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Melee · Holy Tank

Paladin

A holy warrior whose blade is bound with oath and radiance.

Paladin in-game sprite, male and female
  • Devout
  • d10 hit die
  • STR
  • Spell Points

Reach level 8 with any hero.

Overview

Role
Melee · Holy Tank
Archetype
Devout (melee basic attack)
Hit die
d10
Hit points
30 at level 1, +18 per level (+3 per CON modifier point, every level)
Primary ability
Strength
Armour
Light, Medium, Heavy + shields
Weapons
Swords, Greatswords, Axes, Greataxes, Maces, Warhammers, Daggers, Rapiers, Spears
Resource
Spell Points: 80 + 4 per level, refills 3/s; every basic attack that hits restores 1.5
Ability score improvements
Levels 4, 8, 12, 16, 19
Subclass
Level 3: Oath of Devotion or Oath of Vengeance
Starting kit
Mace, Round Shield, Ring Mail
Suggested scores
STR 15 · DEX 10 · CON 13 · INT 8 · WIS 12 · CHA 14

Class features

  1. Lv 1
    Divine Sense You feel the presence of the unnatural.
    • +10% Necrotic Resistance
  2. Lv 2
    Divine Smite Basic attacks spend Spell Points for bonus radiant damage — only while your pool is above half, so your healing stays in reserve.
  3. Lv 5
    Extra Attack Your basic attacks strike twice.
  4. Lv 6
    Aura of Protection Your presence bolsters your defenses.
  5. Lv 5
    Revivify Stand beside a fallen ally to raise them (2s, 40% health, once per 60s). As a companion, you rush to raise a fallen hero.
  6. Lv 10
    Aura of Courage Nothing can make you falter.
    • +5% Damage Reduction
  7. Lv 14
    Cleansing Touch Your remedies work miracles.
    • +15% Potion Healing
  8. Lv 18
    Holy Nimbus You radiate destructive, holy power.
    • +4 Radiant Damage
    • +8% Damage
  9. Lv 20
    Oathkeeper's Wrath Your oath and your fury become one.
    • +10% Damage
    • +4 Radiant Damage

Level 1–20 progression

Everything a Paladin gains each level, including both subclasses (chosen at level 3). Tap a skill to jump to its numbers.

Paladin level 1 to 20 progression
LevelProf.Gains
1+2
2+2
3+2
4+2
  • Ability Score Improvement
5+3
6+3
  • Aura of Protection
7+3
8+3
  • Ability Score Improvement
9+4
10+4
  • Aura of Courage
11+4
12+4
13+5
14+5
  • Cleansing Touch
15+5
16+5
  • Ability Score Improvement
17+6
18+6
  • Holy Nimbus
  • Holy Rebuke Oath of Devotion
  • Relentless Vengeance Oath of Vengeance
19+6
20+6
  • Oathkeeper's Wrath

Feature Skill Dice rank-up Subclass Ability Score Improvement Proficiency · Subclass entries are tagged with the subclass name.

Skills & spells

Numbers at mastery rank 1. Damage adds your weapon hit or ability modifier; "save" skills deal half damage when the foe makes its save (DC = 8 + proficiency + STR modifier). Open Mastery for every rank, perk and the rank-10 bonus.

Paladin skills

Shield of Faith

Lv 1 Buff

A shimmering ward of holy light surrounds you.

What it does for a new Paladin at level 1; in game the numbers follow your hero

  • For 15 s, you gain +3 Armor Class.
Type
Buff
Cost
20
Cooldown
20s
Scales with
Charisma
Duration
15s
Grants you
+3 Armor Class
Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Shield of Faith mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 12020s—Learned
2Lv 12019.8s+3%Duration +15% · 17.3s
3Lv 22019.6s+6%Ward strength +15% · +3.5 Armor Class
4Lv 41919.4s+9%
5Lv 51917.2s+12%Cooldown −10%
6Lv 61517s+15%Cost −20%
7Lv 81516.8s+18%Ward strength +15% · +3.9 Armor Class
8Lv 101516.6s+21%
9Lv 121416.4s+24%Duration +15% · 19.5s
10Lv 14916.2s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · +4.4 Armor Class

Rank 4: pick one

  • Aegis Ward strength +30%, duration −20%.
  • Everlasting Ward Duration +40%.

