
Paladin Class Details
Primary Ability | Strength and Charisma |
---|---|
Hit Point Die | D10 per Paladin level |
Saving Throw Proficiencies | Wisdom and Charisma |
Skill Proficiencies | Choose 2: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion |
Weapon Proficiencies | Simple and Martial weapons |
Armor Training | Light, Medium, and Heavy armor and Shields |
Starting Equipment | Choose A or B: (A) Chain Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priest’s Pack, and 9 GP; or (B) 150 GP |
Paladins are united by their oaths to stand against the forces of annihilation and corruption. Whether sworn before a god’s altar, in a sacred glade before nature spirits, or in a moment of desperation and grief with the dead as the only witnesses, a Paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.
Paladins train to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the injured, smite their foes, and protect the helpless and those who fight at their side.
Almost by definition, the life of a Paladin is an adventuring life, for every Paladin lives on the front lines of the cosmic struggle against annihilation. Fighters are rare enough among the ranks of a world’s armies, but even fewer people can claim the calling of a Paladin. When they do receive the call, these blessed folk turn from their former occupations and take up arms and magic.
Becoming a Paladin...
As a Level 1 Character
- Gain all the traits in the Core Paladin Traits table.
- Gain the Paladin’s level 1 features, which are listed in the Paladin Features table.
As a Multiclass Character
- Gain the following traits from the Core Paladin Traits table: Hit Point Die, proficiency with Martial weapons, and training with Light and Medium armor and Shields.
- Gain the Paladin’s level 1 features, which are listed in the Paladin Features table. See the multiclassing rules to determine your available spell slots.
—Spell Slots per Spell Level— | |||||||||
---|---|---|---|---|---|---|---|---|---|
Level | Proficiency Bonus | Class Features | Channel Divinity | Prepared Spells | 1 | 2 | 3 | 4 | 5 |
1 | +2 | Lay On Hands, Spellcasting, Weapon Mastery | — | 2 | 2 | — | — | — | — |
2 | +2 | Fighting Style, Paladin’s Smite | — | 3 | 2 | — | — | — | — |
3 | +2 | Channel Divinity, Paladin Subclass | 2 | 4 | 3 | — | — | — | — |
4 | +2 | Ability Score Improvement | 2 | 5 | 3 | — | — | — | — |
5 | +3 | Extra Attack, Faithful Steed | 2 | 6 | 4 | 2 | — | — | — |
6 | +3 | Aura of Protection | 2 | 6 | 4 | 2 | — | — | — |
7 | +3 | Subclass feature | 2 | 7 | 4 | 3 | — | — | — |
8 | +3 | Ability Score Improvement | 2 | 7 | 4 | 3 | — | — | — |
9 | +4 | Abjure Foes | 2 | 9 | 4 | 3 | 2 | — | — |
10 | +4 | Aura of Courage | 2 | 9 | 4 | 3 | 2 | — | — |
11 | +4 | Radiant Strikes | 3 | 10 | 4 | 3 | 3 | — | — |
12 | +4 | Ability Score Improvement | 3 | 10 | 4 | 3 | 3 | — | — |
13 | +5 | — | 3 | 11 | 4 | 3 | 3 | 1 | — |
14 | +5 | Restoring Touch | 3 | 11 | 4 | 3 | 3 | 1 | — |
15 | +5 | Subclass feature | 3 | 12 | 4 | 3 | 3 | 2 | — |
16 | +5 | Ability Score Improvement | 3 | 12 | 4 | 3 | 3 | 2 | — |
17 | +6 | — | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
18 | +6 | Aura Expansion | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
19 | +6 | Epic Boon | 3 | 15 | 4 | 3 | 3 | 3 | 2 |
20 | +6 | Subclass feature | 3 | 15 | 4 | 3 | 3 | 3 | 2 |
Paladin Class Features
As a Paladin, you gain the following class features when you reach the specified Paladin levels. These features are listed in the Paladin Features table.
Level 1: Lay On Hands
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level.
As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.
You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those points don’t also restore Hit Points to the creature.
Level 1: Spellcasting
You have learned to cast spells through prayer and meditation.
Spell Slots. The Paladin Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Paladin spells.
The number of spells on your list increases as you gain Paladin levels, as shown in the Prepared Spells column of the Paladin Features table. Whenever that number increases, choose additional Paladin spells until the number of spells on your list matches the number in the Paladin Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Paladin, your list of prepared spells can include six Paladin spells of level 1 or 2 in any combination.
