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.
even if it doesn't require concentration and with a 3rd lvl spell you will do an average of 15 with that 3rd lvl spell,
while you do an average dmg of 19 with your offhand PAM attack.
if you use it with a nick weapon ( Dagger ) you don't loose that much
now lets see a 3rd lvl Paladin smite will be 4d8 thats an average of 18 dmg, so
lvl 2 its 10 v 13; lvl 1 its 5 v 9 .... still worse then just using a Paladin smite
Didn't the last playtest of Searing Smite add concentration?
Which is probably for the best given how easy it is to gain access to Searing Smite for everyone.
3rd lvl "new" searing smite on average is 21 damage. Also I never said smiting would be better than a bonus action attack. All I said that searing smite would be the best smite to upcast for damage. Smite spells were never good as the damage per spell level conversion is bad.
I'd be fine with the nerf to Paladin smite, if it wasn't for the gaslighting talking about how the paladin is better at being a Paladin, now that Smite not only prevents the Paladin from casting spells on a turn they smite, but also Smite can now be countered. The Gas-lighting about Paladins being better spellcasters and smiting more, is the problem I have with how the change is presented, precisely because the Paladin will be smiting less, and those smites will make them able to cast spells less, on top of the smite now possibly being negated.
A limited Resource, being Limited even more, and being able to be countered, is not making the Paladin more Paladiny, Noone thinks of auras, and a mount as being what makes a Paladin a Paladin, part of a paladin sure, but not they key features, but even then, giving the Paladin a Free Summon Steed, doesn't fix the reason Paladins didn't use it, the reason being Mounted Combat is just terrible, in every possible way, and giving players more ways to mount something, doesn't make mounted combat any less horrible. Standardizing Aura ranges, and giving Paladins more of things they didn't use or need (Channel Divinity, Summoning Mounts, More Auras) so they can waste precious resources they already have less of, that can now be countered, and prevent them from doing spellcasting, was not an improvement. But, noone is really surprised, I expect, Paladins have never been a class anyone at WotC actually played, the Oathbreaker alone should be evidence enough of a failure to grasp Paladins.
i don't see the 21 dmg for a lvl 3 slot,
lvl 3 would be 3d6 = 10,5 avg on the round of the hit,
con-save is the most common save and a cr 11 save v DC of a lvl 11 paladin has about 30% to not do the save, so we can count a +30% add dmg thats about 3 dmg
we have another 30% of 30% to not make the save for 2 straight rounds thats another 9% add dmg = 1
monster failing for 3 rounds in a row we can just ignore that would be a 3% change which is neglible
so rounded up thats 15 dmg;
if you come up with 21 dmg please explain how
Another "hidden" nerf the way smite now works, i haven't seen the new PHB and it wasn't explained in the UA is that since Paladin smite is now a spell, which doesn't require an attack, it can be said it doesn't crit anymore even if the attack itself does crit ....
1d6 +1d6 + 1d6+ 1d6+ 1d6+ 1d6 = 21
It did not. The Searing Smite description I posted earlier was the latest one shown on playest 6
I really hope we can make Divine Smite necrotic damage. I like to build some of my paladins with more of a spooky vibe, and a necrotic smite option would make that so much more in line with that flavor. I know most tables would let us home-brew this, but it just makes me incredibly happy when the Rules-As-Written supports this character flavor flexibility.
Also the paladin gets so many incredible features besides Divine Smite that I’m not to mad about the nerf. It makes all of the abilities feel equal in power, rather than Divine Smite overshadowing all other Paladin abilities in 2014.
Smite has never been the strongest feature. Aura of protection is.
ah its a bit funny formulated ...
so it might be a tiny bit better as smite if the opp. is not fire immune or resistant .... ( talking about maybe 1 dmg on avg )
i personally still wouldn't use it if i were playing a paladin
Bludgeoning resistance is still very common, so Monks still have that edge over dance Bards
1) hyperbole
2) I wasn't talking about level 6 specifically, the point is that with decent con (because why are you building paladin with a +1 in con?) and a bonus from charisma, they are better against counterspell than they were before or compared to any other class with spellcasting. Grab resilient and it becomes trivial
i don't see it as trivial either .....
decent Paladin build will have 14 in con ( +2 ), 16 in chr ( +3 ) around lvl 12, so your looking at an +5 vs DC 17, which means he needs a 12+ on the roll; thats a 60% chance ...., i don't see how a non godly rolled Paladin will have the free feat ( if he doesn't sacrify 1 lvl to MC, which will have him sacrifice attributes and/or heavy armor) to get resilent ( con ). with Resilent at that lvl that would increase his chance to 80% very good, but still not trivial at least imho :)
What about oathbreaker? Am I really going to have to buy some future unnamed unplanned book to make my zariel tiefling oathbreaker paladin? Will this 24 5th Ed phb even have tiefling subraces? Or should I save my money for some unplanned 6th ed?
if we take the UA which had the races in it, we will have Tieflings, but they will no longer be seperate by which Ruler was the originater in different kinds of spells they get. Rather there will be 3 different kinds : Abyssal, Infernal & Chtonic which are only diff. by the resistance they get and the spells they get at 1st, 3rd and 5th lvl
As for Oathbreaker, since that subclass was from the DMG, i don't think we will get that class no matter which and how many books will be published but thats just my opionen
Some people think paladin get all the feats a +5 in str +5 in con and +5 in cha when coming to the conclusion that paladins are overpowered
Apparently
Also they are worse than other classes that are naturally Prof in con saves when they stand in the aura, while also dealing more damage than smite.
D&D Fanatics has a nice little write up that offers some more commentary on the 2024 Paladin (including the nerfing of Divine Smite) and provides a bit more detail on the 2014 rules. https://dungeonsanddragonsfan.com/new-2024-paladin-dnd-5e-class-changes/
I will withhold judgement on the Divine Smite spell until I see how it gels with the rest of the game design, but the why in the name of every eldritch horror which crawls along the strange angles of reality did you make HAVE HORSE a core component of the paladin's identity?!WHY DOES IT OCCUPY A CLASS FEATURE SLOT?
Paladins didn't get anything at at lvl 5 asides from extra attack so its something extra. All it does is save a 2nd lvl spell slot if you want to play with a mount. I think it will simply be ignored in most tables unless they've done a serious rework of mounted combat. Given the statblock we saw on the playtest I am not confident mounted combat has changed significantly.