Ever the stalwart warrior of divine power, the Paladin returns in the 2024 Player’s Handbook with a new yet still familiar arsenal at their disposal. Lay on Hands and their signature smite features appear once more, but with a new look and refined wording alongside new features such as Faithful Steed and Weapon Mastery. Oh, and you can now smite with your fists!
In this article we’ll cover the highlights of the 2024 Paladin that you’ll find in the pages of the new Player’s Handbook. If you don’t see a feature covered, such as Aura of Protection, that means it is unchanged from the 2014 Paladin, or only saw very minor changes.
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Class Feature |
Level |
What's New |
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1 |
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1 |
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1 |
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2 |
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2 |
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Channel Divinity |
3 |
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3 |
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5 |
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9 |
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Aura of Courage |
10 |
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Radiant Strikes (previously Improved Divine Smite) |
11 |
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14 |
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19 |
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2024 Paladin Class Features Overview

Lay on Hands — Level 1
Formerly an action to use, the Paladin's Lay on Hands now only requires a Bonus Action, granting the class more versatility with options on their turn. This is a theme you’ll see throughout the class, as many features have been changed from an action to a Bonus Action.
Additionally, Lay on Hands can remove the Poisoned condition and can now be used on Constructs and Undead.
Spellcasting — Level 1
A big change from the 2014 Paladin is that the spellcasting feature is now accessible from level 1, with the number of spells you can prepare now a fixed number listed in the Paladin table. This opens up a lot more options for level 1 Paladins, especially given the new and improved smite spells.
Weapon Mastery — Level 1
Your first level of Paladin gets even more exciting with the addition of the Weapon Mastery feature, which grants access to a suite of special rules for the weapons you wield. You can select two weapons that you’re proficient with and unlock their mastery properties, and each Long Rest you can choose to change which two weapons this feature applies to.
To highlight this new option for Paladins, let’s take a look at the mastery properties for a signature Paladin weapon, the Longsword:
- Longsword (Sap): Any character wielding a Longsword while it’s their selected Weapon Mastery armament will be able to use the Sap mastery property. When you successfully hit a creature with an attack using a weapon with the Sap mastery property, its next attack roll before the start of your next turn has Disadvantage.
Fighting Style — Level 2
Fighting Styles have been adjusted now to be a special subtype of feat that any class can choose from if they have the Fighting Style class feature. Paladins can pick one of these feats, or alternatively, they can choose the Blessed Warrior option, which grants them two Cleric cantrips.
Paladin’s Smite — Level 2
Previously a dedicated feature in the 2014 Paladin and formerly known as Divine Smite, the level 2 Paladin Smite feature on the 2024 Paladin works a bit differently. Instead of granting you a smite feature directly, it gives you the Divine Smite spell as a permanently prepared spell.
This new spell works much like the 2014 Divine Smite class feature, with a couple of key differences. First, it can now be used on Unarmed Strikes, which is a relief for Paladins who want to sock monsters with a divine punch to the face. Second, it now requires a Bonus Action to use, which you take immediately after you hit a creature with an attack roll, bringing it mostly in line with the original Divine Smite's mechanics.
Paladin Subclass— Level 3

All four subclasses for the 2024 Paladin are returning options, but each one has had a small glow-up. All three 2014 Player’s Handbook subclasses return in new and improved form, with a fourth option familiar to anyone that has read Mythic Odysseys of Theros or Tasha’s Cauldron of Everything: the Oath of Glory.
- Oath of Devotion: Paladins who swear an Oath of Devotion will find their features lasting longer as Sacred Weapon and Holy Nimbus each now last 10 minutes instead of 1 minute. In addition to its longer duration, Holy Nimbus can also be used again by spending a level 5 spell slot, rather than just being once per Long Rest. They also have a new feature that replaces Purity of Spirit in the form of Smite of Protection, which grants cover to you and your allies within your aura when you cast Divine Smite. Finally, Oath of Devotion Paladins gets tweaked spells in the form of Shield of Faith and Aid, replacing Sanctuary and Lesser Restoration, respectively.
