- 1 Class Features
- 1.0.1 Code of Conduct
- 1.0.2 The Paladin’s Code
- 1.0.3 Deific Weapon
- 1.0.4 Retributive Strike
- 1.0.5 Retributive Strike
- 1.0.6 Champion Powers
- 1.0.7 Paladin Feats
- 1.0.8 Skill Feats 2nd
- 1.0.9 Righteous Ally 3rd
- 1.0.10 General Feats 3rd
- 1.0.11 Skill Increases 3rd
- 1.0.12 Ability Boosts 5th
- 1.0.13 Ancestry Feats 5th
- 1.0.14 Weapon Expertise 5th
- 1.0.15 Armored Fortitude 7th
- 1.0.16 Holy Smite 9th
- 1.0.17 Aura of Justice 11th
- 1.0.18 Armor Mastery 13th
- 1.0.19 Weapon Mastery 15th
- 1.0.20 Legendary Armor 17th
- 1.0.21 Hero’s Defiance 19th
- 1.1 Key Terms
- 1.2 Paladin Feats
- 1.3 1st Level
- 1.4 2nd Level
- 1.5 4th Level
- 1.6 6th Level
- 1.7 8th Level
- 1.8 10th Level
- 1.9 14th Level
- 1.10 16th Level
- 1.11 18th Level
- 1.12 20th Level
Key Ability Strength
Hit Points 10 plus your Constitution modifier
Trained in Perception
Expert in Fortitude Trained in Reflex Expert in Will
>Trained a number of skills equal to 4 plus your Intelligence modifier
Trained qith all simple and martial weapons
Trained with all armor and shields
Playing a Paladin
Players of paladin characters might approach gameplay in the following ways:
- During combat, you get into the enemy’s face while carefully positioning yourself to protect your allies.
- During social encounters, you are a voice of hope, striving to reach a peaceful solution that strengthens bonds and yields good results for all.
- In exploration mode, you overcome barriers both physical and spiritual, providing inspiration to your allies through your actions and guidance when requested, rather than sanctimoniously preaching about their shortcomings.
- In downtime mode, you spend much of your time on charity work and fulfilling the tenets of your code, but that doesn’t mean there isn’t time to take up a craft or hobby.
Roleplaying a Paladin
Paladins are champions of justice, acting as agents against the forces of evil.
If You’re a Paladin, You Likely…
- Believe there is always hope for good to triumph over evil, no matter how grim the odds.
- Know the ends don’t justify the means, since evil acts increase the power of evil.
- Have a strong sense of justice and are incredibly frustrated when political corruption leads to a miscarriage of justice.
- Believe you an inflexible martinet devoted to every rule and unwilling to compromise.
- Worry you secretly despise them for not living up to your impossible standard.
- Assume you are forced to perform any favor free of charge in the name of charity.
- See you as a symbol of hope, especially in a time of great need.
- Know that you’ve sworn an oath not to lie and that they can take you at your word.
|1||Ancestry feat, background, champion powers, code of conduct, deific weapon, initial proficiencies, paladin feat, retributive strike|
|2||Paladin feat, skill feat|
|3||General feat, righteous ally, skill increase|
|4||Paladin feat, skill feat 5 Ability boosts, ancestry feat, skill increase, weapon expertise|
|6||Paladin feat, skill feat|
|7||Armored fortitude, general feat, skill increase|
|8||Paladin feat, skill feat|
|9||Ancestry feat, holy smite, skill increase|
|10||Ability boosts, paladin feat, skill feat|
|11||Aura of justice, general feat, skill increase|
|12||Paladin feat, skill feat|
|12||Ancestry feat, armor mastery, skill increase|
|14||Paladin feat, skill feat|
|15||Ability boosts, general feat, skill increase, weapon mastery 16 Paladin feat, skill feat|
|17||Ancestry feat, legendary armor, skill increase 18 Paladin feat, skill feat|
|19||General feat, hero’s defiance, skill increase|
|20||Ability boosts, paladin feat, skill feat|
You gain these abilities as a paladin. Abilities gained at higher levels list the requisite levels next to the features’ names.
Code of Conduct
Paladins are divine champions of a deity. You must be lawful good and worship a deity that allows lawful good clerics.
