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.
The whole pretense of "Unarmed smite" is its a cool thing Paladins should be able to do (and initially could do in 5e), not so much that its remotely optimal.
A longsword in every conceivable way is a better tool for dealing damage for a Paladin (and frankly, everyone else) than Unarmed anything, along with any number of other higher damage die choices, without weapon mastery.
Monk's Dedicated Weapon was pretty much invalidated the terrible Martial arts damage die Monks were saddled with through much of 5e.
Sidenote: Even if 2024 Divine Smite wasn't a bad BA spell, the Paladin / Monk multiclass is terrible. The PC's stat-line would be all over the place, while the Paladin's half-caster spell slot progression and the Monk's Martial arts (at that Monk level) would be significantly weaker than just using the Unarmed Fighting style for Paladin. You'd be burning through your spell slots on your first turn for less damage than a pure Paladin or pure Monk build.
While some changes are great, there is a huge bit of unnecessary bonus action clog. All the great features that are now made bonus actions, directly compete with divine smite. I am ok with divine smite being once per turn. but now you cannot smite on the off turn (like opportunity attacks), you cannot dual wield or use PAM in the same turn you want to smite as well. Divine smite should simply say "immediately after you hit a creature with an attack roll, once per turn, you can" & "this cannot be used the same turn as other smite spells." This would fix all the issues I and the larger community have with the nerf.
100% this.
WotC decided - for whatever reason - that multiple smiting on a turn was unbalanced, and chose the absolutely worst way imaginable to address it.
Unless they're also wrecking sneak attack in a similar manner (contradicting years of Sage Advice and Twitter rulings, of course), it's really hard to see how any coherent thought went into the decision to tie one arm behind every Paladin's back in this way.
The Scimitar of Speed will still probably out damage Divine Smite (spell). A +2 weapon plus your Strength score (and if you're lucky a Belt of Strength or manualof athletics) is kinda hard to beat for flat damage. When you start adding Improved Divine Smite (or now Radiant Strikes) its just another d8 to every attack (so if your subclass offers Haste, or if you're an Oathbreaker with Aura of Hatred or multiclass into Warlock for Lifedrinker), it really starts to add up for why Divine Smite as a spell just doesn't play well with Martial-centric items, feats, or even other class features (and half of Paladin options) - which sucks.
Changing the bulk of level 3 channel divinities into free actions just doesn't really do anything for Paladin here beyond allowing them to use Divine Smite as a spell without it being a true hassle, but they're still precluded from making good use of a lot of feats, items, spells, and to some degree their own class features, and that's bad.
Its also just baffling because the stated intent is to push Paladin's as half casters, but their spellcasting without Divine Smite as a class feature doesn't play well with the Paladin's nonspellcasting features. It feels like bad game design tbh.
with radiant strike you don't even need a giant belt:
1d6 ( simitar ) + 1d8 ( radiant strike ) + 5 ( thats another 1d8 more or less ) + 2 ( magical item ) = 17 dmg avg
vs 2d8 = 9 dmg avg; lvl 3 smite = 13,5 avg; lvl 4 smite = 18
ergo you will need to use a lvl 4 spell slot to not loosing dmg when you smite; if you use a polearm its 16 avg dmg which still means a lvl 4 spell slot
and if i play a paladin i roleplay him, but a paladin's job when all roleplaying fails is mainly to kill the BBEG and quick, and thats not possible anymore with these rules. It's like they are don't want paladins to use smit anymore .....
in comparison warlocks don't have to use their bonus action for eldritch smite and it doesn't count as a spell either. Lifedrinker provides pretty much the same dmg as radiant strike so thats a wash. Furthermore warlocks can use a lvl 5 spell slot for smithing ( 3x per short rest at 11th lvl vs 1x per long rest lvl 4 slot as 13th paladin ).
haven't seen or read if they clarified if the smite spell can crit anymore, so i'm guessing since it is a spell without an attack roll needed, it won't so that's another potential nerf ....
Also if they didn't change thirsting blade evocation from UA ( they didn't say anything yet ) it grants warlocks 2x extra attack at 11th lvl vs the 1 extra attack a paladin gets.
with celestial warlock you get some bonus healing pretty much as good as the paladin, only missing the armor & shield prof. but taking medium armor Prof. takes care of that and since pact of the blade now grants you chr to hit and dmg ( UA 7 ) your bladelock is even SAD without having to go hexblade.
Spell Divine Smite should work on critical hits, they mostly just took the text verbatim from the Divine Smite feature (leading to some very funky spell text in the playtest) and applied it to the Smite spells.
Given Eldritch Knight Fighter pretty much went through the Playtest as is, I wouldn't put much faith in the invocations seeing significant changes. I suspect that's why the 2024 Invocations haven't been revealed yet (I expect the Eldritch Smite invocation alone will remain a free-action nonspell).
I'd say Healing Light is a lot better given its a ranged BA heal (non spell to boot).
The only thing 2024 Paladin I expect to have on the 2024 Warlock will be plate-armor proficiency and Fighting Styles, outside that, they'll likely be the better "Paladin" / Divine Warrior (thanks to the Celestial patron) than the 2024 Paladin is.
