg, each enemy adjacent to it takes fire dmg equal to 5 + Wis.
DLYTower of FaithPaladin Attack 15 · DPStd Melee wpnDivine, WeaponTgt One creature
As you swing your weapon, a surge of divine confidence buoys the spirits of allies nearby.
Atk Cha vs AC · Hit 3[W] + Cha dmg.
Eff Until the end of the encounter, you and any allies within 5 sq of you gain a +2 pwr bonus to saving throws. The bonus increases to +5 against charm or fear effects.
Miss Half dmg.
DLYTrue NemesisPaladin Attack 15 · PHBStd Ranged 5Divine, ImplementTgt One creature
You extend your holy symbol toward a foe, dealing damage and singling him out as the continuing subject of your divine retribution.
Atk Cha vs Will · Hit 2d10 + Cha dmg. · Miss Half dmg.
Eff Until the end of the encounter, whenever tgt is within 5 sq of you and attacks you or an ally, you can make a secondary attack against tgt as an immediate reaction.
2° Atk Cha vs Will · Hit 2d10 + Cha dmg. · Miss Half dmg.

Level 16 Utility Prayers

DLYAngelic IntercessionPaladin Utility 16 · PHBImm Intr PersDivine, Teleportation
You teleport to the side of a friend in peril and take the effects of an attack meant for him.
Trig An ally within 5 sq of you is hit by an attack · Eff You teleport adjacent to the ally and are hit by the attack instead.
DLYDeath WardPaladin Utility 16 · PHBStd Melee touchDivine, HealingTgt One dying creature
You touch a dying creature and share some of your divine inner light, bestowing upon the recipient the power to resist the call of death.
Eff You spend a healing surge but regain no HP from it. Instead, tgt regains HP as if it had spent two healing surges. Add Cha to the HP regained.
DLYDevotionPaladin Utility 16 · DPImm Intr Close burst 5DivineTgt You and each ally in burst
Your enemy seeks to overwhelm your resolve, but your calm certainty shields you and your comrades.
Trig An enemy hits you or your ally within 5 sq of you · Eff Each target gains a +4 pwr bonus to Fortitude and Will until EONT.
DLYDivine AegisPaladin Utility 16 · DPMinor PersDivine, Stance
Your god shelters you and your allies from harm.
Eff Until the stance ends, you and any allies within 2 sq of you gain a +2 bonus to all defenses.
DLYHigher CausePaladin Utility 16 · DPMinor PersDivine, Healing, Stance
When your body falters, your faith takes over to let you keep up the fight.
Req You must be bloodied.
Eff Until the stance ends, you gain a +2 pwr bonus to saving throws. In addition, you gain regeneration 5 while bloodied.
ENCLiberationPaladin Utility 16 · DPMove Close burst 5Divine, HealingTgt One ally in burst
Hearing your call, your embattled comrade falls back to safety.
Eff You pull tgt a number of sq = Cha. At the end of this movement, tgt can spend a healing surge.
DLYPrayer for the ValiantPaladin Utility 16 · DPMinor Close burst 5DivineTgt Each ally in burst
You seek aid for your beleaguered companions. A warm light shines down, bringing relief.
Eff Each target can make a saving throw with a pwr bonus = Cha.

Level 17 Encounter Prayers

ENCEnervating SmitePaladin Attack 17 · PHBStd Melee wpnDivine, WeaponTgt One creature
With a mighty blow, you leave your foe horribly weakened.
Atk Cha vs Will · Hit 2[W] + Cha dmg, and tgt is weakened until EONT.
ENCFortifying SmitePaladin Attack 17 · PHBStd Melee wpnDivine, WeaponTgt One creature
A symphony of otherworldly music resonates throughout your body, fortifying it to withstand the tests to come.
Atk Cha vs AC · Hit 3[W] + Cha dmg. Until EONT, you gain a pwr bonus to AC = Wis.
ENCHand of the GodsPaladin Attack 17 · PHBStd Close burst 1Divine, Implement, RadiantTgt Each enemy in burst
You hold your holy symbol high above your head, and a brilliant flash of divine light explodes from it. The radiance sears your foes and inspires your closest allies.
Atk Cha vs Fortitude · Hit 2d10 + Cha radiant dmg, and tgt is marked until EONT.
Eff Until EONT, allies in the burst gain a pwr bonus to attack rolls = Wis.
ENCMark of TerrorPaladin Attack 17 · DPStd Melee wpnDivine, Fear, WeaponTgt One creature marked by you
As you strike, your god’s presence fills the enemy with dread.
Atk Str vs AC · Hit 1[W] + Str dmg, and tgt is stunned until EONT.
ENCReassuring StrikePaladin Attack 17 · DPStd Melee wpnDivine, Healing, WeaponTgt One creature
You land a solid blow and are rewarded with renewed vitality.
Atk Str or Cha vs AC · Hit 3[W] + Str or Cha dmg. You can spend a healing surge and add Wis to the HP regained.
ENCSanctified LightPaladin Attack 17 · DPStd Area burst 1 within 10 squaresDivine, Implement, RadiantTgt Each creature in burst
A flash from your holy symbol sears your foes, particularly those bearing your mark.
Atk Cha vs Reflex · Hit 1d8 radiant dmg. If tgt is marked by you, the attack instead deals 2d8 + Cha radiant dmg.
ENCShattering SmitePaladin Attack 17 · DPStd Melee wpnDivine, WeaponTgt One creature
A well-placed strike punches through your opponent’s defenses.
Atk Str vs AC · Hit 3[W] + Str dmg, and tgt loses all resistances until EONT.
ENCTerrifying SmitePaladin Attack 17 · PHBStd Melee wpnDivine, Fear,WeaponTgt One creature
Striking mercilessly, you hound your foe with waves of divine dread.
Atk Str vs AC · Hit 3[W] + Str dmg, and you push tgt a number of sq = Cha. Tgt can’t move nearer to you on its next turn.
ENCWrathful SmitePaladin Attack 17 · DPStd Close burst 1Divine, WeaponTgt Each enemy in burst
With a burst of whirling steel, you batter down foes who surround you.
Atk Cha vs Reflex · Hit 2[W] + Cha dmg, and tgt takes a –2 penalty to attack rolls until EONT. If tgt is marked by you, the attack deals 1[W] extra dmg.

Level 19 Daily Prayers

DLYCorona of Blinding RadiancePaladin Attack 19 · PHBStd Close burst 1Divine, Radiant, WeaponTgt Each enemy in burst you can see
You swing your weapon and brilliant light explodes around you, blinding your enemies.
Atk Cha vs Reflex · Hit 3[W] + Cha radiant dmg, and tgt is blinded (save ends).
Miss Half dmg, and tgt is blinded until EONT.
DLYCrusader’s BoonPaladin Attack 19 · PHBStd Melee wpnDivine, WeaponTgt One creature
You strike your foe with such conviction that nearby allies can’t help but feel inspired.
Atk Str vs AC · Hit 4[W] + Str dmg.
Eff You and allies adjacent to you gain a +1 pwr bonus to attack rolls until the end of the encounter.
Miss Half dmg.
DLYName of PotencyPaladin Attack 19 · DPStd Close burst 2Divine, Implement, ThunderTgt Each enemy in burst
In a resounding voice, you speak an ancient angelic name that stops your enemies in their tracks.
Atk Cha vs Fortitude · Hit 3d8 + Cha thunder dmg, and tgt is immobilized (save ends).
Miss Half dmg, and tgt is slowed (save ends).
DLYOverwhelming FervorPaladin Attack 19 · DPStd Close burst 1Divine, Healing, WeaponTgt Each enemy in burst
You unleash a flurry of attacks against all nearby enemies, drawing greater strength from their pain.
Atk Str vs AC · Hit 3[W] + Str dmg. If the attack hits two or more targets, you regain HP equal to your healing surge value.
Eff Until the end of the encounter, you gain regeneration = Wis while bloodied.
DLYRighteous InfernoPaladin Attack 19 · PHBStd Area burst 2 within 10 squaresDivine, Fire, Implement, ZoneTgt Each enemy in burst
A raging inferno of holy fire engulfs your enemies and continues to burn those who are drawn to it like moths.
Atk Cha vs Reflex · Hit 3d10 + Cha fire dmg, and tgt grants CA to you and your allies until EONT.
Eff The burst creates a zone of fire that lasts until EONT. Enemies that enter the zone or start their turns there take 1d10 fire dmg and grant CA to you and your allies.
Miss Half dmg, and tgt does not grant CA. · Sust Minor The zone persists.
DLYRighteous ResolvePaladin Attack 19 · DPStd Melee wpnDivine, WeaponTgt One creature
Each blow struck by your foe only heightens your resistance.
Atk Cha vs AC · Hit 4[W] + Cha dmg.
Eff Until the end of the encounter, whenever tgt deals dmg to you or an ally, you gain temp HP equal to 5 + Wis.
Miss Half dmg.
DLYSmite the SoulPaladin Attack 19 · DPStd Melee wpnDivine, WeaponTgt One creature
Your wrathful strike drives deep, incapacitating your foe.
Atk Str vs AC · Hit 2[W] + Str dmg, and tgt is stunned (save ends). · Miss Half dmg, and tgt is dazed until EONT.
After Tgt is dazed until the end of its next turn.
DLYWheel of FatePaladin Attack 19 · DPStd Melee wpnDivine, WeaponTgt One creature
You name your enemy a foe of the faith and press the attack relentlessly.
Atk Str vs AC · Hit 5[W] + Str dmg, and tgt is subject to your divine sanction until EONT. Whenever you attack tgt until the end of the encounter, tgt is subject to your divine sanction until EONT.
Miss Half dmg.