Actions fundamentally opposed to your deity’s alignment or ideals are anathema to your faith. A few examples of acts that would be considered anathema appear in each deity’s entry. You and your GM will determine whether other acts count as anathema.
In addition, you must follow the paladin’s code below. Deities often add additional strictures for their own paladins (for instance, some paladins never attack first except to protect an innocent, and they choose and perfect an art form).
If you stray from lawful good, perform acts anathema to your deity, or violate your code of conduct, you lose your Spell Point pool and righteous ally until you demonstrate your repentance by conducting an atone ritual, but keep any other paladin abilities that don’t require those class features.
The Paladin’s Code
The following is the fundamental code all paladins follow. The tenets are listed in order of importance, starting with the most important. If a situation places two tenets in conflict, you aren’t in a no-win situation; instead, follow the most important tenet. For instance, if an evil king asked you if innocent lawbreakers were hiding in your church so he could execute them, you could lie to him, since the tenet forbidding you to lie is less important than the tenet prohibiting the harm of an innocent. An attempt to subvert the paladin code by engineering a situation allowing you to use a higher tenet to ignore a lower tenet (telling someone that you won’t respect lawful authorities so that the tenet of not lying supersedes the tenet of respecting lawful authorities, for example) is a violation of the paladin code.
- You must never willingly commit an evil act, such as murder, torture, or the casting an evil spell.
- You must not use actions that you know will harm an innocent, or through inaction cause an innocent immediate harm when you knew your action could reasonably prevent it. This tenet doesn’t force you to take action against possible harm to innocents or to sacrifice your life and potential to attempt to protect an innocent.
- You must act with honor, never cheating, lying, or taking advantage of others.
- You must respect the lawful authority of the legitimate ruler or leadership in whichever land you may be, following their laws unless they violate a higher tenet.
If your deity’s favored weapon is uncommon, you gain access to it. If the weapon is simple, increase the damage die by one step when you wield it (d4 to d6, d6 to d8, d8 to d10, d10 to d12).
As a paladin, you are a stalwart protector of those under your charge. You gain the Retributive Strike reaction.
Trigger A creature within your reach hits an ally or friendly creature.
Make a melee Strike against the triggering creature at a –2 penalty before the opponent rolls the damage for the triggering hit. If your attack hits, the target is enfeebled 1 for the remainder of its turn, or enfeebled 2 for the remainder of its turn if your Strike was a critical hit. The enfeebled condition ends immediately if the creature makes a Strike against you. If Retributive Strike incapacitates or kills the triggering creature, the triggering hit deals no damage.
Divine power flows through you, and you have learned to channel it to heal others. This grants you special spells called champion powers. You gain a pool of Spell Points you can spend to cast champion powers. Your maximum number of Spell Points is equal to your Charisma modifier (minimum 0). You regain all your Spell Points when you prepare each day. Your key spellcasting ability score is Charisma, and you’re trained in spell rolls and spell DCs for your champion powers. Your champion powers are divine spells.
Champion powers are available only to paladins, and they can’t be learned by other characters. Some paladin feats grant you additional champion powers, and such feats typically increase your pool of Spell Points. The spell level of each of your champion powers is equal to half your character level, rounded down, and produces heightened effects for those champion powers that have heightened entries.
You gain the ability to cast the Lay on Hands champion power by spending 1 Spell Point.
At 1st level and every even-numbered level thereafter, you gain a paladin class feat.
Skill Feats 2nd
At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats can be found in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.
Righteous Ally 3rd
Your devotion to the cause of good attracts the attention of a holy spirit to aid you on your journey. This spirit can take many forms, each granting you abilities and advantages.
Once you have chosen the ally’s form, it cannot be changed.
The following are righteous allies:
- Blade Ally: A spirit of valor inhabits your weapon, granting it additional power. Select one weapon each morning when you make your daily preparations. In your hands, the weapon gains your choice of the disrupting, ghost touch, returning, or shifting property, without it counting against the weapon’s maximum number of properties. In addition, you gain access to the weapon’s critical specialization effect.