- Oath of Glory: Oath of Glory has had its Aura of Alacrity feature improved. Previously, it had a 5-foot radius, now it uses your Aura of Protection to determine who it affects. This use of Aura of Protection is something else you’ll see recurring throughout the 2024 Paladin and its subclasses, meaning better synergy between your class features. Oath of Glory Paladins can also enjoy a 1-hour duration on Peerless Athlete and access to a brand new Oath Spell called Yolande’s Regal Presence.
- Oath of the Ancients: One of the biggest upgrades to Oath of Ancients is to Undying Sentinel. Where the 2014 Oath of the Ancients Paladin would simply go to 1 Hit Point instead of 0, the 2024 version instantly regains a number of Hit Points equal to three times your Paladin level. Nature's Wrath also now affects each creature of your choice within 15 feet, and your targets must make a Strength saving throw instead of getting to choose between making a Strength or Dexterity saving throw. Elder Champion has also seen some love, now requiring a Bonus Action instead of an action, and can be refreshed with a level 5 spell slot.
- Oath of Vengeance: Carrying on the trend, Oath of Vengeance receives an action economy boost with Vow of Enmity no longer requiring an action and instead can be applied when you attack. It also has an increased range and can be transferred when the current target of your vow is reduced to 0 Hit Points. Relentless Avenger and Avenging Angel have also had boosts, with the former reducing the target's Speed to 0 and the latter being able to be refreshed with a level 5 spell slot.
Faithful Steed — Level 5
Paladins now always have a faithful steed on hand with the Find Steed spell always prepared from level 5 onwards. This feature also grants a single free casting of the spell once per day so you can summon your Otherworldly Steed. That’s right, your mount has had an upgrade too, with a brand new bespoke stat block for the 2024 Find Steed spell. The Otherworldly Steed is much better suited for combat and can even regain Hit Points whenever you receive magical healing.
Abjure Foes — Level 9
This new Paladin feature allows you to spend your Channel Divinity to target a number of creatures equal to your Charisma modifier and force them to make a Wisdom saving throw. On a failed save, a creature is Frightened by you, and, while Frightened this way, is limited to only moving, taking an action, or a Bonus Action on their turn. It’s a very powerful way to control the battlefield, so if your idea of a Paladin features a control aspect, the 2024 version has you covered.
Restoring Touch — Level 14
Another new feature for the 2024 Paladin, Restoring Touch gives you an alternate use for your Lay on Hands points. You can now choose to remove one condition from a list of options and can even do this for multiple conditions if you spend enough Hit Points.
Epic Boon — Level 19
Previously a special reward found in the 2014 Dungeon Master’s Guide, Epic Boons have made their way over to the 2024 Player’s Handbook as a new type of feat with the prerequisite of being level 19+. While Paladins can take any Epic Boon, the recommended pick is the Boon of Truesight, which we’ll look at here:
- Boon of Truesight, Epic Boon Feat (Prerequisite: Level 19): Increase one of your ability scores by 1 up to a maximum of 30 and you gain Truesight out to a radius of 60 feet.
Take Your Oath
The 2024 Player's Handbook is now available on the D&D Beyond marketplace, which means it's time to set out on new adventures with fresh or familiar characters!
The 2024 Player's Handbook brings a new and improved Paladin to your tabletop armed and ready with a slew of exciting new features and quality of life changes. You can charge into battle astride your Otherworldly Steed, abjuring foes abound while your Aura of Protection drives back the forces of darkness.
We’re delighted to share with you the changes to fifth edition D&D that appear in the 2024 Player’s Handbook. Make sure to keep an eye out on D&D Beyond for more useful guides on using the wealth of new options, rules, and mechanics found in the 2024 Player's Handbook!

Davyd is a moderator for D&D Beyond. A Dungeon Master of over fifteen years, he enjoys Marvel movies, writing, and of course running D&D for his friends and family, including his daughter Willow (well, one day). The three of them live with their two cats Asker and Khatleesi in south of England.
This article was updated on August 12, 2024, to issue corrections or expand coverage for the following features and subclasses:
- Lay on Hands: Removed mention of Lay on Hands not affecting disease as disease is a depreciated mechanic.