If another Paladin feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Paladin spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Paladin spell for which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability for your Paladin spells.
Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Paladin spells.
Level 1: Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.
Level 2: Fighting Style
You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.
Blessed Warrior
You learn two Cleric cantrips of your choice. The chosen cantrips count as Paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a Paladin level, you can replace one of these cantrips with another Cleric cantrip.
Level 2: Paladin’s Smite
You always have the Divine Smite spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.
Level 3: Channel Divinity
You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this class’s Channel Divinity, you choose which effect from this class to create.
You can use this class’s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use when you reach Paladin level 11.
If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature.
Divine Sense. As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.
Level 3: Paladin Subclass
You gain a Paladin subclass of your choice. A subclass is a specialization that grants you features at certain Paladin levels. For the rest of your career, you gain each of your subclass’s features that are of your Paladin level or lower.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Paladin levels 8, 12, and 16.
Level 5: Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 5: Faithful Steed
You can call on the aid of an otherworldly steed. You always have the Find Steed spell prepared.
You can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.
Level 6: Aura of Protection
You radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated condition.
You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1).
If another Paladin is present, a creature can benefit from only one Aura of Protection at a time; the creature chooses which aura while in them.
Level 9: Abjure Foes
As a Magic action, you can expend one use of this class’s Channel Divinity to overwhelm foes with awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. While Frightened in this way, a target can do only one of the following on its turns: move, take an action, or take a Bonus Action.
Level 10: Aura of Courage
You and your allies have Immunity to the Frightened condition while in your Aura of Protection. If a Frightened ally enters the aura, that condition has no effect on that ally while there.
Level 11: Radiant Strikes
Your strikes now carry supernatural power. When you hit a target with an attack roll using a Melee weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage.
Level 14: Restoring Touch
When you use Lay On Hands on a creature, you can also remove one or more of the following conditions from the creature: Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned. You must expend 5 Hit Points from the healing pool of Lay On Hands for each of these conditions you remove; those points don’t also restore Hit Points to the creature.
Level 18: Aura Expansion
Your Aura of Protection is now a 30-foot Emanation.
Level 19: Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify.
Paladin Subclasses
A Paladin subclass is a specialization that grants you features at certain Paladin levels, as specified in the subclass.
Each of these subclasses represents a body of oaths that a Paladin begins taking upon joining the class. The final oath, taken at level 3, is the culmination of a Paladin’s training. Some characters with this class don’t consider themselves true Paladins until they’ve reached level 3 and made this oath. For others, the swearing of the oath is a formality, an official stamp on what was already in their hearts.
Oath of Devotion
Uphold the Ideals of Justice and Order
The Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet the archetype of the knight in shining armor. They hold themselves to the highest standards of conduct, and some—for better or worse—hold the rest of the world to the same standards.
Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of personal devotion. Others hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms.
These paladins share the following tenets:
- Let your word be your promise.
- Protect the weak and never fear to act.
- Let your honorable deeds be an example.
Level 3: Oath of Devotion Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.
Paladin Level | Spells |
---|---|
3 | Protection from Evil and Good, Shield of Faith |
5 | Aid, Zone of Truth |
9 | Beacon of Hope, Dispel Magic |
13 | Freedom of Movement, Guardian of Faith |
17 | Commune, Flame Strike |
Level 3: Sacred Weapon
When you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage.
The weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that.
You can end this effect early (no action required). This effect also ends if you aren’t carrying the weapon.
Level 7: Aura of Devotion
You and your allies have Immunity to the Charmed condition while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on that ally while there.
Level 15: Smite of Protection
Your magical smite now radiates protective energy. Whenever you cast Divine Smite, you and your allies have Half Cover while in your Aura of Protection. The aura has this benefit until the start of your next turn.
Level 20: Holy Nimbus
As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
Holy Ward. You have Advantage on any saving throw you are forced to make by a Fiend or an Undead.
Radiant Damage. Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus.
Sunlight. The aura is filled with Bright Light that is sunlight.
you know paladins can be dextrous, right? cus im looking at one of the descriptions of paladins in legacy and the second one seems dextrous. i really need this clarified.
The Fighting Style feature states, “you can choose the option below.” I’m reasonably certain this is referring to the Blessed Warrior option, given in the 2024 PHB, but the option has been omitted from the description above, which is confusing for anyone who hasn’t read, or doesn’t remember it from, the PHB.