LMAO thats really bad
Because if the goal was to reign in smite, people already figured out how to do it years ago, you just limit it to 1/round.
making smite a bonus action does stop you from stacking smites. However you also just absolutely demolished action economy for the entire class.
And then they **Still** didnt add in a range smite option despite people requesting it.
Ok joke's over, where's the real 2024 Paladin?
This is exactly right (that the updated class has a lot of buffs, and one limited debuff), and I doubt a majority of the survey responses were against it -- and even if they were it was the right choice. It will not stop people from buying the book. I don't see being angry at one feature being reigned in a bit when it needed it making the whole book bad even for the biggest paladin fan. As folks have said, after you try it, if you don't like it, you can house rule it back. I am not worried, yet. I will wait until I have my book and playtest it.
I keep seeing 'paladin got all these buffs' when I am not seeing it. What I am seeing is nerfed smite, nerfed divine sense by putting it in the channel divinity pool, nerfed lay on hands with a minimal buff turning it to a bonus action but moving it removing conditions to level 14 is a nerf. Also how did it need to be reigned in? A fireball cast by any magic user targetting more than 3 targets does more damage than the most stacked smite and that's at range. The biggest problem I ever had at my tables was the Wizard not picking what spell he wanted to cast before it was his turn and sitting there for several minutes just staring at his sheet and they gave Wizards MORE prepared spells to choose from!
Do you think the free horse at level 5 is that much of a gain?
There's a reason why Crawford's response to the playtest introduction of "Paladin's Smite" consisted telling viewers that Lay on Hands had a 92% satisfaction rating... and not saying a thing about the overall class satisfaction rating or Paladin's Smite's rating.
The implication was the feedback was very negative.
... then why bring up what you think "a majority survey responses" was... if you're going to immediately dismiss that majority if they don't agree with you?
It just seems so disingenuous... but to be fair, so was WotC's response to the Paladin and Ranger playtest response, so I guess you can Crawford can high-five to the moon.
Every major YouTube optimizer (at least the big ones that I follow like Treantmonk), have said the 2014 Paladin smite was too good and needed to be toned down. Their response to the changes in the class have been positive. Regular players have been outraged because their preferred playstyle and power level have been changed. When it comes to assessment of the capabilities of the new class, when Treantmonk already has the new PHB but is under NDA, I trust their judgement of what we know of the class based on incomplete previews. I understand not everyone agrees. Again, as I mentioned, if when the book comes out and we all have real experience with the class, and it is as busted as some of you fear, nothing prevents you from changing it at your table.
Untrue - Chris (Treantmonk) called paladin a mixed bag in his 2024 Paladin review and he obviously was not referring to channel divinity changes or the free horse as the negative portion of the bag. Secondly we have already seen how this works during the playtest and it does not work well. There is no longer -5/+10 damage from GWM the +6 Str bonus from Epic boons at lvl 19 did not make it through the playtest. Bonus action attacks now compete with Divine Smite, reaction attacks no longer trigger smites. If your response is weapon mastery makes up for the damage loss, you are wrong. Graze gets weaker the better your STR, proficiency or + weapon you have. Topple slows gameplay and gives disadvantage to ranged party members, Vex makes weaker weapons comparable to martial weapons on a DW build, Cleave is as circumstantial as acid splash. The others don't actually improve damage.
Why does the table say fighting styles are level 1 but the article says they are level 2?
Having finally gotten around to reviewing the changes for classes, I find that this change to Paladins is... a little bit much.
As someone who has played a Paladin for 3 years (I'm sure that's a surprise, given my username) and has Paladins at the table when I DM, I'm having trouble finding a reason to even play this version of a Paladin, if I want to have fun. Not just from the standpoint of Smite being double-nerfed (when just restricting it to once per turn would have done the same job), but the way spells seem to function now just... defeats the purpose of being a Paladin?
Your class feature is now not only viable to be used by any of the other casters (as it reads now, Smite could very well be accessed in a spell list), but it's also better in the hands of a Bard or Warlock—the latter of which has its own version, which is better already. Oh, and now, as the DM, I would have the option of just... counterspelling the Paladin's Smite. Yes, counterspell is tweaked from 5e, but it's still an option I have. Apart from being the DM, as a Paladin player, who is often facing enemies that can outdamage me, counter my armor with AoE spells or effects, or take me out at range, or hit me 5 times in a single round to my 2, taking that mere 2d8 damage, say, half the time, feels petty--and done to punish me for the actions of other players. And that's not accounting for how Smite is now a bonus action.
Okay. So, the Paladin class feature is not just able to be counterspelled, it's also something that would be foolish of me to actually use. Do you know how many times I've used my bonus action just for the party? Cast a spell on the Rogue, so they can go do their thing better than before? Prep a potion for the Barbarian, who needed a pick-me-up? Or get over to a fallen party member as fast as possible, so I can dump Lay on Hands into them, or cure them of their Condition? The answer to all the above is many.
Now, all of those options go away, if I decide I want to chance dealing 2d8 damage (up to 5d8, if I want to tickle the dragon we're fighting) to a target once per round, if I'm lucky. And it still goes away, if I decide to Misty Step over to a fallen ally, but have to wait until my next turn to use Lay on Hands. Let me sacrifice damage to help my team, people!