Rank 8: pick one

  • Swift Ward Cooldown −15%.
  • Blessed Ward The ward also Blesses you; strength +10%.

Rank 10, Mastered: Bulwark of Faith: ward strength +15%.

Lay on Hands

Lv 2 Heal

Channel divine grace to mend your wounds, or an ally's: a big heal on whoever needs it most.

What it does for a new Paladin at level 2; in game the numbers follow your hero

  • Heals the most wounded ally near you (or you): 30–60 HP on you (30% of the target's max HP is part of it, so tougher allies heal more).
  • Also lifts poison, burning, fear, roots, silence and curses from the one it heals.
Type
Heal
Cost
25
Cooldown
20s
Heals
(2d6 + CHA mod) × 3 + 30% of target's max HP
Hit
Always hits
Scales with
Charisma

Healing dice by level Lv 2 2d6Lv 7 3d6Lv 19 4d6

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% healing, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Lay on Hands mastery ranks
RankNeedsCostCooldownHealWhat changes
1Lv 12520s—Learned
2Lv 12119.8s+3%Cost −15%
3Lv 22118s+6%Cooldown −8%
4Lv 42117.8s+9%
5Lv 52017.6s+12% +1d+1 healing die
6Lv 61617.4s+15% +1dCost −15%
7Lv 81617.2s+18% +1dThe touch Blesses its target · Blessed · 3s
8Lv 101617s+21% +1d
9Lv 121616.8s+24% +1dBlessing lasts 50% longer · Blessed · 4.5s
10Lv 14516.6s+42% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · Blessed · 6s

Rank 4: pick one

  • Bountiful Touch Healing +25%, cost +30%.
  • Quick Mercy Cooldown −25%, healing −10%.

Rank 8: pick one

  • Sanctified Touch Healing +20%, cooldown +15%.
  • Lasting Grace Blessing lasts twice as long; healing +10%.

Rank 10, Mastered: Hands of the Saint: cost −20%; the blessing lasts 50% longer.

Wrathful Strike

Lv 5 Melee strike radiant

A radiant blow that sears flesh and spirit alike.

What it does for a new Paladin at level 5; in game the numbers follow your hero

  • Strikes every foe in a 90° arc in front of you (1.7 tiles reach) for 6–25 radiant damage.
  • Rolls to hit against armor (+6 to hit).
  • 27% chance per hit to leave a foe Feared for 2.1 s (flees from the nearest enemy, ignoring commands).
Type
Melee strike
Cost
30
Cooldown
10s
Damage
2d8 + weapon hit radiant
Hit
Attack roll vs AC
Reach
1.3 tiles
Arc
90°
Applies
Feared 25% · 2s

Damage dice by level Lv 5 2d8Lv 11 3d8Lv 17 4d8

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Wrathful Strike mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 13010s—Learned
2Lv 1309.9s+3%Frighten chance +10% · Feared 35% · 2s
3Lv 2299.8s+6% +1d+1 radiant die
4Lv 4299.7s+9% +1d
5Lv 5299.6s+12% +1dReach and arc +15% · radius 1.5 · arc 103°
6Lv 6298.5s+15% +1dCooldown −10%
7Lv 8288.4s+18% +1dFear lasts 30% longer · Feared 35% · 2.6s
8Lv 10288.3s+21% +1d
9Lv 12238.2s+24% +1dCost −15%
10Lv 14158.1s+42% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · Feared 55% · 3.6s

Rank 4: pick one

  • Branding Wrath Foes are Marked (+50% chance) instead of Frightened; damage −10%.
  • Searing Wrath Foes Burn instead (+35% chance); damage +10%.

Rank 8: pick one

  • Crusade Cooldown −15%.
  • Divine Fury Damage +20%, cost +30%.

Rank 10, Mastered: Wrath of the Oath: status lasts 50% longer and lands 20% more often.

