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.
this is the main Balance issue :
Paladin vs Warlock ( both using a Halberd +1, polearm Mastery, +5 stat bonus)
avg dpR ( 11th lvl, no smiting ) :
- Paladin : 43
- Warlock : 55
* not counting the 17 HP bonus Heal from the Warlock every round, that doesn't cost anything on resources nor does it use an action
* Paladin vs that has a measly : 5 hp/level on healing per long rest that also costs you an action to use
Result: Paladin looses big time
Total nova ( same setup, using spell slots for smiting; 2 short rests )
- Paladin : 440
- Warlock : 846
Result : that's not even close .....
anyone saying that the smite as presented in the new PHB is a good thing ( no offense meant ) has no clue what he is talking about.
like i said before, i understand to limiting the divine smite to once/turn but the form it is presented it makes the divine smite ability as good as useless. Any DM worth his salt will houserule that garbage because he doesn't want to ruin a pc that plays a paladin.
and in all of that, i haven't even included Silence, Counterspell, Magic Immune, Anti Magic ( probaly forgot something here ) which only effects the paladin's smite and not the warlocks
Really, really disappointed with this version of smite. I totally agree it needed to be toned down but making it a spell is really clunky, and I'm tired of spells being "features". This could have been done better, the rest of the class is fine. But there's no depth to the game design here with smite , like there is with the Fighters new ways to use second wind, or rogues cunning action, sacrificing damage for option. Just a clunky new spell tacked on as a "feature".
They killed Smite :(
I can see it now, all the Dungeon Masters and Game Masters will love this idea about the paladin class in their games. So I can imagine someone will play a paladin now as a " Support Tank " whenever they roll a crit damage and want to smite now. It can easily be counterspell by say a simple wizard now, the BBEG will look at paladins as a joke after using his reaction " Counterspell " on a Divine Smite " Spell " and now the paladin class will end up just not being fun to play as anymore.
Oh let's not forget that now it is used as a " Bonus Action " So we can cast it only once to hear the Dungeon Master says " Oh no it is a critical hit, what should I do please do smite me. Oh, you just did? Okay, let me counterspell this smite now since it is a spell. And now what are you going to do? " Waiting on level 19 to learn Boon is also a waste of time if a wizard or any caster who can cast True Sight now. I can see they probably did this for people who are murderhoboes to stop them from spamming smite twice when they roll a critical hit. Or want them to be support so the fighters and barbarians can do their role. I don't know I like this " new role for Paladins. " Everything else is awesome and all but I can see they just lost all things that made them strong in the first place. I also don't think now for people who have ideas of multiclassing with paladin just for a " Bonus Action cast Divine Smite ".
it means you can only use Smite as one Bonus action. So you can no longer roll smites like twice with each hit or as an attack of opportunity.
People seem to be way too worried about counterspell when it comes to smiting.
Counterspell is a save now, and paladins tend to have fairly decent saves. And even if it gets counterspelled, it just means you don't get the extra damage. You keep your spell slot. And then, that's one counterspell your full time caster allies don't have to worry about!
I think you're right in the sense Paladins are almost never going to see their smite spells be counterspelled (because they're not very good spells to begin with), but there's a reality where that Paladin does rolls a 20, and tries to cast SMITE... and gets counterspell'd.
Nonetheless, a better argument for why Paladin's Smite is awful its terrible scaling (encouraging Paladins to either multiclass, or ignore it after level 5) and how it interacts with other combat features in the game (the cookie cutter builds of GWM / PAM are just better for damage).
Awful just Awful. I hate this and its anti fun
If you're not gonna do the hard work to make a real new edition, at least be a good stewards of 5e. Bring other classes up, be additive not this is kind of homogenization and reductive. I have never had an issue with players doing too much damage it fun a memorable.
Why would I buy this and take things away from my players?
Smite is a Vocal component spell now. So now not only can it be counterspelled, a level 2 Silence spell completely shuts it down too, and much more effectively.
we are eagerly awaiting the “Once per turn” errata for smite in the new book.
Exactly right. In a world where the gap between offensive capabilities of caster vs martials, they decided to nerf a martial. Ridiculous. My players will never see the inside of this handbook. Looking forward to someone purchasing the DnD rights from Hasbro and doing it right? Hello Larian?!?