Level 22 Utility Prayers

DLYAngelic RescuePaladin Utility 22 · PHBStd Ranged sightDivine, TeleportationTgt One willing ally
White wings of astral brilliance envelop an ally in a sparkling cocoon, then disappear. The wings reappear a short distance away and unfold, bringing the ally closer to you.
Eff Tgt is teleported from any sq you can see to a sq within 5 sq of you that is nearer to you than tgt’s original sq.
DLYCleansing BurstPaladin Utility 22 · PHBMinor Close burst 5DivineTgt You and each ally in burst
Ripples of divine energy wash over you and nearby allies, potentially negating harmful and debilitating afflictions.
Eff All targets make a saving throw against each effect that a save can end. Any penalties to attack rolls or defenses affecting the targets are removed.
DLYFailure Is No OptionPaladin Utility 22 · DPStd Close burst 3Divine, Healing, TeleportationTgt Each ally in burst
Your battle cry renews the determination of flagging allies.
Eff You teleport each target a number of sq = Cha. Tgt must end this movement adjacent to an enemy. Tgt then regains HP equal to 15 + Cha.
DLYGift of LifePaladin Utility 22 · PHBStd Melee touchDivine, HealingTgt One creature
You invoke the greatest of all prayers and touch a wounded or recently slain creature, bestowing upon it the gift of life at the expense of your own health.
Eff If tgt is alive, it regains HP no greater than one-half your maximum HP (your choice), and you take an equal amount of dmg. If tgt died since the end of your last turn, it returns to life at 0 HP, and you take dmg equal to one-half your maximum HP. You can’t avoid or reduce this dmg in any way.
ENCHoly WingsPaladin Utility 22 · DPMinor PersDivine
Majestic silver wings carry you past obstacles.
Eff Until EONT, you gain a fly speed equal to your speed and a +4 bonus to AC against OAs.
ENCInspiring HymnPaladin Utility 22 · DPImm Intr Close burst 5DivineTgt The triggering enemy in burst
You recite an ancient verse to avert ill fortune in battle.
Trig An enemy scores a critical hit against your ally within 5 sq of you · Eff Tgt rerolls the attack and uses the second result.
DLYReturn to the LivingPaladin Utility 22 · DPNo Act PersDivine, Healing
Your tenacity defies even death.
Trig You drop to 0 HP or fewer and do not die · Eff You regain 1 hit point and can spend four healing surges.
DLYUnited in FaithPaladin Utility 22 · PHBMinor Close burst 5Divine, HealingTgt You and each ally in burst
You utter words of faith, instantly healing yourself and nearby allies.
Eff Each target can spend a healing surge.

Level 23 Encounter Prayers

ENCCensuring RadiancePaladin Attack 23 · DPStd Melee wpnDivine, Radiant, WeaponTgt One creature
Your weapon sears a sigil into your foe that hinders its attacks against your companions.
Atk Cha vs Fortitude · Hit 3[W] + Str radiant dmg. Until EONT, whenever tgt makes an attack that doesn’t include you as a target, tgt is weakened for that attack.
ENCChampion’s CallPaladin Attack 23 · DPStd Close burst 5Divine, Implement, Thunder
You funnel your devotion into a mighty yell that drags your foes to you and leaves them reeling.
1° Tgt Each enemy in burst
Eff You pull each primary target 5 sq and then make the following attack.
2° Tgt Each enemy adjacent to you · Atk Str vs Will · Hit 2d8 + Str thunder dmg. If the secondary target is marked by you, it is also immobilized until EONT.
ENCDemand RespectPaladin Attack 23 · DPImm Intr Close burst 10Divine, Implement, RadiantTgt The triggering enemy in burst
You visit divine punishment on a foe that attacks your friends, bowing it beneath your god’s displeasure.
Atk Cha vs Will · Hit 2d10 + Cha radiant dmg, and you knock tgt prone. Tgt is also blinded until EONT.
Trig An enemy makes an attack that does not include you as a target
ENCHere Waits Thy DoomPaladin Attack 23 · PHBStd Ranged 5Divine, Implement, RadiantTgt One creature
You pull an enemy toward you, searing him with radiant energy as he tries to resist.
Atk Cha vs Will · Hit 4d10 + Cha radiant dmg, and you pull tgt a number of sq = Wis (minimum 1).
ENCMartyr’s SmitePaladin Attack 23 · PHBStd Melee wpnDivine, WeaponTgt One creature
As you assail your foe, you utter a prayer that grants you the power to absorb the damage from your foe’s attacks, even when such attacks aren’t directed at you.
Atk Str vs AC · Hit 4[W] + Str dmg. Until EONT, any time tgt deals dmg, you can choose to take that dmg. Tgt’s intended victim takes no dmg but is subject to any other effects of the attack.
ENCResounding SmitePaladin Attack 23 · PHBStd Melee wpnDivine, Thunder, Weapon
You swing your weapon in a mighty arc, unleashing a peal of thunder that knocks adjacent enemies prone.
1° Tgt One creature · Atk Str vs AC · Hit 3[W] + Str thunder dmg, and tgt is knocked prone. Make a secondary attack.
2° Tgt Each enemy adjacent to you other than the primary target · 2° Atk Str vs AC · Hit 1[W] + Str thunder dmg, and tgt is knocked prone.
ENCResurgent WrathPaladin Attack 23 · DPStd Melee wpnDivine, Healing, WeaponTgt One creature
Your furious attack unleashes divine might that revitalizes you and an ally.
Atk Cha vs AC · Hit 3[W] + Cha dmg. You and one ally adjacent to you can each choose to do one of the following things:
• • Spend a healing surge (and regain additional HP equal to twice Wis if the attack deals at least 30 dmg).
• • Make a saving throw (with a bonus = Wis if the attack deals at least 30 dmg).
ENCSublime TranspositionPaladin Attack 23 · PHBStd Ranged 5Divine, Teleportation, Weapon
With a wave of your hand, you teleport an endangered ally to a safer location, teleport yourself to his previous location, and strike a foe within reach.
1° Tgt One willing ally
Eff You can teleport tgt 5 sq. Until EONT, you grant tgt a pwr bonus to all defenses = Wis. In addition, you teleport to tgt’s original space and make a secondary attack.
2° Tgt One creature within your melee reach · 2° Atk Cha vs AC · Hit 3[W] + Cha dmg.
ENCTrial of AdversityPaladin Attack 23 · DPStd Melee wpnDivine, WeaponTgt One creature
You confer determination and discipline on your allies, drawing on their strength to steady your hand.
Eff Before the attack, you and each ally within 5 sq of you make a saving throw. You gain a +1 bonus to the attack roll and the dmg roll for each ally who saves against an effect. · Atk Str or Cha vs AC · Hit 4[W] + Str or Cha dmg.

