Classes

Identity

The Paladin is a protector bound by oath to their deity. They’re front-line fighters whose divine power flows not through words or spells, but through their body, their weapon, and their will. With heavy armor and shield raised, they deliver divine fervor in every strike.

Their healing reflects that same physicality. It comes through touch and force of devotion rather than incantation: a direct transfer of divine energy that can pull an ally back from the edge in an instant. They can also turn that devotion inward, absorbing harm that would otherwise fall upon someone else.

Their faith radiates outward even when they aren't acting on it. Allies fight better in their company, and the Paladin can shape the ground they fight on, creating zones of divine power that extend their influence beyond their own strikes.

Against the undead and other abominations, the Paladin is relentless. Where the Cleric smites the dead through holy word, the Paladin drives them back through direct combat and sheer divine presence.

Archetype: Warrior of Faith

Roles: Tank, Healer

Races: Deep Dwarf, Deep Elf, Dwarf, Gnome, Halfling, High Elf, Human

Paladin

What’s Changing

The Paladin is gaining some distance from the Cleric. Both serve the divine protector fantasy, but they’re being separated at the mechanical level so they feel nothing alike in practice. Thematically, the Cleric works through prayer and incantation, whereas the Paladin works through physical action, touch, and presence. Abilities that blurred these lines are being removed or reconfigured.

The other shift is in healing. The Paladin is becoming more distinct by using fast, mana-intensive heals as last-second saves rather than providing sustained healing. The ability to take damage on behalf of their allies reinforces this theme.

Auras and consecrated ground are becoming the primary vehicle for party utility, replacing more generic buff and spell options.

More:

  • Physical expression of divine power through strikes, touch, and presence

  • Auras and consecrated ground as primary party utility

  • Fast, mana-intensive emergency healing

  • Sacrifice mechanics that absorb harm on behalf of allies

  • Distinct tanking identity separate from other tank classes

Less:

  • Abilities shared with or derived from the Cleric

  • Traditional spellcasting and incantation

  • Generic utility

Defining Traits

  • Wears plate armor and a shield for tanking, or wields a two-handed weapon for DPS

  • Divine power is expressed through melee strikes and physical contact rather than spellcasting

  • Fast-casting emergency healer at a high mana cost, excelling at the last-second save rather than sustained output

  • Can absorb harm intended for allies, sacrificing their own resources or health in service of others

  • Can consecrate the ground with distinct properties, giving them terrain control that feels physical rather than arcane

  • Has a passive divine aura that provides ongoing benefits to nearby allies

  • Has a strong anti-undead toolkit expressed through combat and presence

  • Has a distinct tanking style built around divine resilience and protection