Class: Paladin
The Paladin is a warrior bound by oath — a sworn champion of a cause, code or superior entities. They fight with unwavering resolve, channeling the power of their righteous conviction to protect the innocent, smite the wicked, and uphold the ideals they serve. Whether guided by faith, honor, or vengeance, a Paladin’s will is as unyielding as their armor.
You start with 3 abilities from the following.
(See Advancement table down below)
(See Advancement table down below)


Bold value indicates the number has increased from the previous Lvl.
Class overview

Typicaly : Holy knights, wandering protectors, zealous crusaders, or oathbound avengers.
Abilities : Paladins blend martial prowess with sacred gifts. They can heal, shield allies, banish evil, and smite foes with devastating power. Their oath shapes their path, granting them unique powers and a strict moral compass — or a relentless drive to punish transgressors.
Advancement : Veteran Paladins grow into paragons of their creed, their presence alone inspiring courage or dread. They may rise as commanders, holy icons, or champions.
Aptitudes : High Strength and Aura, but low Dexterity.
Weapons and Armour : Proficient with all armor and shield. They often favor a type of weapons, like sword, lances, or two-handed weapons for dramatic charges.
Abilities : Paladins blend martial prowess with sacred gifts. They can heal, shield allies, banish evil, and smite foes with devastating power. Their oath shapes their path, granting them unique powers and a strict moral compass — or a relentless drive to punish transgressors.
Advancement : Veteran Paladins grow into paragons of their creed, their presence alone inspiring courage or dread. They may rise as commanders, holy icons, or champions.
Aptitudes : High Strength and Aura, but low Dexterity.
Weapons and Armour : Proficient with all armor and shield. They often favor a type of weapons, like sword, lances, or two-handed weapons for dramatic charges.
Speed & Abilities
Speed : Average
Available Spells
Starting abilities (Pick 3) : Rank 0 :
-Rank 1 :
- Todo ().
Rank 2 :
- Todo ().
Rank 3 :
-You start with 3 abilities from the following.
- Conviction Spellcasting
Your magic flows not from study, but from the conviction that shapes your path. The power you wield is the living proof of your will.
- Lvl 1 : Learn two Spells (Rank 1) from the Paladin Available Spells.
- Lvl 4 : Learn another Spell (Rank 1) from the Paladin Available Spells.
- Lvl 8 : Learn another Spell (Rank 1) from the Paladin Available Spells.
You may use Aura roll instead of Insight roll to cast spell on the Paladin Available Spells. Whenever you gain a Lvl, you can replace one of your Conviction Spellcasting Spell (Rank 1) with another one from the Paladin Available Spells.
- Fighting Style
Whether mastering combat stance or channeling the blessings of a cleric’s spell, you fight with purpose — every strike and every prayer flowing as part of a greater design. When you aquire this Ability, you must choose one of those 2 effects :You gain Combat Stance (Fighter Starting Ability).Blessed Warrior :
- You learn two Spells (Rank 0) from the Cleric Available Spells.
- These spells count as Paladin Available Spells.
- Whenever you gain a Lvl, you may replace one of these spells with another from the same list.
- Lay on Hands
Your touch carries the warmth of life itself. You can channel well of healing power into the wounded, mending flesh, easing pain, and banishing sickness.As a Bonus Action, you may touch a creature (including yourself) to heal. During combat, requires an Aura Check :Success :Number of Uses :
- 1 point : Perform a First Aid (Action) (may also be used on yourself).
- 1 point : Regain 1 Heart.
- 2 points : Remove 1 Superficial Elemental Injury.
- 5 points : Remove 1 Serious Elemental Injury.
- 5 points : Remove 1 Wounded Injury.
- You have a pool of 5 points.
- You regain all expended uses when you sleep.
- Weapon Mastery
Your weapon is more than a tool — it’s an extension of your will. Through endless practice, your strikes can create opportunities for your comrades-at-arms to exploit.
- Lvl 1 : Select a Weapon type to master.
- Lvl 6 : Select a second Weapon type to master.
When you hit with a weapon you have mastered, the attack also counts as an Attack Assist (Action) for the next ally who attacks the same opponent.- If the weapon has Combination (Custom Weapon Abilities), you must master both Weapon type for this effect to apply.
(See Advancement table down below)
- Aura of Courage
Your resolve is unshakable, and that certainty spreads to those by your side. Fear cannot take root where your presence stands — allies near you find their hearts steadied, their steps sure, and their spirits unbroken.As a Bonus Action (no roll required), you can activate your Aura of Courage.
- Range : 10-foot radius centered on you.
- Requires Concentration.
- Aura of Protection
Your presence radiates a quiet, protective and unseeable aura around you. Allies within your reach feel their defenses harden.As a Bonus Action (no roll required), you can activate your Aura of Protection.
- Range : 10-foot radius centered on you.
- Requires Concentration.
- Battle Bonds
You have a merciful nature that can be felt in even your fiercest attacks. Your clemency does not go unnoticed and, in the midst of battle, you can make friends out of enemies.Whenever you reduce a foe to 0 Hearts or less and choose to spare their life, you may attempt to soften their resolve. Requires a Contest : (your Aura VS the target Constitution)Success :
You form a Social bond with the defeated opponent.- Discuss with your GM to determine an appropriate bond.
For example, ‘a begrudging admiration’. - A bonded opponent is less inclined to attack in the future.