- Shield Ally: A spirit of dedication inhabits your shield, granting it additional benefits. In your hands, the shield increases its Hardness by 2 and gains the ability to take 2 additional Dents before becoming broken. This stacks with any extra Dents the shield can normally take.
- Steed Ally: You gain the service of a trained mount, which is treated as a young animal companion. Normally you can select only an animal companion with the mount special ability, such as a horse. At the GM’s discretion, you can select a different type of animal companion appropriate to your ancestry and culture, but it doesn’t gain the mount special ability.
General Feats 3rd
At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.
Skill Increases 3rd
At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you’re untrained in, or become an expert in one skill in which you’re already trained.
If you are at least 7th level, you can use this increase to become a master in a signature skill in which you’re already an expert. If you are at least 15th level, you can use this increase to become legendary in a signature skill in which you’re already a master.
Ability Boosts 5th
At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.
Ancestry Feats 5th
In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.
The list of ancestry feats available to you can be found in your ancestry’s entry in Chapter 2.
Weapon Expertise 5th
Select a specific weapon group. Your proficiency rank for simple and martial weapons in that group increases to expert.
Armored Fortitude 7th
Your proficiency rank for heavy armor and shields increases to expert, and your proficiency rank for Fortitude saves increases to master. While wearing heavy armor, when you succeed at a Fortitude save, treat your result as a critical success instead.
Holy Smite 9th
Your Retributive Strike surrounds evil targets in a righteous aura that punishes their transgressions. The target of a successful Retributive Strike takes persistent good damage equal to your Charisma modifier.
Aura of Justice 11th
When you use the Retributive Strike reaction, you can increase the penalty on your attack to –5. If you do so, whether or not your attack is a success, all allies within 10 feet of you who can reach the target can also spend a reaction to make a normal Retributive Strike against the target. These additional attacks do not cause the target to become enfeebled.
Armor Mastery 13th
Your proficiency rank for heavy armor and shields increases to master, and your proficiency rank for light and medium armor increases to expert. Reduce the penalty to movement due to heavy armor from 10 feet to 5 feet.
Weapon Mastery 15th
Your proficiency rank for simple and martial weapons in your chosen weapon group increases to master, and your proficiency rank for all other simple and martial weapons increases to expert.
Legendary Armor 17th
Your proficiency rank for heavy armor and shields increases to legendary, and your proficiency rank for light and medium armor increases to master. Reduce the check penalty from armor and shields by 1.
Hero’s Defiance 19th
You gain the power to defy fate and continue fighting as long as you have divine energy. You gain the hero’s defiance champion power, which you can cast by spending 2 Spell Points. Increase your Spell Point pool by 2.
You’ll see the following key terms in many paladin abilities.
Litany: Some paladin feats grant special champion powers called litanies, which have the litany trait. These powers usually require only a single action to cast, but most bolster their target against all of your powers that have the litany trait.
Metamagic: Feats with the metamagic trait allow you to tweak the properties of your spells. These feats are triggered when you begin casting a spell, and typically require you to spend an additional spellcasting action to alter the spell’s effects. You can’t use metamagic feats if adding an action to the spell would make the spell require more actions than you have remaining on your turn. Because most metamagic feats have the same trigger, you usually can’t use more than one metamagic feat per spell.
Oath: Feats with the oath trait always add an additional tenet to the paladin’s code, and a paladin can usually have only one such feat.
Every level at which you gain a paladin feat, you can select one of the following feats. You must satisfy any prerequisites before taking the feat.
If you need to look up a paladin feat by name instead of by level, use this table.
|Attack of Opportunity||6|
|Aura of Courage||4|
|Aura of Faith||12|
|Aura of Life||14|
|Aura of Righteousness||14|
|Aura of Vengeance||14|
|Blade of Justice||6|
|Instrument of Zeal||10|
|Litany against Sloth||10|
|Litany against Wrath||6|
|Litany of Righteousness||14|
|Radiant Blade Master||20|
|Radiant Blade Spirit||10|
|Shield of Grace||16|
|Shield of Reckoning||10|
Deity’s Domain Feat 1
You embody an aspect of your deity. Choose one of your deity’s domains (see the Deity table). You gain the ability to cast the domain’s initial domain power as a champion power by spending 1 Spell Point. Increase your Spell Point pool by 1.
