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Paladin: A Vow of Steel and Light

Paladins are oath‑bound champions who blend martial prowess with divine magic, sworn to uphold righteousness and vanquish evil. This class underwent significant updates in the 2024 revision—granting early access to spellcasting, introducing Weapon Mastery, and reworking Smite into a bonus‑action spell. In combat, a Paladin can unleash Divine Smite as a bonus action and bolster allies with protective auras. Their identity is defined by Sacred Oaths—Devotion, Vengeance, Ancients, and Glory—that grant unique features and narrative hooks.


The Paladin: A Vow of Steel and Light

Long before the clang of steel meets the hush of prayer, the Paladin’s journey begins with a moment of unwavering resolve—a whispered promise made in sacred halls or on battle‑scarred fields. Clad in gleaming armor that reflects the clarity of their cause, they stride into darkness as living symbols of divine justice. Whether smiting foes with radiant power or standing unflinching as a bulwark for the weak, a Paladin’s greatest strength lies in the force of their conviction. When they take the field, they do not fight alone—their Aura of Protection and Aura of Courage turn the tide, inspiring allies and turning back fear itself.


Real‑World Inspirations

Christian Knighthood & Charlemagne’s Paladins

The Paladin archetype draws from the Twelve Peers—legendary knights of Charlemagne’s court celebrated in the 11th‑century epic The Song of Roland. These peerless champions embodied chivalric virtues—courage, honor, and piety—foreshadowing the oath‑bound heroes of fantasy.

Military Religious Orders: Knights Templar

Founded circa 1118 by Hugues de Payens, the Poor Fellow‑Soldiers of Christ of the Temple of Solomon (Knights Templar) took vows of poverty, chastity, and obedience to protect pilgrims and fight in the Holy Land. Their fusion of monastic discipline with martial duty set a template for warrior‑monks and paladin‑like orders.

Crusading Monasticism: Teutonic Knights

Emerging c. 1190, the Teutonic Order transitioned from hospital work in Acre to crusading campaigns in the Baltic, building fortress-states like Marienburg that mirrored the Paladin’s blend of sacred mission and temporal power.

Warrior‑Saint: Archangel Michael

In Christian tradition, Archangel Michael leads heaven’s armies against evil, portrayed as the “great captain” wielding a flaming sword and scales of justice. His image as a divine warrior and protector informs the Paladin’s role as both judge and champion.

Arthurian Paragon: Sir Galahad

Sir Galahad, son of Lancelot, is the purest knight of the Round Table, achieving the Holy Grail through unblemished virtue and faith in 13th‑century Arthurian romance. His legend of sanctified perfection mirrors the Paladin’s journey toward moral and spiritual excellence.

Etymology: The Word “Paladin”

The English term paladin traces through Middle French paladin and Italian paladino back to Latin palātīnus (“palace officer”), originally denoting the elite guards of Roman emperors. Over centuries, it came to signify a noble champion of justice—an evolution captured in fantasy gaming.


By weaving these threads—medieval epics, crusading orders, heavenly champions, and Arthurian romance—the Paladin emerges as more than a game class: they are a timeless beacon of faith made flesh, a warrior whose sword is guided by unwavering conviction.


  • Paladin, 2024 D&D 5e
  • Paladin, Pathfinder
  • Paladin, 3.5 Options

Paladin Class – 2024 D&D 5e

Class Features

Hit Points

  • Hit Dice: 1d10 per Paladin level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per level after 1st

Proficiencies

  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Starting Equipment You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simple melee weapon
  • (a) a priest’s pack or (b) an explorer’s pack
  • Chain mail and a holy symbol

Paladin Table

LevelFeaturesSpell Slots
1Weapon Mastery, Spellcasting2 1st
2Fighting Style, Paladin’s Smite3 1st
3Channel Divinity, Sacred Oath3 1st
4Ability Score Improvement3 1st
5Extra Attack, Faithful Steed4 1st, 2nd
6Aura of Protection4 1st, 2nd
7Sacred Oath Feature4 1st, 2nd
8Ability Score Improvement4 1st, 2nd
9Abjure Foes4 1st, 2nd, 2 3rd
10Aura of Courage4 1st, 2nd, 2 3rd
11Radiant Strikes4 1st, 3 2nd, 2 3rd
12Ability Score Improvement4 1st, 3 2nd, 2 3rd
13Sacred Oath Feature4 1st, 3 2nd, 2 3rd, 1 4th
14Restoring Touch4 1st, 3 2nd, 2 3rd, 1 4th
15Undying Sentinel4 1st, 3 2nd, 2 3rd, 1 4th
16Ability Score Improvement4 1st, 3 2nd, 2 3rd, 1 4th
17Aura Expansion4 1st, 3 2nd, 2 3rd, 2 4th
18Sacred Oath Feature4 1st, 3 2nd, 2 3rd, 2 4th
19Ability Score Improvement4 1st, 3 2nd, 2 3rd, 2 4th, 1 5th
20Elder Champion4 1st, 3 2nd, 2 3rd, 2 4th, 1 5th

Core Features

Weapon Mastery (Level 1)
Choose two weapons you are proficient with. You can use the Mastery properties of those weapons. You can change your choices when you finish a long rest.

Spellcasting (Level 1)
You can cast spells using Charisma as your spellcasting ability. You prepare spells from the Divine spell list and gain access to Paladin-exclusive spells.

Lay on Hands (Level 1)
You have a healing pool equal to 5 × your Paladin level. As a bonus action, you can restore hit points to a creature you touch.

Fighting Style (Level 2)
Choose a fighting style that reflects your combat training (Defense, Dueling, Great Weapon Fighting, Protection, Blessed Warrior, etc.).

Paladin’s Smite (Level 2)
You always have the Divine Smite spell prepared. You can cast it once per long rest without using a spell slot.

Channel Divinity (Level 3)
Use your divine energy to fuel special effects. You gain options depending on your Sacred Oath. Uses are equal to your proficiency bonus.

Sacred Oath (Level 3)
Choose an oath that defines your path. Each grants spells and features at levels 3, 7, 13, and 18.

Faithful Steed (Level 5)
You always have the Find Steed spell prepared. You can cast it once per long rest without using a spell slot.

Aura of Protection (Level 6)
You and allies within 10 feet gain a bonus to saving throws equal to your Charisma modifier while you’re conscious.

Aura of Courage (Level 10)
You and allies within 10 feet cannot be frightened while you’re conscious.

Radiant Strikes (Level 11)
Once on each of your turns, deal extra radiant damage equal to your proficiency bonus when you hit with a weapon.

Restoring Touch (Level 14)
You can cure one disease or condition affecting a creature by expending 5 points from your Lay on Hands pool.

Undying Sentinel (Level 15)
When reduced to 0 HP, you can choose to drop to 1 HP instead. This can’t be used again until a long rest.

Aura Expansion (Level 17)
Your Aura of Protection and Aura of Courage extend to 30 feet.

Elder Champion (Level 20)
As a bonus action, you can transform into a radiant avatar for 1 minute, gaining special benefits based on your Oath. Once per long rest or by spending a 5th-level spell slot.


Sacred Oath Options

Oath of Devotion

Tenets:

  • Honesty: Let your word be your promise.
  • Courage: Never fear to act, though caution is wise.
  • Compassion: Aid others, protect the weak, and punish those who threaten them.
  • Honor: Treat others with fairness and let your honorable deeds be an example to them.
  • Duty: Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

Oath Spells:

Paladin LevelSpells
3rdProtection from Evil and Good, Shield of Faith
5thAid, Zone of Truth
9thBeacon of Hope, Dispel Magic
13thFreedom of Movement, Guardian of Faith
17thCommune, Flame Strike

Channel Divinity Options (Level 3):

  • Sacred Weapon: As a bonus action, imbue one weapon with positive energy. For 10 minutes, add your Charisma modifier to attack rolls with that weapon (minimum bonus of +1), and it emits bright light in a 20-foot radius.
  • Turn the Unholy: As an action, you can censure fiends and undead, compelling them to flee.

Aura of Devotion (Level 7): You and friendly creatures within 10 feet of you can’t be charmed while you are conscious.

Smite of Protection (Level 15): Your Divine Smite now also grants temporary hit points to you or an ally within 10 feet equal to your Charisma modifier.

Holy Nimbus (Level 20): As an action, you can emanate an aura of sunlight for 1 minute. Bright light shines in a 30-foot radius, and you deal extra radiant damage to enemies within this aura.


Oath of Glory

Tenets:

  • Actions over Words: Strive to be known by glorious deeds, not words.
  • Challenges Are but Tests: Face hardships with courage and grace.
  • Hone the Body: Discipline the body like a weapon.
  • Discipline the Soul: Marshal the discipline to overcome failings within yourself.

