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
Archer - Bard - Beastmaster - Cleric - Druid - Elementalist - Enchanter - Fighter - Inquisitor - Monk - Necromancer - Paladin - Ranger - Rogue - Shadow Knight - Shaman - Spellblade - Wizard