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.
I have no desire to play that role and if the intent was for the horse to be used in combat, perhaps they should address mounted combat being garbage. Also if the intent is to turn Paladins into support casters, just take Vengeance out and stop pretending you are selling something you ain't.
Lets not go crazy now. Vengeance paladin can pretend to be a Ranger with hunter's mark and archery fighting style now. Hell you can identify as a Mongolian raider with mounted archery and everything at lvl 5 or as King cosplaying Saitama from onepunch man with unarmed combat fighting style and smite. Because those are fantasies that should be represented by Paladin /sarcasm.
"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."
I don't think this will be a thing - The core problem with the other smites is that:
1. They're Spells, so couldn't be used with some classes (Like Barb/Pally, a fan favourite)
2. They're concentration spells, so if you're already holding SoF then you couldn't cast the spell
3. you can't cast them on hit - the biggest issue
So I doubt that people are really going to use these ones more, unless they make it so that you can use these ones on hit as well, but I didn't see anything about this.
I agree that the change to DS so that it's once per turn is a healthy one, but making the feature a spell and a bonus action sucks. Where everyone else is getting cool uses for their bonus action, it feels really bad for WotC to say "lol, you just get smite". It's a really bad feeling, actually. This point specifically just feels like a really harsh over correction.
There's a 0% chance Lay on Hands being moved to a Bonus Action has anything to do with the changes to Divine Smite, or frankly any of the Smite spells.
Crawford's argument for the change to Divine Smite was: It uses spell-slots, therefore... spell.
Now, admittedly, a bunch of Class / subclass features do that... and aren't spells, but this was also midway through the playtest before the design-team decided Paladin, Bard and Ranger were "finished."
Which is why, despite the end of the shared spell-list system Paladin's Smite and Faithful Steed remained "class features" even though both features were created to give Paladins a more "unique" casting of Find Steed (turning from a 10 min casting, to an action for the Paladin) or exclusive access to (most of) the Smite Spells from Clerics.
The problem is the Divine, Arcane or (Nature?) spell lists were AXED right after the Paladin, Bard and Ranger were finalized, so Paladin's Smite's and Faithful Steed were largely rendered mute since the Paladin has (almost) exclusive access to these spells by default.
Paladin's Smite immediately runs into competition (or more accurately a Buzzsaw) with the Duel Wielder or PAM feats because of how they scale (and Paladin's Smite... just is a 1st level Divine Smite from levels 2-20, meanwhile you're stacking extra damage to each attack from spells and the radiant strikes feature (level 11). GWM Paladins (until PAM) or Sword & Board Paladins will get the most out of a 1st level smite for a while, otherwise you probably won't be using the free-cast outside of a critical hit on a grunt (after a round of buffing yourself / allies).
Faithful Steed also runs into the same issue (compounded by it being a permanent duration steed) where you can just cast it at 3rd level + for a better steed (which lasts until it or you dies)... where it just sees 0 support from the rest of the base class (Unless you're playing Oath of Glory for the 10 ft movement Aura). You have to pick up Mounted Combatant + reach weapon to even use the steed effectively in combat as anything more than a ride from point a to b (everything will be out of reach from 10 feet above ground without a reach weapon, so... hello horse friend).
Cleave might help keep Smite relevant depending on the encounter (or the DM's interpretation of cleave), outside that... oooph Divine Smite (and bonus action smites in a system where Weapon Mastery is a thing... and Eldritch Smite... seriously wtf is Eldritch Smite doing in this game after the Divine Smite changes?) is in a bad place.
In a recent Nerd Immersion's short video he showed a chart from the PHB that mentioned what a class "Likes" and it said "Defense" for the Paladin. I think they nerfed Divine Smite because they envisioned it as a class that protects others and not a class that dominates in burst damage by smiting 3+ times per round. To be honest this is way more consistent with how Paladin's worked in older editions (especially 1st and 2nd edition). I'm thinking they want Paladin's to be the classic Sword and Board they were in past editions and to take the protection fighting style (which is really good now).
Also as good as Eldritch Smite is starting at level 5 most Warlocks are better off casting Spirit Shroud you'll usually get way more damage from a single spell slot with it except in really short fights. Since it only last 1 min you're probably only going to use Eldritch Smite if you score a crit and you sure that you'll get a rest before the next combat so you can recast it in the next fight.
Paladin's smiting using a bonus action sucks but they can smite way more often than a Warlock could due to having far more, albeit lower level, spell slots.
Pretty sure divine might and smite evil were a thing before 5th edition and they weren't very defensive. 1st edition didn't have a paladin, class it was a fighting man subclass back when elf was a class.
1st edition ad&d most certainly did have a Paladin class. Fighting man was pre-1st edition. Back before the hard covers and the red boxed basic set where elf was a class.
Smite was a once a day feature added in 3rd edition...
Prior to 5th they were used more for defense of the party as their protection Aura existed in 1st edition ad&d but worked differently than it does today. They could fight but we're not as good as a basic fighter.
if they gave Paladin's the way their "aura" worked in 1st & 2nd Edition that would give the Paladin at least a reason to play this class .....
I think the once / turn to divine smite was ok, what all that are against it are complaining about is the bonus action usage, while all the while eldritch smite doesn't have that .....