Oath Spells:

Paladin LevelSpells
3rdGuiding Bolt, Heroism
5thEnhance Ability, Magic Weapon
9thHaste, Protection from Energy
13thCompulsion, Freedom of Movement
17thCommune, Flame Strike

Channel Divinity Options (Level 3):

  • Peerless Athlete: As a bonus action, you gain advantage on Athletics and Acrobatics checks, and your carrying capacity doubles for 10 minutes.
  • Inspiring Smite: Immediately after you deal damage with Divine Smite, you can use your Channel Divinity to distribute temporary hit points to creatures of your choice within 30 feet.

Aura of Alacrity (Level 7): Your walking speed increases by 10 feet. Additionally, when an ally starts their turn within 10 feet of you, their speed increases by 10 feet until the end of that turn.

Glorious Defense (Level 15): When you or an ally within 10 feet is hit by an attack, you can use your reaction to grant a bonus to the target’s AC equal to your Charisma modifier, potentially causing the attack to miss.

Living Legend (Level 20): As a bonus action, you can assume an aura of legendary heroism for 1 minute. You gain advantage on Charisma checks, and once per turn, when you miss with an attack, you can reroll it.


Oath of the Ancients

Tenets:

  • Kindle the Light: Through acts of mercy, kindness, and forgiveness, kindle the light of hope.
  • Shelter the Light: Stand against the wickedness that would snuff it out.
  • Preserve Your Own Light: Delight in song and laughter, in beauty and art.
  • Be the Light: Be a beacon for all who live in despair.

Oath Spells:

Paladin LevelSpells
3rdEnsnaring Strike, Speak with Animals
5thMisty Step, Moonbeam
9thPlant Growth, Protection from Energy
13thIce Storm, Stoneskin
17thCommune with Nature, Tree Stride

Channel Divinity Options (Level 3):

  • Nature’s Wrath: As an action, you can cause spectral vines to spring up and ensnare a creature within 10 feet, potentially restraining it.
  • Turn the Faithless: As an action, you can censure fey and fiends, compelling them to flee.

Aura of Warding (Level 7): You and friendly creatures within 10 feet have resistance to damage from spells.

Undying Sentinel (Level 15): When you are reduced to 0 hit points and not killed outright, you can drop to 1 hit point instead. Additionally, you suffer none of the frailty of old age.

Elder Champion (Level 20): As an action, you can assume the form of an ancient force of nature for 1 minute. You gain various benefits, such as regaining hit points at the start of your turn and casting certain spells as bonus actions.


Oath of Vengeance

Channel Divinity Options (Level 3):

  • Abjure Enemy: As an action, choose one creature within 60 feet that you can see. That creature must make a Wisdom saving throw or become frightened and have its speed reduced to 0 for 1 minute (or until it takes damage).
  • Vow of Enmity: As a bonus action, choose a creature within 10 feet. You gain advantage on attack rolls against that creature for 1 minute or until it drops to 0 hit points.

Relentless Avenger (Level 7):
When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack as part of the same reaction. This movement doesn’t provoke opportunity attacks.

Soul of Vengeance (Level 15):
When the target of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature—provided it is within range.

Avenging Angel (Level 20):
As an action, you transform for 1 minute, gaining:

  • A flying speed of 60 feet
  • An aura of menace: enemies within 30 feet must make a Wisdom saving throw or be frightened until the end of your next turn.
  • Once per turn, your attacks deal an extra 1d10 radiant damage to a creature that is frightened of you.

1. Frankish Paladin (Charlemagne’s Twelve Peers)

  • Inspiration: Medieval Frankish knights under Charlemagne
  • Region: Western Europe (modern-day France & Germany)
  • Armor: Full plate with heraldic surcoat; fur-lined cloak
  • Weapons: longsword, heavy lance
  • Equipment: Barded warhorse, holy relics, banner of the Cross, court attire
  • Sacred Oath: Oath of Devotion – Upholding justice, virtue, and honor
  • Deity: A god of valor and righteousness (e.g., Torm-analog)

2. Indian Kshatriya Defender

  • Inspiration: Kshatriya warrior caste of ancient India
  • Region: Indian subcontinent
  • Armor: Chainmail with silk surcoat; turban-style helmet
  • Weapons: Talwar (curved sword), chakram (throwing disc), spear
  • Equipment: Symbol of Vishnu, ornate shield, ceremonial sash
  • Sacred Oath: Oath of Glory – Pursuing heroism and excellence
  • Deity: Vishnu or Rama

3. Norse Einherjar (Odin’s Chosen)

  • Inspiration: Mythic warriors chosen by Odin for Valhalla
  • Region: Scandinavia
  • Armor: Reinforced chainmail, wolf-pelt cloak
  • Weapons: Greataxe, round shield, throwing axes
  • Equipment: Drinking horn, carved runestones, Valknut amulet
  • Sacred Oath: Oath of Conquest – Seeking glory through battle
  • Deity: Odin

4. Zulu InDuna (War Leader)

  • Inspiration: Zulu military commanders and leaders
  • Region: Southern Africa (South Africa)
  • Armor: Hide armor with beadwork
  • Weapons: Iklwa (short spear), knobkerrie (club), throwing spears
  • Equipment: Cowhide shield, ancestral tokens, war paint
  • Sacred Oath: Oath of the Crown – Serving society, upholding law
  • Deity: Unkulunkulu or ancestral spirits

5. Mesoamerican Eagle Warrior

  • Inspiration: Elite Aztec military order
  • Region: Central America (Mexico)
  • Armor: Feathered ceremonial armor, jaguar-pelt accents
  • Weapons: Macuahuitl (obsidian sword), atlatl (spear-thrower)
  • Equipment: Sun-god amulets, incense, obsidian mirror
  • Sacred Oath: Oath of Vengeance – Punishing great sins
  • Deity: Huitzilopochtli

6. Byzantine Cataphract

  • Inspiration: Heavy cavalry of the Byzantine Empire
  • Region: Eastern Mediterranean (Turkey & Balkans)
  • Armor: Ornate lamellar with surcoat; plumed helmet
  • Weapons: Kontos (long spear), spatha, composite bow
  • Equipment: Icon of Christ-figure, silk banners, scale-barded horse
  • Sacred Oath: Oath of the Crown – Upholding civilization & law
  • Deity: A god of order and protection (e.g., Heirone-analog)

7. Persian Immortal Champion

  • Inspiration: Achaemenid “Immortals” elite guard
  • Region: Middle East (Iran)
  • Armor: Scale armor with embroidery; conical helmet
  • Weapons: Shamshir (curved sword), spear, recurve bow
  • Equipment: Fire-temple insignia, incense burner, ornate quiver
  • Sacred Oath: Oath of Redemption – Advocating peace & mercy
  • Deity: Ahura Mazda

8. Mongol Tengerite Crusader

  • Inspiration: Mongol warriors of the Tengrism faith
  • Region: Central Asia (Mongolia)
  • Armor: Leather lamellar with fur; open-face helmet
  • Weapons: Composite bow, scimitar, lance
  • Equipment: Sky-god talismans, horsehair standard, yurt kit
  • Sacred Oath: Oath of the Watchers – Guarding against extraplanar threats
  • Deity: Tengri

9. Celtic Fianna Warrior

  • Inspiration: Legendary Irish band of woodland warriors
  • Region: Western Europe (Ireland)
  • Armor: Brigandine with tartan cloak; boar-crested helm
  • Weapons: Claymore, spear, sling
  • Equipment: Ogham stones, torc necklace, hunting horn
  • Sacred Oath: Oath of the Ancients – Preserving nature’s light
  • Deity: The Dagda or Brigid

10. Bedouin Faris (Desert Knight)

  • Inspiration: Arabian tribal warriors upholding honor & hospitality
  • Region: Arabian Desert & North Africa
  • Armor: Light mail under flowing robes; keffiyeh headwrap
  • Weapons: Scimitar, lance, composite bow
  • Equipment: Quranic verses scroll, prayer rug, decorated saddle
  • Sacred Oath: Oath of Devotion – Upholding justice & compassion
  • Deity: A god of mercy and hospitality (e.g., a Rahman-analog)

None Human Paladins

1. Dwarf Paladin

  • Inspiration & Origin: Germanic/Norse dwarfs of myth (e.g., in Poetic Edda)
  • Region: Scandinavia & Alpine Europe
  • Armor: Riveted ring-mail hauberk, steel helm, iron greaves
  • Weapons: Battle-axe and war hammer; round-bossed iron shield
  • Equipment: Miner’s pick holy symbol, lantern, leather backpack
  • Domains: Forge · Protection
  • Deity: Bragi, Norse god of poetry & honor

