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.
The 2024 Player’s Handbook is Now Available!
Buy the 2024 Player’s Handbook today and dive into revised rules, enhanced character options, and exciting gameplay innovations.
Get your copy on the D&D Beyond marketplace and seamlessly integrate your new content with D&D Beyond's library of digital tools built to make D&D easier, so you can focus on the fun!
Class Feature |
Level |
What's New |
---|---|---|
1 |
|
|
1 |
|
|
1 |
|
|
2 |
|
|
2 |
|
|
Channel Divinity |
3 |
|
3 |
|
|
5 |
|
|
9 |
|
|
Aura of Courage |
10 |
|
Radiant Strikes (previously Improved Divine Smite) |
11 |
|
14 |
|
|
19 |
|
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.
wait if smite is now a spell does that mean a rakshasa can just avoid it no matter what level you are?
This doesnt seem to have really done much to change the fact everything of value a Paladin does is within the first 6 levels, theres not much incentive to continue on as a Pure Paladin past level 6 in comparison to multi-classing into Sorcerer or Bard.
You have extra reasons to multiclass out of paladin now since your unique class features scale with spell slot level.
Sorcerer for instance can let you use your smite without verbal components (which you could do by default before).
Bard can let you add extra damage on top of your smite through 'psychic blades' or 'blade flourish' (no action required huh) to get around the same damage as you could if you wanted to combine divine smite with 'wrathful' or 'thunderous' (and you don't even use spell slots). They work mechanically like old smite but limited to once per turn.
So if you want to find the old paladin it's in a different class.
This is very strange.
I think it's fair to say that everyone has their own idea on how 2014 paladin smite is either OP or balanced, and how to balance it for 2024. Whether that's making it once per turn (the most common one and I personally agree with), being okay with it being shut down with counterspell, not requiring verbal components, etc.
Yet, WOTC picked the one option that 95% of people disagree with. Yeah, will probably homebrew this in someway too, if I even buy it
And also in the bizarre way they could have. Immediately after, the Warlock playtest featured a free-action Eldritch Smite non-spell invocation, giving the impression Paladin's Smite was dead.
When they did go over the Paladin's Smite playtest material, they didn't even discuss the satisfaction score for Paladin's Smite Playtest, or anything else on Paladin (a vast depature from the earlier bragging on how well Paladin scored in the first Paladin playtest materials on satisfaction). The only Paladin feedback they told us about was Lay on Hands receiving a 92% satisfaction score for becoming a BA.
I imagine the feedback on Paladin was fairly negative for Paladin's Smite. When we finally see the return of the 2024 Paladin with the reveal, not only did they stick the Paladin's Smite to 2024 PHB, they nerfed it (lol).
In the previous playtest material it included every smite spell and offered a free-casting of them at their base level once per day, now it offers a 1st level casting of Divine Smite for level 2-20.
It is impossible to understate how bizarre the response was to the Paladin and Ranger playtest feedback. Players were very vocal, so were content creators, so it just takes a very impressively dense skull to keep going this direction for the 2024 half casters.
Im really on the bench on this personally. Paladin smite was alot 100%, but if you spammed them, then you quickly ran out, and it was up to the dm to let you long rest, so you get cooked if you smite 9 times (Because most campaigns only go up to 10th level). But aura of protection is absolutely busted.
It's funny to see messages like "this is more healthier for the game." There are always were and will be nova builds. It’s just that in the 2014 version, any player could be a pure paladin and enjoy such gameplay. Now for this you will need to build and think. And when a player thinks, he is called a power gamer by others. Lol
smite is strong, but too many are pretending divine smite was the most broken burst damage ability, that no DM can balance encounters against, when literally every single nova damage build ever created by anyone has one class feature in common and it's not divine smite. Everyone knows what I'm talking about. Action Surge.
Don't get me wrong, I don't want to nerf action surge, but please, let's be honest.
A paladin could expend up to 3 of his highest level spell slots to smite in one round but a fighter could still do more damage than that by only using one resource that comes back on a short rest. (If we're adding superiority dice it's not even a contest). I'm not comparing the two classes as a whole, just the burst damage element many seem to be complaining about.
I wouldn't have minded it being a Bonus Action, but the fact that it's a spell instead of a feature kills it for me. It can now be Counter-Spelled or Silenced and can't be used in an Anti-Magic Zone. That nerf's the Paladins iconic key feature a lot more than just making it a Once Per Turn ability.
Man, I really feel like I'd dislike the new smites less if they used your reaction rather than a bonus action.
Or, you know, just make it say "once per turn" and eliminate the Nova-ability without making it cost more than it already does.
