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.
So you made smite once per turn, interruptable with counterspell, and generally only added the chance to paladin boxing. Oh and took away cheap lesser restoration from lay on hands
2014 is better
Name those things?
Less attacks than a fighter
Less healing
Less casting
Less survivability than a barbarian
What buffs?
Because of the change with Divine Smite I would just choose a different smite that had another effect. To the devs make it once per turn, an ability not a spell, and no bonus action. that way Divine smite "Palidin Smite" is actually playable if this doesn't happen I'll just have to house Rule it. makes me really disappointed that this happened after all of the playtesting. This way it isn't quote and quote to powerful. After that make wizards ten times worse because they are too powerful. if I do a nova turn a wizard can just do the same thing and only using one spell slot not 3 or spell slots, this would make the paladin balanced with the new abilities they gain please update ASAP. I am looking forward to using the other abilities but please fix this error.
Seems like the design team has issues with Melee dealing damage. Hence the changes here and to rogue 'you have too much sneak attack damage'
A healthier environment is no one wanting this book
Unless the effects of this "Divine Smite" spell last your entire turn, it represents a serious nerf for paladins.
Bingo.
How??? It's literally supposed to be one of their top differentiating features! This is like forcing Bards to make a successful Wisdom save to dole out Inspiration, and then when people (rightly) complain, going, "well if that's the only thing that made Bards fun or playable, that was even more of an issue!"
The draw of paladin is far more than just smiting
This is a strange comment, The paladin isn't supposed to be as survivable as a barbarian. And no class besides monk gets as many attacks as a fighter, this is not a flaw for paladin. They are a half caster, they should have less healing and casting than a cleric. What makes Paladin strong is how it has some of everything, its fine to not like the smite change but let's not pretend the class is somehow useless.
The draw of DnD is far more than just attempts at balance
Ah yes, sorry about that. I could not tell that it was Satire lol, and I agree wholeheartedly, I kept telling DnD that the last thing you want to do if you want to make people buy your books is to give inferior classes and say "look it's balance."
Perfect example, I use to subscribe to uber eats. Uber Eats Pass originally covered all of the restaurants that was in the uber eats pass with free delivery (the main purpose of the pass.) Suddenly, certain restuarants started to have delivery fees. When I called support to ask why I was getting charged for delivery, they said "they implemented a new feature to where some restaurants are no longer covered, and you need to look for a green icon to verify uber eats pass functionality." You can't remove functionality and call it a feature. Safe to say, I stopped subscribing to uber eats that week and went straight to door dash and haven't look back since lol.
I believe I heard that it’s on “Melee Weapons” (not “Melee Attacks”), if so, that means you can still use it on Thrown weapons.
FOR YOU.
Paladins smite. That's how its been. And that's a feature that draws MANY people to the class--whether on its own or not DOES NOT matter. Do you think there's some cosmic moral rule being sinned against for people to enjoy the feature, even at the expense of the other elements of the class? And even if you actually do, why on earth would you still want this change? Balance?
This was not just a balance change. As others have pointed out, if the feature truly was unbalanced, making it once per turn would have fixed that. Or even just lowering the damage. They went FAR, FAR beyond that though, and for no good reason. Now...
(1) It's once per turn. Okay, questionable to some, but on it's own not terrible, and it's a simple, easily-quantifiable adjustment that could possibly be justified for "balance."
(2) It's a spell. A regular old spell that can be countered, can be prevented, can be magically secretly stolen, and can be stored for later in magic items, Contingencies, and even regular old spell scrolls. (But you get one free casting! Yay!) No aspect of that makes sense. How does that make it more "balanced?" Why not make Bardic Inspiration, Action Surge, Wild Shape and Sneak Attack freebie spells too, while we're at it, if turning features into spells automatically yields "more balance?"
(3) It's a spell used in response to a trigger like a reaction, but one that also burns your bonus action!! That sentence shouldn't even exist for a game that's supposed to have an Action, a Bonus Action, and Reactions and Free Actions as the main structure.That they had to concoct nonsense like this to achieve whatever vision they had for the feature should be proof on its own of how badly it was done.
It's a nerf, and you don't even have to like it, but I doubt it is worth being this upset over. Especially when the Paladin is still playable and enjoyable by a wide margin. And until we see where spellcasting rules end up, I'm not going to get upset over a change like this without the bigger picture. I've done the playtest, I have reason to believe Paladin will be fine, but we can agree to disagree.
Well ots not just getting robbed in smites but having lay hands on getting nerfed and making the cure disease features such a late game ability while giving you a crappy divine sense is a terrible change. I hate that i have to table my favorite class cause its unplayable now
It's not unplayable, simply WOTC needs to fix divine making it not cost a bonus action and not a spell simply only limited to 1 per turn. and for the removal of diseases name one time in a campaign a disease has been a thing in it.
another problem.
In the UA playtest there was no limit to upcasting the Divine Smite spell.
"At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st."
So basically any full caster that can find a way to get it can use it to smite harder than a normal paladin since they can upcast it all the way up to 9th level. (and have more slots to do so)
They also get to do more damage much sooner. (a paladin can do 5d8 with a smite at level 13 while a full caster can do the same at level 7)
Some ways to get it that come to mind: 1 level dip, magical secrets. Maybe there are others.
If by any chance the new Magic Initiate (background feat) will let you pick from the paladin spell list then that would be the easiest way. (it would also give you a free casting once a day, which is ironic)
wonderful, if paladin spellslots still only go up to 5th then divine smite is completely useless against creatures with limited magic immunity.