Level 25 Daily Prayers

DLYDiscipline the UnrulyPaladin Attack 25 · DPStd Melee wpnDivine, Radiant, WeaponTgt One creature
Blinding radiance explodes from your weapon as you strike, searing foes who dare to attack your comrades.
Atk Cha vs AC · Hit 3[W] + Cha radiant dmg.
Eff Until EONT, any enemy within 5 sq of you that hits or misses any ally takes 4d6 radiant dmg and is blinded until EONT.
Sust Minor The effect persists.
DLYExalted RetributionPaladin Attack 25 · PHBStd Melee wpnDivine, WeaponTgt One creature
You land a mighty blow, and the symbol of your deity appears above your enemy’s head as a glowing red rune that only you can see, flashing brightly to warn you whenever he’s about to attack.
Atk Str vs AC · Hit 4[W] + Str dmg.
Eff Tgt provokes an OA from you when it attacks (save ends). You gain a +2 bonus to the OA roll and deal an extra 1[W] dmg.
Miss Half dmg.
DLYHarsh VerdictPaladin Attack 25 · DPStd Melee wpnDivine, Radiant, Weapon
You judge one of your enemies in the name of your god, and none of its companions can hide from your wrath.
1° Tgt One creature · 1° Atk Cha vs Will · Hit 3[W] + Str dmg. · Miss Half dmg.
Eff Make a secondary attack that is a close burst 1 centered on the primary target.
2° Tgt The primary target and each enemy in burst · 2° Atk Cha vs Will · 2° Hit The secondary target takes ongoing 10 radiant dmg and cannot benefit from concealment or total concealment (save ends both).
DLYMark of WeaknessPaladin Attack 25 · DPStd Melee wpnDivine, WeaponTgt One creature
Your divinely inspired attack enfeebles your foe.
Atk Str vs AC · Hit 3[W] + Str dmg, and tgt is weakened and subject to your divine sanction (save ends both).
Miss Half dmg, and tgt is weakened until EONT.
DLYSpurn the UnworthyPaladin Attack 25 · DPStd Melee wpnDivine, WeaponTgt One creature
You slap down a foe that keeps you from greater enemies.
Atk Str vs AC · Hit 3[W] + Str dmg, and you knock tgt prone.
Eff You and tgt swap places. Until the end of the encounter, your MBAs deal 1[W] extra dmg.
Miss Half dmg.
DLYTo the Nine Hells with YouPaladin Attack 25 · PHBStd Close burst 5Divine, Fire, ImplementTgt Each enemy in burst
Divine light explodes out from your holy symbol, blasting and igniting enemies nearby.
Atk Cha vs Will · Hit 6d6 + Cha dmg, and ongoing 10 fire dmg (save ends). Tgt is marked until EONT.
Miss Half dmg, and ongoing 10 fire dmg (save ends). Tgt is marked until EONT.

Level 27 Encounter Prayers

ENCArdent JudgmentPaladin Attack 27 · DPStd Melee wpnDivine, WeaponTgt One creature
As you strike your foe, the power of your sacred vow shatters its resilience.
Atk Str vs AC. If tgt is marked by you, you gain a +2 bonus to the attack roll, and you can score a critical hit on a roll of 18–20. · Hit 2[W] + Str dmg. If you have used ardent vow during this encounter, tgt also gains vulnerable 10 to all dmg until EONT.
ENCAstral ThunderboltPaladin Attack 27 · DPStd Melee wpnDivine, Thunder, Weapon
The power of the dominions rings through your strike, and you raise your symbol to hurl divine thunder at a nearby foe.
1° Tgt One creature · 1° Atk Cha vs Fortitude · Hit 4[W] + Cha thunder dmg. The primary target is slowed and takes a –2 penalty to attack rolls until EONT. Make a secondary attack that is a close burst 10 using your implement.
2° Tgt One creature in burst · 2° Atk Cha vs Fortitude · 2° Hit 3d8 + Cha thunder dmg, and the secondary target takes a –2 penalty to attack rolls until EONT.
ENCBlinding SmitePaladin Attack 27 · PHBStd Melee wpnDivine,WeaponTgt One creature
Your weapon glows with a pale inner light, and your enemy is struck blind by the force of your blow.
Atk Str vs Will · Hit 3[W] + Str dmg, and tgt is blinded until EONT.
ENCBrand of JudgmentPaladin Attack 27 · PHBStd Melee touchDivine, Implement, RadiantTgt One creature
You touch your holy symbol to an enemy, branding it with the painfully radiant symbol of your deity and causing it to take damage from its own attacks.
Atk Cha vs Will · Hit 4d8 + Cha radiant dmg. If tgt makes an attack on its next turn, it takes half dmg from its own attack whether it hits or misses.
ENCDeific VengeancePaladin Attack 27 · PHBImm React Ranged 20Divine, ImplementTgt The attacking creature
You invoke an ancient prayer that unleashes your deity’s ire upon a nearby enemy that has just attacked you.
Atk Cha + 2 vs Fortitude · Hit 4d10 + Cha dmg, and tgt is weakened until EONT.
Trig A creature within range attacks you
ENCOverwhelming SmitePaladin Attack 27 · DPStd Melee wpnDivine, Radiant, WeaponTgt One creature
The shining hand of the divine guides your weapon, and none can ignore you.
Atk Str vs AC · Hit 4[W] + Str radiant dmg, and each enemy adjacent to you is subject to your divine sanction until EONT.
ENCRestricting SmitePaladin Attack 27 · PHBStd Melee wpnDivine, WeaponTgt One creature
You strike your enemy with such resolve that he is blind to all foes except you.
Atk Cha vs Will · Hit 3[W] + Cha dmg, and tgt is marked until EONT. In addition, tgt cannot gain line of effect to anyone but you until EONT.
ENCStunning SmitePaladin Attack 27 · PHBStd Melee wpnDivine, Weapon
You swing your weapon in a mighty arc, stunning targets that you hit.
1° Tgt One creature · Atk Str vs Will · Hit 2[W] + Str dmg, and tgt is stunned until EONT. Make a secondary attack.
2° Tgt Each enemy other than the primary target adjacent to you · 2° Atk Str vs Will · Hit 1[W] + Str dmg, and tgt is stunned until EONT.
ENCTerrible ChargePaladin Attack 27 · DPStd Melee 1Divine, Fear, WeaponTgt One creature
Your fervor drives you into the fray and strikes terror into your enemy.
Atk Str vs AC · Hit 3[W] + Str dmg, and tgt is stunned until EONT.
Eff You charge and make the following attack in place of a MBA.
ENCWrathful FlamePaladin Attack 27 · DPStd Close burst 5Divine, Fire, ImplementTgt Each enemy in burst
Pure blue fire blazes from your holy symbol to devastate foes around you.
Atk Cha vs Reflex · Hit 4d8 + Cha fire dmg. If tgt is marked by you, it is also dazed until EONT.

Level 29 Daily Prayers

DLYDay of ReckoningPaladin Attack 29 · DPStd Melee 1Divine, Teleportation, WeaponTgt One creature marked by you
Like an agent of vengeance, you appear beside your foe to deliver the killing blow.
Eff You teleport 10 sq to a sq adjacent to a creature marked by you. · Atk Str vs AC · Hit 6[W] + Str dmg. · Miss Half dmg.
DLYDevastating SurgePaladin Attack 29 · DPStd Melee wpnDivine, Healing, WeaponTgt One creature
You give of your own vitality to heal an ally and wound an enemy.
Req You must have at least one healing surge remaining. · Atk Str vs AC · Hit Tgt takes dmg equal to your healing surge value + Str.
Eff You spend a healing surge but do not regain HP. Choose an ally within 10 sq of you. That ally regains HP equal to your healing surge value. Then make the following attack.
Miss Half dmg.
DLYEven Hand of JusticePaladin Attack 29 · PHBStd Ranged 5Divine, ImplementTgt One creature
You pronounce a divine sentence upon your enemy and force him to take the damage of his own attacks.
Atk Cha vs Will · Hit 5d10 + Cha dmg. Whenever tgt makes an attack, its attack works as usual, but it takes the full dmg and effects of the attack as well (save ends). Saving throws made to end the effect take a –2 penalty.
Miss 5d10 + Cha dmg. · Spec Many creatures have immunity or resistance to their own attacks. When taking dmg from its own attacks resulting from this power, tgt does not gain the benefit of any immunities or resistances.
DLYName of AwePaladin Attack 29 · DPStd Close blast 5Divine, Implement, ThunderTgt Each enemy in blast
You utter an ancient name of such power that your enemies are rooted to the spot, unable to escape.
Atk Cha vs Fortitude · Hit 5d8 + Cha thunder dmg, and tgt is immobilized and weakened (save ends both).
Eff Each target is subject to your divine sanction until EONT.
Miss Half dmg, and tgt is slowed (save ends).
DLYPowerful FaithPaladin Attack 29 · PHBStd Melee wpnDivine, Weapon
You deal a hard blow to your enemy, and divine arcs of light spring from the tip of your weapon and blind those who stand against you.
1° Tgt One creature · Atk Str vs AC · Hit 7[W] + Str dmg. Make a secondary attack.
2° Tgt Each enemy within 10 sq of you · 2° Atk Str vs Fortitude · Hit Tgt is blinded until EONT. · Miss Half dmg, and no secondary attack.
DLYProstrationPaladin Attack 29 · DPStd Close burst 1Divine, Lightning, Thunder, WeaponTgt Each enemy in burst
In a resounding voice, you command the respect of your enemies.
Atk Str vs Reflex · Hit 4[W] + Str lightning and thunder dmg.
Eff You knock each target prone.
Miss Half dmg.
DLYSanctioned SlaughterPaladin Attack 29 · DPStd Melee wpnDivine, WeaponTgt One creature
Your god demands your enemy’s blood, and your weapon draws it.
Atk Str vs AC · Hit 4[W] + Str dmg, and ongoing 10 dmg (save ends).
Miss Half dmg, and ongoing 5 dmg (save ends).