- Weapon Mastery (Sap): Corrected terminology around Sap mastery property. Also, specified that the target has Disadvantage on its next attack roll (not attack) before your next turn.
- Paladin’s Smite: Changed wording to remove "can," as the Bonus Action to activate Paladin's Smite after hitting a creature with an attack roll is not optional.
- Channel Divinity: Added that Divine Sense now lasts 10 minutes.
what the hell happened to extra attack bro.
Anything not mentioned remains the same. Extra Attack is still there and unchanged, or else they would mention it being removed which they have not.
Where did they say this?
i would rather bet that there are no more features to bypass it, then it no longer in game, but thats just my opion
Ranger: Trashed
Paladin: Trashed
Everything I've seen of the 2024 rules so far has confirmed the suspicion I've had all along that it's just busy work for the designers and a cash grab for the corporation. No thanks.
agree and add in Aberrant mind sorcerer to the list, and rogue
they moved heaven and hell to nerf nova damage to the ground and below, with the exception of Warlock and figther
so how will that ration of TPK look alike when the BBEG can't be burnt down fast and is up for 4-6 rounds ....
they buffed healing a tiny bit ( if they did the UA changes ) but a 2d8+stat heal, when mobs hit in the 30s - 40s in a single hit don't sound as a good investment still
if Paladin wants to still do a bit of nova you are probaly gonna have to do a 11 Warlock / 2 Paladin / 7 ( something else, Divine soul maybe ? ) with 2 weapon figthing
+ if they didn't put wording in, in the PHB with this setup ( and last UA ) you would have 3 attacks + offhand attack ( scimitar, dagger in offhand )
+ you would be able to smite with eldritch smite + paladin smite on a hit ( 6d8 + 5d8 + 1d8 ( weapon ) + addDmg ) + 3 other hits with no smite ....
(stat -bon +5 ), weapon (+2 at high lvl ), bestow curse (+1d8), spirit shroud (+1d8)
if everything hits : 1d8 + 5 + 2 + 1d8 + 1d8 + 5 ( lifedrinker ) + 1d4 (offhand ) x4 = 59 + 11d8 = 103 ( you could barely beat the 100 nova round )
But i'm pretty sure, if it isn't in the phb it will be in the emergency errata that you can't use eldritch smite + divine smite in the same round
This is such a brain-dead take.
1. Excluding the other smite spells, there are a grand total of 6 spells on the Paladin list that are cast as a bonus action. If people really liked smite so much, would they waste their precious smite slots on useful bonus action spells? Unlikely.
2. Say I'm playing a 2024 Paladin, hit a target, and use my bonus action to expend one of my free castings of Divine Smite. Let's also say my DM decides that the lich or whatever else is going to counterspell my smite (which, by the way, we don't know for sure can actually be countered). I would laugh directly in my DM's face. I have traded the equivalent of a first level slot and one bonus action to remove an entire third level spell slot and a reaction from the evil caster. In what universe would you ever be upset about that trade?
3. Paladins do not "smite less" in 2024. They objectively have more smites than they did previously. Just because you don't have the potential to drop a radiant nuke on a target multiple times on your turn does not mean you're "smiting less," it means you are smiting more often. This is a healthy direction of change. You also objectively have more space to cast spells with your spell slots (even though most Paladin players didn't cast a lot of spells anyway). This is such a non-issue, it really shows how much you're grasping at straws to be mad about something.
4. The Steed spells, Auras, and Lay on Hands have always been things that were unique to the Paladin, regardless of how much YOU personally cared about or used them. Are you seriously advocating that they should have made the Paladin a one-trick smiting pony? That's the exact thing people have been bashing the ranger for (despite how over-blown the anger is), and you want the same thing for the Paladin. Also, have you considered that not using channel divinity is a skill issue rather than a design issue? They're one of the more powerful abilities most Paladins get access to.
5. "Standardizing Aura ranges, and giving Paladins more of things they didn't use or need (Channel Divinity, Summoning Mounts, More Auras) so they can waste precious resources they already have less of, that can now be countered, and prevent them from doing spellcasting, was not an improvement." -- Genuinely not entirely sure what you're even saying here. It sounds like you think that Channel Divinity, Auras, and the free casting of Find Steed are somehow taking away spell slots that could be used for smiting? If that is what you're saying, that's demonstrably not true.
