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’m just gonna homebrew divine smite to be not spell and not cost a bonus action but rather just be only once per turn
My solution if a bother with the new phb or any new books at all:
All players use Tasha's Stat adjustments, you get a +2 +1 or 3 +1 to put where you like. I don't get unfixing the problem Tasha's fixed.
You can use a 2024 class or a 2014 class but 2014 base can not use new subclasses. Sorry.
Everyone uses the new backgrounds but you can use an older race/species if it does not exist in 2024. You still only get one set of Stat adjustments and only those, sorry half elf.
There's two points to raise here:
1. He's under an NDA, and he won't really be able to give a break down of these changes beyond discuss whatever is revealed in these reveal videos.
2. "He seems happy with these changes," is speaking for him in a way that's not present in this video, lol.
A general statement of "I want the difference in power levels between classes to be narrowed," is not an endorsement of Paladin's Smite as a feature, muchless, a divine mandate on his part to hit the Paladin specifically for the benefit of the Fighter or Barbarian class, lol.
He made a video on what he think would make for better versions of Paladin's Smite during the playtest, and said a few times already he expected changes to Divine Smite to not survive the playtest because of the community's reaction to them.
But you can also go tell the 2024 Ranger comment thread that Treantmonk also didn't steamroll in his reveal overview video that Hunter's Mark still has concentration on it, lol.
To get a better overview of what Treantmonk's opinions on the 2024 PHB... we're going to have to wait for his NDA to end and even then, he'll be first to say its his opinion.
Does Paladin still have an expanded spell list like they were hinting at during UA? I was looking forward to spirit guardians in base Paladin…
We do not know yet, wait 3 weeks until the NDA is lifted and people with early access copies will be making videos after August 1. They did mention paladins are getting a brand new spell but given how mixed the reveals have been so far I have no expectations.
Oath of Crown?
It was less hint, more they had a shared Divine Spell list (which is why Find Steed became a part of the Paladin's class features, to make the 10 minute cast time an action for Find Steed (verdict is still out on whether or not that its still an action... but hot damn I hope Faithful Steed is not just free level 2 spell cast of a spell already on the spell list like Paladin's Smite does with Divine Smite).
I doubt Spirit Guardians is going to ever be worth concentrating on at 9th level though.
Smite being a BA AND considered a SPELL is just wrong on so many levels. Glad I don't have to use this worse version. I mostly played Fighter over Paladin, but these changes are just bad. The only positive thing is being able to use unarmed attacks, but any sane DM has already home-brewed this anyway. So no reason to play this broken version.
This seems like a huge downgrade to smite. Requiring a bonus action limits the paladin to one smite per turn, limits their actions per turn by costing them their bonus action, and apparently removes the automatic smite they got after a few levels. I was having fun with a two weapon fighting paladin that was unloading smites on BBEGs. Now, two weapon fighting isn't merely not quite optimal, it's downright useless. This smite is absolutely not "mostly in line with original divine smite's mechanics, "at least not 2014's divine smite. The other stiff is cool, but the HUGE NERF to paladins' core feature seems like whoever is in charge hates paladins.
Only getting one smite per turn and having to sacrifice your bonus action attack to use smite makes TWF utterly pointless now. I loved playing my TWF paladin. He got three chances to smite. Now, he would have to choose between a smite or third attack, and he'll only get one smite per turn. Every paladin level 5 or higher just got robbed of a smite, and a bonus action. TWF paladins just got robbed of two smites per turn and the TWF's extra attack... this is outright crippling.
Divine smite costs a bonus action. TWF's third attack costs a bonus action. You can't cast smite and get a third attack. Am I wrong?
Nick removes the cost of a BA from the dagger attack. However I believe it comes with the limitation that you can't extra attack
I think making smite into a once per turn thing is a fair nerf. Having it also take a bonus action however has gone too far. That kills a lot of multi class and potential race ability synergy and frankly makes it feel somewhat useless.
quote : Nick removes the cost of a BA from the dagger attack. However I believe it comes with the limitation that you can't extra attack
in the UA Nick would like you use the offhand attack as part of your attack action, such freeing you from using your bonus action, i can't say about if that was changed in the release tough then the paladin would be even worse .....