Divine Lore

Hymn to Corellon

Lord of the wood, lord of the stars, maker of songs and teacher of arts—great Corellon, as your servant I stand. Open my eyes to the works of your hand.

Lord of the wood, lighten my heart; maker of songs, your wisdom impart. Great Corellon, grant me a dream of the twilight courts of the Seldarine!

Lord of magic, lord of starlight, lover of beauty and poet of night—long lies the path through mists and through moor, but home I will come to Arvandor.

The Divine Compromises

When the immortals had won the war against the primordials, they fought among themselves for dominion over various aspects of the natural world. Zehir contested with Pelor over mastery of the sky, for the sun banished darkness. Pelor in turn fought with Khala, whose icy mists and snows blocked the life-giving rays of the sun. Each of Pelor’s opponents gathered allies, and Pelor had allies of his own. On one side stood Corellon, Khala, Zehir, and Sehanine, while on the other stood Pelor, Erathis, Moradin, and Melora. The two forces argued for ages to no avail, leaving hurts and grudges that linger still.

At last Avandra parlayed between the two factions. To settle the argument between Pelor and Zehir, she offered day and night. As a compromise between Khala and Pelor, she proposed alternating seasons of summer and winter. The gods, weary of their quarrels, agreed. Pelor abides faithfully by his agreement with Zehir, but from time to time Zehir seeks to shadow the sun during daytime with an eclipse. Khala is no more, but the Raven Queen—who inherited dominion over winter when Khala fell—honors the old bargain much as Khala once did. Yet she also tests Pelor’s resolve, seeking to end summers early and delaying springs as long as she can. In this way, autumn snows and spring thaws can come early or late.

Paragon Paths

At 11th level a paladin may take one of these paragon paths. Each grants path features at 11th and 16th levels plus the encounter, utility, and daily powers shown. The hammer of Moradin paragon path is also open to clerics.

Astral Weapon

Prerequisite: Paladin class

You become a literal weapon for your god, imbued with an extra dose of divine power emanating from the Astral Sea. As an astral weapon, there are no enemies you won’t oppose, no challenge you won’t take on, for your faith is strong and your weapon sings with power from on high. When you accept this path, the weapon you wield forevermore glows with the silvery light of the Astral Sea.

Astral Weapon Path Features

Astral Judgment (11th level): Enemies currently marked by you that attack your allies without attacking you take a –2 penalty to all defenses until they are no longer marked by you.
Astral Rejuvenation Action (11th level): You can spend an action point to regain one paladin encounter power you have already used, instead of taking an extra action.
Courage from on High (16th level): You gain a +2 bonus to saving throws against fear effects.

Astral Weapon Prayers

ENCCarving a Path of LightAstral Weapon Attack 11 · PHBStd Melee wpnDivine, WeaponTgt One creature
Your weapon glows with astral light, and as it strikes your enemy, that glow spreads to encompass all enemies adjacent to you, temporarily coating them with a glowing target your allies can see.
Atk Str vs AC · Hit 2[W] + Str dmg, and until EONT, your allies have CA against any enemy adjacent to you.
ENCPray for MoreAstral Weapon Utility 12 · PHBFree PersDivine
You strike your enemy, but you pray to increase the amount of damage you deal.
Eff If you don’t like the dmg you have rolled with one of your attacks, reroll your dmg. You must use the result of the second roll.
DLYAstral WhirlwindAstral Weapon Attack 20 · PHBStd Close burst 1Divine, Fear,WeaponTgt Each enemy in burst you can see
Your faith directs you into a whirling attack that strikes out at every foe within reach, instilling them with fear and weakening their defenses.
Atk Str vs AC · Hit 2[W] + Str dmg. In addition, tgt takes a –2 penalty to all defenses (save ends).
Spec If this attack kills one or more evil or chaotic evil creatures, roll a d20. On a roll of 10 or higher, you can use this power again during this encounter.

Champion of Corellon

“With Corellon’s grace I fear no foe in reach of my sword.”

Prerequisite: Paladin, must worship Corellon

A knight of the eladrin courts, you are pledged to the service of the lords of the fey. Along with valor and martial skill, you have shown exceptional patience, grace, and compassion—qualities admired in eladrin and elven realms alike. You follow a personal code that resembles the chivalric traditions of the mortal world, but you bring a fey perspective to the concepts of honor, valor, and fidelity. Most knights are obligated to prove their bravery by declining advantages that reduce risk in battle, but you do not scorn the bow, the spell, or the ruse of war when such tactics are effective. You have learned techniques for making the best use of agility and quickness even while wearing the heaviest armor.

Among the eladrin, those who follow this path are known as the Aelavellin Seldarine—the Sword Knights of the Seldarine. Most such champions are eladrin, elves, or half-elves, for Corellon is the patron of these peoples. However, any noble warrior devoted to the lord of the Seldarine can become a champion of Corellon. Those champions of Corellon who are of other races find a warm welcome in most eladrin and elven communities and are usually regarded as ruathar (“star-friends”), honored allies.

Champion of Corellon Path Features

Restorative Action (11th level): When you spend an action point to take an extra action, you can also spend a healing surge.
Superior Defense (11th level): If your Dexterity score is 13 or higher, you gain a +1 bonus to AC while wearing heavy armor. If your Dexterity score is 15 or higher, the bonus is +2.
Light-Footed Warrior (16th level): You ignore the speed penalty for wearing heavy armor. In addition, when you bloody an enemy or reduce it to 0 hit points on your turn, you can shift 1 square as a free action.

Champion of Corellon Prayers

ENCElegant StrikeChampion of Corellon Attack 11 · DPStd Melee wpnDivine, WeaponTgt One creature
You move and strike with a dancer’s grace, confounding your foe.
Atk Cha vs AC · Hit 3[W] + Cha dmg, and tgt is slowed and cannot shift until EONT.
Wpn If you are wielding a light blade or a heavy blade, you gain a bonus to the dmg roll = Dex.
ENCGraceful StepChampion of Corellon Utility 12 · DPMove PersDivine
You maneuver with speed and balance that few warriors can match.
Eff You shift your speed. During this movement, you ignore difficult terrain and gain a +5 bonus to Acrobatics checks and Athletics checks.
DLYCorellon’s WrathChampion of Corellon Attack 20 · DPStd Melee wpnDivine, Radiant, WeaponTgt One creature
Just as Corellon’s blade once took the eye of Gruumsh, so too does your weapon seek your enemy’s eyes.
Atk Cha vs Reflex · Hit 4[W] + Cha radiant dmg, and tgt is blinded (save ends).
Eff Your OAs deal 1d10 extra radiant dmg until the end of the encounter.
Miss Half dmg.