In conclusion, learn to read.
1. people didn't use them because they are cast as a bonus action, and thats the main reason most people don't like the new mechanic, because it robs the paladin of his bonus action. And even if the "smite" spells did get upgraded i personally would with the exception of maybe one or two ( depending on what build ) never even prepare them
2. honestly if a paladin uses a 1st level smite on a lich ( by that time he is around 11+ at least ) he does not play his class to his full potentiel because if he used his bonus action for an offhand attack he would do more then the measly 2d8 ( ~9 dmg ), at 11th lvl paladin you would need ( depending on thats, gear, conc spells ) a 3rd if not 4th lvl spell slot, so why would the lich use a counterspell for that ?
3. they do smite less, see #2 because all of their lvl 1 & 2 spell slots are useless for smithing now, and no one is really complaining about smiting only once / turn what everyone is complaining about is that you need to use your bonus action to do so. and using a lvl 1 or lvl 2 spell slot to smite is not playing your paladin class
4. they have a use / niche use and nice to have and in your toolkit for the paladin since adnd, but they have never been more then a nice to have, ok they made the CD a bonus action ( iirc beside vengeance ) but this again battles with using smite, i personaly see that as a wash, you also get a 2nd charge of CD but divine sense ( in 2014 a free ability ) is now costing you a CD charge, so thats not a buff either
5. what he is implying and i personally agree with it, is they are waving a tiny carrot in one hand and hope nobody sees the 5m long whip they use to beat the paladin with. Summoning a free steed ... wow, which will be useless in 90% of the time. nerfing the no. #1 reason people choose to play ancients paladins is just laughing in the face of the paladin. giving them another cd charge, but need to use cd if you want to use one of the core defining aspects of a paladin ( divine sense ) is just insulting the paladin players
I agree almost 90% of everything Rassafer postet, because it sums up pretty much why paladin in the 2024 is so much nerfed they would need to climb a ladder to even reach the bottom of the building
personally i also dont understand why this complicated mess they came up with, if it only would take the same wording as eldritch smite : you can only use this ability once / turn
addionally if they are at it, why not make action surge, sneak attack, rage a spell and use a bonus action to use ?
Of course they would never counterspell a 1st level smite. But what about a 4th level on a crit? Are you saying the dm would never counterspell that? Because you would be lying if you said so.
1- Bonus action is sually reserved for bonus action attacks gained through feats or misty step, not casting bonus action paladin spells
2-unless your GM braindead he will not be counterspelling lvl 1 spells that do basically no damage, but creatures with limited magical immunity don't have to spend any resources to reduce you to a washed up fighter with none of the benefits.
3- 1 additional level 1 casting of divine smite is probably the only smite paladins will use on a fight outside of critical hits because the damage to spellslot+ action cost conversion is so terrible
4- Most of us are not advocating for the removal of aura or steed, we are complaining about the conversion of our signature offensive class feature into a bonus action spell that puts it close to witchbolt in how poor of a spell it is.
5- I have nothing to say about this as I see the free daily steed as a option that was not there before but not much of a gain since steed lasted forever anyways unless killed and I generally like channel divinity changes.
1. I mean, that is true, but that's not the point I was making. He seemed more upset at the prospect of not being able to smite and then cast a spell, but the only way he could do that was bonus action spells, which is why I was talking about them. I will concede that losing the ability to smite and misty step is a bummer, but again, it's probably more healthy for the game. Also, losing the ability to smite on bonus action attacks is another change for the health of the game. As for losing the ability to make offhand attacks at all, were a lot of paladins really doing that? PAM bonus attack is not nearly as useful on Paladin if they can't smite with it, and I so rarely heard about TWF Paladins that I feel like it's a non-issue (the Nick property on scimitars also sort of negates this problem anyway, no?).
2. Again, while that's true, it's such a niche issue that I can't really see why you need to worry about it that much. Paladins still have channel divinity, Auras, etc. Is it really so problematic to lose smites against like, four creatures? As for the rakshasa specifically, that's sort of their whole thing. Casters are ****ed against a rakshasa unless they have 7th level spells anyway, so paladins being forced to be slightly worse fighters is really nothing compared to what casters already have to deal with. And again, you still have all the other paladin goodies to make use of against a rakshasa (cast bless instead!).