Hospice Knight Feat 1
Your long hours in the hospice have taught you additional techniques for treating wounds. Your proficiency rank in Medicine increases to trained, and Medicine is a signature skill for you. Increase the healing from Lay on Hands from d4s to d6s.
Warded Touch Feat 1
Prerequisite(s): champion power (lay on hands)
You cast Lay on Hands in a simple motion without any complicated gestures. The Somatic Spellcasting action for lay on hands loses the manipulate trait.
Divine Grace Feat 2
Trigger You are targeted by a spell that allows a saving throw.
You call upon your deity’s grace to protect you from harm. You gain a +2 circumstance bonus to the saving throw.
Dragonslayer Oath Feat 2
You’ve sworn an oath to slay evil dragons. Add the following tenet to your paladin’s code after the other tenets: “You must slay evil dragons you come across as long as you have a reasonable chance of success.” Whenever an evil dragon within your reach hits an ally or friendly creature and you use that action as a trigger for your Retributive Strike reaction, your Retributive Strike does not take the –2 penalty. You don’t ever consider evil dragons to be legitimate authorities, even in nations ruled by evil dragons.
Fiendsbane Oath Feat 2
You’ve sworn an oath to banish the corruption of fiends to the dark planes they call home. Add the following tenet to your paladin’s code after the other tenets: “You must banish or slay fiends you come across as long as you have a reasonable chance of success; in the incredibly unlikely event you find a good fiend, you don’t have to banish or kill it.”
Whenever a fiend within your reach hits an ally or friendly creature and you use that action as a trigger for your Retributive Strike reaction, your Retributive Strike does not take the –2 penalty. You don’t ever consider fiends to be legitimate authorities, even in nations ruled by fiends.
Shining Oath Feat 2
You’ve sworn an oath to end the plague of undead. Add the following tenet to your paladin’s code after the other tenets: “You must end the existence of undead you come across as long as you have a reasonable chance of success; in the unlikely event you find a good undead, you can try to work out a more peaceful way to help it recover from its undead state rather than destroying it in combat, such as helping it complete its unfinished business.”
Whenever an undead within your reach hits an ally or friendly creature and you use that action as a trigger for your Retributive Strike reaction, your Retributive Strike does not take the –2 penalty. You don’t ever consider undead to be legitimate authorities, even in nations ruled by undead.
Vengeful Oath Feat 2
You’ve sworn an oath to hunt down the most heinous evildoers and bring them to celestial judgment, no matter where they hide. Add the following tenet to your paladin’s code after the other tenets: “You must hunt down and exterminate evil creatures that have committed heinous atrocities as long as you have a reasonable chance of success and aren’t engaged in a mission that would prevent your doing so.”
You can use lay on hands to damage an evil creature as if it were undead; in this case, it deals good damage instead of positive damage and gains the good trait. This doesn’t prevent you from healing an evil creature with lay on hands, and you can’t use it to determine a creature’s alignment if you aren’t sure.
Aura of Courage Feat 4
Whenever you become frightened, reduce the condition value by 1 (to a minimum of 0). At the end of your turn when you would reduce your frightened condition value by 1, you also reduce the value by 1 for all allies within 10 feet.
Channel Life Feat 4
Prerequisite(s): champion power (Lay on Hands)
You can cast heal heightened to the same level as your champion powers by spending 1 Spell Point. Increase your Spell Point pool by 1.
Divine Health Feat 4
Your faith makes you resistant to disease, allowing you to treat and offer succor to the ill. You gain a +1 conditional bonus to saving throws against diseases. In addition, if you succeed at a saving throw against a disease, you treat the result as if it were a critical success.
Mercy Feat 4
Prerequisite(s): champion power (Lay on Hands)
Trigger You start to cast Lay on Hands to restore Hit Points to a creature.
Add a Verbal Casting action and increase the Spell Point cost by 1. You can attempt to counteract a fear or paralysis effect on the target creature of your Lay on Hands.