Also you dont get a free 2nd lvl divine smite but a 1st lvl one and if you don't use twf and nick its not even worth using a divine smite below 3rd lvl
calc : ( 11th lvl Paladin with PAM and 20 Str )
1d4 ( PAM ) +5 ( StrMod ) + 5 ( 1d8 radiant strike ) + 1 ( magical weapon +1 ) + 1d4 ( divine favor ) or +1d8 ( spirit shroud ) thats = ~21 avg dmg
lvl 1 smite = 2d8 = 9 dmg; lvl 2 smite = 3d8 = 13,5; lvl 3 smite = 18 avg dmg you do the math
Divine smite is not worth upcasting unless the enemies are fiends/undead or have radiant vulnerability or fire resistance/immunity. Searing smite is now the best smite spell to upcast as it scales by 2d6 per spell level with a chance to last multiple rounds.
So Smites now require an Action, Bonus Action, and spell slot, meaning it can be Counterspelled and is limited to one per round. Meanwhile, Dance Bards get to make an unarmed strike (that scales better than Monk, btw) ANY time they spend a use of Bardic Inspiration.
It's as if a different team designed each class with no knowledge of how each other class was being designed.
Bards unarmed damage not only doesn't scale better (not enough to even be noticeable) but they still don't make as many attacks as a monk, nor have a way around magic resistance against unarmed strikes. If the new counterspell changes went through, then it requires a save. The paladin's aura will let them automatically save 9 times out of 10 and they won't even have wasted a spell slot if they don't make the save.
Magic resistance is no longer a thing -All features that revolved around bypassing magic resistance lost that wording.
okay I am not seeing how that calculation makes any sense
Aura of Protection grants a +cha to saving throws. A paladin gets this at level 6 when they probably are still focusing on maxing str stat. So that means a +2/3. And probably for a while too.
The save for Counterspell is CON. So a Paladin has probably +1/2 in that box. So at best we are looking at +5 and probably until 12th level when they get their third ASI. This means they are batting against a save DC of around 17.
How exactly did you come to the conclusion, paladins will almost always save out of being counterspelled?
i don't see the upcasting of searing smite of 2d6, in the UA version its 1d6 per spell level ..... and yes it has a chance to last multiple rounds, but as your opponent has a con - save vs that and thats the most common save in the game. 11th lvl a Paladin has an DC of around 14-15. a CR 11 monster has a typical con save of +8 to +9. The chance of it failing its save is 25-35%.
failing to save for 2 turns is around 6-12% so we can add 40% to the damage to assume for it to do its damage 3 x.
we are not taking into account, how many monsters are immune or resistant to fire damage here and the loss you take because you have to concentrate on the searing smite
1d6 ( avg 3,5 * 1.4 ~5 dmg )
scaling 1d6 :
1st lvl = 5 or 10 -5 ( no spirit shroud possible ) = -5 or 0
2nd lvl = 10 or 20 -5 ( no spirit shroud possible ) = 0 or 10
3rd lvl = 15 or 30 -5 ( no spirit shroud possible ) = 5 or 20
PAM attack
1d4 ( 3 ) + 5 ( str mod ) + 5 ( 1d8 from radiant strike ) +1 ( magical weapon ) + 1d4 / 1d8 ( 3 or 5 divine favor / spirit shroud ) = 19
so if it scales with 2d6 you still loose dmg if you use a 1st level or 2nd lvl and its a wash with a 3rd lvl spell. If it scales with 1d6 ( like in the UA ) its never
better then just using the PAM.
SEARING SMITE
1st-Level Evocation Spell (Divine)
Casting Time: Bonus Action, which you take
immediately after hitting a target with a melee
weapon or an Unarmed Strike
Range: Self
Component: V
Duration: 1 minute
As you hit the target, your strike flares with
white-hot intensity, and the target takes an extra
1d6 Fire damage from the attack and ignites
with magical fire. At the start of each of its turns
until the spell ends, the target takes 1d6 Fire
damage and then must make a Constitution
saving throw. On a failed save, the spell
continues. On a successful save, the spell ends.
At Higher Levels. When you cast this spell
using a spell slot of 2nd level or higher, any
damage dealt by the spell increases by 1d6 for
each slot level above 1st.
Any damage dealt increases by 1d6 means when you hit you deal 1d6 and when their turn start they take 1d6 per level. It also does not use concentration...