2. Elf Paladin

  • Inspiration & Origin: Elves of Northern European folklore; referenced in Old English and Norse poetry
  • Region: Boreal forests of Scandinavia & the British Isles
  • Armor: Studded leather with living-wood motifs; leaf-patterned cloak
  • Weapons: Yew longbow, slender longsword, small wooden shield
  • Equipment: Quiver of fine arrows, carved mistletoe amulet, herbal pouch
  • Domains: Nature · Light
  • Deity: Freyr, Norse god of fertility & sunlight

3. Halfling Paladin

  • Inspiration & Origin: “Brownies” of Scots–Northern English folklore, helpful household spirits
  • Region: Rural British Isles (hedgerow country)
  • Armor: Padded leather jerkin; hobnail-studded boots
  • Weapons: Short sword, sling, small round shield
  • Equipment: Cooking pot, pipe & pipeweed, gardening tools
  • Domains: Life · Community
  • Deity: Brigid, Celtic goddess of home & hearth

4. Gnome Paladin

  • Inspiration & Origin: Paracelsus’s gnomes of Renaissance alchemical lore
  • Region: Swiss Alps & Central Europe
  • Armor: Quilted gambeson embroidered with alchemical symbols
  • Weapons: Light war-pick, short spear, hand-axe
  • Equipment: Tinker’s toolkit, brass goggles, clockwork familiars
  • Domains: Knowledge · Trickery
  • Deity: Pan, Greek god of nature & ingenuity

5. Orc Paladin

  • Inspiration & Origin: Old English “orcnéas” (Beowulf); later Tolkien’s corrupted elves
  • Region: Germanic lands & the British Isles
  • Armor: Hardened leather-hide lamellar
  • Weapons: Serrated great-club, chopping axe, tower shield
  • Equipment: Bone-tipped javelins, war-drum, trophy necklace
  • Domains: War · Strength
  • Deity: Tyr, Norse god of war & law

6. Dragonborn Paladin

  • Inspiration & Origin: East Asian dragon myths (e.g., Chinese “long”)
  • Region: China, Korea & Japan
  • Armor: Scale-mail mimicking draconic hide
  • Weapons: Polearm glaive, curved saber, heavy crossbow
  • Equipment: Dragon-tooth talisman, incense censer, silk tabard
  • Domains: Justice · Honor
  • Deity: Ryūjin, Japanese dragon god of the sea

7. Tiefling Paladin

  • Inspiration & Origin: D&D “tiefling” (Planescape), echoes Sumerian demonology
  • Region: Mesopotamia (ancient Iraq & Iran)
  • Armor: Studded leather etched with infernal runes
  • Weapons: Scimitar, poisoned darts, chain whip
  • Equipment: Vial of brimstone, iron holy symbol, hooded cloak
  • Domains: Redemption · Protection
  • Deity: Inanna, Sumerian goddess of justice & war

8. Aasimar Paladin

  • Inspiration & Origin: D&D “aasimar” descended from celestials; echoes Greco-Roman angels
  • Region: Mediterranean basin
  • Armor: Gleaming breastplate with celestial motifs
  • Weapons: Engraved longsword, spear
  • Equipment: Holy-water flask, mirrored shield, white banner
  • Domains: Light · Healing
  • Deity: Helios, Greek sun god

9. Goliath Paladin

  • Inspiration & Origin: Myths of Himalayan mountain giants on the Tibetan Plateau
  • Region: Tibetan Plateau & adjacent Himalayas
  • Armor: Leather harness inset with slate-like stone plates
  • Weapons: Heavy stone-tipped spear, basalt hand-axe
  • Equipment: Climbing kit, carved yak-bone talisman, sturdy yoke
  • Domains: Strength · Endurance
  • Deity: Mahākāla, Himalayan Dharma-protector in Tibetan Buddhism

10. Aarakocra Paladin

  • Inspiration & Origin: Garuda and other bird-people myths of South/Southeast Asia
  • Region: Himalayan foothills & Southeast Asian highlands
  • Armor: Lightweight scale-stitched leather for flight
  • Weapons: Wing-mounted javelins, talon-shaped shortsword
  • Equipment: Feathered headdress, prayer scrolls, light backpack
  • Domains: Air · Protection
  • Deity: Garuda, Hindu bird god and mount of Vishnu
medieval, knight, armor, Paladin

Through a select, worthy few shines the power of the divine. Called paladins, these noble souls dedicate their swords and lives to the battle against evil. Knights, crusaders, and law-bringers, paladins seek not just to spread divine justice but to embody the teachings of the virtuous deities they serve. In pursuit of their lofty goals, they adhere to ironclad laws of morality and discipline. As reward for their righteousness, these holy champions are blessed with boons to aid them in their quests: powers to banish evil, heal the innocent, and inspire the faithful. Although their convictions might lead them into conflict with the very souls they would save, paladins weather endless challenges of faith and dark temptations, risking their lives to do right and fighting to bring about a brighter future.

Role: Paladins serve as beacons for their allies within the chaos of battle. While deadly opponents of evil, they can also empower goodly souls to aid in their crusades. Their magic and martial skills also make them well suited to defending others and blessing the fallen with the strength to continue fighting.

Alignment: Lawful good

Hit Die d10

Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The paladin‘s class skills (and the key ability for each skill) are Concentration (Constitution), Craft (Intelligence), Diplomacy (Charisma), Handle Animal (Charisma), Heal (Wisdom), Knowledge (Nobility and Royalty) (Intelligence), Knowledge (religion) (Intelligence), Profession (Wisdom), Ride (Dexterity), and Sense Motive (Wisdom).

Skill Points at 1st Level (2 + Intelligence modifier) x4.

Skill Points at Each Additional Level 2 + Intelligence modifier.

The Paladin
 Paladin
Spells
per Day-
LevelBase Attack
Bonus
Fort SaveRef SaveWill SaveSpecial1st2nd3rd4th
1st+1+2+0+0Aura of good, detect evil, smite evil 1/day
2nd+2+3+0+0Divine grace, lay on hands
3rd+3+3+1+1Aura of courage, divine health
4th+4+4+1+1Turn undead0
5th+5+4+1+1Smite evil 2/day, special mount0
6th+6/+1+5+2+2remove disease 1/week1
7th+7/+2+5+2+2 1
8th+8/+3+6+2+2 10
9th+9/+4+6+3+3remove disease 2/week10
10th+10/+5+7+3+3Smite evil 3/day11
11th+11/+6/+1+7+3+3 110
12th+12/+7/+2+8+4+4remove disease 3/week111 – 
13th+13/+8/+3+8+4+4 111
14th+14/+9/+4+9+4+4 2110
15th+15/+10/+5+9+5+5remove disease 4/week, smite evil 4/day2111
16th+16/+11/+6/+1+10+5+5 2211
17th+17/+12/+7/+2+10+5+5 2221
18th+18/+13/+8/+3+11+6+6remove disease 5/week3221
19th+19/+14/+9/+4+11+6+6 3332
20th+20/+15/+10/+5+12+6+6Smite evil 5/day3333

Class Features

All of the following are class features of the paladin.

Weapon and Armor Proficiency

Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Good (Ex) : The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect evil (Sp) : At will, a paladin can use detect evil, as the spell.

Smite Evil (Su) : Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The paladin, to a maximum of five times per day at 20th level.

Divine Grace (Su) : At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay on Hands (Su) : Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level x her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.

Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Courage (Su): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.

This ability functions while the paladin is conscious, but not if she is unconscious or dead.

Divine Health (Ex) : At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.

Turn undead (Su) : When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 +her Charisma modifier. She turns undead as a cleric of three levels lower would.

Paladin Spells

Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.

Overthrowing of the Rusty Knight Date 1908 Arthur Hughes (1832-1915) 
Overthrowing of the Rusty Knight Date 1908 Arthur Hughes (1832-1915)

To prepare or cast a spell, a paladin must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Wisdom modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Paladin. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: The Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level The paladin does not have access to any domain spells or granted powers, as a cleric does.

A paladin prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is one-half her paladin level.

Special Mount (Sp) : Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil (see below). This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).

Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin and remains for 2
hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.

Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.

Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a -1 penalty on attack and weapon damage rolls.

Remove disease (Sp) :At 6th level, a paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).

Code of Conduct

A paladin must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act.

Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.

Ex-Paladins

Associates: While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin may accept only henchmen, followers, or cohorts who are lawful good.

A paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all paladin spells and abilities (including the service of the paladin’s mount, but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations (see the Atonement spell description), as appropriate.

Like a member of any other class, a paladin may be a multiclass character, but multiclass paladins face a special restriction. A paladin who gains a level in any class other than paladin may never again raise her paladin level, though she retains all her paladin abilities.

The Paladin’s Mount

The paladin’s mount is superior to a normal mount of its kind and has special powers, as described below. The standard mount for a Medium paladin is a heavy warhorse, and the standard mount for a Small paladin is a warpony. Another kind of mount, such as a riding dog (for a halfling paladin) or a Large shark (for a paladin in an aquatic campaign) may be allowed as well.

A paladin’s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s HD, base attack bonus, saves, skill points, and feats).

Paladin
Level
Bonus
HD
Natural
Armor
Adj.
Strength
Adj. IntelligenceSpecial
5th-7th+2+4+16Empathic link, improved evasion, share spells, share saving throws
8th-10th+4+6+27Improved speed
11th-14th+6+8+38Command creatures of its kind
15th-20th+8+10+49Spell Resistance

Paladin’s Mount Basics

Paolo Uccello Drei Gemälde zur Schlacht von Romano für den Medici-Palast in Florenz, Szene: Der Sieg über Bernardino della Ciarda Year 1438
Paolo Uccello Drei Gemälde zur Schlacht von Romano für
den Medici-Palast in Florenz, Szene: Der Sieg über Bernardino della
Ciarda Year 1438

Use the base statistics for a creature of the mount’s kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.

Bonus HD : Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.

Natural Armor Adj: The number on the table is an improvement to the mount’s existing natural armor bonus.

Strength Adj : Add this figure to the mount’s Strength score.

Intelligence: The mount’s Intelligence score.

Empathic Link (Su) : The paladin has an empathic link with her mount out to a distance of up to 1 mile. The paladin cannot see through the mount’s eyes, but they can communicate empathically.

Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.

Because of this empathic link, the paladin has the same connection to an item or place that her mount does, just as with a master and his familiar (see Familiars).

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.

Share Spells : At the paladin’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount.

The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of “You” on her mount (as a touch range spell) instead of on herself. A paladin and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).

Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the paladin’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.

Improved Speed (Ex): The mount’s speed increases by 10 feet.

Command (Sp) : Once per day per two paladin levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + 1/2 paladin’s level + paladin’s Charisma modifier) to negate the effect.

Spell Resistance (Ex): A mount’s Spell Resistance equals its master’s paladin level + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s Spell Resistance.

Special Mounts

Exotic Mounts

Alexander Andreyevich Ivanov: Bellerophon is sent to the campaign against the Chimera Date 1829
Alexander Andreyevich Ivanov: Bellerophon is sent to the campaign against the Chimera Date 1829

Warhorses or war ponies are not the only mounts that a paladin may call to service. If the divine forces will it, he may be soaring the skies atop a mighty griffon, or razing battlefields astride a divine war machine. The advancement tier system above provides a tool for the paladin to call upon the service of more exotic mounts.

To serve as a mount, the creature must be at least one size category larger than the paladin and must be suitable for riding. The only creatures that a paladin may call as mounts are some aberrations, animals, dragon cohorts (as per the Leadership feat), beasts, magical beasts, fey, adequately built constructs and certain outsiders. A deinonychus dinosaur is certainly an unlikely choice for a mount but it is feasible. A clay golem is not an option. In the end, the Games Master has the final authority as to the availability of a specific creature as a paladin’s special mount.

Alignments: The creature that is to become a special mount cannot be of chaotic or evil alignments in its natural form. Neutral creatures become either lawful or good when entering service as a paladin’ special mount.

fey Mounts: Some fey creatures may serve as mounts if they are uadrupeds or with a horizontal configuration. Intelligent fey (Intelligence 12+) must be convinced to serve as mounts before the paladin can ride them.

Constructs: An iron golem warhorse sent by a deity of the forge is a earsome mount indeed. The fact it is a special mount sets it apart from other constructs. Consider that it has animal Intelligence (score of 2) before applying any Intelligence adjustment from a mount purpose template as described in the next section.

Dragons: Dragons are very special creatures and it takes extra effort to persuade one to serve as a mount. The paladin must possess the Leadership feat and must first have the dragon as a cohort before it will enter into a
bond with the paladin as a special mount.

outsiders: A particularly pious paladin may receive a celestial creature to serve as his mount. The advantage of having such a creature is that it does not die when reduced to 0 hit points. The paladin may call it again from its extra-planar home the following day. The disadvantage is that it is ulnerable to all the magic that affects outsiders; a magic circle can imprison it, it can be expelled from the material plane with dismissal and banishment and it is considered a lawful good creature, vulnerable to damaging chaotic and evil spells. If the mount is killed while on its home plane, it is destroyed permanently.

A Mount’s Purpose

Obviously, the primary purpose of a mount is to transport its rider, and that of a battle mount to give him advantage on the battlefield. A paladin’s mount, however, is a divinely-blessed beast, magical in nature, and does not exist in this world before it is created by the paladin’s need, ceasing to exist when he needs it no longer.

A special mount is a normal member of its species in all regards except for its powers and its creature type, which is “magical beast”. The powers it gains as the paladin increases in level reflect its role as the paladin’s comrade in arms, enabling them to fight as if they were one.

A mount’s purpose is a template that defines the abilities the mount has, with the warmount template being the most common, as seen in SRD. Each purpose template can replace the warmount, with the special mount gaining different abilities at a different pace depending on its role. Once a paladin has called a mount with a special purpose template, he is stuck with it unless he dismisses his old mount or it dies for whatever cause, at which point the paladin can call for a mount with a different purpose. The mount that arrives does not start from the beginning, but conforms to the characteristics that correspond to the paladin’s level, with all abilities and statistics as described in the corresponding table.

The tables for the different purpose templates list a tier column, for use with the advancement tier system for exotic mounts in the previous sections.

Warmount

This is the most common special mount that paladins receive, geared for battle and growing in strength and resistance to keep apace with his rider’s combat prowess. All abilities and bonuses are described above.

Special Mount – Warmount

TierPaladin LevelBonus HDNatural ArmourStrength
Adj.
Intelligence Adj.Special
15-7+24+1+4Improved evasion, share spells, share saving throws
28-10+46+2+5 
311-14+68+3+6Command creatures of its kind
415-20+810+4+7Spell Resistance

Counsel

When the divine forces sent the mount, they decided that the paladin did not need something to help him fight, but someone to help him follow the path of righteousness without deviation. The counsel mount is the paladin’s compass when he finds himself mired in moral ambiguity, and a beacon of light when darkness threatens to overwhelm him. The counsel is more than simply a mount, it is a friend.

Improved Empathic Link: The telepathic communication that the paladin can maintain with his mount extends for far longer distances. He remains in touch with his mount up to one mile per level away.

Moral Warning: When the paladin is about to commit an act that would cause him to become an ex-paladin, or to make him break a vow or an oath, the counsel warns him of the consequences of his actions. If he is being manipulated, the counsel grants him a +4 synergy bonus to any skill check to resist or discover the manipulation, and a +2 inherent bonus to Will saves if the manipulation is magical in nature.

Share Spell Resistance: When the paladin is riding his mount, he enjoys the protection of its Spell Resistance rating.

Atonement: The counsel may intercede in the paladin’s favour if he incurred any penalty that makes him lose his paladin abilities. Not only does the counsel remain at his side when other mounts would leave, but he can also cast Atonement on the paladin.

Special Mount – Counsel

TierPaladin
Level
Bonus
HD
Natural
Armour
Strength
Adj.
Intelligence
Adj.
Special
15-7+21+5+1Improved empathic link, share spells, share saving throws
28-10+32+6+2Moral warning
311-14+44+7+3Spell Resistance
415-20+56+8+4Share Spell Resistance, Atonement

Traveller

Sometimes, the purpose of the special mount is not helping the paladin in battle; just getting him there. A traveller special mount may still fight as if it was trained for combat thanks to its intelligence, but it is not as resistant as a warmount and may get killed more easily if it does enter combat. Traveller mounts have a special knack of finding their way to where the paladin is most needed, and have the endurance necessary to withstand long travels.

Endurance: The mount gains the advantages of the Endurance feat, gaining a +4 bonus for performing a physical action that extends over a period of time (running, swimming, forced marching, and so on).

Wanderer Sense: The mount has a +10 inherent bonus to Intuit Direction and Wilderness Lore checks used to find the way.

Serendipity: For every day of overland travel, there is a 2% chance per paladin level that he will come across a situation where his help is needed before he reaches his destination.