Attack of Opportunity Feat 6
Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
Make a melee Strike against the triggering creature at a –2 penalty. If the attack hits and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
Blade of Justice Feat 6
Prerequisite(s): righteous ally (blade)
Your righteous weapon becomes a powerful tool against evildoers. Select one foe that you can see, calling that enemy to face judgment. Until the start of your next turn, your damage rolls with your righteous weapon against that foe gain a conditional bonus equal to the number of weapon damage dice. This damage applies only if the foe is evil. This bonus damage is good damage.
Lasting Reprisal Feat 6
Prerequisite(s): retributive strike
Your Retributive Strike causes the target to become enfeebled 2.
Critically hitting with a Retributive Strike causes the target to become enfeebled 3. This condition value is reduced by 1 each time the target attempts an attack action against you, and by 1 at the end of its turn (instead of ending automatically).
Litany Against Wrath Feat 6
You can cast the litany against wrath champion power by spending 1 Spell Point. Increase your Spell Point pool by 1.
Loyal Warhorse Feat 6
Prerequisite(s): retributive strike, righteous ally (steed)
You and your mount have grown closer, and your loyalty to each other is unbreakable. The mount you gained through the righteous ally class feature is now treated as a full-grown animal companion. In addition, your mount never attacks you, even if it is magically compelled to do so. Finally, you can make a Retributive Strike against anyone who hits your mount with a Strike, even if the attack was not a critical hit.
Shield Warden Feat 6
Prerequisite(s): righteous ally (shield)
You use your shield to protect your allies as well as yourself.
When you are using a shield and you have it raised, you can trigger your Shield Block reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents the ally from taking damage instead of you. Apart from these alterations, this follows the normal rules for a Shield Block.
Advanced Domain Feat 8
Prerequisite(s): Deity’s Domain
You gain an advanced domain power from one of your domains.
Increase your Spell Point pool by the number of Spell Points this new domain power costs to cast.
Greater Mercy Feat 8
The depths of your mercy enhance your ability to remove conditions. When you use Mercy, you can also attempt to counteract the blinded, deafened, sickened, or slowed conditions.
Heal Mount Feat 8
Prerequisite(s): righteous ally (steed)
When you cast lay on hands on your mount, you can choose to restore Hit Points equal to 8 × the spell level instead of the usual amount.
Second Ally Feat 8
You draw holy spirits to you like moths to a flame.
Choose a second type of righteous ally and gain its benefits.
Sense Evil Feat 8
When in the presence of an aura of evil that is powerful or stronger, you detect the aura, though you might not do so instantly and you can’t pinpoint the location. An evil creature using a disguise or otherwise trying to hide its presence must attempt a Deception check against your Perception DC or you eventually feel its aura as well. If the creature’s Deception check is a success, it is bolstered against your Sense Evil.
Divine Will Feat 10
Prerequisite(s): Expert in Will saving throws
Your faith grants you mastery of your own will. Your proficiency rank in Will saves increases to master. When you succeed at a Will save, treat your result as a critical success.
Imposing Destrier Feat 10
Prerequisite(s): Righteous Ally (steed), Loyal Warhorse
The mount you gained through the righteous ally class feature is now a nimble or savage animal companion. During an encounter, even if you don’t use the Command an Animal action, your mount can still spend an action that round on your turn to Stride or Strike.
Litany Against Sloth Feat 10
You can cast the litany against sloth champion power by spending 1 Spell Point. Increase your Spell Point pool by 1.
Radiant Blade Spirit Feat 10
Prerequisite(s): Righteous Ally (blade)
Your righteous ally’s radiance enhances your chosen weapon.
When you choose the weapon for your blade righteous ally during your daily preparations, add the following properties to the list of those you can choose from: axiomatic, flaming, and holy.
Shield of Reckoning Feat 10
Prerequisite(s): Retributive Strike, Righteous Ally (shield), Shield Warden
When you use the Shield Block reaction to prevent damage to an ally, you can also use a Retributive Strike reaction against the foe that attacked your ally, assuming the foe’s attack that triggered Shield Block also qualifies as a trigger for Retributive Strike.
Affliction Mercy Feat 12
When you use Mercy, you can also attempt to counteract a curse, disease, or poison.
Aura of Faith Feat 12
You radiate an aura of pure belief that imbues your attacks and those of nearby allies with holy power. Your Strikes deal 1 additional good damage against evil creatures. Good-aligned allies within 10 feet also gain this benefit on the first Strike that hits a given creature each round.
