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 was saying the same thing listening to them describe automatically learning "Divine Smite," with argument in the reveal video being... it also lets you cast Divine Smite for free at level 1 once per long rest...
I have no idea why they stuck with Paladin's Smite if the Paladin ONLY learns / has Divine Smite prepared when they get it. I get people have been calling Paladins to get nerfed into the ground online, near constantly, because of the horrors they experienced when Paladin rolled a 20 at their table for the first time, but it seems so silly to make it an EVEN WORSE feature than it was in the Playtest, lol.
These subclass Channel Divinity changes are pretty much bandaid fixes for the changes to Divine Smite. Without them, combat buffing centric Channel Divinities ended up competing with using Paladin's Smite as soon as you got them at level 3, forcing Paladins to effectively wind-up a turn to the point they could even Divine Smite, which felt worse as more and more features ended up as Bonus Actions as you leveled.
Now Paladin subclass Channel Divinities got buffed to allow Paladins to actually Divine Smite turn one, but... by doing Paladin's are an even more appealing multiclass option for a 3 level dip, while at the same time, Paladin's wanting to prioritize their "Paladin's Smite" are also better off being Bards or discovering their latent Sorceror powers (lol), because Paladin's Smite scales terribly as a pure-Paladin past Tier 1.
I wish the 2024 Paladin's features actually encouraged to stay as a Paladin, but you're either ignoring Paladin's Smite as Paladin in favor of combat feats that use the BA, or ditching Paladin entirely just to get use out of their level 2 feature.
A few thoughts, for whatever they are worth to those commenting or following the chat thus far--
The cheap multiclassing perks of the Paladin are still there, which I find more irksome.
Anyway, it's just my two cents, but I'm glad to see 'Divine Smite' reigned in a little bit. I understand why it feels like an overcorrection to some people, but I don't think it ruins the class. Weapon Mastery; 'Abjure Foes'; improved aura mechanics; more Channel Divinity; not to mention the core class capacity to heal, deal damage, and tank; and the amazing saving throw perks that the Paladin and their party receive just by having the Paladin nearby means this class will always have appeal and purpose in a group.
Jeez, I'm hearing a lot of player-angst. Deep breaths, people! This was a long time coming for anyone that understands game balance.
Aside from being one of 5e's all-around strongest classes, Paladin also had one of the game's biggest burst-damage sources. As a Paladin player, I routinely outperformed the rest of the party without even really trying; as a GM, I found that Paladins increase volatility and make it harder to design balanced encounters. I welcome these changes on from both sides of the screen.
Now that they can't one-shot bosses any more, Paladins are just one of the strongest classes in the game. Wow, unplayable.
And even with all that, we don't even know yet if it actually will be able to be counterspelled. It will be unlikely to have a somatic component, because that would screw over sword and board paladins. And depending on what counterspell requires to actually work now with the new book, Divine Smite might not even be a valid target.
Unfortunately, a reputable source confirmed it is only the standard Divine smite that gets a free casting which is disappointing.
So incredibly disappointed in the smite change. Decreasing its nova potential was one thing, but this just guts it. There's already way too much competition for your bonus action in 5E, adding even more on is a terrible idea. Say goodbye to paladins that dual wield non-Nick weapons, paladins that use polearms, paladins that want to support their party with bonus action spells (shield of faith, sanctuary), and more. This is just tremendously limiting to the types of paladins you can build and the variety of gameplay you can get in this class. Thank goodness my previous paladin/bard has already retired after saving the world, since I doubt I'll be revisiting that combo again.
Okay but have they confirmed I can play a sublcass on DNDB that isn't being released in the 2024 PHB using the 2024 PHB paladin? E.g., can I play an oath of conquest Paladin on DNDB using the new 2024 ruleset. Will this be built into the website and be supported?
I know they mentioned some guidance in the PHB (or DMG?) on how to implement a subclass not present in the PHB but my main concern is will this be supported on DNDB? If it's not, I really don't think I'm interested in purchasing any of these
Terrible smite changes, will not be punishing me paladin players with these changes. Wizard spells damage easily outclass paladin smites still, so why aren't they nerfed? Silly stuff here Wotc..
As a DM and a 3+ year campaign paladin player, it's a pointless punishing change. Serves no purpose other than to hindrance player fun. Wizard damage (and many other class/builds) can easily out damage smite dumps, and still have more resources left. They're rolling out nerfs like this is some MMO they wanted to patch.
Why would you nerf Smite so hard?
"Healthier" is a silly word to use here. 1 successful wizard spell out damaged a hefty smite dump, for a fraction of the cost. Should really take a sincere look at the balance between classes, all they've done here is hurt player fun. I DM for a paladin player, going on 3 years now, and I wont subject them to these class nerfs. It's negative player fun value hands down. They could've gone in a more creative directions easily, but they over played their hand on this.
These changes make me want to play a paladin
They did that in the first Paladin play test and the community voted very negatively.
Yes. The bonus action happens when you hit but you still get your 2nd attack.
As both a paladin player, and DM, I didn't suffer from balance issues on either end. If your bosses are getting 1 shot, then improve your encounter with more tangible elements other than just "Hit and kill thing" and if your a paladin player who can dump 100% of their spell slot resource on "Nova" burst, then you're not being much of a party player I'd assume, or the DM isn't creating situations where you need to use your spell slots elsewhere.
Regardless, anti-fun changes, they also nerfed Oath of Ancients aura, which is a shame as well. No player is going to enjoy having their fun taken away. Wizard/sorcerer/etc many many classes and single shot spells still easily out damage 2014 paladin when played only mildly efficiently.
Smite could've undergone some changes, and people would've been less negative, if it was done well, but they made it a mess here.
love how the devs tells their player "Yup, play level 20 paladin now" instead of multiclassing paladin to a full caster
People who hate paladins: yay, this paladin is totally better!
Actual paladin players: Yuck, this sucks.
We haven't seen the wizard or spell changes yet, so this comment could age very poorly. And if smite is the only thing that made Paladin fun or playable, than that was even more of an issue
I kinda like the changes to Smite and the changes to the other features, I think, sound pretty solid.