Seven League March: Once per week, the mount can engage in a high-speed mode of travel, covering seven times the distance it would cover in normal overland travel. It can maintain this supernaturally-fast pace for as long as 8 hours but if it stops before that, it cannot resume this ability until a week has passed.

Overseer

Like the paladin, a mount can serve a higher power than its rider, complying with his wishes but really answering to a worthier authority. The overseer mount is almost undistinguishable from the warmount, and gives most of the same benefits, but it was sent to keep an eye on the paladin, not to be his unquestioningly loyal servant. The overseer is loyal and will never betray the paladin, but it has permission from whatever force the paladin serves to act counter to his interests if they deviate from their true path, or even to call in reinforcements.

commune: The mount can communicate with the deity or divine force that sent it to serve the paladin. It can do this once per day and incurs in no experience cost as it delivers its observations on the paladin’s behaviour to the deity. It can ask questions on behalf of the paladin, but the paladin pays the spell’s cost as if he were casting the spell.

Hold: The mount may cast a focused version of Hold Person on the paladin as an 8th level cleric. The paladin may move freely if he fails his Will save, but he cannot dismount until the mount dispels the effect. The paladin can be knocked from the saddle, however.

Reinforcements: The first version of this ability allows the mount to use Summon Monster V to call a celestial creature to help the paladin in battle. The second version allows the mount to cast lesser planar ally. It can use either ability once per week.

Mentor

Not all paladins have the benefit of belonging to an order. The ones who are answering the call from within their hearts often find themselves learning the ropes of paladinhood by trial and error, trusting the strength of their faith to carry them through. When they finally call a mount to fight by their side, their predicament has been taken into consideration, and they receive a creature that will guide their growth as well as help them in their mission. The mentor mount is a wellspring of knowledge, a teacher that will show the paladin the correct use of his powers.

Spellcasting: The mount is a minor spellcaster in its own right, but uses his knowledge to complement the paladin’s. Only when riding the mount, the paladin gains an extra spell slot of the level where his own spells per day table indicates /0/.

Gift of Learning: The paladin chooses a Knowledge skill per his own Wisdom modifier. From now on, that skill is considered a class skill.

Superior Instruction: From 11th to 14th level, the paladin has 2 extra skill points when he gains a new level.

Special Mount – Traveller

TierPaladin LevelBonus HDNatural ArmourStrength Adj.Intelligence Adj.Special
15-7+22+0+2Endurance, share spells, share saving throws
28-10+44+1+3Wanderer sense
311-14+66+1+4Serendipity
415-20+88+2+5Seven league march

Special Mount – Overseer

TierPaladin
Level
Bonus
HD
Natural
Armour
Strength Adj.Intelligence
Adj.
Special
15-7+12+0+6Improved evasion, share spells, commune
28-10+24+1+7Hold
311-14+46+2+8Reinforcements
I
415-20+68+3+9Reinforcements II

Special Mount – Mentor

TierPaladin LevelBonus HDNatural ArmourStrength Adj.Intelligence Adj.Special
15-7+22+0+9Spellcasting, share spells, share saving throws
28-10+44+1+10Gift of learning
311-14+66+1+11Superior Instruction
415-20+88+2+12Spell Resistance

* If the creature’s Intelligence is above 10 before becoming a mount, use the Counsel’s adjustment.

Character Concepts

Tricks of the Trade

The Quintessential Paladin

Author Alejandro Melchor

Series Quintessential Series

Publisher Mongoose Publishing

There is a great difference between a mounted knight and a paladin. While both fight on horseback to gain advantages, the knight cannot communicate his wishes directly to his mount’s mind. The paladin’s special mount is no ordinary animal either; it is an intelligent and powerful ally. Mounted Combat is thus a bit different for the paladin than for any other character.

The Ride Skill

The Ride skill works in a slightly different way for paladins and their empathetically linked mounts. While the paladin still needs to take ranks in Ride so he can take full advantage of being mounted, there are some tasks that work differently when the rider has a continuous empathic link with an intelligent mount. For paladins riding their special mounts, use the following DCs for the Ride check instead of the ones in the SRD. If a task is not listed, it uses the same DC as the normal check.

Riding TaskDC
Control Mount in Battle
Fight with Warhorse
Guide with Knees
Stay in Saddle5
Leap10
Cover10
Soft fall10

Control Mount in Battle: Given that the special mount is a warhorse or is at least intelligent and trusting of the rider’s judgement, it does not need to be calmed down to enter combat.

Fight with Warhorse: No check is necessary. The paladin simply gives his mount the command to attack as a free action, while he uses his own attacks normally at the same time.

Guide with Knees: A paladin can use both hands in combat while mounted without needing to make a Ride (Dexterity)check. The empathic link and telepathic communication replace the guidance he would provide with the knees.

Stay in Saddle, Soft Fall and Leap: Mount and rider react as one to any sudden movement because they just know what the other is doing.

Cover: The mount runs and moves to compliment the rider’s movement so as to help him get cover behind its own body. Paladins rarely do this, however; they respect their mounts too much to expose them to such danger.

If the player has 5 or more ranks in Handle Animal, he gains a +2 synergy bonus to Ride checks as normal. If the Games Master allows it, the empathic link gives an additional synergy bonus equal to the character’s Charisma modifier.

Hans Baldung (1485-1545) Title The Knight, the Young Girl, and Death Date ca. 1505

By Hans Baldung - Copied from an art book, Public Domain, https://commons.wikimedia.org/w/index.php?curid=9075566
By Hans Baldung – Copied from an art book, Public Domain, https://commons.wikimedia.org/w/index.php?curid=9075566

Riding Feats Overview

Paladins enjoy a special bond with intelligent mounts, but must still take Mounted Combat, Mounted Archery, Trample, Ride-By Attack, and Spirited Charge as feats to unlock their benefits. These Mounted Combat Manoeuvres combine existing feats and tactics into new, ride-based attacks—each requiring a Ride check to execute.


New Mounted Combat Manoeuvres

Each entry lists:

  • Feat Prerequisites
  • Ride (Dexterity) Check DC (and empathic bonus if applicable)
  • Rider / Mount Actions
  • Effect

Boarding Leap

  • Feat: Mounted Combat
  • Ride Check DC: 20 (empathic +5)
  • Rider / Mount Action: Move-equivalent / Full-round
  • Effect:
    1. Rider leaps from mount onto another moving mount or vehicle.
    2. Mount must double-move (or run) to match speed.
    3. Opposed Ride (mount), Handle Animal (vehicles), or similar check.
    4. On success, rider lands; may Balance (DC 15) to retain action—failure risks falling prone or off. pdfcoffee.com

Strong Leap

  • Feat: Mounted Combat, Ride-By Attack
  • Ride Check DC: 20 (empathic +5)
  • Rider / Mount Action: Free / Special
  • Effect:
    1. Mount makes a 10-ft jump (counts as a 5-ft step for AoOs).
    2. Ride check determines rider’s stability and allows mount a full-round action post-jump.
    3. Jumping obstacles may require an additional Jump or Ride check (GM-determined DC). pdfcoffee.com

Follow-up Attack

  • Feat: Mounted Combat
  • Ride Check DC: 15 (empathic)
  • Rider / Mount Action: Standard or Full-round / Full-round
  • Effect:
    1. Mount attacks first with hooves (no bite).
    2. If mount hits, rider gains +2 synergy bonus on all attacks vs. that target this turn (plus +1 for mounting).
    3. If all attacks hit, target makes Fortitude save (DC 10 + damage) or falls prone. pdfcoffee.com

Knockdown

  • Feat: Mounted Combat, Trample
  • Ride Check DC: None
  • Rider / Mount Action: Move-equivalent / Full-round
  • Effect:
    1. Mount charges to trip instead of overrun.
    2. Attack uses higher of mount’s BAB, rider’s BAB, or rider’s Ride mod; +2 charge bonus +2 Trample competence.
    3. Opposed check uses rider’s Ride mod vs. target’s Str or Dex.
    4. On success, target is prone; rider may attack with reach weapon. pdfcoffee.com

Leaping Tackle

  • Feat: Mounted Combat, Ride-By Attack
  • Ride Check DC: 15 (empathic)
  • Rider / Mount Action: Standard / Full-round
  • Effect:
    1. Rider leaps off to trip+grapple on charge.
    2. Attack roll +2 charge bonus; failed Ride check deals 1d6 to rider and forces Reflex DC 15.
    3. On hit, rider and mount both take damage (rider 1d4); rider gets +4 Strength to trip.
    4. Automatic grapple starts; trip success grants +4 to grapple. pdfcoffee.com