Holy Wall Feat 12
Requirements You are wielding a shield.
You use your shield to harry your enemies, preventing them from stepping away from or around you. All spaces adjacent to you count as difficult terrain for your enemies.
Paladin’s Sacrifice Feat 12
You can cast the Paladin’s Sacrifice champion power by spending 1 Spell Point. Increase your Spell Point pool by 1.
Anchoring Aura Feat 14
Requirements Fiendsbane Oath
Your aura hampers fiends’ teleportation. Your aura attempts to dispel all teleportation spells cast by fiends within 10 feet of you.
This dispel attempt uses the spell level of your champion powers.
Aura of Life Feat 14
Requirements Shining Oath
Your aura protects against necromantic effects. You and all allies within 10 feet gain resistance 5 to negative energy and a +1 conditional bonus to saves against necromancy.
Aura of Righteousness Feat 14
Your righteous aura dampens evil’s might. You and all allies within 10 feet gain evil resistance 5.
Aura of Vengeance Feat 14
Requirements aura of justice, Vengeful Oath
When you use aura of justice, you don’t take a penalty on your attack roll.
Litany of Righteousness Feat 14
You call upon righteousness to expose an evil foe’s weakness. You can cast the litany of righteousness champion power by spending 1 Spell Point. Increase your Spell Point pool by 1.
Warding Aura Feat 14
Requirements Dragonslayer Oath
Your aura protects against destructive energies and dragon breath.
You and all allies within 10 feet gain resistance 2 to acid, cold, electricity, fire, and poison. If the source of one of these types of damage is a dragon’s breath, increase the resistance to 5.
Auspicious Mount Feat 16
Prerequisite(s): righteous ally (steed), Imposing
The mount you gained through the righteous ally class feature is now a specialized animal companion. You can select one of the usual specializations or the auspice specialization. Auspices gain the following benefits: Your companion is marked by your deity’s religious symbol as a sacred creature. Its proficiency rank in Religion increases to expert, it can speak Celestial, and it increases its Intelligence modifier by 2 and Wisdom modifier by 1.
Instrument of Zeal Feat 16
Prerequisite(s): righteous ally (blade)
Your righteous blade becomes an instrument of divine zeal.
Whenever you critically hit a foe with Blade of Justice or a Retributive Strike, your attack adds an extra damage die, and the target is slowed 1 on its next turn.
Shield of Grace Feat 16
Prerequisite(s): righteous ally (shield), Shield Warden
Whenever you use the Shield Block reaction to prevent damage to an ally, you can evenly split the remaining damage after the Shield Block between yourself and the ally.
Angelic Form Feat 18
You take on an angelic countenance, with a halo and feathery wings that grant you a fly Speed equal to your Speed. You gain darkvision and low-light vision if you don’t already have them, and you gain the angel and celestial traits.
Ultimate Mercy Feat 18
Your mercy transcends the boundary of life and death.
When you use Mercy, you can use Lay on Hands on a creature that died since your last turn to return it to life.
The target loses the dead condition and instead gains dying 3 (reducing its current dying condition value if necessary), and it gains a +2 conditional bonus to its next recovery saving throw. You can’t use Ultimate Mercy if the triggering effect was disintegrate or a death effect.
Celestial Mount Feat 20
Prerequisite(s): righteous ally (steed)
Your steed gains incredible celestial powers granted by your deity.
It gains darkvision and resistance 10 to acid and cold. Additionally, it grows feathery wings, granting it a fly Speed equal to its Speed.
Radiant Blade Master Feat 20
Prerequisite(s): righteous ally (blade), Radiant Blade Spirit
Your righteous ally is a paragon of the chosen weapon. When you choose the weapon for your blade righteous ally during daily preparations, add the following properties to the list of those you can choose from: dancing, greater disrupting, and keen.
Shield Champion Feat 20
Prerequisite(s): righteous ally (shield)
When wielding your chosen shield, it always counts as raised, even without using the Raise a Shield action. If your shield would be destroyed, it vanishes to the celestial realms instead, where your righteous ally repairs it. During your next daily preparations, the shield returns to you fully repaired.