Radiant Charge

Lv 7 Dash radiant

Surge forward in a streak of light, smiting all in your path and warding yourself.

What it does for a new Paladin at level 7; in game the numbers follow your hero

  • Dashes 5 tiles, hitting every foe you pass through for 6–21 radiant damage.
  • Rolls to hit against armor (+6 to hit).
  • Then for 3 s you gain +2 Armor Class.
  • You can't be hit while dashing, and it breaks roots.
  • Leaves the foe Judged (your payoff consumes it).
Type
Dash
Cost
20
Cooldown
12s
Damage
2d6 + weapon hit radiant
Hit
Attack roll vs AC
Distance
5 tiles
Grants you
+2 Armor Class

Damage dice by level Lv 7 2d6Lv 12 3d6Lv 17 4d6

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Radiant Charge mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 12012s—Learned
2Lv 12011.9s+3%Charge distance +15% · range 5.8
3Lv 22011.8s+6% +1d+1 radiant die
4Lv 41911.6s+9% +1d
5Lv 51910.3s+12% +1dCooldown −10%
6Lv 61910.2s+15% +1dAfterglow ward +50% · +3 Armor Class
7Lv 81910.1s+18% +1dFoes struck are Frightened (25%) · Feared 25% · 3s
8Lv 101910s+21% +1d
9Lv 12189.8s+24% +1dCharge distance +15% · range 6.5
10Lv 14139.7s+42% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · range 7.5 · Stunned 55% · 3s

Rank 4: pick one

  • Steed of Light Distance +40%, cooldown −10%.
  • Hammer of Dawn Damage +25%, distance −15%.

Rank 8: pick one

  • Shining Path Afterglow ward lasts twice as long and is 50% stronger.
  • Zealot's Rush Cost −50%, cooldown −10%.

Rank 10, Mastered: Dawnbreaker: distance +20% and foes are Stunned (30%) instead.

Circle of Retribution

Lv 9 Area radiant

Holy light erupts around you, punishing all who stand close.

What it does for a new Paladin at level 9; in game the numbers follow your hero

  • Hits every foe within 3 tiles of you for 5–26 radiant damage.
  • Foes roll a Constitution save against your DC 15: half damage if they pass.
  • No attack roll, so it never grazes and can't crit.
Type
Area (around you)
Cost
35
Cooldown
16s
Damage
3d8 + CHA mod radiant
Hit
CON save vs your spell DC (half damage on a save)
Scales with
Charisma
Radius
3 tiles

Damage dice by level Lv 9 3d8Lv 13 4d8Lv 15 5d8

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Circle of Retribution mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 13516s—Learned
2Lv 13515.8s+3%Radius +10% · radius 3.3
3Lv 23415.7s+6% +1d+1 radiant die
4Lv 43415.5s+9% +1d
5Lv 53413.8s+12% +1dCooldown −10%
6Lv 63313.6s+15% +1dRadius +10% · radius 3.6
7Lv 83313.4s+18% +1dFrightens the wicked (20%) · Feared 20% · 3s
8Lv 103313.3s+21% +1d
9Lv 122713.1s+24% +1dCost −15%
10Lv 141813s+42% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · radius 4.4 · Feared 40% · 3s

Rank 4: pick one

  • Retribution Aura Radius +40%, damage −15%.
  • Judgment Damage +20%, radius −20%.

Rank 8: pick one

  • Unending Wrath Cooldown −15%.
  • Hallowed Ground Frighten chance +40%; fear lasts 50% longer.

Rank 10, Mastered: Sun Circle: radius +25% and Frighten chance +20%.

Aura of Valor

Lv 13 Buff

Your oath blazes outward: you and every ally near you fight harder and endure more.