Pin Down

  • Feat: Mounted Combat
  • Ride Check DC: None
  • Rider / Mount Action: Standard / Special
  • Effect:
    1. From adjacent to a prone target, rider makes a touch attack or mount makes Ride check to pin limb.
    2. Target is pinned—escape attempts auto-deal damage; opposed Strength check with rider’s BAB to maintain. pdfcoffee.com

Pounding

  • Feat: Mounted Combat, Trample
  • Ride Check DC: Special (empathic +2)
  • Rider / Mount Action: Full-round / Full-round
  • Effect:
    1. From adjacent to prone target, mount uses rider’s guidance for +2 synergy on attacks.
    2. Ride check = DC for target’s Reflex or Escape Artist/Tumble.
    3. Each round the mount deals damage, target also suffers 1d4 Strength, Dex, or Con damage (rider’s choice). pdfcoffee.com

Rearing Attack

  • Feat: Mounted Combat
  • Ride Check DC: 18 (empathic)
  • Rider / Mount Action: Standard / Standard
  • Effect:
    1. Mount rears to aid rider’s next attack (no mount attack roll).
    2. Rider gains +2 bonus on next attack roll. pdfcoffee.com

Skewer

  • Feat: Mounted Combat, Ride-By Attack, Spirited Charge
  • Ride Check DC: 20 (empathic +5)
  • Rider / Mount Action: Standard / Full-round
  • Effect:
    1. As part of a charge, rider may take –2 to attack to embed lance.
    2. Damage is one step lower than Spirited Charge allows; lance remains stuck on a hit.
    3. Each round target takes 1d6 auto-damage and –2 penalty until Strength DC 15 frees it (dealing double/triple damage on removal).

Snatch

  • Feat Prerequisites: Mounted Combat, Ride-By Attack
  • Ride (Dexterity) Check DC: 10 (empathic)
  • Rider / Mount Action: Standard / Move-equivalent or Full-round
  • Effect:
    1. As the mount runs past a creature (of same size or one size smaller), the rider makes a touch attack to grab it into the saddle.
    2. If the creature is willing and prepared, the rider gains a +2 synergy bonus to the touch attack; if unaware but unresisting, no bonus and automatic grab on hit.
    3. If the creature resists, both make opposed Grapple checks. On rider success, the creature is lifted and pinned behind the rider—no attacks may be made.
    4. The rider may prop the creature face-down over the saddle with a second successful Grapple check, imposing a –2 penalty on its attempts to free itself.
    5. If the creature escapes or is released while the mount is moving, it takes nonlethal damage as follows:
    Mount MovementDamageWalk speed, move-equivalent1d6 nonlethalWalk speed, double-move1d6 nonlethalRun speed, move-equivalent2d6 nonlethalRun speed, double-move3d6 nonlethal

Unseat Rider

  • Feat Prerequisites: Mounted Combat, Ride-By Attack
  • Ride (Dexterity) Check DC: Special (empathic +2)
  • Rider / Mount Action: Standard / Full-round
  • Effect:
    1. The rider uses a charged touch attack (–4 penalty) against an enemy rider instead of dealing damage.
    2. On a successful touch, instead of hit points, the target must succeed on a Ride (Dexterity) check (DC = 10 + “virtual damage” from the touch).
      • If using a lance, double the virtual damage before adding to the DC.
    3. A failed check causes the rider to fall from the mount, suffering 1d6 points of subdual damage.
    4. A successful check means the enemy rider remains mounted and the manoeuvre fails.

Detecting Evil

Starting at 1st level, paladins gain the ability to detect evil at will. The difference between having this power as a spell and as a spell-like ability resides in the fact that, without a daily limit on the number of uses, paladins can practice. Paladins who wish to become better at locating evil can fine-tune their ability with dedication and perseverance, something that they have in spades.

The following options are alternate uses for the detect evil spell-like ability that paladins can use as many times and for as long as they want. Some of them work like metamagic feats and others are simply fine-tuning. Learning a new use for detect evil costs the character an amount of experience points that he can pay at any time, provided that he does not lose a level. Once he pays the experience points, he can apply the new use at all times. Some of the new uses require that the paladin activate his ability and make either a Wisdom or a skill check. The check is a free action performed as part of the detect evil activation. If the check fails, the paladin does not activate his detect evil ability, although he may try the next round at +1 to DC. The paladin may use his ability normally if he so desires; he is not forced to apply any new use he might have learned.

New useXP costActivation check
Active sense400 XPConcentration (DC 20)
Discern lies300 XPSense Motive (opposed)
Enlarge250 XPConcentration (DC 16)
Fighting invisible evil opponents450 XPWisdom (DC 15)
Maintain400 XPConcentration (DC 15+)
Pin-point location250 XPSearch (DC 16)
Skip to a stage150 XPConcentration (varies)
Tracking300 XPConcentration (varies)

Active Sense: Paladins are always vigilant, and they can train to sense the approach of impending danger while they sleep. Before laying down to rest, the paladin makes a Concentration check (DC 20) and activates detect evil. For as long as he remains asleep, any evil creature approaching within 60 feet of him will trigger his senses. He makes a Will save with a base DC 15 minus the creature’s evil power (see the detect evil description for how to calculate evil power). If he succeeds, he awakens instantly knowing that something wicked is coming. The effect is broken whenever he wakes up.

discern lies: The paladin fine-tunes his ability to sense evil so that he can perceive the minor evil caused by the act of lying, even if the subject is lying for a good cause. The character activates his ability and makes a Sense Motive check
with an insight bonus equal to +2 plus his Charisma modifier, opposed by the subject’s Bluff check.

Enlarge: When the paladin activates his detect evil ability and succeeds at a Concentration check (DC 16), the ability’s range extends to 120 feet away from him.

Fighting Invisible Evil Opponents: If the paladin is beset by an invisible evil opponent, he can send out magical ‘pings’ every round to locate it with a successful Wisdom check (DC 15) and short bursts of his detect evil ability rather than a sustained duration. If the creature is within the ability’s area of effect in that round, the paladin’s chance to miss with a melee attack is reduced by 20% and he keeps his Dexterity modifier to AC. Using his spell-like ability in this way is a move-equivalent action, which allows the paladin to attack the creature, but not perform a full-round action.

Maintain: The character can keep his magical senses alert while performing other actions, such as fighting. He concentrates for the number of rounds needed to reach the desired precision of the detect evil effect and locks his senses there. Every round after the first, he makes a Concentration check (DC 15 for the 1st round’s effect, DC 16 for the 2nd round’s effect and dc 18 for the 3rd round’s effect), if he succeeds, he maintains the effect as a free action. If he fails, his Concentration breaks and he must reactivate his ability. The effect works normally and, while the paladin maintains it, he cannot use any other spell, spell-like ability or activate any spell trigger magical item. If he uses detect evil in this way to fight against invisible evil opponents, he must use the effects of the 3rd round of Concentration, and even then it only lets him guess where the creature might be, without reducing any of its advantages due to invisibility.

Pin-point Location: By concentrating for at least 3 rounds and making a Search check (DC 16), the paladin can pin-point the location of any evil aura, even if it is outside his line of sight (although it must still be within the ability’s range). This use takes a standard action.

Skip to a Stage: Rather than waiting for an extra couple of rounds to achieve an effect, the paladin can skip directly to the 2nd or 3rd round effects of Concentration for the detect evil ability. He must succeed at a Concentration check (DC 17 for the 2nd round’s effect, DC 19 for the 3rd round’s effect) in order to skip directly to that stage when activating his ability.

Tracking: Evil leaves a trail, and strong evil practically leaves a map. Paladins can use their familiarity with evil auras to track their owners. The character detects the lingering aura of evil according to the guidelines in the detect evil description and makes a Concentration check (DC varies according to the table). If he succeeds, the paladin determines where the aura is heading. He makes a Concentration check for every mile and, if he is travelling faster than his quarry, the lingering aura gets stronger and is easier to follow, with the paladin gaining a cumulative +1 competence bonus for every successful check. If he fails a check, it means that he misread the aura and is heading the wrong way. A successful check will tell him there is no aura present and he must backtrack, losing all the bonuses he accumulated for previous successful checks. Unlike tracking by footprints, the paladin can even travel at a hustle, since he is detecting the aura, not carefully looking for physical traces of the creature’s passage.

Aura StrengthCheck
DC
Dim30
Faint25
Moderate20
Strong15
Overwhelming10

The Power of Faith

Some paladins take on special quests to discover new ways to channel the power of their faith, finding new weapons in their never-ending fight against darkness and sharing their discoveries with organised orders and lone warriors alike.

