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.
Most likely why no range on smites is because of ranger
Tons of Paladins use their BA's for other things. But now smite is their BA? Its not fun to make every feature a spell.
Such a good change to smite. Too many people smite dumping and way too many builds built on smite novas. This not only limits the damage output and puts them back into the pack with other martial classes, but it also creates a healthier environment. In games that have very common long rest access, they don't get to go insane every round. In games that use gritty realism, this prevents the paladin player from overusing their resources and just being a mediocre combatant for tons of battles.
I'm hoping people can get over the initial shock here and realize this is way better overall!
I am really excited for the 2024 phb, the only interesting choice is the divine smite change I mean I get but I don’t
I fully understand making smite a once per turn ability, I just don't know that I can get behind it taking a bonus action. To clarify, what I am specifically upset about is that you can't smite at all on the same turn that you want to take any other bonus action. I think the special smite spells like blinding smite, banishing smite, etc. are fine to still require your bonus action and I'm even glad that those activate when you hit now. I'm also perfectly fine with letting enemies Counterspell Divine Smite, especially because of the way Counterspell seems to work now (per the most recent UA that it was showcased in). But specifically Divine Smite requiring your bonus action is, in my opinion, really bad for the class.
I feel like Conquest Paladins and Vengeance Paladins especially will suffer from this change; Conquest Paladins won't be able to use Spiritual Weapon AND smite in the same turn, while Vengeance Paladins will rarely be able to justify Hunters Mark anymore (assuming it's still one of their oath spells) unless they can throw it on a target before combat. Vengeance Paladins (and Ancients Paladins) are also far less likely to ever Misty Step again, because they'd rather spend their action dashing to the target and getting a chance to smite next turn than give up their chance to smite on a crit that could happen this turn. Just like how the Devotion paladin won't cast the new addition to their spell list, Shield of Faith. It also makes certain multiclass options like Barbarian, Bard, or Rogue less appealing, because they all have bonus actions that they want to use like Rage, Bardic Inspiration, and Cunning Action. And it punishes characters who want to wield polearms or heavy weapons, assuming PAM and GWM still allow the bonus action attacks (I know they made some changes to GWM at least, but I think the bonus action attack was still an option for both of those feats). And I'm not even mad because these options are powerful; I'm mad because they're fun.
And honestly, is this going to make people smite less, or will it incentivize them to smite even more? Like I said, certain subclasses aren't casting their spells anymore because they require you to give up your chance to smite, so where else are those spell slots going to go? Nobody's going to build a paladin with bonus action options anymore, so why not just smite the first time each turn that you hit? The only thing that's stopping them from burning all their spell slots on smites now is the number of rounds of combat they have every day.
I'm planning to get the new core rulebooks when they come out, but I'm almost certainly going to make some house rules to allow specifically the standard Divine Smite without using a bonus action. And I'm mad that I feel like I have to make house rules before the books even come out. Again, once per turn is a perfectly fair and reasonable change that I think is good for the game, but this isn't how to implement that change.
Since Smites are classified as a spell now, how does this interact with Counterspell, AMF, and creatures with Limited Magic Immunities?
Since 2024 PHB is backwards compatible with 2014, what happens to other Paladin Oaths like Crown and Conquest that haven't made their debut in the 2024 version yet? Do we need to change Oaths until those Oaths are published in the 2024 version?
I'm concerned that they are making the Paladin too strong. Maybe this is happening to all classes? Are the monsters becoming more powerful also?
I agree!
Sorcadin is the way to go; one smite, but now it will scale to 9th level spells!! Also, you will get your flying mount much quicker.
IF the counterspell is like the playtest, the counterspeller loses its spell slot, and the paladin's spell slot is refunded.
Plus, you can counterspell the counterspell.
6 Paladin / 14 Sorceror (or bard) seems to be the way to go to me :-)
*In addition the new playtest counterspell forces a con save instead, so with res. Con and CHA to Auras it will be very hard to counterspell a paladin.
counterspell the divine Smite....
While you’re absolutely right that Bard or Sorceror is the way to go for anyone looking to get anything out of Divine Smite / Paladin's Smite past level 5, you'd absolutely be wasting any spell level past 5 on any of the Smite spells.
This is actually hilarious. They made Paladin's Smite as awful as they could if that's the case, for no discernable reason, loool.