- Discuss with your GM to determine an appropriate bond.
- Divine Sense
You open yourself to the whispers of the sacred, letting the light guide your perception. The presence of corruption, malice, or the truly unholy becomes clear to you.As a Bonus Action, you can open your awareness to detect Angel, Demon, Demonborn and Undead. For the next 10 minutes, you know the location and type of any creature of any such creature within 60 feet of you.
- Artifacts closely related to these types are detected in the same way.
- Non-magical barriers, such as a walls or doors, do not block this sense.
- Once.
- You regain all expended uses when you sleep.
- Faithful Steed
Bound to your soul, your steed is more than a mount — it is a companion in battle and in journey. It answers your call without hesitation, carrying you through danger with courage that mirrors your own.You learn the following spell :
- Find Steed (Conjuration - Rank 1).
- The spell cost 0 Psy.
- Your steed can be trained during Training your companions (Downtime).
- You share a Social bonds with your steed.
- Smite
When you strike, you do so with righteous force. Channeling your conviction into the blow, you deliver a surge of power that shatters defenses and punishes the unworthy. In that moment, your weapon becomes the hand of your oath.You may learn up to 3 of the following spells :
- Blinding Smite (Evocation - Rank 1).
- Branding Smite (Evocation - Rank 1).
- Divine Smite (Evocation - Rank 1).
- Searing Smite (Evocation - Rank 1).
- Thunderous Smite (Evocation - Rank 1).
- Wrathful Smite (Evocation - Rank 1).
- You have 3 uses by default, minus 1 per spell learned from this Ability.
- You regain all expended uses when you sleep.
- Tenacity
Your focus and drive is unequivocal. You feed on the adrenaline rush of combat, pushing your body and spirit beyond their limits for any task deemed worthy enough.During a Fight or other dangerous situations, you may re-roll any failed Attack, Strength, or Constitution roll.
- You must accept the result of the second roll, even if it's worse.
- Afterward, roll a d4 : On 2-, you become Fatigued (Ailment) (50% chance).
- The Hard Way
If attempts at reasoning fail, you are always willing to step in and use your unwavering presence to remind everyone that you are terrifyingly committed to having things your way.You have Advantage on negotiations that rely on physical intimidation or other threatening tactics.
(See Advancement table down below)
- Aura Expansion
Your presence grows, carrying the reach of your blessing farther than before. Your resolve now extends to more allies, ensuring that your courage and protection shield the battlefield itself.Improve Aura of Courage and Aura of Protection (Standard Ability) :
- Range : 30-foot radius instead of 10.
- No longer requires Concentration.
- Blessed Reserves
Your devotion grants you a deeper well of sacred power. When others would falter, you still feel the strength to call upon your inner power, as if the heavens themselves have entrusted you with one more chance to act.You gain the following Spell Slots :
- Blessed Shield
Your shield carries a blessing that turns aside spell and sorcery more effectively. Enchanted strikes, searing fire, and crackling lightning lose their bite against its surface, as if the light itself defies the magic meant to harm you.Your Shields are now Resistant to Magical Damage. If you Break a Mundane shield, it can be Repaired (Light Repairs) instead of Repaired (Extensive Repairs).
- Divine Power
Your devotion is rewarded with spells of immense potency, you wield it as both a gift and a responsibility.You learn two Spells (Rank 2) of your choice from the Paladin Available Spells.
- Empathic Heart
You feel the pain and hope of those around you as if they were your own. This deep connection lets you offer comfort, guidance, and aid with uncanny timing, turning compassion into strength when it’s needed most.As a Free Action (no roll required), you may target a person you’ve spoken to briefly.
- You sense their driving emotion (such as love, greed, fear, etc.).
- If relevant, gain a Minor Bonus (+2) when negotiating with them.
- Holy Wings
Radiant wings unfurl from your back, shimmering with divine light. They levitate you, carrying you across the battlefield, as if the heavens themselves have entrusted you with their gift of flight.As a Bonus Action, you may activate this Ability. Requires an Aura Check :Success :Number of Uses :
You sprout glowing wings, flying at your normal Speed (max height 30 ft).- Requires Concentration, you may spend 1 Psy to prevent breaking.
- Lasts 1 minute or until Concentration break.
- If it ends mid-air, you may suffer a Falling/Impact Injury.
- Once.
- You regain all expended uses when you sleep.
- Legend In Your Own Time
Whether it’s your heroic deeds or your legendary tenderness, you have become a source of inspiration for public works of art and epic tavern tales. Your reputation precedes you… sometimes.When entering a Settlement where you have no Reputation, you may instantly do Reputation management (Downtime). Requires an Aura Check :Success :
You hold a Reputation based on your past heroic actions (set by the GM).
- Restoring Touch
Your healing touch deepens in power.Increase the Number of Uses of Lay on Hands (Starting Ability) by 5.
Combat gear allowance



* Small Species restriction still applies. ** Large Species restriction still applies.
Advancement table

* You can choose a Subclass at Lvl 3. If you take a Subclass, you gain that Subclass Starting Ability instead of the last one of the primary Class. You can alway choose a class abilities with a lower requirment instead (Standard instead of Advanced). You can choose a Maturative Species Ability instead of an Advanced Class Ability.