3. I don't know why you think 2d8 guaranteed damage as a bonus action is bad. Most classes would kill for that.
4. Most of you aren't Rassafer. Your signature ability is still completely useable, and comparing it to witch bolt is just disingenuous. Even the other smite spells were good enough that some Paladins used them, as well as basically any other class that got access to them. Searing Smite is a decent option for forge clerics, and a lot of bards used to take Banishing Smite with their magical secrets. Now the paladin has more reason to use these spells, especially since they apparently lost concentration requirements and can now be used after you hit with an attack.
5. Yeah, still not sure what he was talking about. I think you'll at least be happy to learn that find steed can apparently teleport as of the last UA, now scales with slot level, gains more HP per level and can eventually fly. I almost wonder if they removed find greater steed entirely. Also, apparently all paladins can now use abjure foe with their channel divinity, and they get more uses of it.
Some more random thoughts because there are a bunch of changes that are straight up buffs that no one seems to care about:
Lay on Hands is a bonus action, not restricted with fighting style choice, weapon masteries are great, apparently there are new paladin exclusive spells in the new books, abilities and (allegedly) spells you have to activate like vow of enmity or holy weapon now happen when you make the attack rather than requiring an action or bonus action, oath of devotion's divine smite can grant allies ******* cover???
Overall, Paladin is both healthier for the game and has a ton of new and wonderful changes. It's sad that everyone thinks Paladin was just the smiting class. Yes, they can no longer drop three smites in a turn, but everything else about them is still so good that I can't imagine Paladin will really dip in popularity. Y'all need to get over smite and start smelling the flowers.
1. i don't understand why you are thinking that a PAM offhand attack is not better then smiting on a Paladin ...
2. its not a niche issue, smite beeing a spell means ( counterspelling not likely unless you use a 4th lvl spell slot i give you that ), magic immune creatures and most important since it is a spell with "V" component you can completly take out the smite with just a lvl 2 spell ( silence )
3. why 2d8 is bad damage thats very easy to answer, lets take a lvl 11 paladin using a polearm
+ 1d4 offhand ( 3 ) + stat ( 5 ) + 1d8 radiant strikes ( 5 ) + 2 ( magical weapon ) + 1d8 ( 5 spirit shroud ) = 20 dmg
a 2d8 smite = 10 dmg, a 3d8 smite = 15 dmg, a 4d8 = 20 dmg, so you need at least a lvl 3 spell slot to come up equal ......
4. and here you are wrong, when your signature ability needs a spell slot you don't aquire before you reach 12th lvl it is useless
5. and to the steed i say, its very very very niche ability but 90%+ of all fighting and adventuring are done in dungeons or castles, building how is a steed of any use there = useless,
oh yes LoH is a bonus action now ..... just happens to fight with the gazzillion of other abilitys that requires your bonus actions too. Weapon masteries is a non issue, because every martial class is getting them and you can get a feat to aquire them
no one would be complaining about Paladin only smiting once / round ( just as the new warlock eldritch smite ( UA version ) does ), what everyone is complaining about is that smithing is now a) a spell and b) requires your bonus action
Paladin was granted divine smite in 2014 to keep up with the dmg a ftr is putting out with just his multiple extra attacks. Paladin in 2024 is not healthier it is C-Tier ( with the right build, in the right circumstances you might be able to not be a burden to your group ). And like i already said, what would the rogues say when they would need their sneak attack would suffer the same fate ( req. bonus action, counterspelled, silenced ) or a Barbarian Rage, or a ftr action surge
Paladin is a C tier? ROTFL. Have you watched any of the reviewers videos that actually have the full rules in their hands? ALL of them say that despite the Smite Nerf Paladin is far better now than in 2014...
Then they're wrong, because it is neither better mechanically nor mathematically, nor will it *feel* better to play.
For those who don't seem to understand the issue with them turning smite into a spell that costs a bonus action, it would be the same as turning Sneak Attack into a spell, and a bonus action, and THEN limiting Sneak Attacks to a limited amount of times per day.
