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.
The lay on hands change is odd, I've rarely ever had a character get the poisoned condition outside of combat, and I've rarely used lay on hands in combat.
Now compare EHP of Paladin and Warlock
We do not know what PotB will look like in 2024 PHB.
Or just take PotB via EB feat for your Paladin and dump both Str and Dex
Warlocks can't get PAM/GWM/SS. They do not have required proficiency.
LD in only relevant if you would die without this healing during the combat. It is not free it uses your HD. And considering that paladin has more HP (and better saves than warlock), he will not need this immediate healing as much as warlock.
Frankly, all those calculations are worthless until we see actual PotB from the new book.
Also, everybody focuses on smite, but forgets about Aura Of Protection which is a one of the most powerful defensive features in the game.
Funny complain about new Smite is "It can be counterspelled now!" While other complaints may be viable, this one is simply stupid.
New Counterspell requires Con save, to actually work, and actually countered spell do not use a spell slot.
So, to actually counterspell Paladin's Smite Paladin has to fail a save in the first place. Yes, you are gambling and hope your player will fail one of his strongest saves.
Even if it is countered, the Paladin's slot is not wasted.
In the worst case your BBEG wasted his spell slot and Reaction to counter Paladin's Smite, so the now your party spellcaster does not have to worry about counterspelling.
I can't imagine a situation when I would use 9th level slot for things like Smite, but not things like Wish, or Meteor Swarm...
Same with any spell slot higher than 5th really
Divine smite is now the second worst1st level damaging spell after Witch bolt. It has melee range, deals 2d8 damage and costs an action and a bonus action to use.
In curse of Strahd my party contacted cackle fever from drinking suspicious potions in the hags windmill and I was immune and was able to heal them with LOH.
I like these changes. As others have noted, better for long-term health of the game. Not sure I like level 1 spell casting...seems a bit Monty Hall...but not a big thing. Unlike the, IMHO, unbalancing changes made to Barbarian.
I use it often in combat and would use it more if I didn't have to take an action.
I wouldn't say worthless - a fullcaster that has nabbed Divine Smite (or any of the Smite Spells) could still use it if they're a martial build, like Swords Bard.
Hell, you could still smite with Elritch Smite and ignore spell immunity on the superior smite-class, Warlock.
I have to believe that they changed Eldritch Smite accordingly, but after the unrepentant buff-fest that was the warlock preview, I'm not so sure anymore...
Honestly? Facts. The only thing that OP didn't mention is that it "always hits" more or less, but yeah.
I've seen somebody else point this out, but what do you mean by "health of the game?" Many people in this comments section have pointed out a variety of ways in which the new version of smite is more clunky and less fun than it used to be. While most people I've talked to and/or heard discuss this online seem in favor of making smite a once-per-turn ability, most of them also agree that the execution was pretty lousy. And especially considering the fact that some people actively hate the idea of this version of smite in their games, I think it'll actually make D&D a less friendly place for paladin players in general, as every new table they join is likely to have their own house-rules for how smite is supposed to work for the 2024 paladin. That doesn't really feel "healthy" to me.
I also highly disagree that the new Barbarian is "unbalanced." Barbarian was always a class that scaled poorly, and at high levels you had to make very specific build decisions to make it as effective as other classes. The new Barbarian, in my opinion, is more balanced now than it was before. Balance, after all, isn't just making good abilities worse; it also includes making bad or mediocre abilities better.
You, my friend, are one of the most reasonable people I've seen on here lol
I believe WotC has suggested that the rules for poison and the rules for disease will be somehow unified in the new rules? I can't remember the exact statement, but I think (I hope) Lay on Hands will still be able to fill that niche. If it isn't, that will be very disappointing for both mechanical reasons and flavor reasons :(
I have a long post about this in the Barbarian thread, #71. I don't dislike everything but some of the things they did, just are misses IMHO. I'm going to hold off a final decision until I can read the new PHB. However, I think some things were changed for the sake of change, or because they sounded cool. I wouldn't go so far as to say they didn't consider some of these decision, but some just feel stupid, the kind of stupid where the coolness factor overrode common sense. For example, why, exactly can a Thief read spell scrolls? How does being a Thief give him the ability to channel the Weave? Or give a Thief the ability to use a magical item without expending a charge? I mean, if that were possible, wouldn't the creator of the item have done that?
Smite always felt to me a little too powerful. That's what I meant about healthy. I am not sure if some of the new concepts in '24 came from BG3 or vice versa (such as Weapon Mastery). I do know that having Smite use a spell slot and be a bonus action is something that is part of BG3 and it doesn't feel clunky at all. Not all smites in BG3 require a bonus action but some do. I get that's a video game but it feels seem-less there.
Smite Spells in BG 3 use the Bonus Action (Branding Smite, Thundering Smite, etc.), the regular smite ability does not. This was exactly as the old design, so it was not something they specifically adjusted just for BG 3.
Except that it doesn't cost an action to use, since you still use that action normally for your attacks.
Yeah, neither can I. But it's funny how someone from a different class can use this core class feature better than the paladin if they wanted.
It's just to prove a point.
But in theory, if I was a bladesinger or a swords bard with smite and I crit with my attack on the BBEG, an instant 20d8 damage doesn't sound like a very bad option in the moment
i can imagine a situation to use a 8th or 9th lvl spell slot for a smite ....
if you have 8th + 9th spell slots, but can't cast 8th or 9th lvl spells ( Paladin / sorcerer, bard, cleric MC e.g. )
it is my belief from what i've seen and read ( about wl invocations ) that the new "Paladin" will be a celestial warlock, in campaigns that don't houserule this change back
is not a new edition
You know, that's a good point.
It's also not wholly accurate or relevant for a few reasons:
1) The implementation in BG3 is a change from RAW 5E, where you prep the smite with a BA, and then it applies on your next attack. This still allows you to stack a smite with a smite spell.
2) I don't have data to back this up, but my impression from watching play videos and listening to community conversation is that the smite spells are not particularly well regarded or often used in BG3, so I'm not sure it should be upheld as a triumph of design.
3) Using your BA to smite in BG3 is a much lower cost for a player that is controlling an entire party, instead of a player that is controlling a single character, and is now losing their BA to do something that they could have done for free before (just divine smite).
4) In BG3 divine smite is still a free action, so if we want to appeal to the popularity and success of BG3, that's actually an argument for keeping divine smite the way it was.
5) Most of the conversation here focuses on the actual divine smite ability, not the spells: they always cost a BA in some form, so there's not necessarily an expectation that that would change. I think most people would be fine with the smite spells being moved to the new/BG3 model, with divine smite remaining free (even limited to 1/turn). This has a few advantages from a gameplay perspective: it tones down paladin burst; to reach for higher burst you have to use a spell and a BA; and in doing so you have to use one of these spells, encouraging their use in play, maybe using different ones in different situations tactically.