Champion of Order

Prerequisite: Paladin class

You become a paragon of order, embracing this concept and fulfilling it with every word and deed. The gods of order look favorably upon you as you champion the causes they promote and the ideals they exemplify, turning back the forces of the chaotic evil powers at every opportunity. In the presence of chaotic evil creatures, your weapon glows with radiant light. Champion of Order

Champion of Order Path Features

Champion’s Action (11th level): When you spend an action point to take an extra action, you also flash with radiant light that causes adjacent enemies to take a –1 penalty to all defenses until the start of your next turn.
In Defense of Order (11th level): When you are adjacent to the target of your divine challenge, the target provokes an opportunity attack from you if it makes an attack that does not include you. Furthermore, your damage rolls against demons and elemental creatures that you challenge deal an extra 2d6 radiant damage.
Champion’s Hammer (16th level): Your attacks ignore the resistances of demons and elemental creatures.

Champion of Order Prayers

ENCCertain JusticeChampion of Order Attack 11 · PHBStd Melee wpnDivine,WeaponTgt One creature
You call upon your devotion to law to make your attack strike true.
Atk Str + 4 vs AC · Hit 1[W] dmg. If tgt is marked by you, it is also weakened and dazed until it is not marked by you.
DLYNone Shall PassChampion of Order Utility 12 · PHBFree PersDivine
You contain two foes instead of just one with your divine challenge.
Eff Until the end of the encounter, every use of your divine challenge targets two enemies rather than one.
DLYRule of OrderChampion of Order Attack 20 · PHBStd Melee wpnDivine, Radiant, WeaponTgt One creature
You invoke order through your weapon, causing it to glow as you deliver a punishing blow against an enemy.
Atk Str vs Fortitude · Hit 4[W] + Str dmg, and you push tgt 1 sq. Tgt is weakened (save ends).
Spec If tgt has scored a critical hit against you or your allies in this encounter, your attack gains a +2 pwr bonus and deals +2d10 radiant dmg. · Miss 1[W] + Str dmg, and tgt is weakened (save ends).

Demonslayer

“Run back to the Abyss and tell them I’m coming. Let them prepare their defenses and raise their armies. I look forward to obliterating them all!”

Prerequisite: Paladin

Embodiments of chaos and cruelty, demons are an affront to your faith, and you seek to destroy them at every opportunity. You have received special blessings and learned battle prayers that are anathema to the denizens of the Abyss. Your attacks pierce their unholy defenses, and simply being near you causes them pain. You won’t rest until every demon is dead.

All but the darkest and most vile of gods regard demons as a blight upon the cosmos and urge their followers to root out demonic threats wherever they appear. Most well-organized faiths support orders devoted to confronting demons; some anoint demonslayers from among the ranks of the faithful using ancient rituals.

Demonslayer Path Features

Demonslayer’s Presence (11th level): Any demon that starts its turn adjacent to you takes damage equal to your Wisdom modifier. While any demon is adjacent to you, it can’t shift.
Demonslayer’s Action (11th level): When you spend an action point to make an attack, the attack deals extra damage equal to one-half your level and ignores resistances.
Suppress Resistance (16th level): When you hit a creature that has variable resistance with a melee attack, you negate the resistance until the end of the creature’s next turn.

Demonslayer Prayers

ENCDemonslayer’s SmiteDemonslayer Attack 11 · DPStd Melee wpnDivine, WeaponTgt One creature
You intone a prayer over your weapon, empowering it to overwhelm demonic defenses.
Atk Str vs AC. If tgt is a demon, you gain a +2 bonus to the attack roll. · Hit 3[W] + Str dmg, and tgt loses its resistances until EONT.
Spec Whenever a demon within 10 sq of you scores a critical hit or spends an action point, you regain the use of this power.
DLYDemonslayer’s ResistanceDemonslayer Utility 12 · DPImm Intr PersDivine
A gleaming halo surrounds you and blunts the attacks of your demonic foes.
Trig An enemy hits you · Eff You gain resist 5 against dmg dealt by the triggering enemy until the end of the encounter. If the triggering enemy is a demon, the resistance increases to 10, and the enemy is subject to your divine sanction until the end of the encounter.
Level 21 Resist 10, or resist 15 if the triggering enemy is a demon.
DLYEdict of DestructionDemonslayer Attack 20 · DPStd Melee wpnDivine, WeaponTgt One creature
You recite words of divine law as you attack, twisting your prey’s very being.
Atk Str vs AC · Hit 3[W] + Str dmg, and tgt is affected by your edict of destruction (save ends). Until the edict ends, roll a d4 at the start of each of tgt’s turns to determine the edict’s effect at that time. If tgt is a demon, roll two times and apply both results (if you roll the same number twice, roll again).
Miss Half dmg. At the start of tgt’s next turn, roll a d4 to determine the effect, as above. 1. Tgt and each enemy adjacent to it take 1d10 + Str dmg. 2. Tgt gains vulnerable 5 to all dmg until EONT. 3. Tgt is blinded until EONT. 4. Tgt takes a –2 penalty to attack rolls until EONT.

Dragonslayer

“My sword, my shield, and my faith are all I need to confront the most terrifying monsters.”

Prerequisite: Paladin

A champion must fight many monsters, and the most savage and ferocious of these are dragons. They sport a daunting arsenal of claws, fangs, stings, roars, and breath weapons, and they are protected by iron-hard scales and supernatural vitality. Many also have a wicked, calculating intelligence. Few warriors stand a chance against such foes, but you have made it your duty to protect defenseless folk against their depredations. You seek out all destructive monsters—including other fantastic beasts such as manticores, wyverns, and sphinxes—and put an end to their reigns of terror.

You might be a hunter of some skill, but you do not rely on patient stalking, trap-setting, or sudden ambush to defeat your sworn enemies. You meet monsters openly in chivalrous combat, pitting your skill and courage against fiery breath and flashing fang. It’s a fair fight.

Dragonslayer Path Features

Dragonslayer’s Action (11th level): When you spend an action point to take an extra action, you also gain a +2 bonus to all defenses against creatures marked by you. This bonus lasts until the end of your next turn.
Dragonslayer’s Challenge (11th level): The first time you mark a target during an encounter, you gain a +2 bonus to damage rolls against that target until that mark ends. The bonus increases to +4 at 21st level.
True Heart (16th level): You gain a +2 bonus to Will against fear effects.

Dragonslayer Prayers

ENCChallenging SmiteDragonslayer Attack 11 · DPStd Melee wpnDivine, WeaponTgt One creature marked by you
Your strike demands the attention of your chosen enemy, and that enemy ignores you at its peril.
Atk Cha vs AC · Hit 3[W] + Cha dmg. Until SONT, your divine sanction and divine challenge deal 10 extra radiant dmg.
ENCDeflect the BlastDragonslayer Utility 12 · DPImm Intr Melee 1Divine
You take shelter behind your trusty shield, protecting a nearby friend as well.
Req You must be using a shield.
Trig A close or an area attack against AC or Reflex damages you · Eff You take only half dmg from the triggering attack. The dmg is also halved against one adjacent ally who took dmg from the triggering attack.
DLYGround the FoeDragonslayer Attack 20 · DPStd Ranged 10Divine, Force, ImplementTgt One creature
The power of your prayer hurls your foe to the ground.
Atk Cha + 2 vs Reflex · Hit 5d6 + Cha force dmg, and tgt is knocked prone and immobilized (save ends). · Miss Half dmg. Tgt is slowed and is clumsy while flying (save ends both).
After Tgt is slowed and cannot fly (save ends both).

Faithful Shield

“Behind me, friends! They shall not touch you.”

Prerequisite: Paladin

You are a living bulwark, protecting the defenseless. You are the shelter in the storm. As a faithful shield, you place your companions’ well-being above your own.

Faithful shields are supreme examples of devout warriors, found in most of the world’s faiths. Such warriors safeguard holy sites and divine servants. Others set out into the world to lend their talents to those who need it most, whether the folk of a frontier town surrounded by enemies or a band of adventurers working to thwart a dire threat.

Rather than focusing on dealing damage, you give your companions the time they need to win through. You might partner with another defender, forming an impregnable wall, or work with a trusted striker, blocking enemy attacks and creating openings for your ally. When your group is hard pressed, you might cover the retreat, slowly giving ground while your friends flee to safety.

Faithful Shield Path Features

Sheltering Hands (11th level): Whenever you use your lay on hands power, the power’s target gains a +2 power bonus to all defenses until the start of his or her next turn.
Shielding Action (11th level): When you spend an action point to take an extra action, you and each ally within 5 squares of you also gain a +2 bonus to AC and Reflex until the start of your next turn.
Defensive Presence (16th level): When any ally within 5 squares of you takes the second wind or the total defense action, any enemy that hits that ally before the end of his or her next turn takes radiant damage equal to 5 + your Wisdom modifier.

