Paladin¶
A Paladin is an oath made physical: heavy defense, consecrated steel, group protection, and patron magic that grows more decisive as the fight becomes desperate.
| Calling feature | Paladin |
|---|---|
| Aptitudes | Might, Resolve |
| Casting aptitude | Resolve |
| Magic | all foundations, Paladin's Wheel |
| Guild | none currently |
| Natural strengths | armor, shields, fitness, weapons, protective magic |
Building the character¶
Might supports the Paladin's arms and load. Resolve sustains oaths and drives the circles. Attunement deepens mana practice, while Vigor completes the durable core.
Choose a weapon and defense package, then train:
- Armor Training toward a named harness rather than “as much as possible”;
- Shield Training for the classic protected line, or Evasion for a different plan;
- Conditioning and Martial Tactics;
- Channeling and Paladin's Wheel for concrete workings shown by
SPELLS; - Lesser Breath when its shared wards or road magic fit the party role.
The Paladin has an individual training profile. It is not a generic midpoint between Warrior and Cleric.
Fighting rhythm¶
BRACE is often a productive stance rather than a failure to attack: the Paladin can hold danger while a group resets. READY remains the center, PRESS converts an advantage, and ASSAULT is reserved for the moment the oath demands commitment.
Armor, shield, wards, and posture protect against different questions. A strong Guard does not automatically resist a warding or a ground-shaping maneuver, so watch EFFECTS and learn what the opponent is actually doing.
Paladin's Wheel¶
The dedicated circle includes mantles, judgment, consecrated arms, rallying protections, recovery, verdicts, and the Word of Return. Lesser Breath supplies shared spirit wards and travel utility.
Some Paladin workings protect the company; others empower the Paladin alone or require a patron-shaped commitment. SPELLS is the definitive catalogue and shows actual mana and study requirements. No catalogue suffix is a level or cost shorthand.
Patron and play¶
The calling works best when the oath is more than equipment optimization. Shrines, consecration, watched settlements, rescue, and the world's faiths all give a Paladin choices outside the damage line. The profession name is common fantasy language; the particular patron mechanics, setting, and catalogue are Phoenix Sagas.
Common mistakes¶
- Raising armor weight faster than Armor Training can support it.
- Assuming Might and Resolve alone replace Channeling and actual circle study.
- Spending the entire stamina or mana reserve on the opening exchange.
- Staying in
SHELTERafter the group needs pressure—or inASSAULTafter it needs a wall. - Training both circles broadly without choosing which workings matter first.