To add to that, why is it deemed too much when you can have chars ( pure 2024 phb ) that attack : 7 x each round ( sustained ) with each attack hitting like a lvl 11 divine smite ? or ( 12-15 x each round, nova for quiete some rounds; 20x a round 1/short rest ) still hitting each attack with a lvl 11 divine smite.
As for Defenses all they loose is a -1 AC, because of only Medium Armor
You say they can smite more often, but that's just the point, if they smite they loose damage, until they use a 4th+ level spell slot, so the warlock does even smite more often then a Paladin.
I also think you are overestimating the cleave Mastery ( esp. for a Paladin ) 1 free attack if a certain condition is met and you need to use only certain weapons ( halberd e.g. ) where you can't smite or loose your bonus action attack.
The only good change here is making lay on hands a bonus action.
Smaking smite a bonus action AND a spell is the worst design choice they could have made.
Barbarian/Paladin raging smites? No longer works.
Sorcerer/Paladin smite'em & spell'em? Nope!
Wanna smite a rakshasha? Sorry it's immune now.
BBEG Looking real smiteable? You've just been counterspelled.
They were smart to ensure the 2014 classes would still be playable because this is hot garbage.
my question to this is, who is going to be smart enough to " Counterspell " a " Smite " if there is a wizard who can cast something like " Hold monster " or any spells to stun, paralyzed, A bard who can " Charm person " or a Sorcerer who can " Dominate person " ?
I kinda disagree on smites being a bonus action and also a spell but what dm will have a right idea to " Counterspell " smites if other casters will be there?
i agree that not many will Counterspell a smite, but for the reason, why counter something that is a loss of damage when used ? and not to wait for the other casters to use a charm or dominate ......
Also imho 80%+ of the bards will be valor bards and they don't really care for charming when then can just melee down the monster in 1 round .... same goes kind of for wizards, i would be pretty sure that most of them will be Bladesingers
Silence is a much better counter to smite than counterspell since it does not allow its use at all at the cost of a single spell slot, especially if the enemy has innate casting or a feature similar to subtle spell metamagic.
Silence is also a counter for most spell casters (except Sorcerer's with Subtle Spell) and spell casters are a bigger threat than a Paladin's Divine Smite and yet I rarely see DMs use it. I think players are greatly exaggerating the impact of Divine Smite becoming a spell. If your DM suddenly starts using Silence more often and your playing a Paladin than maybe they're trying to tell you they don't like you ;)
Undead spellcasters, if the paladin is in a particular vulnerable turn order (IE the caster gets back their reaction next anyway), lack of prominent offensive spellcasters, the pally crit. I can think of a LOT of opportunities and reasons for this to happen.
I agree, because Divine Smite now eats a Bonus Action you're effectively blowing your resource on what amounts to maybe 1d8 more damage over Duel Wielder's Bonus Action attack. Though if you're using Divine Favor, you're burning a spell-slot to do 2 or more so damage on average over that attack (while the rest of your attacks also get a 1d4 radiant damage in the process, making Divine Smite put out less damage than just attacking every turn).
Divine Smite being a Vocal component spell makes it laughably easy to counter, but the Bonus Action is where it goes to die until you reach level 9 when you can upcast it more consistently to at least out-damage a Bonus action attack... until level 11 when the Bonus Attack comes back with a vengeance to outdamage an upcasted Divine Smite again (that is, if Spirit Shroud isn't a spell in your game, then RIP for Divine Smite your entire campaign).
At least the design team succeeded in the goal of making Paladins not use Divine Smite over their other spells, all it took was a butcher's knife and no concept extra-attack + Extra Damage = more damage on hit.
Sounds like Booming Blade is better than Smite now. I'll be getting my Clerics or Fighters Booming Blade and cosplaying a better Paladin.
Bonus action Smite basically ruined the Rogue/Paladin multiclass could of just made it once per turn like a rogues sneak attack and not a bonus action cause now a rogue/paladin multiclass has to either steady aim, smite, or cunning action.
''a bespoke new stat block for your otherworldly steed''
as of yet, I haven't been able to find any new stat block for a warhorse etc.
also you guys nerfed the ever loving god out of smiting.
as a DM and player, ya'll done ****ed up the paladin this time around.
I didn't read through all these comments, but I didn't notice anyone mentioning another huge (imo) nerf to devotion paladins: Complete loss of Turn the Unholy Channel divinity. This has been a core ability of Paladins since 1st edition, and it's just gone.
As a Paladin player in Curse of Strahd, this really stings. Devotion seems like the most 'Traditional' Paladin, and it almost feels like an oversight.
Kind of "loss" - the base-class replaced the level 3 "Turn-ish" Channel Divinities with Abjure Foes at level 9 (which, given its a non-damage fear-based, charisma number of targets Tasha's Mind Whip (that the enemy can on their own, or their allies, or their minions, can break by punching the affected target in the face for 1 damage (:/) ), is 3 levels higher than it should be).
At level 9... that's the tail-end of T2, and depending the number of Fear-immune creatures the Paladin runs into by 9+ level, could be super-useless, especially when most of your allies are all going to have either better / much earlier forms of crowd control (like... Tasha's Mind Whip, lol) or free-forms of fear-based crowd control.