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.
All they needed to do to balance Divine Smite was to make it a reaction, not a spell not a bonus action just keep it as is and make it a reaction.
It would mean that there's less going nova but at least it keeps the core of the ability safe while building in a logical cost and letting players still keep a bonus action of other cool stuff.
But not instead wotc saw the need to hard nerf the most played class in BG3 and making one of the worst classes in 2024 5e.
I don't see myself running it like this at my table and I hope they fit it in the future.
Great…now the DM can counterspell my smite
There’s a mistake in the article. Fighting style is Level 2 in the small paragraph title yet is said to be granted at Level 1 when you check above.
I enjoy the Divine Smite changes. Having DM'd for a Paladin in Tier 4 play its nutty. Having access to that much damage without any action economy is wild. Can't believe it took this many years to address.
i don't understand these nerfs and their reasoning behind them at all, when there are other classes dishing out 200+ dmg in a single round at single targets, in AoE even way more.
a pure or multiclass paladin that arrives at the BBEG of the campaign with all his spell slots has done something right and imho deserves his spot of glory in smiting it down.
Damn, I knew this is too good to be true
What was the Paladin's build?
What was the Paladin's build?
A non-existing Paladin build- because by 4th tier unless you are playing on a martials only party and the DM only throws single enemy encounters, spellcasters outshine halfcasters and martial. Full casters have a spell for every situation while paladins are limited to single target and melee range.
Paladin could do an avg nova round with 1 round set-up of about 240, but only once .....
( pal 17 / hexblade 1 / figther 2 )
compared to a ( sorcerer 17 / hexblade 1 ) which can do a 1000+ Nova - round depending on the roll of one dice .... ( single target dmg that is not AoE )
I would like to see some of those calculations
Paladin 2024 update isn't just a s### sandwich, it's the nova of nerfs. A TPK to the rule of cool.
Sure, weapon mastery - in common with all martial classes - is a nice idea (though in practice it looks hugely OP). Faithful steed is a long overdue upgrade to low HP/low AC mounts. That's the bread on the sandwich, but what's in the middle absolutely stinks.
WotC have basically killed the Paladin class as a straight build by making divine smite both an actual spell *and* a bonus action. Double nerf.
Shield Master shove? Forget it! Two weapon fighting? Only with dagger weapon mastery and 'nick'. Polearm Master? Don't make me laugh! Save your Bonus Actions in case you crit, and pray your smite isn't counterspelled. Gaining one free casting is no comfort when the loss to action economy and damage stacking is so enormous. They could have made it a reaction if they felt the need to limit smites per round, they should have left it as a free action feature than can't be magically neutralised, like blade flourish or sneak attack (which incidentally gets an insane melee boost through Vex).
It's like WotC is trying to steer players away from the Paladin class by making it a rubbish fighter and an even more rubbish spell-caster.
No, no, no, no, no, no. Huge misstep.
You know I was so caught up in smite that I didn't notice they added divine sense to channel Divinity, so instead of being a seperate pool it costs a channel
Which is partly why I asked, I feel like if your DM'ing for a Paladin in T4 play, and the Paladin is somehow sticking out for their damage, either that Paladin isn't actually a Paladin (like some bizarre fullcaster multiclass) or the rest of the party at some capacity is bizarre.
I realized after my first post after watching Dungeon Dudes talking about the paladin class. I had no idea about this, but people who play paladins sometimes enjoy power gaming after burning two high levels on one turn. As much I don't think having them feel like support tanks, I like the find steed, Divine smite after making a rant about it can be easily counterspell now, I was drawn to my attention that chances happening are next to nothing, on the least a wizard on their time who is a high level decide to make paladins feel useless by casting counterspell as a joke. I will probably have to try out this new rules about paladins to see for myself if it is a good idea or they just trying to make Fighters and Barbarian feel stronger then the paladins.
I think what I was told about with counterspell is that it is a chance he will not be able to cast it since it will take one reaction, and if the dm has use that reaction you can still use your smite. However if the dm making up something like " I still counterspell you " after just using his reaction on the Wizard/Bard as some "Legendary action" or "I counterspell your smites cause I can." Also I think you can still keep your spellshot if been counterspelled I can be mistaken.
So playing a paladin is pointless now. Bonus action smite + smite being a spell... yikes. So the one thing that gave paladin a major edge is gone, and now everyone is by default a horse girl. Cool.
Don't like this one, sorry.
Unarmed strike has always been true it has just been unclear.
all these changes make classes better or worse for example:
Barbarian: Don't die, ever
fighter: don't miss, ever
Paladin: H o R s E G i R l
Unarmed strike smite is stupid because paladin do not benefit from weapon mastery if they go unarmed have to sacrifice combat style just to get damage dice for unarmed combat. Multiclassing into monk does not work because martial arts and flurry of blows are bonus actions that you need for smite not to mention stat requirements. This whole smite change was a poorly designed mess
Well the Scimitar of Speed is kinda pointless now, as long as you have smites left.
What's the point of a bonus action attack with the scimitar, which could miss, instead of smiting which is all but guaranteed to do more damage?
To ram home how utterly stupid WotC's choice was to make smites a bonus action, here's a quote from Bell of Lost Souls describing the Scimitar of Speed in 2022 as an ideal magic weapon for...a paladin: "You’ll still frequently be hurting for what to use your bonus action on. Still, having access to another smite, and another vehicle for Divine Strikes, can be pretty spicy in most circumstances."
That's now gone. It's as if the 2024 paladin is intended to be dull as ditchwater with no added spice.