Paladin Powers

Paladin At-Will powers

Note that paladins automatically receive their deity’s At-Will attack power but only choose two other.

Saint’s Resolve (Paladins of Iria)
At-Will, Implement, Divine, Radiant
Standard action, Close blast (melee)
Target: All enemy creatures within range
Attack: Charisma vs Will
Hit: Charisma modifier radiant damage and each enemy takes a -1 penalty to its Will defence until the end of your next turn.

Feline wrath (Paladins of Ehekatl)
At-Will, Weapon, Divine
Standard action, Melee
Target: One creature
Attack: Charisma vs AC
Hit: 1[W] + Charisma modifier damage.
Special: If you are bloodied, this attack deals 2[W] + Charisma modifier damage and you gain a +1 bonus to the attack roll.

Heavenly gust (Paladins of Lulwy)
At-Will, Implement, Divine
Standard action, Ranged (short)
Target: One creature
Attack: Charisma vs Fortitude
Hit: 1d8 + Charisma modifier damage and you can slide the enemy within the same area.

Holy protector (Paladins of Jure)
At-Will, Weapon, Divine
Standard action, Melee
Target: One creature
Attack: Strength vs AC
Hit: 1[W] + Strength modifier damage.
Effect: One ally in the same engagement gains a +2 bonus to a defence of your choice.

Encouraging Strike
At-Will, Weapon, Divine, Healing
Standard action, Melee
Target: One creature
Attack: Charisma vs AC
Hit: 1[W] + Charisma modifier damage and an ally in your area gains a number of temporary hit points equal to your Wisdom modifier.

Divine mettle
At-Will, Weapon, Divine, Healing
Standard action, Melee
Target: One creature
Attack: Strength vs AC
Hit: 1[W] + Strength modifier damage and you recover an amount of hit points equal to your Charisma modifier.

Holy punishment
At-Will, Weapon, Divine, Radiant
Standard action, Melee
Target: One creature
Attack: Wisdom vs AC
Hit: 1[W] + Wisdom modifier radiant damage. If the target is marked, you inflict an additional amount of damage equal to your Charisma modifier.

Radiant missiles
At-Will, Implement, Divine, Radiant
Standard action, Ranged (short)
Target: One creature
Attack: Wisdom vs Reflex
Hit: 1d6 + Wisdom modifier radiant damage and the next ally that attacks the target until the end of your next turn gains a +2 power bonus to the attack roll.

Valorous strike
At-Will, Weapon, Divine
Standard action, Melee
Target: One creature
Attack: Strength +1 for each engaged enemy vs AC
Hit: 1[W] + Strength modifier damage.

Paladin augmented powers

Holy cross
Augment 1, Weapon, Divine, Radiant
Standard action, Melee
Target: One creature
Attack: Charisma vs AC
Hit: 2[W] + Charisma modifier radiant damage.

Lay on hands
Augment 1, Divine, Healing
Minor action, Melee
Target: One ally
Effect: The targeted ally heals his Recovery + your Charisma modifier hit points.

Thundering smite
Augment 1, Divine, Weapon, Thunder
Standard action, Melee
Target: One creature
Attack: Strength vs Fortitude
Hit: 2[W] + Strength modifier thunder damage and the target takes a -2 penalty to all attack rolls until the end of your next turn. Every enemy engaged with the target also takes your Strength modifier thunder damage.

Radiant shield
Augment 1, Divine, Weapon, Radiant, Counterattack
Immediate reaction, Melee
Trigger: An enemy in your area attacks you
Attack: Wisdom vs AC
Hit: 2[W] + Wisdom modifier radiant damage.

Glorious intervention
Augment 1, Divine, Weapon, Counterattack
Immediate interrupt, Melee
Trigger: An enemy in your area attacks an ally in your area
Target: The triggering enemy
Attack: Charisma vs AC
Hit: 1[W] + Charisma modifier damage and the triggering attack now targets you.
Effect: Before making the attack, you move to engage the triggering enemy (if you aren’t already).

Smiting missiles
Augment 1, Divine, Implement, Radiant
Standard action, Ranged
Target: One creature
Attack: Wisdom vs Reflex
Hit: 2d10 + Wisdom modifier radiant damage.

Holy defender
Augment 2, Divine, Weapon, Zone, Healing
Standard action, Close burst (melee)
Target: Every enemy within range
Attack: Strength vs AC
Hit: 1[W] + Strength modifier damage.
Effect: This power creates a Zone in your current engagement. At the beggining of their turn, every ally within the Zone gains an amount of temporary hit points equal to your Wisdom modifier. At the beginning of your every turn within the Zone, you can choose to mark any enemy within the Zone. The Zone lasts until the end of your next turn.
Maintain move: The zone persists for another turn.

Symbol of interposition
Augment 2, Divine, Implement, Zone
Move action, Area (local)
Effect: This power creates a Zone in your current area. Every ally in the area receives a +2 power bonus to a defence of his choice as long as he is in the Zone. He can choose to change which defence receives this bonus at the beginning of his every round as long as he begins it within the Zone. In addition, all enemies treat this Zone as difficult terrain when trying to leave it. The Zone lasts until the end of your next turn.
Maintain move: The zone persists for another turn.

Reinvigorating smite
Augment 2, Divine, Weapon, Healing
Standard action, Melee
Target: One creature
Attack: Charisma vs AC
Hit: 2[W] + Strength modifier damage and an ally in your area recovers an amount of hit points equal to his Recovery + 1d6 + your Charisma modifier.

Lionheart
Augment 2, Divine, Weapon, Charge
Standard action, Melee
Target: One creature*
Attack: Strength vs AC
Hit: 3[W] + Strength modifier + Wisdom modifier + Charisma modifier damage.

Righteous call
Augment 3, Divine, Implement, Radiant
Standard action, Ranged
Target: One creature
Attack: Wisdom vs Will
Hit: 3d8 + Wisdom modifier radiant damage and the target is pulled in engagement with you and immobilized (saving throw ends).

Terrifying smite
Augment 3, Divine, Weapon, Fear
Standard action, Melee
Target: One creature
Attack: Charisma vs Will
Hit: 3[W] + Charisma modifier damage and the target is pushed up to one area away and cannot enter the area you are in until the end of your next turn.

Relentless chastisement
Augment 3, Divine, Weapon
Standard action, Melee
Target: One creature
Attack: Strength vs AC
Hit: 3[W] + Strength modifier damage and every time the target attacks he provokes an attack of opportunity (saving throw ends).

Paladin Powers

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