Faithful Shield Prayers

ENCProtecting SmiteFaithful Shield Attack 11 · DPStd Melee wpnDivine, WeaponTgt One creature
A decisive strike against your enemy gives your allies a chance to see to their own defense.
Atk Cha vs AC · Hit 2[W] + Cha dmg, and each ally within 5 sq of you gains a +2 pwr bonus to all defenses until SONT.
DLYConstant ShieldFaithful Shield Utility 12 · DPMinor PersDivine, Stance
You channel divine might through your shield to defend yourself and your charges.
Req You must be using a shield.
Eff Until the stance ends, you and any allies adjacent to you gain a +2 pwr bonus to AC and Reflex. In addition, when you or any ally adjacent to you is pulled, pushed, or slid, you can reduce the forced movement by 1 sq.
DLYRampart of StrengthFaithful Shield Attack 20 · DPStd Close burst 5Divine, Implement, RadiantTgt Each enemy in burst
You raise your shield, and from it bursts scintillating astral radiance that drives back your foes.
Req You must be using a shield. · Atk Cha vs Fortitude · Hit 3d8 + Cha radiant dmg, and you push tgt 3 sq.
Eff Until the end of the encounter, at the start of each of your turns, if you have not moved since the start of your last turn, you can use a free action to grant yourself and each ally adjacent to you a +4 pwr bonus to all defenses until SONT.
Miss Half dmg, and you push tgt 1 sq.

Gray Guard

“Do whatever it takes to get the job done, and worry about the moral questions later.”

Prerequisite: Paladin, trained in Insight and Intimidate

As a paladin, you cleave to principles that guide you through life, shaping your worldview and forming your moral foundation. Even if you don’t follow a code of behavior, you follow the precepts of your god and work to live up to your faith’s expectations. Yet the enemy never plays fair. Sometimes rules must be bent, or even broken, for the greater good.

No one knows this better than you, a gray guard. You have made a career of defying expectations and making the tough choices that your peers avoid. For you, the ends justify the means—even stealing, lying, or brutal interrogation. You do what you must to defeat the enemy. Your tactics don’t make you popular with others in service to your god. Many see you as dangerous, almost as much of a threat as your enemies. Let them say what they will. You know that, deep down, they fear you and might even respect you.

As you continue down this path, you might feel estranged from your god, a disappointment to the one for whom you have sacrificed so much. The blood staining your hands has somehow darkened your soul, although your abilities are unaffected. But you do what you must.

Gray Guard Path Features

Gray Guard Action (11th level): When you spend an action point to take an extra action, you can also shift 3 squares as a free action. In addition, you gain a +2 bonus to attack rolls until the start of your next turn.
Gray Guard Vigilance (11th level): You are trained in Perception and Streetwise. In addition, enemies marked by you cannot benefit from concealment or total concealment against your attacks.
Demoralizing Critical (16th level): When you score a critical hit, the enemy nearest to the target takes a –2 penalty to attack rolls and all defenses until the end of your next turn.

Gray Guard Prayers

ENCDebilitating SmiteGray Guard Attack 11 · DPStd Melee wpnDivine, WeaponTgt One creature
So painful is the injury to your enemy that it can barely find time to fight.
Atk Str vs AC · Hit 2[W] + Str dmg, and tgt is dazed and slowed until EONT. If tgt makes an attack before then, it is dazed until the end of its next turn.
ENCRelentless JusticeGray Guard Utility 12 · DPFree PersDivine
You persevere in your attacks until you make an enemy pay.
Trig You do not hit with a paladin encounter attack power · Eff You regain the use of one paladin encounter attack power that you have used during this encounter.
DLYDevastating SmiteGray Guard Attack 20 · DPStd Melee wpnDivine, Reliable, WeaponTgt One creature
Divine power charges your strike, tearing through your foe and opening it to your ally’s attack.
Atk Str vs AC · Hit 4[W] + Str dmg. You can expend a use of your lay on hands power (or a power that you took in place of it) to cause the attack to deal extra dmg equal to your healing surge value. Until EONT, tgt grants CA to one ally within 5 sq of you.

Hammer of Moradin

“I strike in the name of the Soul Forger. Let my enemies taste Moradin’s wrath!”

Prerequisite: Cleric or paladin, proficiency with warhammer or throwing hammer, must worship Moradin

As a devotee of Moradin, you have dedicated yourself to the destruction of your god’s traditional enemies and the protection of his faith. In return for your dedication, Moradin lends strength to your hand and shields you with his power. In some lands, hammers of Moradin form an elite knightly order of clerics and paladins who defend dwarven citadels. Others are solitary agents of order who use their powers to protect the weak and confront injustice wherever they encounter it.

Although many hammers of Moradin are dwarves, any hero who wields Moradin’s divine power is free to choose this path. Champions of many races turn to Moradin for the strength to hold back evil and defeat the wicked. Human knights, eladrin swordsmiths, and dragonborn battle-priests are all numbered among the hammers of Moradin.

Hammer of Moradin Path Features

Hammer Bond (11th level): You gain a +1 bonus to attack rolls with hammers.
Powerful Action (11th level): When you spend an action point to make an attack, each target hit by the attack is knocked prone or dazed until the end of your next turn. You choose the effect for each target after the attack’s other effects are resolved.
Champion’s Aura (16th level): You and any allies within 3 squares of you gain a +4 bonus to all defenses against fear effects.

Hammer of Moradin Prayers

ENCHammer ThrowHammer of Moradin Attack 11 · DPStd Ranged 10Divine, Weapon
You hurl your hammer. It bashes one foe and spins through the air to knock another to the ground before returning to your hand.
Req You must be wielding a hammer.
Spec When you use this power, you can make the attacks as if your hammer was a heavy thrown weapon. The hammer returns to your hand after the attacks are resolved. · 1° Tgt One creature · 1° Atk Str vs Fortitude · Hit 2[W] + Str dmg, and tgt is dazed until EONT. Make a secondary attack.
2° Tgt One creature within 3 sq of the primary target · 2° Atk Str vs Fortitude · 2° Hit 1[W] + Str dmg, and you knock the secondary target prone.
DLYStalwart DefenseHammer of Moradin Utility 12 · DPMinor PersDivine, Stance
Moradin’s power shields you from the onslaught of your foes.
Eff Until the stance ends, you gain resist 5 to all dmg and a +2 bonus to Fortitude.
DLYQuake StrikeHammer of Moradin Attack 20 · DPStd Close blast 5Divine, Thunder, Weapon, ZoneTgt Each creature in blast
You slam your hammer to the ground, unleashing an earthquake that represents Moradin’s wrath.
Req You must be wielding a hammer. · Atk Str vs Fortitude · Hit 2[W] + Str thunder dmg, and you knock tgt prone.
Eff The burst creates a zone of difficult terrain that lasts until the end of the encounter.

Holy Conqueror

“No wall is too high and no moat too wide to protect a villain from my wrath. Bastions of evil cannot stand before me.”

Prerequisite: Paladin, ardent vow power

You are a divine warrior in service to a deity of order and righteousness, looking beyond the immediate threat of evil to its source. You set mighty goals of triumph, such as the overthrow of a terrible tyrant or the fall of a nation of villains, to tear power from your deity’s enemies and give it to the deserving. You have no interest in possessing a territory and seek to preserve governance by virtuous rulers.

You are single-minded in your pursuit of a goal and go to almost any length to achieve it, and you are better suited to the role of a frontline soldier than a leader. You prefer to charge into battle, using ardent vow to smite your foes. You have little patience for negotiation and can be impulsive to a fault.

Holy conquerors often worship Bahamut, Kord, or Pelor, glorifying their god with each victory in battle. Many have strong connections to specific locations that were seized in battle or that hold particular religious significance.

Holy Conqueror Path Features

Holy Rebuke (11th level): When you deal extra damage with your ardent vow, you also push the target 1 square. As a free action, you can shift 1 square closer to the target.
Divine Fortification (11th level): When you spend an action point to take an extra action, each enemy adjacent to you is subject to your divine sanction until the end of your next turn.
Hold the Line (16th level): When you or any ally adjacent to you is pulled, pushed, or slid, you can use a free action to reduce the forced movement by a number of squares equal to one-half your Strength modifier.

