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Paladin Guardian

In the realm of Alavir, where epic battles shape the destiny of nations, a renowned subclass of guardians arises known as the Paladins. These blessed champions are fated to become the stalwart defenders of the realm, entrusted with the sacred duty of safeguarding the citizens of Alavir through their unparalleled combat abilities and unyielding resolve.


Originating from a long-forgotten prophecy, the Paladins are said to be descendants of the divine bloodline, blessed by the gods themselves. Legends speak of a time when the heavens opened, and a radiant light bestowed its grace upon a select few mortal souls, marking them as chosen champions. These individuals were then summoned to the sacred fighting pits of Gorthradur, a grand arena hidden amidst towering mountains, where their true destinies were forged.


The trials within the fighting pits of Gorthradur were grueling, testing the limits of mortal endurance, both physically and spiritually. Paladins-to-be faced harrowing challenges, battling fearsome beasts, overcoming deadly traps, and engaging in honorable combat against each other. Only those who displayed unwavering valor, indomitable spirit, and a deep-rooted commitment to justice were deemed worthy of becoming true Paladins.


Once chosen, the newly anointed Paladins were bound by a sacred oath, sworn before the ancient Altar of Virtues. This solemn pact was not just a personal commitment but a profound dedication to upholding the principles of righteousness, defending the weak, and standing as beacons of hope in the face of darkness. From that moment onward, their destinies were intertwined with the very essence of Alavir itself.


The Paladins became the embodiment of courage, wielding their signature weapons and armor with awe-inspiring prowess. Infused with divine energy, their strikes were imbued with righteous power, capable of smiting evil and purging corruption. They became formidable champions on the battlefield, leading the charge against malevolent forces that threatened the peace and prosperity of Alavir.


As champions of justice, Paladins developed strong bonds with the citizens they vowed to protect. They walked among the people, becoming a symbol of hope and a source of inspiration. Through their deeds and selfless acts, they earned the trust and admiration of the Alavirian populace, becoming a shining testament to the power of faith and virtue.


In the rich tapestry of Alavir's racial history, Paladins stood united with all races, transcending differences and fostering unity. They recognized that true strength lay not only in individual might but in the collective harmony of all beings. With their presence, Paladins sought to bridge divides, promote understanding, and forge alliances among the diverse races that inhabited Alavir.


The Paladins of Alavir, blessed champions of the divine, remain steadfast in their duty to this day. As the realm faces ever-growing threats, they continue to march forth, wielding their sacred power in the name of justice and protection. Legends are born in their wake, inspiring generations to come and ensuring that the citizens of Alavir may live in a world safeguarded by the indomitable Paladins of Gorthradur.

Paladin Guardian Features

Level 1

Divine Guidance

At 1st level, You and allies within 15 feet of you can add a d4 to all attack rolls, skill checks, and saving throws. In addition, your attacks deal an additional 1d6 + your Paladin level radiant damage on hit.


In addition, you know lesser smite and greater smite from the martial spell list.


When you cast a spell, you can make a History skill check (once per round).


The feature’s damage increases by 1d6 when you reach 6th level (2d6), 10th level (3d6), 14th level (4d6), and 18th level (5d6).

Level 3

Lay On Hands

At 3rd level, once every 3 rounds you can heal an ally for an amount equal to your paladin level, for 3 rounds the creature gains a bonus to saving throws equal to your proficiency modifier.

Level 7

Aura of the Valiant Heart

At 7th level, you and allies within 15 feet of you gain temporary hit points equal to your Charisma modifier at the start of each of their turns.

Level 11

Aura of Empowerment

At 11th level, you and allies within 15 feet of you gain a bonus to damage equal to your Charisma modifier on attack rolls. Allies heal for the additional damage dealt on hit.

Level 15

Blessings of the Gods

At 15th level, allies within 15 feet of you gain a bonus to Armor, Skill Checks, and Saving throws equal to your proficiency modifier.

Standard Gear

Optional Starting Equipment

Standard Starting Class Equipment

2 health potions.

A backpack with 10 rations, tent & bedroll, cooking utensils, mess kit, tinderbox, 3 torches, roper and a waterskin.


1 Uncommon Item.

Choose 1 armor and 1 accessory that your class is proficient in.

Choose 2 weapons your class is proficient in.

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