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.
Not a fan of smite change and don't see how it adds to the game playability. Divine smite "now requires a Bonus Action to use".
If a player wants to burn through spell slots for smites ASAP then let them. Yes it's powerful but carries its own penalty of having used up valuable spell slots for remaining fights/RP. Easily countered by DMs by having more than one encounter before rest or more than one big baddy per fight. At least the player had the option of holding onto or unleashing their barrage. Having smite-slot resource management hard-wired in takes away from player options.
I agree. Nerfing a core mechanic of a class by hard-wiring/limiting resource management of the player is sad.
Cool, I actually didn't know much about Paizo but looked into it after reading this comment. Thanks!
I sure hope this doesn’t mean you are going to use this against your players
I don't know why I thought they'd lower the level of Abjure Foes (maybe because they reduced its power in the later playtest of it).
But its still a level 9 feature, meaning Paladins really have nothing to spend their additional Channel Divinity uses for levels 1-8 (its Divine Sense and their subclass specific 3rd level CD feature). That is a long time to wait for what amounts to Charisma based combination of Tasha's Mind Whip and Fear.
Again, this is not the worst thing about 2024 Paladin, but it just seems to be a feature that becomes available way later than it should (I mean, Paladin's get a fairly useless feature in Find Steed (its already on their spell list) I feel like something else could found its place there to make Abjure Foes become available before.
(Its not like getting a free casting of Find Steed on Paladin changes how the spell is ostensibly better on Bard, lol).
Edit: Maybe Divine Sense got an interesting change to warrant the additional Channel Divinity charges, but I doubt it. Everything else base Paladin is so bad (or really lazy in terms of Paladin's Smite and Find Steed) I really don't have a lot of faith in the 2024 design team's take on Paladin (when people are genuinely arguing the Smite Spells, even when they crit, are too terrible to counterspell, it kind of speaks volumes about what position Paladin is in going into 2024).
*Me looking at smite changes*
Brother eughh what is that brother eughhh
Yeah I'm just now realizing what a huge nerf it is to lose your second channel divinity option at level 3 in favor of Abjure Foes at level 9.. (they all worked in unique ways based on subclass and most didn't have a limit to number of enemies)
Find steed shouldn't scale beyond what a paladin can cast.. come on, that's just insulting. Paladins in the same party as bards are going to be a meme.
The only thing I'd really like to keep from 2024 is bonus action lay on hands.. but if I had to choose I could live without it
I'm pretty sure that your DM doesn't want his enemies getting smited 300 feet away.
I'm trying to remember if and/or where they said they were dropping the second channel divinity option from subclasses, because it doesn't look like they said anything about that here and I don't remember them saying it in the paladin video (although they might have and I just forgot). It feels like that would really hurt the backwards-compatibility argument if they did, since all the legacy subclasses would have more CD options than the newer ones, giving some of them more options even into the levels when Abjure Foes comes online (Redemption specifically comes to mind). I imagine they probably did some minor adjustments to the secondary ones in the new PHB and just didn't mention here, since this is only going over the changes.
It already kinda was with Greater Find Steed (a Bard would get this at level 6, while the Paladin would wait till level 13, lol).
Its just now that Find Steed scales with spell-level, which is just bizarre and funny. They made it much better for a full caster using the spell that one can't help but assume its intentional.
Features being turned into spells while Bard exists is a surefire way to bafflingly rob other classes of their identity.
Yeah they better fix smite or this whole update is a pass for me.
It would have been healthy to simply limit smites to once a turn like eldritch smite. The bonus action and spell restrictions clog up the paladin's action economy the way a lot of Xanathar subclasses for ranger do.
The only people complaining are paladin spammers who are sad their class isn't busted anymore.
To anyone defending the new paladin smite, you do realize that this makes warlock smite much better than paladin now since they can smite with every attack they get still, and don't have to give up their bonus action. Oh and by the way, their smite can't be counter spelled.
Paladins were only as "busted" as their DM's allowed. Base Paladin can't really make the most of Divine Smite because of their spell-slot progression and limited number of attacks - you'd have to have a DM be willing to allow you to choose the right feats and allow optional multiclass rules to "bust" out Bardadin or Sorcadin nova builds.
But what I find so interesting about this comment is the concept of: "Your criticism is invalid if you play Paladin," which is so bizarre (and self defeating) argument.
I'm probably one of the most frequent commenters here and I played a Devotion Paladin for one whole session, the main class I've for the bulk of my time in 5e is Monk (the most "busted" of classes - in a bad way).
I think people that have played 5e Paladin have every right to vent their frustration with what are honestly baffling design choices to the class they've played heading into the 2024 PHB (much like Rangers are currently doing).
It is the "Player's" Handbook afterall, I figure players should should have an opinion on the classes they play.
Half right. So Eldritch Smite as part of the playtest was a pact slot consuming invocation / class feature, with a limit of once per turn; so it was a free-action, on ranged or melee attack hit, that could crit and be used every turn without impacting Warlock spellcasting (pact or otherwise) smite (with the auto proned effect on the target).
It was (and will probably continue to be) much stronger the 2024 Divine Smite, and arguably would be near unusable as a Bonus Action spell (which is probably why its staying the same, while bafflingly Divine Smite isn't following the Once Per turn element of it).
Nonetheless the Warlock feature designed to emulate Divine Smite will likely be the best smite in the game.
This shit sucks lmao
Welp, that's quite possibly the single worst idea I could imagine for a paladin, like the lay on hands change is flaccid, because Smite now requires basically your entire turn. Find Steed is stupid as a core ability, paladins are rarely really on their mounts, so it's just annoying, I'd much rather get something different and interesting for any paladin at level 5, cause certainly none of the paladins I have ever played would utilise a mount outside of travel. Subclasses for paladin, and same goes for warlock, should be level 1, ESPECIALLY, I'd even go so far as to say all Subclasses should be level 1, it's just more interesting.
But this, this KILLED paladin, I for sure, will never use the OD&D paladin because it's honestly more boring and flaccid than 2014 ranger.
You do realise that they had already limited smite to once per turn in One DND right? So now smite is an ability that requires: A spellslot, your entire bonus action(bye Lay on Hands) and is limited to once per turn.
Which it would have been anyway because of the BA. It's trash now, paladin is EVEN MORE just a smite machine. They lost all combat versality.
Oh yeah rogues can do the same damage as smite once per turn, but it doesn't require a BA, and it doesn't require a limited resource like spell slots, You had have to meet the easy to achieve conditions.
They might as well have removed paladin's ability for cast spells, because they won't be getting the chance to use them.
I wouldn't personally mind it being a Bonus Action. I agree, that would be healthier, but making this core feature into a Spell, nerfs it down even further because I would assume it is now able to be Counterspelled. So now you use your BA and Spell slot to utilize a once Core Paladin Feature, and poof! nothing. I just don't like that. Being a BA is good, I feel that's where they should have moved/kept it.
So every single paladin that has ever paladin'd is now a horse character AND THEY FORCE YOU TO USE YOUR ENTIRE TURN TO ATTACK AND SMITE?! They give you healing hands as a bonus action to "add more versatility to your options" on your turns but then move the paladins core damage feature to that exact spot. So unnecessarily clunky and a downright nerf