Holy Conqueror Prayers

ENCCharge of the ConquerorHoly Conqueror Attack 11 · DPImm Intr Melee wpnDivine, WeaponTgt The triggering enemy
As an enemy launches an attack at your comrade, you give a defiant yell and charge across the battlefield at the foe.
Trig An enemy makes an attack roll against your ally within 5 sq of you
Eff You charge the triggering enemy and make the following attack in place of a MBA. · Atk Str vs AC · Hit 2[W] + Str dmg.
Eff Tgt is subject to your divine sanction until SONT.
ENCSacrificial InterventionHoly Conqueror Utility 12 · DPImm Intr Close burst 5Divine, TeleportationTgt The ally hit by the triggering enemy’s attack
You appeal to your god and leap to take the wound meant for an ally, condemning the foe for its insolence.
Trig An enemy hits your ally within 5 sq of you with a melee or a ranged attack · Eff You and tgt teleport, swapping positions. The triggering enemy’s attack hits you instead. Until the end of the encounter, whenever you end your turn adjacent to the triggering enemy, it is subject to your divine sanction until EONT.
DLYTake the KeepHoly Conqueror Attack 20 · DPStd Close burst 3Divine, WeaponTgt Each enemy in burst
You cry out, urging your foes to attack you. Your shout encourages your allies to seize enemy ground.
Eff You pull each target to a sq adjacent to you, and each target is subject to your divine sanction until EONT. Each ally in the burst can shift a number of sq = Wis as a free action but cannot end this movement closer to you. You then make the following melee attack. · Tgt Each enemy adjacent to you · Atk Str vs AC · Hit 3[W] + Str dmg. · Miss Half dmg.

Hospitaler

Prerequisite: Paladin class

Your spiritual path leads you to specialize in the healing arts. You increase the healing you provide to allies as you become a shining beacon of hope on the battlefield. You embody mercy and care, bringing aid to the wounded and cleansing life to those near death— especially when you turn damage against a foe into healing for a friend.

Hospitaler Path Features

Hospitaler’s Blessing (11th level): When an enemy that you currently challenge attacks one of your allies, whether the attack hits or misses, that ally regains hit points equal to one-half your level + your Wisdom modifier.
Hospitaler’s Action (11th level): When you spend an action point to take an extra action, each ally within 5 squares regains hit points equal to your Wisdom modifier.
Hospitaler’s Care (16th level): You add your Charisma modifier to the healing provided each time you use your lay on hands power.

Hospitaler Prayers

ENCWarding BlowHospitaler Attack 11 · PHBStd Melee wpnDivine,WeaponTgt One creature that is marked by you
You strike a foe you have challenged, bringing hope and encouragement to nearby allies.
Atk Cha vs AC · Hit 2[W] + Cha dmg, and each ally within 5 sq of you can make a saving throw.
DLYHealing FontHospitaler Utility 12 · PHBMinor PersDivine, Healing
A short prayer imbues your weapon with healing power, so that whenever it strikes an enemy it heals an ally.
Eff Until the end of this encounter, when you attack on your turn and hit at least one enemy, you heal an ally. Choose one ally within 10 sq of you. That ally regains a number of HP equal to 1d6 × Wis.
DLYLife-Giving SmiteHospitaler Attack 20 · PHBStd Melee wpnDivine, Healing, Radiant, WeaponTgt One creature
You imbue your weapon with radiant power, and as you strike at a foe the power of the attack heals an ally.
Atk Cha vs Fortitude · Hit 4[W] + Cha radiant dmg.
Eff Choose one ally within 10 sq of you. The ally can spend a healing surge. Add Cha to the HP regained.

Justiciar

Prerequisite: Paladin class

You become the embodiment of justice, a champion of righteousness and fairness—at least as viewed from the perspective of your particular faith. You are granted the ability to shelter and protect your allies and others in need, while also receiving powers that help you do the right thing according to the faith you have embraced.

Justiciar Path Features

Just Action (11th level): When you spend an action point to take an extra action, each enemy adjacent to you is weakened until the end of its next turn.
Just Spirit (11th level): Each ally adjacent to you can reroll one saving throw at the end of his or her turn.
Just Shelter (16th level): Allies adjacent to you are immune to fear and charm effects and receive a +1 bonus to saving throws.

Justiciar Prayers

ENCJust RadianceJusticiar Attack 11 · PHBStd Close burst 5Divine, Implement, RadiantTgt Each enemy marked by you in burst
A burst of light, like purity and justice, explodes from your holy symbol, sending searing pain through enemies you have challenged.
Atk Cha vs Will · Hit 2d8 + Cha radiant dmg, and until EONT, tgt cannot make an attack that does not include you.
DLYStrike Me InsteadJusticiar Utility 12 · PHBImm Intr PersDivine
You call upon your innate sense of justice and honor, whisper a short prayer, and redirect an attack so that you take the hit for those you would protect.
Trig An ally within 5 sq of you is attacked · Eff The attack misses all of your allies it targets, but automatically hits you even if you weren’t a target of the attack.
DLYChallenge the UnjustJusticiar Attack 20 · PHBStd Close burst 10Divine, Implement, RadiantTgt Each enemy in burst
Your enemies surround you, and the purity within you cries out for justice. You focus a powerful prayer through your holy symbol, sending forth a radiant burst of punishing force that no enemy can ignore.
Atk Cha vs Will · Hit 3d8 + Cha radiant dmg, and tgt is marked until EONT.
Miss Half dmg, and tgt is marked until EONT.

Knight of the Chalice

“Begone, devils! You have no power here!”

Prerequisite: Paladin

Devils scheme amid the layers of the Nine Hells and infest the world with evil. You are sworn to protect innocents from their infernal machinations. To this end, you have joined an order of like-minded warriors.

The Knights of the Chalice take their order’s name from an artifact belonging to the deity slain by Asmodeus when he ascended to godhood. It is rumored that with a single draught of water from the chalice of that deity, the drinker can atone for any wrong and completely purify his or her soul. Some say that drinking from the cup can turn any being, even Asmodeus himself, from evil to good. Whether or not these tales of these legendary properties are true, the chalice is undoubtedly a powerful artifact for good, and many Knights of the Chalice seek it. Some pursue a loftier goal still: to resurrect the chalice’s divine owner and restore him to his throne.

As a Knight of the Chalice, you remain vigilant for any signs of infernal activity. You aid all of good heart who stand in the path of devilish influence, and you answer the call of your fellow knights when the powers of the Nine Hells gather in force.

Knight of the Chalice Path Features

Censure Devils (11th level): You gain the Channel Divinity power censure devils.
Saving Action (11th level): When you spend an action point to take an extra action, you also make a saving throw against each effect on you that a save can end. If an effect was caused by a devil, you gain a +2 bonus to the saving throw against that effect.
Aura Suppression (16th level): When you hit any creature marked by you that has an aura, the aura is deactivated. The creature cannot reactivate the aura before the end of your next turn.

Knight of the Chalice Prayers

ENCChannel Divinity: Censure DevilsKnight of the Chalice Feature · DPMinor Close burst 5Divine, ImplementTgt Each devil in burst
The power of your faith pains your diabolical enemies.
Atk Cha vs Will · Hit Tgt is weakened until EONT.
ENCEnsnaring SmiteKnight of the Chalice Attack 11 · DPStd Melee wpnDivine, WeaponTgt One creature
You bind your foe with ancient magic used to imprison devils.
Atk Cha vs AC · Hit 1[W] + Cha dmg, and tgt is restrained until EONT. If tgt is a devil marked by you, it takes 1[W] extra dmg and can’t teleport (save ends).
ENCHeavenly CourageKnight of the Chalice Utility 12 · DPNo Act PersDivine, Radiant
Honeyed words and malicious threats have no effect on you but bring punishment to your foes.
Trig You fail a saving throw against a charm or fear effect · Eff You reroll the saving throw. If you save, the enemy that caused the charm or fear effect takes radiant dmg = Cha.
DLYBlessing of the ChaliceKnight of the Chalice Attack 20 · DPStd Melee wpnDivine, Radiant, WeaponTgt One creature
Invoking the power of your order’s oath, you infuse your blade with holy light to thwart your enemy.
Atk Cha vs AC · Hit 4[W] + Cha radiant dmg, and tgt takes a –2 penalty to attack rolls (save ends). If tgt is a devil, it also takes ongoing 10 radiant dmg (save ends).
Miss Half dmg, and tgt takes a –2 penalty to attack rolls until EONT.

