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Paladin Spellbook

Oathlight and the hammer storm: A halo of hammers, and then the big one.

Oathlight and the hammer storm

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

The mechanic arrives with your first Spellbook page, at level 4; before that a Paladin plays as it always did. See the Paladin class guide for the core skills and subclasses.

Paladin pages

7 pages. A page is a skill you choose on top of the seven core ones; each has 2 or 3 variants that unlock at mastery ranks 2, 5 and 8.

Hammerwheel

Page pick at level 4 · Projectile · 10 Spell Points · 0.5s cooldown

Holy hammers spiral out from where you stand, two and a half turns out to three and a half strides, striking everything they cross (a foe at most once a turn). One hammer, and one more for every 2 Oathlight you hold. A hammer that strikes 3 or more foes gives back 3 Spell Points.

Builds: Hammerstorm

Variants (one active at a time)

  • Sunspiral mastery 2 A wider, slower spiral (out to four and a half strides over 3 seconds), and every foe it strikes is Marked for 3 seconds.
  • Thunder-Maul mastery 5 Each hammer bursts where its spiral ends: thunder strikes everything within 1.5 strides (80%).
  • Twin Wheel mastery 8 Each hammer is a counter-rotating pair at 65% damage; where the pair crosses a foe it is struck twice. Stand on a boss.

Sunward Disc

Page pick at level 4 · Projectile · 15 Spell Points · 5s cooldown

Hurl a disc of light that skips from foe to foe and draws their anger (taunt).

Builds: Sunshield Avenger

Variants (one active at a time)

  • Sunburst mastery 2 The disc skips to 5 foes, each hit 15% lighter.
  • Aegis Return mastery 5 Throwing it wards you: a barrier of 6% of your max HP.
  • Penitent's Disc mastery 8 Every foe it strikes is Weakened for 4 seconds.

Sunchains

Page pick at level 4 · Projectile · 12 Spell Points · 6s cooldown

Chains of light bind the first foe in your path and leap on to four more, Rooting and Taunting each.

Builds: Hammerstorm · Sunshield Avenger

Variants (one active at a time)

  • Penitent's Chain mastery 2 Chained foes are Taunted for 4 seconds and Weakened instead of Rooted.
  • Sun Lash mastery 5 No chain: the light sweeps a 120 degree arc, 4.5 strides out, and strikes everything in it.
  • Binding Light mastery 8 The chains leap through six foes and hold them for 3 seconds; 20% lighter.

Vow of Shelter

Page pick at level 9 · Buff · 20 Spell Points · 20s cooldown

Swear to hold the line: you and every ally within five strides take 18% less damage for 6 seconds, and a ward of light shields each of you.

Builds: Sunshield Avenger · Lightwarden

Variants (one active at a time)

  • Rallying Vow mastery 2 The vow carries you forward: 15% move speed, and 40% shorter stuns, roots and slows.
  • Wide Vow mastery 5 It reaches eight strides and lasts 8 seconds, but only 12% less damage.
  • Good Shepherd mastery 8 A thick ward for every ally in reach: 14% of their max HP.

Aura of Penance

Page pick at level 9 · Buff · 0 Spell Points · 6s cooldown

An OATH for your Aura slot. A foe that strikes you or an ally within 5 tiles takes 40% of a weapon hit back as radiant damage (once per foe every half second). Holds back 25% of your Spell Points.

Builds: Sunshield Avenger · Lightwarden

Variants (one active at a time)

  • Atonement mastery 2 What the oath hands back also mends the ally who was struck, for 20% of it.
  • Contrition mastery 5 Foes within 5 tiles are Weakened while they stand there: they deal less.
  • Vengeful mastery 8 The reflection doubles on any foe you have Taunted.

Aura of Sunfire

Page pick at level 14 · Buff · 0 Spell Points · 6s cooldown

An OATH for your Aura slot. A sun walks with you: foes within 5 tiles burn in its light for 10% of a weapon hit of radiant damage every second, and your skills hit 14% harder. Holds back 25% of your Spell Points.

Builds: Hammerstorm · Judicator

Variants (one active at a time)

  • Scorching mastery 2 Foes in the light catch fire: they Burn while they stand there.
  • Halo mastery 5 A tight halo: the light reaches 2.5 tiles, not 5, and burns twice as hard. A hammer brawler's sun.
  • Kindling mastery 8 A foe dying in the light gives you 1 Oathlight (at most one every half second).

Oathmaul

Page pick at level 18 · Area · 10 Spell Points · 1s cooldown

Finisher: spends all your Oathlight (you need at least 1). A great hammer of light falls on the thickest knot of foes within six strides. Each pip widens its ring, deepens the blow, mends you for 2% of your health and looses a spiral of hammers from where it lands, and the blow drags the knot together.

Builds: Hammerstorm · Judicator · Lightwarden

Variants (one active at a time)

  • Mercy mastery 2 The hammer also mends every ally within five strides for 3% of their health a pip, and what overflows becomes a ward.
  • Hammer Rain mastery 5 A smaller hammer falls for each pip, each on the next thickest knot (195% each, no spirals): the pack-burst form.
  • Anvil Blow mastery 8 One hammer on your target at 60% more, with no spirals and no drag: the boss form.

How you get them

  • Page picks. A Paladin gets page picks at levels 4, 9, 14 and 18: one page from up to 3 offered.
  • The mentor. Pages you passed over can be bought from the class mentor for 30 gold × your level squared.
  • Variants. Every page has variants that change how it plays. Choose the active one on the hero sheet's Spellbook tab.

How the Spellbook works