What it does for a new Paladin at level 13; in game the numbers follow your hero

  • For 12 s, you and every ally within 5 tiles gain +10% damage and +10% to every resistance.
Type
Buff
Cost
25
Cooldown
24s
Scales with
Charisma
Duration
12s
Allies within
5 tiles
Grants you
+10% Damage, +10% All Resistances
Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Aura of Valor mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 12524s—Learned
2Lv 12523.8s+3%Aura radius +15% · radius 5.8
3Lv 22523.5s+6%Aura strength +15% · +11.5% Damage, +11.5% All Resistances
4Lv 42423.3s+9%
5Lv 52423s+12%Duration +15% · 13.8s
6Lv 62420.9s+15%Cooldown −8%
7Lv 81920.6s+18%Cost −20%
8Lv 101820.4s+21%
9Lv 121820.2s+24%Aura radius +20% · radius 6.8
10Lv 141219.9s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · radius 7.8 · +13% Damage, +13% All Resistances

Rank 4: pick one

  • Aura of Conquest Foes in the aura are Frightened (50%); aura strength −10%.
  • Undying Devotion Duration +30%.

Rank 8: pick one

  • Radiant Beacon Aura radius +50%.
  • Oathbound Fervor Aura strength +20%, cost +30%.

Rank 10, Mastered: Banner of the Oath: aura strength +15% and radius +20%.

Celestial Warden

Lv 17 Summon radiant

Call down a celestial to fight at your side: the winged Warden, a burning Seraph of Judgement, or an Aegis Archon that draws foes onto its shield. Choose the form in Hearthold.

What it does for a new Paladin at level 17; in game the numbers follow your hero

  • Calls 1 Celestial Warden for 20 s.
  • It has 236 HP and hits for 7–58 radiant damage every 0.9 s.
  • Choose its form in Hearthold (Hero → Skills).
  • Casting it again while they're out replaces the oldest.
Type
Summon
Cost
40
Cooldown
30s
Damage
2d8 per summon hit radiant
Summons
1
Lasts
20s

Forms: choose one any time (Hero → Skills — town or mid-dungeon; the next cast calls it). Compare every caster's forms

Seraph of Judgement

Seraph of Judgement

Damage

A burning six-winged seraph whose sword-strokes break in waves of holy fire over the wicked.

Bodies
1 per cast at rank 1
HP each
0.6× a plain summon
Damage per hit
1.8× a plain summon
Attacks
every 1.5s
Moves
4.8 tiles/s
Reach
1.4 tiles (melee)
Splash
50% to foes within 1.4 tiles
Damage type
radiant
Master passive
Radiant Zeal: +6% Damage, +1 HP Regen / s while one stands
Arrival
Beam of light: it descends in a beam of light
Celestial Warden

Celestial Warden

Steady Default

The winged warden of radiant light: spear and shield, steady blows.

Bodies
1 per cast at rank 1
Numbers
The skill's own minion, unchanged
Master passive
Warden's Grace: +3 HP Regen / s while one stands
Arrival
Beam of light: it descends in a beam of light
Aegis Archon

Aegis Archon

Tank

A silver archon behind a tower shield of light that rings out to call every foe to it.

Bodies
1 per cast at rank 1
HP each
2.5× a plain summon
Damage per hit
0.6× a plain summon
Attacks
every 1.5s
Moves
3.8 tiles/s
Reach
1.4 tiles (melee)
Taunt
foes within 3.5 tiles every 4s for 3s; its hits 2s
Damage type
radiant
Master passive
Aegis: +6% Damage Reduction, +1 HP Regen / s while one stands
Arrival
Beam of light: it descends in a beam of light

Numbers per body at mastery rank 1, against a plain summon body (HP 56% of your max HP; damage = the skill's dice × your power). A summon also inherits your gear: weapon power and Damage % on its hits (flat damage and elemental affixes don't carry), ~85% of your AC and to-hit, half your attack speed and crit chance, a quarter of your move speed. Mastery ranks and perks multiply every form the same way. While one body of a form stands you get its master passive (one per form; half strength in the PvP arena).

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Celestial Warden mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 14030s—Learned
2Lv 14029.7s+3%Celestial HP +20% · summon HP +20%
3Lv 23929.4s+6%Duration +15% · 23s
4Lv 43929.1s+9%
5Lv 53828.8s+12%Celestial damage +10%
6Lv 63828.5s+15%Celestial HP +20% · summon HP +40%
7Lv 83028.2s+18%Cost −20%
8Lv 102927.9s+21%
9Lv 122927.6s+24%+1 celestial (the host shares its light: celestials −15% damage) · 2 summons
10Lv 141827.3s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · summon HP +65%

Rank 4: pick one

  • Heavenly Choir +1 celestial; celestials −25% HP and −15% damage.
  • Archon Celestials +50% HP and +10% damage.

