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Human Female Fighter Portrait HFF G

Portrait of a human warrior

A Paladin is a warrior bold and pure, the exemplar of everything good and true. A person of action and combat, the Paladin lives by the ideals of righteousness, justice, honesty, piety, and chivalry. They strive to be living examples of these virtues so that others may learn from them as well as gain by their actions.

Class Features Edit

  • May wear helmets.
  • May wear any armor and use any weapon.
  • May not exceed Specialization (two slots) in any weapon class.
  • May achieve Specialization (two slots) in any fighting style and allocate three slots in Two-Weapon Style.
  • May use the Lay On Hands ability once per day to heal a target for 2 Hit Points per level of the Paladin. This ability has no effect on undead, constructs, or extraplanar creatures.
  • May use the Cure Disease ability once per day.
  • May cast Detect Evil at will, once per round.
  • May cast a special version of Protection From Evil once per day. This ability only affects the Paladin and lasts for 24 turns.
  • May use the Smite Evil ability once per day to deal 1d6 + 1d6 points of damage for every 3 levels of the Paladin to a single, evil-aligned opponent.
  • May Turn Undead as a Cleric two levels lower, starting at level 3.
  • May cast priest spells starting at level 6.
  • Receives a +2 bonus to all Saving Throws.
  • Paladins are completely immune to all forms of disease, magical or mundane.
  • 3rd level: Gains the Divine Courage ability, becoming immune to fear.
  • Alignment restricted to lawful good.
  • Hit Die: d10

Class Kits Edit

Blackguard Edit

The Blackguard epitomizes evil and is nothing short of a mortal fiend. The quintessential black knight, this villain carries a reputation of the foulest sort. It is well deserved. Consorting with demons and devils and serving dark deities, the Blackguard is hated and feared by all. Some call these villains “anti-paladins” due to their completely evil nature.

Advantages

  • Immune to level drain and fear.
  • May Turn Undead as a Paladin of the same level.
  • May use the Absorb Health ability once per day.
    • ABSORB HEALTH: Deals 2 points of damage per level to an enemy, healing the Blackguard the same number of Hit Points. This ability has no effect on undead, constructs, or extraplanar creatures.
  • May use the Poison Weapon ability once per day every 5 levels (starts at 1st level with one use).
    • POISON WEAPON: Each successful hit within the next round injects poison into the target, dealing an extra 2 points of damage per second with no Saving Throw (for a total of 12 points of damage). Moreover, if the target fails a Saving Throw vs. Poison, they suffer 1 additional point of damage per round for 4 rounds.
  • 3rd level: May use the Aura of Despair ability once per day, with effects that improve based on level:
    • 3rd level: Enemies within 30 ft. receive a -1 penalty to hit and damage rolls and a -2 Armor Class penalty for 1 turn.
    • 6th level: Enemies within 30 ft. receive a -2 penalty to hit and damage rolls and a -2 Armor Class penalty for 1 turn.
    • 15th level: Enemies within 30 ft. receive a -4 penalty to hit and damage rolls and a -4 Armor Class penalty for 1 turn; causes fear in enemies of level 8 or lower.
    • 20th Level: Enemies within 30 ft. receive a -4 penalty to hit and damage rolls and a -4 penalty to Armor Class for 1 turn; causes fear in enemies of level 18 or below.

Disadvantages


Cavalier Edit

This class represents the most common image of the knight: the chivalrous warrior who epitomizes honor, courage, and loyalty. They specialize in battling “classical” evil monsters such as demons and dragons.

Advantages

  • +3 bonus to hit and damage rolls against demons, devils, dragons, and wyverns.
  • May cast Remove Fear once per day per level.
  • Immune to charm, fear, poison, and morale failure.
  • 20% resistance to fire and acid.

Disadvantages

  • May not use ranged weapons (both missile and thrown).

Inquisitor Edit

The Inquisitor has dedicated their life to finding and eliminating practitioners of evil magic and defeating the forces of darkness. Their god provides them with special abilities to that end.

Advantages

  • May cast Dispel Magic once per day. Gains one use at level 1 and an additional use every 4 levels thereafter. The spell is cast at Speed Factor 1 and acts at TWICE the Inquisitor’s level.
  • May cast True Sight once per day. Gains one use at level 1 and an additional use every 4 levels thereafter.
  • Immune to hold and charm.

Disadvantages


Undead Hunter Edit

This holy avenger has honed their abilities toward the destruction of the undead and other unnatural creatures. They are immune to many of their prey’s more devastating abilities.

Advantages

  • +3 bonus to hit and damage rolls against undead.
  • Immune to hold and level drain.

Disadvantages


Source

  • Icewind Dale: Enhanced Edition - Manual 2 - Mastering Melee & Magic

See alsoEdit