I'm not happy with the smite changes. Right now my biggest issue with it is that it requires a bonus action, and the second biggest complaint depends on whether or not creatures like the Rakshasa will retain their limited spell immunity that renders smite useless. My biggest issue with it requiring a bonus action, or even a reaction for that matter, is that it highly incentivizes not using things like shield master, polearm master, dual wielding without knick, and if it were a reaction it'd limit the value of feats like sentinel. This severely hampers how you should build a paladin, and makes it not backwards compatible with how a lot of the paladin characters are built in my current games. I would have been fine with it being once per turn to limit nova potential like warlock smite.
Also idk why find steed is now being incentivized, none of my paladins want to be mounted combatants but I guess you get a free horse now.
It's unfortunate because up until my group saw Paladin we were really enjoying what we saw for other classes. As a result my group will probably try sticking with the 2014 core until something like dc20 comes out. Maybe we'll homebrew an alternative if everything else looks good idk. At least I didn't pre-order it lol
Divine smite as a bonus action is too punishing. It should be a class feature limited to “once per turn”.
I thought the whole idea was that smite was added to your attack anyway, like extra divine radiant damage to your strike.
Punishing paladins bonus action economy to lift their weapon higher and shout “I smite theee!” is frankly stupid.
It’s a very unfair trade off for paladins who will now be blocked out of things like misty step, lay on hands, shield of faith, spiritual weapon etc for using their iconic class feature!
Poor design. Very poor.
Gonna pass on this.
I'm on the fence about the Divine Smite changes, but “bringing it mostly in line with the original Divine Smite's mechanic“ feels someone failed a Deception check.
@WizardsoftheCoast please change weapon mastery to a LVL 5 feature to prevent multiclass BS
if it isn't changed like it was in UA, you don't even need to multiclass, you can also select a feat to gain weapon mastery
pure sorcerer with magical initiate ( divine / paladin ) & weapon mastery feat would probaly be a better Paladin now ....
The only smite spell used in bg3 is thunderous smite for knockback shenanigans. None of the smite spells are used outside of that because flexible use of a bonus action is just better. You can misty step towards or away from an enemy or attack an adjacent enemy with a bonus action attack. The damage on the smite spells themselves is weaker than divine smite which itself is weaker than casting a spell of the same level. The only reason why divine smite was good in 2014 is because it is a free action and can be doubled on a crit. The smite spells are mostly condition spells that have damage tacked on.
I wonder did they ever just consider not allowing DS to benefit from a crit roll. A lot of the complaints often seem to revolve around a turn with one or more smites but where one crits. Also, it does seem weird to make your attacks and then after seeing a 20, to then declare that you are now smiting. Like smite or don’t. But make the decision based on the threat and resources available, not the die roll.
The complaints were mostly directed at Paladin multiclass NOVA builds that relied on action surge to dump a number of hits to spam Divine Smite like a machine gun in one turn wonder builds.
The initial change made to Divine Smite during the playtest consisted of adding the "once per turn" text to it. It wasn't till later that Crawford argued Divine Smite's use a spell slot is the reason it was being turned into a spell to reflect its use of a spell slot (which is not at all consistent with multiple features heading into 2024, making this argument just a frustrating change to Paladin that disincentivizes staying inside the Paladin class, because Divine Smite ostensibly works better with a multiclass, along with Find Steed).
But that's the issue with turning features into spells and removing any restriction to that former feature's damage (5d8 cap is no longer a thing for Divine Smite).
Multiclass theirycrafters get to enjoy more content out of the 2024 books, which hopefully won't fail as a product, but who knows?
The smite was done so bad. But other than that, why horses? That feels to specific, like not all paladins want to have a horse and have that be one of your main abilities instead of something else, it feels like a subclass option.
Yeah I really don’t like the DS change at all. I feel like it punishes a straight class paladin so harshly. I wish they could have just implemented a change that would have hampered the multi class exploitations. I like DS as a class feature and not a spell. I personally have never been a big fan of the bonus action smite spells at all really. I just like to occasionally use DS. Maybe some turns use it on both attacks. Like having two turns a day where you could drop back to back level 1 smites didn’t seem broken. Saving second level spells for misty step. Is their idea that paladins now cast damage cantrips and buff spells and then run around touching people with lay on hands, like just an aura bot or something? Or now you triple down on pal/lock/sorc memes maybe. I don’t think everyone likes doing a bunch of multiclassing, I know a lot of people do though. But honestly when a class changing nerf like this happens in any game I’m playing it often feels like it was something personal for someone on the development team.