Level 20 Paladin be like: They gripped their weapon tightly, and unleashed their righteous godlike divine power against the Eldrich Evil... for 2d8 radiant damage. Their level one Cleric cantrip option in 2024's Fighting Styles out scales Paladin's Smite, lol.
Ah man, at least Paladin's get a free casting of Find Steed. Maybe the magical celestial horse will become their Patron so they can get some Warlock levels and suck less.
He is big on telling us what we get but doenst say much at what cost.. what cant a Paladin do that it used to be able to... such as
he doenst tell you about smiting that now you can only do it on one attack, and it wont stack with another smite spell as its a bonus action and a spell itself.
cant remove disease with 5 points of healing..
Give me back Purity of spirit, a +2 AC is not a good right off for always under protection from evil which is disadvantage as well as protection from possession etc..
Aura of warding Enhancement.. is a nerf, not an enhancement, especially if these resistances can come from other sources, no more use for the Aasamir Ancients paladin. He says to make the fun stuff even better.. what a joke.
This may end up being the next 4th edition
Na that would be comment about why Battle Master isn't base Fighter.
Nope - not playing Paladins anymore. And as a DM I will 100% counterspell the Paladin's Smite every time they critical.
now all this nerfs taken into account lets compare that to another Half-Caster ( latest Playtest version )
1.) Spell asting stat = melee stat
-> versus cha = casting, str/dex for melee ( Paladin )
2.) 1 smite / turn up to spell level 5
-> also once / turn because of ba
3.) extra attack at 5th, 2x extra attack at 11th
-> versus extra attack at 5th
4.) smite is not a spell, and doesn't take an action
-> need to use a bonus action
5.) 1d6 bonus damage on each hit in addition to 1d6 + con mod healed at 9th level
-> versus 1d8 bonus damage at 11th level; personaly would take 1 less dmg / hit everytime in exchange for that heal
6.) can smite for 6d8 2x and 1x 2d8 at 11th level per short rest
-> 6d8 can be done at 17th level... once / long rest
7.) since it is not a spell, silence, counterspell, AM does not work on it
-> versus all the mentioned work
now please tell me how this is balanced
anyone wanting the old Paladin feel, is just gonna roll a Warlock now .....
Fast counter to new paliden... silence!
The best thing about divine smite was it DIDNT work like smite spells. Now dm can counter with a silence spell no save.
Per the latest UA, all smite spells had a verbal component.. including divine smite. This in conjunction with making it an actual spell means ut can be shut down with silence or counterspell. Bad for game overall
This comment section is proof that players will whine about nerfs just because they're nerfs. They want to be able to build a Pal-Fight-Bari-Lock who rages, walks up to an enemy, attacks twice and smites on each attack (with a 3rd 1/turn smite from Warlock somewhere in there), action surges, does all of this again, and also has PAM for that last attack anyway. Or possibly just cast a shutdown spell for their first action, then rages, then action surges.
Tactically engaging games and dynamic character building REQUIRES that you have interesting and compelling options every turn, where no matter what, you feel like there isn't a right answer because they're ALL potentially GOATED turns. Divine Smite was too strong and everyone trying to defend it with <insert broken power combo that no longer works here> is proving why it needed to be nerfed.
Making smites into bonus actions is the first step; you now have a bevy of tactical options without uber mega power combos that do way too many things in a turn. And because we all know that WOTC still sucks at game balance, if Lay on Hands is too weak, then increase the healing pool; if divine smite damage is too weak, nudge it a little bit (and if it's too good for multiclassing and full-casters, add a Paladin-only class feature that buffs smite damage); if you feel Divine Smite should just flow from them, not be a spell they cast with glowing runes and prayer-speech, add that Paladin's Smite removes the components for Divine Smite; and so on. But bonus action smites are the right starting place for vaguely sane build equality and play experience.
PS: To that guy who said Paladins are martials, a level 1 Paladin can heal and bring up dying allies multiple times per day, cast any 2 impactful spells per day (including just preparing a smite), and use their main weapon's mastery. A level 2 Fighter can do the same weapon damage as a Paladin but also heal themselves for an unreliable amount of HP a bit more often, and get a meh Fighting Style. Paladins are not martials, a Fighter can't heal/buff the entire party or cast control spells on bad guys.