The following abilities use the paladin’s ability to channel positive and divine energy through the strength of their faith alone. Divine intervention grants the paladin additional dice to bolster his rolls, for those times when he calls upon his deity or to grant him strength to defeat his enemies, or avoid an untimely end that would leave unprotected the people he cares about. Combat prayers are an alternate form of magic that paladins use in lieu of their very limited spellcasting ability, channelling their capacity for divine magic in weaker but ultimately more useful ways for them.

Since both of these abilities have not been fully explored, paladins draw from their other gifts to use them, converting their faith into raw power that they can channel in different ways. To represent this, the paladin can convert into Faith Points the hit points he cures with his lay on hands ability, his turn undead attempts and his smite evil attempt. He can use these faith points to call for divine intervention or utter a combat prayer, and the ability he used to gain them is considered spent for the day, as if he had activated the ability normally.

Faith Points

AbilityFaith Points
Lay on Hands1 per hp*
Turn undead3 per attempt
Smite Evil9
remove disease10
  • The paladin does not need to convert all the hit points he can cure in a day at the same time.

Converting faith points is a free action and happens at the same time that the paladin uses an alternate ability. The paladin can spend as many ability uses as he needs to pay for an alternate ability, but he can only spend one kind of power in the same turn. For example, he wants to get a d10 intervention die (see below), which costs 8 faith points. He could use up 8 hit points from lay on hands to pay for the exact amount, or use up three turn undead attempts or his one smite evil attempt and have one unused faith point left. He cannot use two turn undead attempts and 2 hit points from lay on hands, since they are different powers.

Divine Intervention

True heroes have a way of either twisting fate in their favour or having their life twisted back to accommodate the whims of destiny. A paladin has the attention of divine forces, fate included, and may call for their intervention in subtle yet significant ways. This intervention does not manifest in a glowing hand descending from the sky to help the paladin out. It is a helpful push so slight that many paladins argue that it is simple a manifestation of their own conviction, giving them strength to prevail where others fall short.

The role that a paladin’s faith and conviction plays in the game is represented by intervention dice. This mechanic is meant to add a more epic sense to an adventure, where characters can sometimes go beyond their limits to achieve a great feat of heroism. The rules for divine intervention should only be applied to player characters. Even if they are not the most important characters in the campaign world, they are the centre of the story, plain and simple.

A paladin gains intervention dice by exchanging faith points. Depending on the number of faith points spent he gains a single die he can use in different ways; from adding to his own checks to gaining temporary hit points, as described below. Beginning characters are limited to calling for divine intervention once per game session, but as they grow in power by gaining levels, they can squeeze more effort out of themselves. When the character is of sufficient level to use more than one intervention die per session, he is free to use as many as he can to empower the same action.

Intervention Dice

DieFaith Points
cost
1d43
1d64
1d86
1d108
Character
Level
Dice
per Session
1-51
6-102
11-153
16-204

Intervention Dice

Intervention dice represent the paladin’s divine favor and unshakable resolve. These dice are fueled by faith points and can be spent to influence various outcomes during play.

General Mechanics

  • The player spends faith points to roll an intervention die (e.g., d4, d6, d8, d10, d12).
  • Uses must be declared before or after the associated roll, depending on context.
  • The paladin may gain more intervention dice as they level up.

Uses of Intervention Dice

1. Add to Rolls

  • Effect: Add the result of the die as a sacred bonus to:
    • Skill checks
    • Ability checks
    • Caster checks
    • Turning checks
    • Combat actions
    • Saving throws
    • Attack or damage rolls
  • Timing: Roll before or after the original roll.
  • Example: Boost a failed saving throw to succeed or turn a near-miss into a hit.

2. Subtract from GM Rolls

  • Effect: Subtract the die result from one GM roll.
  • Condition: Cannot use a die larger than the die rolled by the GM.
  • Approval: GM must allow this use per situation.
  • Example: The GM rolls 2d4+2 for magic missile damage. You may use a d4, but not a d6 or higher.

3. Gain Temporary Hit Points

  • Effect: Gain temporary hit points equal to:
    • Intervention die roll
    • + Charisma modifier
  • Duration: 1 round per paladin level
  • Timing: Can be used at any time during an encounter.

4. Divine Protection

  • Effect: Add the result of one intervention die to AC.
  • Duration: 1 round
  • Note: If multiple dice can be rolled, choose the best result.

5. Divine Guidance (Critical Threat Upgrade)

  • Effect: Turn a successful attack into a threat (i.e., potential critical).
  • Mechanic: Add intervention die result to the attack roll.
    • If result ≥ weapon’s critical threat range, reroll to confirm crit.
  • Cost: Treated as one die size higher:
    • e.g., spend 6 points to roll a d6 (as if it were a d8)
  • Bonus: If you can roll more than one intervention die, use the second on the confirm roll.

Combat Prayers

Combat prayers are swift divine utterances—spell-like abilities powered by faith points. They offer tactical bonuses and effects during combat.

Rules for Use

  • Activation: Move-equivalent action
  • Duration: 1 round per caster level (paladin level ÷ 2), unless otherwise noted
  • Limit: Number of active combat prayers = paladin’s Wisdom modifier
  • Faith Cost: As listed per prayer

Prayer List

PrayerCostEffect
Begone whence you came6+1d6 turning damage. +1d6 per extra 6 points, max +3d6.
Bless my blade4+1 sacred bonus to melee damage.
Cleanse this body10Grants ally a new saving throw vs. negative energy effects.
Deliver me from treachery8Immune to flanking bonuses and sneak attacks via flanking.
Free this soul8Grants ally a second save vs. mind-affecting effects.
Give me speed4+10 feet speed (self or mount).
Grant life to this person2Stabilizes a dying creature.
Grant me strength3+2 sacred bonus to Fortitude saves.
Guard my heart3+2 sacred bonus to Will saves.
Guide my hand2+2 morale bonus on next attack roll.
Guide my words4+4 morale to Concentration (as if Combat Casting); stacks with feat.
Let me be your vessel4+2 sacred bonus to next caster level check.
Protect me from my enemies4+1 deflection bonus to AC.
Reveal my enemies65% reduced miss chance vs. concealed foes. Doesn’t affect ethereal/incorporeal unless using +1 weapon.
Show me the way3+2 sacred bonus to Reflex saves.
Take me!6Intercepts a fatal melee blow to an ally within range. You take the damage instead. Must move to intercept (provokes AoO).

Oaths and Vows

When a paladin speaks a promise, the heavens themselves heed it—thunder may crack overhead, or a soft divine glow may wash the room. Paladins are famed for their unwavering honesty: their code demands truth and fair dealing, making them beacons of Good. But on rare occasions, a paladin will bind his very soul with a holy oath or sacred vow—a pledge so profound that it reshapes fate itself. In return for this sacrifice, divine aid becomes available to fulfill the promise.


1. Holy Oaths

Definition & Effect
A holy oath is a solemn, often two‑sided contract between a paladin and the divine (or between multiple oath‑takers, with the paladin acting as heaven’s proxy). While most oaths bind only the paladin, some unite entire groups. Except for a few special exceptions, a paladin can be under only one oath at a time.

1.1 Severity Rating

At the moment of swearing, the paladin chooses a severity from 1 (Light) to 5 (Mortal). This rating determines:

  • Benefits: A bonus equal to the severity while actively fulfilling the oath.
  • Will Save DC: DC = 15 + severity.
  • Violation Penalties: A basic penalty on a successful save, and a full penalty (detailed below) if the save fails or is not allowed.
SeveritySave FrequencyBasic PenaltyFull Violation Penalty
1Only on direct, willing violations
2Even accidental or indirect violations
3Monthly if neglected
4Weekly if neglected
5Daily if neglectedLight (1): –1 to attack/damage, skills, or saves (player’s choice); lasts 1 day.
Moderate (2): –2 to same (GM’s choice); lasts 1 day.
Serious (3): –3 to attack/damage and either skills or saves (player’s choice); lasts 3 days.
Critical (4): –4 to attack/damage and either skills or saves (GM’s choice) plus 2d6 unhealable damage until resumed; lasts 1 week.
Mortal (5): –5 to attack/damage and either skills or saves (GM’s choice) plus 3d6 unhealable damage until resumed; lasts 1 week.

1.2 Experience Cost & Duration

  • XP Cost: Base XP × severity (e.g. 100 × for Oath of Fealty; varies by oath type).
  • Duration: Chosen on oath-taking:
    • Definite: Fixed span (e.g. one week, one year and a day).
    • Event‑Driven: Ends when a specified event occurs (e.g. next equinox, birth of a child).
    • Conditional: Ends upon fulfilling a condition (e.g. defeating an enemy).
    • Eternal: Lasts until death (and may bind the soul as a ghost).

