Paladin

Once, the Order of Paladins included some of the most famous warriors in all the lands. Each member was seen as a paragon of virtue, a true hero. The regents of the Great Kingdom entrusted these holy warriors to protect their families, so imagine their surprise when the paladins turned against them and painted Whitestone’s halls red with their blood. None know why the paladins betrayed their rulers’ trust, but their act called into question the order’s legacy and has left its reputation in tatters.
You, and others like you, seek to restore the paladins’ good name and have taken on the mantle of these noble warriors, fighting to restore their place of pride in this dark new realm. You resemble the knight errant insofar as you cleave to a chivalric code of conduct and champion honorable conduct, bravery, and, above all, piety. Your religious beliefs guide you, though, focusing you on overcoming temptation so that you always walk in the light. In return, your divine patron supports your work and bestows on you supernatural might.

Level 3 Paladin

Attributes: Increase two attributes by 1 each.
Health: +8
Traditions: One, Spells: One novice
Enemies Revealed (Magical): While you are not injured, you see faint auras around angels, demons, faeries, fiends, spirits, and undead within 5 yards. Such creatures derive no benefit from being invisible to you and you roll to attack such creatures with 1 boon.
Holy Weapon (Magical): When you get a success on a roll to attack, you can imbue your weapon with holy power that lasts for 1 minute. Until this effect ends, the weapon radiates bright light and your attacks with it deal an extra 1d6 damage. In addition, your successful attacks with this weapon against demons, faeries, fiends, spirits, and undead cause the targets to lose Health instead of taking damage.

Level 4 Paladin

Health: +8, Bonus Damage: +1d6
Spells: One novice
In a God’s Hands (Magical): When you would make a Strength, Agility, or Intellect roll, you can use this talent to make a Will roll instead. You make this roll with 1 boon. Once you use this talent, you lose access to it for 1 minute. Protection from Evil: You are immune to the controlled, frightened, and poisoned afflictions, as well as to infection.

Level 6 Paladin

Health: +8, Bonus Damage: +1d6
Spells: One expert
Restorative Touch (Magical): You can use an action to target one creature in reach. You touch the target and produce the following effects: you remove all infections, end the poisoned affliction, enable the target to heal 2d6 damage, and enable the target to regain 1d6 Health. You can use this talent three times. You regain expended uses after you rest.

Level 9 Paladin

Health: +8
Spells: One master
Light of Heaven (Magical): When you get a success on a roll to attack, you can use this talent to fill a Size 5 space centered on you with sunlight that lasts 1 hour. The sunlight moves with you, to remain centered on you. It has the following effects:

Once you use this talent, you lose access to it until you rest.