
Paladin PREMIUM
Holy Tank / Support Caster
Overview
The Paladin (Premium) is Lourdin RPG's holy tank — the most durable spellcasting class. Starting with 11 HP, heavy armor, and 6 mana, Paladins pre-declare Divine Smite at three tiers (5 / 8 / 11 mana → 2d8 / 3d8 / 4d8 radiant) before swinging, gain Extra Attack at Level 5 (two strikes per Attack action), and self-heal with Lay on Hands. At Level 6, their Aura adds the CHA modifier to all party members' AC.
The Paladin is a holy warrior who combines martial prowess with divine magic. Clad in heavy armor and wielding righteous fury, Paladins are the most durable spellcasters in the game. Their signature Divine Smite ability delivers devastating burst damage, while their healing magic ensures self-sufficiency in combat.
This Premium class is perfect for players who want the survivability of a tank with the versatility of a spellcaster. Paladins excel in both solo and group content, serving as frontline fighters who can also support allies with healing and protection, similar to a Cleric.
| Base HP | 11 |
|---|---|
| Starting Mana | 6 |
| Primary Stats | Strength, Charisma |
| Armor Type | Heavy |
| Starting AC | 12 |
| Resource System | Mana + Cooldowns |
| Availability | Premium |
Core Strengths
Starting Equipment & Spells
Equipment
- Longsword: 1d8 damage - Versatile melee weapon (upgrade at the merchant)
- Chain Mail: Heavy armor, AC 16 - Excellent starting defense
- Active Abilities: Lay on Hands, Divine Smite (see abilities below)
- 50 Copper: Starting currency
Starting Spells
Divine Smite (Tier I / II / III)
Tap a Smite button to pre-declare your next melee hit's bonus radiant damage. Tier I costs 5 mana and adds 2d8 radiant; Tier II costs 8 mana and adds 3d8; Tier III costs 11 mana and adds 4d8.
Mana is consumed at priming, not on the swing — if you miss, the mana is still spent (5e RAW). The primed flag persists across turns until consumed by your first successful melee hit. Critical hits double the smite dice. Extra Attack at L5 swings twice per action, but Smite only fires on the first hit (5e once-per-turn rule).
Lay on Hands
Heal yourself for Level x 5 HP. Extremely efficient healing - your key to self-sufficiency in solo content.
Shield Wall
When another Warrior or Paladin is in the same combat zone as you, both gain +1 AC. Stack with your Aura of Protection for formidable defense. In multiplayer, coordinate with Warrior allies to dominate the Vanguard zone.
Mana System
Mana Formula: 6 + Level + CHA Modifier
Paladins have the smallest mana pool among spellcasters, requiring careful resource management. Your Charisma directly affects mana capacity. Focus on high-impact spells like Divine Smite and Lay on Hands rather than spamming low-cost abilities.
Mana Management Tips
- Reserve mana for Divine Smite in critical moments
- Use Lay on Hands efficiently - it's your most mana-efficient spell
- Rely on melee attacks when mana is low
- Carry mana potions for boss encounters
- Don't spam Divine Smite on weak enemies
Class Features
Extra Attack (Level 5+)
From Lvl 5, the basic Attack action makes two weapon swings instead of one. No cooldown, no button — just click Attack. Each swing rolls its own d20 and damage, and per-hit bonuses (Battle Cry damage, Fighting Style, Shield Wall) apply to both. Divine Smite, however, is a once-per-turn rider — primed Smite fires on the first successful swing only.
Smite Tier Choice
Smite scales by player choice, not by level. Higher tiers cost more mana but deal more radiant on the hit that lands. Tier I (5 mana, 2d8) is the workhorse against trash. Tier III (11 mana, 4d8) is the boss-buster — save it for the swing that needs to finish a high-HP target. With a high-CHA build, your mana pool can sustain two or three Tier III smites per fight.
Aura of Protection (Level 6+)
You and allies in your combat zone gain +CHA modifier (minimum +1) to all saving throws. With high Charisma, you and your party shrug off enemy spells, breath weapons, and special abilities that other classes would succumb to.
Shield Wall (Zone Passive)
Partner with Warriors or other Paladins in your zone to form an impenetrable defensive line. Shield Wall's +1 AC combined with Aura of Protection's CHA-scaling save bonus makes you and your allies extraordinarily hard to bring down. Essential for group content frontline formations.
How Should You Play the Paladin in Combat?
Tankiest Spellcaster
Paladins are unique - they combine the durability of Warriors with the utility of spellcasters. Stand on the frontlines, absorb damage with your heavy armor, and punish enemies with Divine Smite. Use Lay on Hands to stay in the fight longer than any other class.
Divine Smite Timing
- Prime First, Swing Second: Tap the Smite button as a free action, then click Attack — the first hit consumes the primed dice
- Boss Fights: Tier III (11 mana, 4d8) on the swings that need to finish a target
- Dangerous Enemies: Tier II (8 mana, 3d8) for elites you want gone in one round
- Trash Mobs: Tier I (5 mana, 2d8) or no smite at all — save mana for what matters
- Critical Hits: Smite dice double on a crit — feels great when it lands
- Miss Risk: Mana spends at priming, not at the swing. If you whiff, the mana is gone — only prime when you expect to hit
Stat Priority
- Strength: Primary melee stat - increases attack and damage
- Charisma: Increases mana pool, spell power, and Aura of Protection
- Constitution: Boosts HP for even greater survivability
Character Progression
Level Milestones
- Level 1-4: Your creation-time Fighting Style (Defense for +1 AC, Dueling for +1 damage with a shield, or Great Weapon for +2 damage two-handed) sets your defensive-vs-offensive lean. Learn Smite tier timing — when to prime Tier I vs save for a Tier III. Lay on Hands keeps you in fights longer than other classes.
- Level 5: Extra Attack unlocks — basic Attack now swings twice per action. Smite still fires on the first hit only (once-per-turn rule).
- Level 6-10: Aura of Protection — passive CHA-modifier saving-throw bonus for you and zone allies. At level 10, Aura of Courage makes you and allies in your zone immune to fear. Coordinate with Warriors for Shield Wall stacking. Larger mana pool means more Tier III smites per fight.
- Level 11-15: Peak power spike — high AC, efficient healing, two-swing Attack actions with primed Smite riding the first hit.
- Level 16-20: Legendary holy warrior — nearly unstoppable in both offense and defense.
Playstyle Tips
- Balance STR and CHA: Both stats are crucial - don't neglect either
- Always Upgrade Armor: Your survivability is your greatest asset
- Save Mana for Healing: Always keep enough mana for one Lay on Hands
- Frontline Position: Use your AC to protect squishier allies
- Two-Handed Weapons: Consider greatswords for higher base damage with Divine Smite
- Boss Preparation: Carry mana potions for extended Divine Smite usage
Strengths & Weaknesses
Strengths
- Highest durability among spellcasters
- Self-sufficient with Lay on Hands
- Devastating burst damage with tiered Divine Smite (2d8/3d8/4d8)
- Extra Attack at L5 doubles basic Attack output
- Heavy armor for maximum AC
- Versatile - effective in all content types
- Scales excellently into late game
Weaknesses
- Smallest mana pool requires careful management
- Dependent on two stats (STR and CHA)
- Smite mana is consumed on declaration — whiffing wastes resources
- Smite is once-per-turn — Extra Attack's second swing rides without bonus radiant
- No AoE damage options
- Premium class - requires subscription
- Complex resource management - high skill floor
- Limited spell versatility compared to pure casters
Related Classes
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