Rank 8: pick one

  • Eternal Vigil Duration +30%.
  • Swift Descent Cooldown −15%.

Rank 10, Mastered: Host of Heaven: celestials +25% HP and +10% damage.

Oath of Devotion skills

Sacred Weapon

Lv 3 Buff Oath of Devotion

Your weapon blazes with holy fire.

What it does for a new Paladin at level 3; in game the numbers follow your hero

  • For 12 s, you gain +3 to hit and +3 radiant damage on every basic attack.
Type
Buff
Cost
20
Cooldown
25s
Scales with
Charisma
Duration
12s
Grants you
+3 to Hit, +3 Radiant Damage
Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Sacred Weapon mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 12025s—Learned
2Lv 12024.8s+3%Duration +15% · 13.8s
3Lv 22024.5s+6%Blessing strength +15% · +3.5 to Hit, +3.5 Radiant Damage
4Lv 41924.3s+9%
5Lv 51921.5s+12%Cooldown −10%
6Lv 61521.3s+15%Cost −20%
7Lv 81521s+18%Duration +15% · 15.6s
8Lv 101520.8s+21%
9Lv 121420.5s+24%Blessing strength +10% · +3.8 to Hit, +3.8 Radiant Damage
10Lv 14920.3s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · +4.2 to Hit, +4.2 Radiant Damage

Rank 4: pick one

  • Blazing Blade Strength +30%, duration −20%.
  • Hallowed Steel Duration +30%.

Rank 8: pick one

  • Ever-Burning Cooldown −15%.
  • Blinding Light Igniting the blade Frightens nearby foes (50%).

Rank 10, Mastered: Blade of the Dawn: blessing strength +15%.

Oath of Vengeance skills

Vow of Enmity

Lv 3 Buff Oath of Vengeance

You swear a foe's destruction above all else.

What it does for a new Paladin at level 3; in game the numbers follow your hero

  • For 10 s, you gain +15% damage vs elites and bosses and +3 to hit.
Type
Buff
Cost
20
Cooldown
20s
Scales with
Charisma
Duration
10s
Grants you
+15% Damage vs Elites, +3 to Hit
Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Vow of Enmity mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 12020s—Learned
2Lv 12019.8s+3%Duration +15% · 11.5s
3Lv 22019.6s+6%Vow strength +15% · +17.3% Damage vs Elites, +3.5 to Hit
4Lv 41919.4s+9%
5Lv 51917.2s+12%Cooldown −10%
6Lv 61917s+15%Nearby foes are Marked (40%) · Marked 40% · 3s
7Lv 81516.8s+18%Cost −20%
8Lv 101516.6s+21%
9Lv 121416.4s+24%Vow strength +10% · +18.8% Damage vs Elites, +3.8 to Hit
10Lv 14916.2s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · Marked 70% · 3s · +21% Damage vs Elites, +4.2 to Hit

Rank 4: pick one

  • Relentless Vow Duration +30%.
  • Oath of Ruin Vow strength +25%, cost +30%.

Rank 8: pick one

  • Undying Hatred Cooldown −15%.
  • Dread Vow Nearby foes are Frightened (60%) instead of Marked.

Rank 10, Mastered: Avenger's Oath: vow strength +15% and Mark chance +30%.

Subclasses

Chosen at level 3. Each adds its own skill and a feature every few levels.

Oath of Devotion

Paladins bound to the old virtues: honesty, courage, and the protection of the weak.