I would wait to see the changes on all the other classes before basing your assumptions purely on this 2024 Paladin vrs 2014 classes performance. Nerfs are an essential part of the game development process, they don't just nerf things just because they want to. The only nerf to Paladin here seems to just be Divine Smite too, I wouldn't throw "nerf" as a plural here when there are mostly buffs to this class. I feel like saying they've "hurt player fun" over just changing Divine Smite to a bonus action + making it a spell is a bit dramatic in the grand scheme of all the buffs to Paladin.
update to my post #88
made the work to calculate some popular builds at 20th Level for Nova:
* you can substitute Sorcerer with Bard, Cleric other pure caster doesn't make a difference
20th Paladin : 837
20th Warlock : 1313 ( +55% )
6th Paladin / 14th Sorcerer : 1134 ( +35% )
6th Paladin / 14th Warlock : 876 ( +5% )
avg dpR w/o smiting : 36 for the Paladin / sorcadin builed
69 for the Warlock / Palock build
so even the popular Sorcadin can't keep up with a pure Warlock and thats not even taking account Silence, counterspelling, Anti-Magic .....
also i put in the bonus smite the paladin gets already in this calc
WotC who are you kidding ???
Does a barbarians rage get shut down by calm emotions mechanically? Bc that's what silence does to Divine Smite. Not to mention AMF and limited magic immunity. Or counterspell. What about a fighter not getting his extra attacks on his turn? This is a bad decision by WOTC.
You cant be serious
Highly disagree. I don't complain about the nerf because it makes the class less powerful. I complain about the nerf because it makes the class less fun. Paladins are now punished for taking options that give them a consistent bonus action, like a few levels in Rogue or the Polearm Master feat. Subclasses like Oath of Vengeance, Oath of Conquest, and Oath of the Ancients now also have spells they'll rarely use, like Hunter's Mark, Misty Step, and Spiritual Weapon because those require a bonus action, and why would you cast a bonus action spell if you have to give up your chance to smite? If tactically engaging games require you to have interesting and compelling options every turn, why is it a good change to take away those options?
I mentioned Rogue earlier, which I bring up because Sneak Attack and Divine Smite are very similar in a lot of ways. Sneak Attack is great because you can potentially deal a boatload of damage every turn, but you have to meet certain conditions, and sometimes you have to spend resources to get there. On the flipside, Divine Smite can be used on demand to deal similar amounts of damage, but you always have to spend resources to use it. A Paladin can't go nova in every combat encounter, and if they keep managing to do so, the DM can fix that by giving them more combats per day.
Also, it's not a good argument to say "WotC sucks at game balance, suck it up." It's WotC's job to balance the game, and if they do a bad job, there's nothing wrong with being frustrated. You can say "oh, just house-rule it" but we shouldn't have to be content with rewriting the rules, especially since house-ruling something is more complicated than just "say it works this way;" if you're not writing down your house rules with clear wording, your players can easily get confused and/or exploit those house rules against you. (Also, I think a lot of the changes WotC has made with the new Core Rulebooks are heading towards a more balanced game, so I also reject the idea that WotC sucks at game balance, but that's a matter of opinion I suppose).
Two things:
Can Divine Smite be Counterspelled now?
And can we use the Divine Smite Spell on ranged weapons?
It sucks that it takes our Bonus Action, but I mean, a few DMs are likely going to look the other way on this as Smite still works identical to before, just worse.
Hear hear! Well said.
This is incredibly well put. It's not (just) an issue of balance, but of fun. There are a lot of fun things I could do before that I can't anymore, and there are a lot of fun things that the new rules want you to do but you won't because of the bonus action change. It's going to narrow the field of fun, effective builds and gameplay experiences and make paladins feel very "samey."
In most videos they talked about how they acted on negative subclass feedback and polished some rough edges so the subclass becomes viable and fun.
And now here I am, having rolled a Paladin, played it weekly for almost 2 years in my one and only game, straight up regretting choosing Paladin.
These changes do not seem fun to me. Practically destroys the most unique aspect of Paladin's class identity, so much in fact, they had to rename Divine Smite to Paladin's Smite just so everyone doesn't forget that that is what the Paladin does.
I would have been fine with it being once per turn, but Bonus Action? Spell? Hell, why not tag a rare Material cost on there as well?
Having built my Paladin with action economy in mind, carefully choosing spells judging between usefulness, narrative and spell school as a multiclass lunar sorcery sorcerer,
Smite now requiring a Bonus Action invalidates everything I've built toward and thought about in terms of spells.
Also Lay on Hands, suddenly my somewhat religious Paladin who hasn't seen a machine in his life can repair an artificer's creation just by touching it?
But as a Healer, you cannot rid a poor old farmer of a measly cold? Removing diseases for 5 HP is not even that good, but is very rich for narrative purposes and class phantasy.
I have no doubt that most people will "homebrew" a 2024 Paladin with 2014 Smite and probably 2014 Lay on Hands as well. That's what I'll try, at least.
And at that point, why not homebrew whatever you want? I'd gladly trade in all the other Paladin "goodies" for it to be "balanced" as if that was an issue to begin with.
I am truly disappointed. Please take that into account for the revisions in light of DnD's 60th anniversary and sell it as a "new coat of paint", if that helps steering the ship back on course.
Early in the playtest they mentioned that disease was going to be incorporated into poison because it was so rarely used.