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.
Yeeeah I'm skipping on the next edition
Why would you already be houseruling things when the full book isn't even out? I feel like actually playing the new Paladin first would be a much better way of making an informed decision.. instead of just instantly overruling something you haven't even tried or playtested. I feel like making it a spell and a bonus action puts it in line with every other smite spell, and in general is just healthier for the game to not have insane nova builds be easy to pull off as a Paladin
Every single response that I saw to the Paladin Playtest had the exact same point shared between them: DO NOT CHANGE SMITE. You have COMPLETELY ignored your community's request, and have gone seemingly out of your way to reduce player agency and just smash down what players actually want. D&D 2024 is dead on arrival. Time for everyone to go play a system ran by people that actually give a shit what we all think. Paizo thanks you greatly for all the free new players.
Oh man, this nerfed smites so bad. Not only are they now once per turn, but they take your bonus action, can get counterspelled, and won't affect anything with any form of magical resistance. No more smiting rakshasas for paladins.
Not to mention the Aura of Warding got a huge nerf. Resist spells? Nope, just resist these three damage types you're rarely going to face anyways.
Paladins are one of my favorite classes, but I doubt I'll be playing them nearly as much with this new version. What a shame. it feels like all of our feedback on the playtest for these just got ignored.
Aura of Warding will be nerfed. I have a level 7 Oath of Ancients paladin for Tyranny of Dragons. But I do have a cleric (of knowledge) prepared as a backup character (with a better background story). I like paladins, but I probably won't be playing them in the future.
It was a spell and bonus action in UA6, so it has been playtested, and feedback even back then was poor.
Additionally, here's many issues with the change:
- Being a bonus action means it is officially limited to once per round, not per turn. Remember what happened when they tried to limit Sneak Attack to 1/round?
- As a BA, you can't use Smite and LOH on the same turn. This is probably fine, but worth noting.
- Being a spell, Smite can now be Counterspelled. We need the full text of the revamped spell to know for sure, but regardless, this is a nerf.
- As a spell, it now cannot be used within an antimagic zone, a globe of invulnerability, against a Rakshasa, etc.
- Also being a spell, one can argue that it will work with Metamagic options. They made no mention in the video about this not being the case.
- ALSO, as a spell it will scale off spell level, meaning that a Sorcadin multiclass with 9th level smites will always be better at smiting than a pure paladin.
- As a BA, it precludes the use of a myriad of other things, including but not limited to: shield of faith, healing word, polearm master, shield master shove, etc. etc.
Even if I concede that the 2014 Smite is overpowered (which I don't), the 2024 Smite is a massive overcorrection. "Fixing" it would have been as simple as adding the Sneak Attack "once per turn when you..." text into the baseline Smite feature.
Instead we get this garbage.
smite being a bonus action not only limits its use to once on a turn, but once on yiur characters turn. no more smites with reaction attacks.
Divine smite being a spell now opens it up to being counterspelled too.
should have had the once per turn description similar to sneak attack in my opinion. Also shouldn't be a spell that costs a bonus action. now a high level paladin doesn't seem to be able to use their level 20 feature and smite on the same turn.
too heavy handed in my opinion.
A Counterspell-able Divine Smite is just sad. Some of my most fun moments come from one of my players landing a crit on a BBEG and dumping a smite into it.
Stop lying, and just admit, you removed smites. A spell is not a smite. A spell can be stopped by a 3rd level caster with silence. A spell can be stopped by a 5th level caster with counterspell. This is the destruction of my favorite class, and there is zero chance I will ever buy this material. Wondering if Pathfinder2.0 is a better option for my group!
100% agree. Nobody asked for a punch smite, yet here it is being handed to us with bright lights and flashy wording to distract from the complete nerfing of the class.
Nerfing a martial class while the biggest problem was the gap between martials and casters. Not a good idea, but hey play the way you like. If you feel that makes the game healthier, go ahead.
Me: “Oh there’s some cool changes here.”
*notices that Divine smite now requires a bonus action which means losing the bonus action and the ability to use it for both attacks in extra attack.
“Look how they massacred my boy.”
I feel like Ranged combat is somewhat meant to be the weak point of the class. If Paladins were just as effective at Ranged as they are at Melee, It would probably be just too much for no actual cost. Plus, that option should be on the table for Ranger to have something similar.
There are some really good changes for the Paladin, but many are just absolutely undermined by some really poor looking changes to the point that I hope we will get to keep our ability to play 2014 versions of the classes here on DNDBeyond if these are the changes being made.
Nice job buffing one of the strongest classes in the game even further. The Smite nerf is notable, but the other buffs in exchange go way too far. Backwards compatible really is such a lie
To add a bit less doom and gloom to these comments, I tested the UA for smites and agreed that it being limited to once per turn was a good call, and said as much in my survey. At this point, with it being a spell, that means once per round and uses up your bonus action, but all things considered, it's still a net positive for the game (speaking as a DM here).
Not being able to smite and use Lay on Hands might feel bad at first ... until you realize they can't do that now. You might be limited to one smite per round, but you have one additional slot to do so (two if you had to use Summon Steed). It also might give other smite spells their own time to shine.
"What happens if they counter the spell though?"
Then they used their reaction to counter the spell? Like every other spell. Heck, as a DM, I'd consider counterspelling a critical divine smite but outside of that, I don't know. You still have heavy lifting arcane/divine spells in full casters that you just signaled the "all clear" for AND you're still taking damage from the attack (and thats IF You can even Crit on a Divine Smite anymore as they may have taken that away with this change but again, its still a semi "free" extra bit of damage tacked on).
Bonus Action Lay on Hands? Awesome.
Bonus Action for Oath of Devotion and Vengeance key abilities? Awesome.
Oath of Ancients getting an AOE snare and forcing dex? Awesome.
The only feature I'm heavily "Was that necessary?" that I can find is tied to Restoring Touch turning into a level 14 ability. Feels ... eh? That's your level 14, what used to be free with Lay on Hands? But now that LoH is a bonus action, maybe? Still a possibly underwhelming level 14 ability but maybe there's more love in that level I don't see yet.
Generally positive changes for the class and the game.
they massacred the paladin
ignoring each and all complains about this in the playtest, it is clear why no new playtest came out after Playtest8 they didnt want the critique, but wanted only positive feedback, and since they wouldnt get it they stopped it.
this book is dead on arrival, it would be one thing to change Divine Smite to once / round like the feedback suggested but totally ruining it like they did it with this is on another level.
every DM worth their grain of salt will either not playing with this PHB or just houserule this change back to the 2014 version one
and with the miniscle "buffs" they are trying to pull a fast one, and hoping no one will notice this bs
As paladin main, this is getting sad. Can we please get a divine smite that is not a spell?
A bit better than Playtest. the Subclass's main feature are now free action connected to attacks.
Vengence gets vow as a free action connected to an attack so they can use Bonus action to smite.
Woof. I'll definitely be sticking with the 2014 version of the class...