Skills

Features

  1. Lv 3
    Sacred Oath Your vow itself wards you from harm.
    • +5% All Resistances
  2. Lv 7
    Aura of Devotion Your oath shields you from fear and coercion.
    • +5% Damage Reduction
  3. Lv 11
    Purity of Spirit Malevolent magic slides off you.
    • +10% All Resistances
  4. Lv 15
    Zealous Radiance Your light burns hotter with every foe struck.
    • +3 Radiant Damage
    • +5% Damage
  5. Lv 18
    Holy Rebuke Those who strike you answer for it twice over.
    • +5% Damage Reduction

Oath of Vengeance

Paladins who hunt the wicked without mercy, whatever the cost to themselves.

Skills

Features

  1. Lv 3
    Abjure Enemy Your glare alone unsettles the wicked.
    • +1 to Hit
  2. Lv 7
    Relentless Avenger You close on fleeing enemies without pause.
    • +8% Move Speed
  3. Lv 11
    Soul of Vengeance Your strikes grow ever more precise.
    • +4% Crit Chance
  4. Lv 15
    Avenging Angel Wrath radiates from you like a blade.
    • +10% Area Damage
    • +8% Move Speed
  5. Lv 18
    Relentless Vengeance Your killing blows show no mercy.
    • +15% Crit Damage

Talents & roles

Paladins lean tank, healer and damage. The class tree and one tree for each subclass hold 51 talents; you earn a point every level and one for each act boss.

All Paladin talents Party roles

Spellbook & mechanic

Oathlight and the hammer storm

A halo of hammers, and then the big one.

Strikes build Oathlight, five pips. Hammerwheel winds holy hammers out around you, one more per two pips, and Oathmaul spends every pip on a falling great hammer.

Capstone: Heaven's Anvil · Chase legendary: The Turning Sun

Paladins choose 7 pages from level 4, picking at levels 4, 9, 14 and 18:

All Paladin pages and variants How the Spellbook works

Paladin unique weapons

Dawnkeeper's Oath Starter

Mace · Weapon · drops from level 5

  • +8–24% Damage
  • +2–6 Charisma
  • +1 Life on Hit
  • +1 random affix

Dawnshield. Overhealing builds a Dawnshield (up to 18–22% of max health). When it breaks, it bursts for its full value as radiant damage.

“Its bearer swore to keep the dawn. The mace took the oath more literally.”

Verdict of the Sunward Court

Greatsword · Weapon · drops from level 12

  • +8–24% Damage
  • +2–6 Strength
  • +15–25% Max HP ⌃
  • +3 random affixes

Sunward Charge. Radiant Charge hits for 200–230% damage, recharges twice as fast and leaves a trail of light that charges again 0.6s later.

Shared Faith. Shield of Faith also wards every ally within 5 tiles and lasts four times as long.

“The court met at noon, sentenced at noon, and carried out its sentences at noon.”

Lantern of the Long Night

Warhammer · Weapon · drops from level 16

  • +8–24% Damage
  • +2–6 Strength
  • +5–14% All Resistances
  • +3 random affixes

Lanternlight. A lantern of judgment hangs over you: foes within 2.5 tiles are Vulnerable.

Hour of Judgment. Every 8s in battle, pillars of light fall on the 3 nearest foes for 60–75% weapon damage.

“A hammer with a lamp in its head, for a war fought entirely after dark.”

Lanternfall ◈ DEEP

Maul · Weapon · drops from level 20

  • +10–28% Damage
  • +3–12 Radiant Damage
  • +30–140 Hit Points
  • +3 random affixes

Lanterns Fall. Every 4th skill you cast, 7 lanterns fall on foes near you: 240–280% weapon damage each, and they are Marked for 4s.

Kindly Light. Skill hits have a 30% chance, once a second, to heal the most wounded ally within 6 tiles for 30–40% of the damage.

Surveyed Ground. You and allies within 4 tiles take 6–10% less damage. Asleep Hone this item at the Forge (Smithy level 6) to wake it. Any line will do, even with its Forging Potential spent.

Drops from: Only from the Deep: Breach Wardens, chart bosses of tier 8 and up, and Survey Shards. Always Emberforged

“A surveyor's lantern hammered onto a haft by someone who needed the light to hit harder.”

Paladins are Devouts: they can also wear the 9 Devout unique armour and off-hands, and any unique jewelry. Power values show the range they roll in.