Paladin (Dungeons & Dragons) - Party Role

Party Role

Paladins exist primarily as melee combatants with limited divine spellcasting options. Outside of battle, paladins often function as diplomats or negotiators due to their high Charisma scores. Prior to 4th Edition, they lack raw focus on a certain aspect of the game, like a rogue attacking from the shadows or a wizard casting spells, but in turn they rather combine high hit point totals with overall good martial combat options and access to some divine spells and feats. In 4th Edition, paladins belong to the defender role, focusing on protecting allies both directly and through deterrence. In addition to their defender capabilities, paladins also possess some buffing and healing abilities.

Paladins are usually very effective at fighting undead opponents. Prior to 4th edition, this is due to their ability to turn undead, their immunity to diseases, and their strong resistances to level draining, mind domination, and other harmful effects, while in 4th Edition, this is due to their ability to inflict radiant damage with many of their powers, to which many undead creatures are vulnerable. Paladins with holy weapons, and, in 3rd and 3.5 Editions, their Smite Evil ability, are often able to do tremendous damage to undead and evil opponents, and in some editions of D&D can even dispel the magic of evil spellcasters. Prior to 4th Edition, Paladins also have access to a magically powerful mount, often a warhorse, but sometimes a more exotic animal such as a griffin or dragon. This enables them to be more mobile, and they often act as cavalry in combat.

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