As for the issue with spell casting, the issue is, you *pick* now, oh, you want to cast haste? Well, no smite that round, sorry. Oh, did the haste get counterspelled? Oh, shit, too bad, no smite, and no haste.
This is all *FINE* if there weren't people talking about how we're *better* off, and can do more Paladiny things, when...literally, we can now do *less* and on top of doing less, when we do it, it can be nullified immediately.
Oh, you crit, and want to use that smite? Countered, so the one thing Paladins can do, aka, Alpha strike, can be immediately nullified, by any NPC with a 3rd Level spellslot, while at the same time, wasting the lilmited resources paladins actually have. So, not only, did you use your bonus action, your spell was countered, so you're not smiting at all until next round, because your next attack doesn't *have* a bonus action, and if you get an Attack of Opportunity, no smiting, so your crit, spell slot, *and* your ability to smite that round, gone.
For Comparison to those out there who don't understand it, lets try to explain it now, if this was done with our Rogue, who now has a limited amount of sneak attacks. Rogue, Crit, Sneak Attack, Counterspell, oh well. Done, and I've used my once per ROUND Sneak Attack now (Oh, wait, rogues used to be once per turn sneak attack, well, they're once per round now.)
There is *no scenario* in which the Paladin is better off, I am *fine* with that, except there's a bunch of people trying to gaslight the Paladin players into thinking it is. When, it just *flat out isn't*, it's been nerfed, it's been nerfed in every single aspect of what made it strong, and it's been nerfed so hard, that it has gone from being a great class at the niche Alpha Strike builds, to, on par with 2014 Ranger. And anyone who disagrees, or says that it's actually better now, doesn't know how Paladins work, or is just bad at basic math and the rules of D&D.
1. I never said it was better or worse, I just said it's not as useful if paladins can't smite with it.
2. As I said, there are maybe four magic immune creatures in the rules that I even know of, and one of them is Tiamat. I will give you the point about silence, but only if divine smite has the same components as the other smite spells currently do. Still, I can count on one hand the number of times I've been in a silence aura, so I still think it's a niche issue.
3. Wow, you're right! A +2 weapon, a feat, and a 3rd level spell slot are all better than one 1st level spell! Of course you have to up-cast smite to compete with that damage, what are you, insane?
4. See above.
5. Never said find steed is useful all the time. You get it for free at the same level you get extra attack. It's literally a free new ability, why are you complaining about it?
"Paladin was granted divine smite in 2014 to keep up with the dmg a ftr is putting out with just his multiple extra attacks." No, they were given Improved Divine Smite (Radiant Strikes) to keep up. The difference in average DPR between a Paladin with a halberd and a Fighter with a halberd (no BA attacks or spells for either) is less than one point of damage. Do the math (and do it honestly, don't add weird shit like spirit shroud or action surge or magic weapons).
"Paladin in 2024 is not healthier it is C-Tier ( with the right build, in the right circumstances you might be able to not be a burden to your group )." What the **** are you talking about? It's Paladin. Do you think that as soon as a Paladin is out of spells, they're suddenly completely useless to their party? What about Auras? What about Channel Divinity? What about LoH or Radiant Strikes?
"And like i already said, what would the rogues say when they would need their sneak attack would suffer the same fate ( req. bonus action, counterspelled, silenced ) or a Barbarian Rage, or a ftr action surge" Firstly, I hope for your sake that English isn't your first language. Second, this is a weird comparison. Rogues' sneak attack is how they were designed to keep up with fighters and other martials. Barbarians' rage is also their way to keep up with fighters (not very well), and they already have to use a bonus action and expendable resource to Rage (and could have it forcefully ended pretty easily before, mind you). Fighters got one action surge per short rest before the new rules, so that being able to be shut down would be ridiculous. Paladins already use spell slots to smite, and their primary damage doesn't come from their smites, it's just extra damage using an optional resource that could be expended on other things. Smite is not comparable to any of these features.
Yes of course Random guy on the DNDBeyond Forum knows more than Treantmonk and D4 both who ACTUALLY HAVE the new rules in their possession and have for the past 2 months and both of which are well known and respected optimizers...