Questing Knight

“I measure my worth by that which I seek.”

Prerequisite: Paladin

You have sworn a sacred vow to pursue a great quest that has challenged the devotion of divine champions for centuries.

As a questing knight, you must meet your god’s demanding standards to prove yourself worthy of success. Depending on the nature of your deity, you might have to demonstrate outstanding courage, perseverance, humility, indomitability, wisdom, honor, fury, or piety. The object of the quest could be a lost relic, a hidden oracle, the words of a holy verse now forgotten, the destruction of an artifact inimical to your god, or the defeat of a legendary foe.

Because the trail leading to your ultimate goal sometimes grows cold, you need not abandon your current concerns entirely. Continue with your adventures, and strive to be the best you can be, but watch carefully for signs and portents that lead you onward in your quest.

Questing Knight Path Features

Resolute Action (11th level): When you spend an action point to take an extra action, you also make a saving throw with a +2 bonus.
Truth Sense (11th level): You gain a +2 bonus to Will against charm, fear, and illusion effects and a +2 bonus to Insight checks.
Knight’s Resurgence (16th level): While you are bloodied, you can use your second wind as a free action on your turn.

For the DM: Devising a Quest

If a player chooses this path, you should provide a challenging quest that allows the other party members to contribute. A good structure is three clues scattered through adventures during the paragon tier.

For example, if the questing knight is seeking a lost crown, you might design a quest that ultimately leads to a crypt below a ruined castle. The first clue could be a signet ring belonging to a noble who served the ancient ruler, found among treasure in an otherwise unrelated adventure. The second clue might be a fresco in an abandoned shrine, depicting the noble wearing the ring and relating his story to a scribe. The third clue might be the scribe’s long-lost book, which contains the name of the castle where the crown now lies.

Clues can serve as excellent hooks for intermediate adventures. For example, after finding the signet ring, some research might lead the questing knight to an old account of a traveler who visited the ancient noble’s palace, which just happens to lie near the locale where you have set the party’s next adventure.

Questing Knight Prayers

ENCStrength of TenQuesting Knight Attack 11 · DPStd Close blast 3Divine, Force, WeaponTgt Each enemy in blast
Your conviction lends you the force to repel nearby foes.
Atk Cha vs Fortitude · Hit 2[W] + Cha force dmg, and you push tgt 3 sq. Tgt is also subject to your divine sanction until SONT.
Eff After the attack, you shift to a sq within the blast.
DLYQuester’s DisciplineQuesting Knight Utility 12 · DPNo Act PersDivine
Deceit, despair, and weakness find no purchase in your heart.
Trig An attack that would blind, daze, dominate, stun, or weaken you hits you · Eff The triggering attack’s conditions are negated against you.
DLYVirtuous WrathQuesting Knight Attack 20 · DPStd Melee wpnDivine, Fear, Reliable, WeaponTgt One creature
Your unflinching dedication is a dreadful bane to your enemies, who recoil from the strike.
Atk Cha vs Will · Hit 4[W] + Cha dmg, and you push tgt 5 sq. Tgt is weakened (save ends).

Scion of Sacrifice

“Your threats are meaningless to me. Nothing you say can save you from death at my hands.”

Prerequisite: Paladin, ardent vow power

The core of your values and the code you follow are rooted in your willingness to give your life for a greater purpose. Your body and soul are strong, and you do not shrink from giving up some of that strength to help others. You strike out with divine fury that racks you with pain but imbues you with even greater strength. You measure your worth by the foes you defeat.

As a scion of sacrifice, you are zealous in the extreme, eager to meet the enemies of your faith regardless of the circumstances. When others pause and deliberate, you act—for better or for worse. However, you are not suicidal. If you encounter a foe clearly beyond your ability to defeat, you retreat to work toward the day when your power matches the enemy’s. Or you might turn aside to aid companions who are in danger, or withdraw to carry the injured away from battle. But in most fights you are grim and fearless. Whether you fall in the effort to defeat a mighty foe or survive to face a new threat tomorrow lies in the hands of your god.

Scion of Sacrifice Path Features

Devastating Action (11th level): When you spend an action point to make an attack, the attack deals extra damage equal to your Charisma modifier. If you are bloodied, you also add your Wisdom modifier to the damage.
Unflinching Persistence (11th level): You gain an additional use of ardent vow each day.
Martyr’s Strike (16th level): When an attack reduces you to 0 hit points or fewer, you can use an at-will attack power before falling unconscious.

Scion of Sacrifice Prayers

ENCScion’s SanctionScion of Sacrifice Attack 11 · DPStd Close burst 1Divine, WeaponTgt Each enemy in burst
You lash out against foes around you and dare them to strike back.
Eff Before the attack, you can take dmg equal to your level, which can’t be reduced in any way. If you do so, the attack deals 2[W] extra dmg. · Atk Cha vs AC · Hit 2[W] + Cha dmg.
Eff Each target is subject to your divine sanction until SONT.
DLYScion’s HealingScion of Sacrifice Utility 12 · DPMinor Close burst 10Divine, HealingTgt One ally in burst
You offer up part of your life force to restore your wounded ally.
Eff You take dmg equal to your level, which can’t be reduced in any way. Tgt regains HP equal to his or her healing surge value.
DLYPunishing FlameScion of Sacrifice Attack 20 · DPStd Close burst 3Divine, Fire, ImplementTgt Each enemy in burst
Divine flames flood over you, consuming nearby foes in a pyre of retribution.
Atk Cha vs Reflex · Hit 5d8 + Cha fire dmg.
Eff Until the end of the encounter, when any enemy within 5 sq of you deals dmg (not ongoing dmg) to any ally, that enemy takes fire dmg = Cha.
Miss Half dmg.

Slayer of the Dead

“Stay in your graves, hungry dead! Or when I am done with you there will be nothing left to rebury!”

Prerequisite: Paladin

The undead that crawl out of the earth and shamble from chill barrows are an unnatural blight upon the land. You have taken up the charge of destroying these horrors with the brilliant light of your faith. The undead are no longer the people they once were, and sending them back to their graves is the only way to respect those whose corpses walk again in undeath.

You were appointed to your holy task after undergoing sacred rituals and learning ancient prayers that invest you with the power to eradicate the walking dead. This paragon path is well suited to followers of Pelor, god of the sun and enemy of the creatures of darkness. Paladins of Ioun too are dedicated to foiling the plans of Vecna, who is the god of undeath as well as the keeper of foul secrets. However, many deities encourage their followers to dispatch the undead as violations of divine law, so slayer traditions are strong among the devotees of many gods.

Slayer of the Dead Path Features

Incandescent Action (11th level): When you spend an action point to make an attack, that attack deals extra radiant damage equal to 5 + your Wisdom modifier against the first target hit by it.
Scorn the Dead (11th level): You gain resist necrotic equal to 5 + your Strength modifier. The resistance increases to 10 + your Strength modifier at 21st level.
Slayer’s Presence (16th level): When you bloody any undead creature or reduce it to 0 hit points, each enemy within 5 squares of you takes a –2 penalty to attack rolls until the end of your next turn. This is a fear effect.

Slayer of the Dead Prayers

ENCLight of the LivingSlayer of the Dead Attack 11 · DPStd Melee wpnDivine, Radiant, WeaponTgt One creature
Your strike flares with holy radiance, which sears nearby undead.
Atk Str vs AC · Hit 3[W] + Str radiant dmg. Each undead creature within 5 sq of you takes radiant dmg = Str and is subject to your divine sanction until EONT.
DLYLife and Death EntwinedSlayer of the Dead Utility 12 · DPImm Intr PersDivine, RadiantTgt The triggering enemy
The undead horror strikes at you, but your divine patron foils its loathsome touch and turns its aggression against it.
Trig An undead enemy hits you · Eff You take no dmg from tgt’s attack. Your next attack against tgt deals extra radiant dmg equal to one-half the dmg you would have taken from tgt’s attack.
DLYBury the DeadSlayer of the Dead Attack 20 · DPStd Close burst 2Divine, Implement, RadiantTgt Each creature in burst
The light of life flares around you as you command the walking dead to return to their graves.
Atk Str vs Reflex · Hit 4d8 + Str radiant dmg. If tgt is undead, it is also restrained (save ends).
Miss Half dmg.

Paladin (PHB + Divine Power) — 1