This is insane to me. It makes it hard as a DM, to figure out what kind of magic item to give a Paladin character who 1) is severely limited in using their class feature and 2) is a half-caster and 3) will be pigeon-holed into playing their class in an even narrower fashion than half the player base apparently thinks all Paladins want to play . As a player, it makes me less excited to play my Paladin, as now I will be forced more into that supportive role than ever, with a much more limited ceiling on damage potential even in the best of circumstances, and, potentially, my class feature no longer working on anything with magic resistance, immunity, or if the DM decides to really ruin my day and just cast Silence on me. On top of that, not only will I be put more into that supportive role, I will be worse at it, as Lay on Hands can no longer cure conditions (and the Paladin can't even remove Conditions until they're 14th level), unless they multiclass. Even then, Paladin would be the second class in just about any build I'd make with these rules.
I'm unlikely to use these rules at my table. I want players to have fun. And these changes? Overall, not fun.
Smite has been improved how is it "So Bad" now its better than the 2014 version
You are wrong Htap
some calculations of various build and the max nova dmg they can perform in 1 round:
setup is 2 rounds:
setup is +5 to main stat; they use their best spell slot to add dmg ( spirit shroud ) and their next best slot to smite
weapons in use are : Longsword / Dagger
no criticals, dice rolls are avg rolls, +2 weapons in use
Paladin 20 : 97,5 ( avg )
Paladin 11/Sorcerer 9 : 142,5
Paladin 6 / Sorcerer 13 / Hexblade 1 : 150
Paladin 2 / Sorcerer 17 / Hexblade 1 : 126
Warlock 20 or Warlock 11 / Sorcerer 9 : 263,5 ( if you go the sorlock route you have max rounds of max nova )
- Warlock ( if thirsting blade will only grant 1x extra attack ) : 226
Ftr ( EKnight ) 20 : 192
and none of them even reaches 50% if the caster builds are casting single target spells ....
thats only nova dmg sights, not even looking at all the utility a Paladin looses when he uses the divine smite spell, not to mention his divine smite gets silenced, countered, immune
i personally just don't see how
+ extra steed ( 90% of the time, you'll play in a town or a dungeon where the Steed is worthless)
+ 1 lvl 1 free divine smite ( about 9 bonus dmg; per long rest )
+ fighting styles aren't changed much ( only dual wield paladins not get, which helps them a bit together with weapon mastery to get even some dmg in )
+ weapon mastery, nice concept but beside very situaltinal doesn't bring a lot to the table ( and every martial class gets them, so we can just ignore that for the paladin as a "buff" )
+ Lay on Hands, Channel Divinity now a bonus action could be considered a needed change, but its not a buff since you can't use it together with divine smite
Should the Paladin not use twf, he looses about 30 of his nova dmg, while the Warlock looses nothing
Like so many before: I really don't like the changing of smite. Yes paladins were able make massive damage if they got lucky. But considering the limit on spell slots and the many other wonderful things other classes can do, as a DM I never had any problem balancing the game with paladin players. I will definitly always offer my players to play paladin as in the old ruling.
I wanted to but considering the way paladins were handled I will not pre-order the new rules and wait before i transfer my groups to the new rules. My paladin players would be too mad because they all don't care at all about any free horses.
This is what Treantmonk said in his wrap-up. You are correct he said it was a mixed bag, but overall, he seems happy with the changes and thinks the 2024 Paladin is likely more powerful than the 2014 Paladin. He also said it needed a tone down to be more balanced with the Fighter and the Barbarian.
He playtested all the classes during the playtest.
I edited his transcript a bit to match what he said in the video and added some edits so I could have periods and such in the text that are not included in the transcript.
44:45 time stamp.
“There are other things that weren't mentioned, but there are some features from subclasses that you used to be able to do that you can no longer do, um so the Paladin bit more of a mixed bag than the fighter and the Barbarian that we're going to see tomorrow which is all goodies this time. You know Divine Smite is worse uh you know where there's some features that aren't there, um and there is some stuff that's been kind of toned down. Uh then there are other things that are just new goodies, uh so weapon Mastery is new, Abjure Foes is new, and then there are enhancements so things like sacred weapon that you can do part of the attack action. Uh all the capstones being able to do them as bonus actions, uh so oh and multiple uses of Channel Divinity. Uh so um yeah, I think the Paladin is probably a little bit more powerful now than 2014, but it is not cut and dry. Um and so I do think like when we look at the Paladin which was up here versus you know Fighters and barbarians which were a little more lower down. We're going to see more of a narrowing on that in the new players handbook um whether you like that or not that's subjective. I'm happy about that, I want the difference in power levels between classes to be narrowed, uh and um this is one case where you have something on the more powerful end, and uh so it didn't get the goodies that the stuff that isn't on the powerful end got um so yeah that's the Paladin.”
(By stuff in the last sentence, I think it is clear that he was referring to the what the Fighter and Barbarian are getting in the 2024 book that narrows the power difference compared to the 2014 PHB.)