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Paladins take their adventures seriously, and even a mundane mission is, in the heart of the paladin, a personal test—an opportunity to demonstrate bravery, to learn tactics, and to find ways to do good. Divine power protects these warriors of virtue, warding off harm, protecting from disease, healing, and guarding against fear. The paladin can also direct this power to help others, healing wounds or curing diseases, and also use it to destroy evil. Experienced paladins can smite evil foes and turn away undead. A paladin's Wisdom score should be high, as this determines the maximum spell level that they can cast. Many of the paladin's special abilities also benefit from a high Charisma score.

Very few players can play a good Paladin as they are written. It is very difficult to play a character that is Good with a capital 'G'. This makes playing a Paladin one the toughest to do- but not impossible. You will find that sticking to Lawful Good in a world where it is easier to hit first and loot the body is demanding. For those who can play a Paladin well, they are a formidable class with many, many benefits. This does not mean that players must play all Paladins according to the stereotype- ultra-conservative, inflexible, close-minded, do-gooder. There is nothing in the rules about what sort of personality (you don't have be nice to do the right thing), what sort of clothing (ever heard of a Paladin in multi-colored armor?), what sort of habits are even state of mind you have to have. Make the character your own.

A Paladin is not just a fighter with 'lots of stuff'. A better way to see the Paladin is as a war-like Cleric. They are designed to be warriors with the added bonus of some magic that is focused on battling evil. As a result, when you are crafting your Paladin you must take to consideration a great number of things.

  • Alignment Restrictions: Lawful Good only
  • Hit Die: d10
  • Proficiencies: All simple and martial weapons, all armor, and shields
  • Skill Points (x4 at 1st level): 2 + Int Modifier
  • Spellcasting: Paladin Spells. Divine (Wisdom based, armor-related chance of spell failure is ignored)
  • Ex-Paladins: A paladin that is no longer lawful good cannot gain leaves until their alignment is lawful good again.

The Paladin's skills (and the key ability for each skill) are:

  • Concentration (Con)
  • Heal (Wis)
  • Lore (Int)
  • Parry (Dex)
  • Persuade (Cha)
  • Taunt (Cha)

Paladin Spell List

Class Packages

Default Paladin:
The majority of paladins belong to this tradition, which provides any character with a strong balance of offensive and defensive abilities.

Paladin, Errant:
A paladin errant is a noble warrior who uses a longsword and shield in combat.

Paladin, Undead Hunter:
A deep, burning hatred for undead burns within the undead hunter. He hunts these abominations in all their forms with his crossbow and mace.

Paladin, Inquisitor:
The inquisitor knows how to make people talk - and when words fail him, his sword is quick to finish any task.

Paladin, Champion:
Champions are often found leading great armies on holy wars. The champion's sheer force of will can persuade almost anyone to take up arms in the name of the divine. This paladin focuses more on strength and combat ability as opposed to spell-casting.

Barbarian Druid Paladin Sorcerer
Bard Fighter Ranger Wizard
Cleric Monk Rogue