Paladin Oath of Conquest Spells aren't showing up in the spell list for me still to any playing them. This whole 2024 Change mayhem messed with my characters both my Ranger and my Paladin and is annoying. Had Oath of the Open Sea on my Paladin and had to change it for the 2024 BS so went Oath of Conquest and the spells aren't showing up in the Spell List at all. >_>
Still no Check box for Channel Divinity uses either.
* - Which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
You don't have to set it up you can use it after you hit.
Where do you get that from? Paladins have always had d10 hit dice.
And from my looking back and forth between 2014 and 2024 Oath of Glory, the only things different are that it no longer doubles your carrying/lifting/dragging weight and it now lasts an hour.
The part about grappling, I don't know what you mean, but both of them specify advantage on Athletics and Acrobatics checks, which is what grappling is based on.
This is the 2024 rule set my friend. The others are in the 2014 area
wait where's the rest of the paladin subclasses?
Noooo… it’s the ford challenger. WELL NO DIP!!!! Sherlock
I wish Lay on Hands wasn't a Bonus action.
If they swapped LoH for an attack during the attack action, you'd actually have something resembling versatility in the design of Paladin, while also tying into the intent of LoH being the Paladin choosing to heal, rather than harm, a target.
It also would help with the obnoxious amount of Paladin Bonus action bloat with the smite change (like, anything, and EVERYTHING the Paladin class does is Bonus action locked).
The one thing that shocks me is how few people seem to mention how awful 2024 Oath of Glory is across the board.
Inspiring Smite is a wet-fart of Temp HP that recquires:
1. A hit, with a melee weapon.
2. BA -> Cast Divine Smite spell-slot
3. Expend one use of Channel Divinity.
Two-resources, your Action AND Bonus action, for Character level + 2d8 Temp HP to someone within range.
Peerless Athlete reads as: You can jump 10 ft higher and have advantage on ending the grappled condition for an hour.
... and it feels Peerless Athlete is only this bad because the changes to Grappling rules came in later to the PHB (which is why, initially, the Goliath's species trait literally didn't work the rules as written, until being errata'd here).
Oath of Glory feels like such a nothing subclass until level 20 with no impact on actual play; hell, outside of Oath of Vengeance, all these subclasses are remarkably low impact to the Paladin class' play.
is it just me or are the other base oaths missing. TvT im just trying to help my players out and digatlize stuff for our club
(Sorry: below is reply to RKERZ)
You're right about all of those things, except the first: Paladins can use Divine Smite by expending a spell slot, as always, but they get an extra free one per day.
So basically they've nerfed Divine Smite, but given you an extra one per day. It also means it works like all the other Smite options, where you used to have to use a bonus action to set them up, and then hope that you didn't either lose Concentration, or have the fight end before you landed the hit.
Fighting styles (outside of Blessed Warrior) got moved to the Feats chapter. I agree that this can easily be confusing to anyone used to the 2014 PHB.
On the plus side, it look like paladins are no longer restricted on which fighting styles they can choose from.
I know right? I hate that they took that away. Now I have to keep referring to the damn table to know what level I get an ability at. They really did not put any effort into making this new book easy to actually use as a reference.
What he meant by the "free" portion is that it doesn't use a spell slot to cast it. It kind of acts like a channel of divinity now. Although that portion is a 1 per long rest. You still have the option to use a spell slot. I agree it hurt the damage output that a Paladin once had. Cool thing, you don't have to follow the 2024 build and stick with the 2014 if you like. In the end, it all depends on the decision of the DM and the group. Try to make it fun and work it out before starting the game.
This is the free rules. You'll find more subclasses in the PHB.
That's not true, Divine Smite is now a spell with a casting time of a Bonus Action. So, you can (max) smite on 1 attack per round, and can no longer smite on opportunity attacks. Additionally, your smite can be counterspelled and doesn't work in anti-magic zones. Smiting now also uses your bonus action (so no potions and smiting in the same turn, no healing word if you picked it up as a feat, etc).
Is it just me, or does this page not make clear at which levels you gain each of your subclass features? There is no "Subclass features" subheading under and subclasses, and none of the features say "at level X" in the description, so it's not clear which features become available at which level!
Also the "Fighting style" reference a Paladin-specific fighting style you can pick, but then I can't see that anywhere / it's not clear where it is.
They get more than one use of smite just one use of smite is free