1. You make way too big a deal about it being a spell. Yes it can be counter spelled but counter spell is no longer automatic. It forces a CON save. While Paladin's don't have CON prof they do usually have decent CON scores so will not always fail. Even when they do they don't lose the spell slot. Silence is also a very rarely used spell. I can count on one hand, without using any of my fingers, the amount of times I have come across NPCs using this spell in 5e. If you DM starts using this often then maybe they don't like you ;) .
2. Rumor has it that Bonus action spells don't prevent casting of spells with your action (but quicken spell still does) so you haste argument might not be true. We'll know for sure on Thursday as Treantmonk will be discussing this.
Treantmonk and D4 also stated that Sword & Board and Dual Weapon Fighting (which can be done without your bonus action) are now just as effective as using a Polearm with polearm master. You might need to adjust your build but its not the end of the world your making it out to be.
They also said that there are more fun, useful, and powerful things to do with your bonus action than ever before, which are now going to compete with smite. Being given tons of cool new toys and then being discouraged from playing with them isn't fun. 5E already started as a BA-heavy game, and the revision has increased that if anything: moving a core class feature onto the BA just unnecessarily sucks.
I agree it would have been nice for it to not use a bonus action but I think they did this to encourage people to consider using the other smite spells. The only other option would have been to use your reaction but that wouldn't likely be popular either. I expect it will be a common house rule that the smite spells can be cast without any sort of an action.
But regardless every class has choices you're not going to be smiting every round so you can still use the other cool things.
if they wanted to encourage the players to use the other smite spells, how about just making them worth using ? instead of making smite a burden to use .......
and yes, everyone i asked ( myself included ) will houserule this abonimation of needing a bonus action to not be valid on his/her table but thats beside the point, the DM shouldn't be forced to do that
Add to it, why play a Paladin in the 2024 ruleset at all, if there is a class that does almost everything the Paladin does but way better. Smiting once / round w/o a bonus action, beeing a spell with knocking the opp. prone. Having way better spells at his/her dispossal then the Paladin will ever have. Lvl 5 spell slots at 9th level .... The only thing missing is the med. / hvy armor & shield prof. which can be got by MC 1 lvl of Paladin or Cleric. To top it off ( UA ruling ) having not 1 extra attack at 11th lvl, but 2 extra attacks.
Potential for rp with this class is also way better then a paladin who just swore an oath by himself .....
if you want to go damagwise it has a 30-35% sustained dmg increase over Paladin without smiting, with smiting its even higher
as replying to :
3. Wow, you're right! A +2 weapon, a feat, and a 3rd level spell slot are all better than one 1st level spell! Of course you have to up-cast smite to compete with that damage, what are you, insane?
a lvl 11 Paladin will most likely have a +2 weapon, as well as feats and has a 3rd lvl spell slot, and you need to upcast your smite to compete thats what i said, but you refuse in saying a lvl 1 smite is still good dmg, because it is a waste of damage.
+ the lvl 3 spell used in that example provides a +1d8 dmg to all attacks that hit as long as you conc ( 1 min max ) vs a one-time 4d8 ( which would do the same dmg as the offhand attack ).
Removing the need for a bonus action to smite, would at least make the lvl 1,2 spell slots useable for something instead of flavor spells ....
i personally respect Treantmonk & Coby but i believe there are 2 reasons for them saying the paladin is better off:
1) they value the free lvl 1 smite too high and think of ways to build around the limitation the smite ruling gives ( i personally don't want to see only Paladins using dual wielding scimitars, or anything else with dagger in offhand )
2) they don't want to throw away the bonuses they got, by getting the rulebooks earlier
In ua They did make the other smites worth casting. But if they required a bonus action and divine smite didn't then clearly no one would pick them considering how much love the ba change is getting...
1. No they don't overvalue the free use. THEY KNOW THINGS WE DON'T. You don't have all the info they have..
2. that's not respect that's insulting. See #1 again. You don't have all the info they do.
Both agree burst damage is down but overall damage is up. Chris clearly stated that if you can't do more damage with the new rules your doing something wrong. So... you don't have all the info. They do...