When the duration expires, benefits and penalties both lapse.


2. Sample Oaths

Below are a few representative oaths. Each lists XP cost, chance of undeath (for eternal durations), benefits, and violation effects.

2.1 Oath of Fealty

  • XP: 100 × severity
  • Undeath Risk: 40%
  • Benefit: Morale bonus to Will saves and skills vs. mind‑affecting powers targeting loyalty; accelerated messaging to/from liege; daily locate person on liege.
  • Violation: Lose bonuses; suffer a morale penalty to Will saves; liege can still locate you, but you cannot locate liege.

2.2 Oath of Alliance

  • XP: 200 × severity
  • Undeath Risk: 20%
  • Benefit: Shared damage alerts; Sense Motive twice per day to pinpoint companions’ exact HP and ability uses; + (severity + 2) to Sense Motive vs. allies; morale bonus to Will saves vs. compulsion.
  • Violation: Branded as traitor (sigil appears); –2 morale to attacks and Charisma checks; all party members know immediately and gain +2 morale on rolls against you.

2.3 Oath of Guardianship

  • XP: 150 × severity
  • Undeath Risk: 80%
  • Benefit: Sacred bonus to AC and saves when guarding; instant stabilization if reduced below 0 HP; daily locate on ward.
  • Violation: Chance to miss attacks (10% × severity); temporary Con damage equal to severity (permanent if ward dies).

(Other oaths follow the same pattern: Questing, Friendship, Binding, Enmity, etc.)


3. Sacred Vows

Differences from Oaths:

  • Scope: Vows guide daily behavior rather than task completion.
  • Multiplicity: A paladin may take multiple vows.
  • Ritual Cost: Full night’s meditation + 1d4 temporary Con & Wis damage; no immediate XP cost.
  • Breaking a Vow: Immediate loss of all paladin abilities & mount; cannot gain further levels until atonement.

3.1 Abandoning a Vow

  • Ritual: Full night’s prayer + 1d6 temporary Con & Wis damage + 500 XP.
  • Effect: Frees the paladin from obligations (but removes benefits).

3.2 Secular Vows

Minor lifestyle vows (dress code, daily routines).

  • Benefit: +1 morale to a Will save vs. mind‑affecting effects per vow, up to three vows.
  • Breaking: –1 morale to those saves until resumed; no XP or permanent loss.

4. Example Vows

4.1 Vow of Truthfulness

  • Restriction: Never lie or deceive; no Bluff/Feign/Innuendo ranks or use. Cannot conceal truth with Diplomacy.
  • Benefit: +2 insight to Sense Motive against deceit; +2 to saves vs. illusions.

4.2 Vow of Mercy

  • Obligation: Stabilize and care for fallen foes you personally down, using Lay on Hands, Heal, or spells. Exempt: undead, constructs, evil outsiders, oozes, vermin.
  • Benefit: Daily combined uses of Deathwatch and Sanctuary equal to Wis modifier; add Wis to all healing amounts and Heal checks.

(Additional vows: Poverty, Silence, Abstinence, Celibacy, etc., each with clear restrictions and mechanical benefits.)

Codes of Conduct

From The Quintessential Paladin
Author: Alejandro Melchor
Series: Quintessential Series
Publisher: Mongoose Publishing
Publication Date: 2002


The Role of the Code

A paladin lives by a sacred code of conduct—a personal and divine philosophy that defines his beliefs, limits his actions, and channels his power. Guided by honor and moral clarity, a paladin holds firm even as temptation, conflict, and suffering test his convictions. His virtue is his strength, and through it, he draws upon divine power.

When a paladin adopts a code, he takes a solemn oath to uphold its tenets—not only in word, but in spirit. This self-imposed structure determines the boundaries of his behavior, shaping both what he will not do and what he will risk his life to achieve. Should he violate his code, the consequences are dire: he may lose the divine grace that empowers him.

For players, a code of honor offers a way to develop a paladin’s worldview and role as a holy warrior. It builds on the foundation of Lawful Good behavior, providing tangible bonuses—but also real risk. For Games Masters, it presents a well-defined framework for designing moral dilemmas and adversaries who challenge the paladin’s convictions.


Tenets of the Code

Each code is built from tenets—specific pledges that guide the paladin’s daily choices. A paladin may be trained in these tenets by an order or church, or develop them personally over time. Not all tenets are equal: some are core beliefs, while others reflect minor habits or ideals.

Adherence Bonus

Each tenet has an adherence bonus, representing how deeply the paladin is committed to it:

  • +0: Minor principle with little personal cost.
  • +1 to +3: Increasing levels of importance.
    • +3: A tenet central to the paladin’s identity.

These bonuses can be applied to skill checks, attack rolls, or saving throws in the following ways:

Using Adherence Bonuses

  • Use Limit: A paladin may invoke a tenet’s bonus a number of times per session equal to his Wisdom modifier.
  • Fulfilling a Tenet: When actively upholding a tenet (e.g., showing mercy, protecting the innocent), the paladin may apply the bonus to a relevant roll.
  • Resisting a Violation: If a magical or supernatural effect would cause the paladin to break a tenet, he may apply the bonus to resist it (e.g., a saving throw vs. domination).
  • Adherence Weakness: If an opponent exploits a tenet (e.g., using Charm to appeal to the paladin’s generosity), the paladin suffers a penalty equal to the bonus. However, he may use a bonus invocation to cancel the penalty.

Adherence and Advancement

Adherence reflects how strongly the paladin follows each tenet and influences both his bonuses and the consequences for breaking them.

Building the Code

To build a paladin’s code of honor:

  1. Select Tenets: Choose up to a number of tenets equal to the paladin’s Wisdom modifier.
  2. Distribute Adherence Points: The paladin receives adherence points equal to his Wisdom score + character level.
    • Each point buys a +1 bonus (to a maximum of +3 per tenet).
    • Unspent points are lost.
  3. Level Advancement: At each new level, the paladin gains 2 + Wisdom modifier adherence points.
    • Points may be used to strengthen existing tenets or add new ones at +0 for 1 point.
    • As before, unused points are lost.

General vs. Specific Tenets

Tenets vary in scope:

  • Specific Tenets (e.g., “Give money to the poor”) apply to narrow actions.
  • General Tenets (e.g., “Uphold justice”) are broader and apply more often.

General tenets cost 2 adherence points per +1 bonus, due to their versatility. The Games Master decides whether a tenet is considered general or specific.


Transgressions

A paladin’s strength lies in his adherence—but he is not immune to failure. Unlike oaths, no save is required to break a tenet—a paladin either violates it, or he doesn’t.

Each violation adds the tenet’s bonus to the paladin’s transgression score. When this score equals or exceeds his Wisdom score, the paladin becomes overwhelmed by guilt and loses all paladin abilities until atonement is achieved.


Types of Transgressions

There are three types of transgressions, each with different implications:

1. Involuntary Transgression

Occurs when the paladin unknowingly breaks a tenet due to deception or lack of knowledge.

  • Will Save: DC 15 + tenet’s bonus
    • Success: The paladin retains the bonus but adds the tenet’s bonus to the transgression score.
    • Failure: The paladin loses the bonus until atonement and adds the tenet’s bonus to the transgression score.

2. Voluntary Transgression

The paladin knowingly breaks a tenet.

  • No Save Allowed.
  • Loses the ability to invoke the tenet’s bonus.
  • Adds the tenet’s bonus to the transgression score.

3. Necessary Transgression

When breaking a tenet serves a higher moral good and the paladin accepts the consequences with humility.

  • Will Save: DC 20 + tenet’s bonus
    • Success: The paladin loses the bonus for 1d4+1 days, but does not add to his transgression score.
    • Failure: Treated as a voluntary transgression.

Atonement

Redemption is possible, even for the righteous who fall short.

To Atone:

  • The paladin must perform an act of devotion that reflects the tenet he violated.
  • He must also expend XP equal to (5 × the tenet’s bonus).
  • Upon successful atonement:
    • He subtracts the tenet’s bonus from his transgression score.
    • He regains the ability to invoke the tenet’s bonus (if it had been lost).

The form of the sacrifice is determined by the paladin and approved by the Games Master. It must be meaningful, personal, and reflect sincere contrition.


Champion of a Cause

This system of codes, tenets, and transgressions defines not only how a paladin gains and uses power—but also how he lives. A true paladin is not a mere enforcer of law, but a champion of principle, walking the line between divine justice and personal conviction. The code is his compass. His honor, his shield.

Champion of a Cause

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