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.
d4 just confirmed everything we were fearing, and he also acknoledged it that Paladin is in a lot worse condition. He also confirmed that thirsting blade gives you 2 extra attacks ....
so its clear, and he also mentioned it, the new "Paladin" will be the Warlock
if you go with Celestial subclass there isn't so much difference between the 2 besides, the warlock does damage, which the Paladin doesn't do anymore .....
Paladin Aura was nerfed big time also, as it now deactivates if you are incapacitated ...
the only builds he was mentioning about which "included" any paladin was a armorless sorcadin ......
Thirsting Blade does not give you two attacks.
You need another invocation (Devouring Blade) at 12th level to have this.
coby didnt say that, but even if so, what does one more invocation mean ? if you want to play a bladelock you will just take it, and it doesn't change what i wrote ....
the "free mount" was also nerfed hard .....
no more telepathic communication, no auto buff on the mount makes the ability even more worthless imo
https://www.youtube.com/watch?v=41x0EjkxATU
3:18:45
Warlock probably (I do not have books, so I can't be sure) deals more damage now but has much less EHP than typical martial. Less raw HP, lower AC and much lower saves than Paladin. People tend to forget that a dead warlock deals zero damage.
Also, if you want to go full melee specialization you need to spend at least four (PotB, TB, DB, ES; five if you want to get Lifedrinker which is totally overhyped). Warlock has 10 invocations at level 20. This is a significant investment.
The fact that you can either cast spells or burn them with ES is another matter often ignored by people; you can't claim "Warlock has better Smite" and "Warlock is a spellcaster" at the same time.
Is Warlock strong now? Sure. But it doesn't make other characters useless.
i agree he has less HP, but the AC issue is easy fixed by either 1 lvl dip into ftr, clr, pal or any other class that grants medium armor + shield or
taking 1 feat ( since all feats are now half - feats thats not a great investment ). Better saves ? just because he might get a +2 to his saves because of aura which was also nerfed hard ?
sure he can't smite and cast in the same round, but even if he uses one of his spell slots he still has more then enough to eldritch smite which the paladin hasn't and i'm not even counting the "level" of the smite 6d8 at 9th lvl+ 2x / short rest vs 2x 4d8 / long rest ......
Warlock is not only strong now, but it is what some people are saying paladin was, and Paladin is now in the same boat as Ranger is in the 2024 phb
what those of us against these rules are saying is not paladin need to smite more often a round, we are fine with them just once / round. What we are saying what makes Paladins as good as useless vs other classes is the need to use your bonus action to do so.
if takes away all kind of choices you might have to use your bonus action on, and if you want to use your spell slots and not loose damage you are force to use 2 weapons ( with dagger or scimitar in your offhand ) this is not diversing in a build it just is a repeat of the PAM + GWM in another name, while you are don't even need 2 feats now to do so
You couldn't be more wrong if you tried. The paladin is MAD the warlock only needs 14 dex to reach its max AC if it gets access to medium armor so it can increase its CON higher than a paladin that has to juggle CHA for aura/DC and STR for damage leaving little room for CON, so the higher HP is a wash. Fiend lock gains temp HP every time an enemy dies regardless of who killed it, Archfey Is never in reach as its always zooming around with misty step to get hit, GOO 's target has disadvantage to attack the warlock, Celestial has Temp HP. Devouring blade allows the warlock to heal while attacking. All of this while having access to a full caster's spell list, Never mind the fact that they can dip 1 level to gain all of the proficiencies.
@Vis
Nishrek has to move the goalposts because after saying all week 'you guys don't know everything they do, and they will prove it's not that bad'
Morning of Aug 1st: It is that bad
By the end of the weekend he will be saying the smite nerf isn't that bad because free horsey.
Paladin can dip Warlock and get PotB, so he does not have to juggle abilities (if you want to talk about dips). By the same token as Warlock "getting access to medium armor", a paladin can just take PotB via EB feat. Warlock needs 13 Str to take Paladin dip (basically the only class he can dip without being MAD is Fighter). So your MAD argument is average at best.
Your dip will move DB from 12 to 13 level, which is quite a delay at higher levels.
And yes, a paladin will have the better saves.
Healing via LIfedrinker is overrated. It is only relevant if you would die in combat without it. Because after combat you usually have some rest (if not, then Warlock also has no spells to burn on Smite anymore, no sublass abilities reset) so everybody can use their HD to heal, Lifedrinker or not.
Paladin's LoH is similar to Celestial temp HP (depends on how many Short Rests the party has), and Fiend's temp HP really is a big deal when you fight with many creatures at the same time in cramped space (so you do not need huge burst damage then, and it's useless in a boss encounter).
Either Warlock has "access to a full caster's spell list" or he burns slots smiting, in which case his "full caster's spell list" is totally meaningless.
Your Fey Warlock can Misty Step about 4-5 times per day, or he needs to use slots (i.e. no Smite).
GOO ability is strong, but it is only once per Short Rest, and it can be compared to Sap Weapon Mastery (not as good, but permanent, usable on multiple targets, and does not give a save)
As I said Warlock is strong now, but suddenly everybody behaves like Paladin has become worse than the 2014 Ranger or Monk.
Quote me where I said something like this. Or stop pulling stuff from your ass.
I just watched his video and you are greatly exaggerating what he said. He pointed out that the smite nerf was big. We already knew this... D4 loves his burst damage and it was pretty clear in UA that burst damage was going to drop so of course he's upset. The steed wasn't nerfed it was previously poorly worded and resulted in abuse (which no DM I've ever played with allowed) it was clarified that it works like any other mount.
Bladelock getting a 3rd attack does require them to take another invocation but I do think they shouldn't have done this. Fighters should have been the only ones to have this. At least it isn't part for Thirsting Blade anymore giving it to them for free... I wouldn't say they are the best martial in the game though. Light Armor only, no fighting style, d8 hit die, no weapon masteries... You absolutely need to take a dip into another martial class to make it work unless you want to spend most rounds unconscious. Not to mention all of the weapon feats (I've seen them all in Treantmonk's videos) give bonuses to Str and/or Dex, making them less optimal for Warlocks.
Personally I'm still waiting to see d4 and treantmonk makes some builds to see how it plays out.
i will be very surprised if the "optimized" gish will not be druid or wizard 14 with 5-6 lvls off any half-caster even if it is MAD as hell
You can no longer share spells with the steed, the 4th level version has less flight speed and HP than a Pegasus. Sustained damage went down. Feats have level requirements and you lose the ability to gain PAM or GWM at lvl1 with custom lineage/variant human. For what it's worth GWF was nerfed( i know it was bad but it was a damage increase & they somehow made it worse). GWM no longer affects reaction/bonus action attacks and while damage is more consistent in the attack action, it is lower than -5/+10 especially with advantage or attack bonuses to offset -5. Smiting once per turn old paladin does more sustained damage than 2024 paladin because they could still use their bonus action.
In conclusion they slightly raised the floor for players that don't know how to play and significantly lowered the ceiling for everyone.
Feat level requirements isn't a Paladin nerf it affects all builds and too be honest isn't as bad as you think it is. The new versions of all of the feats give a stat bonus so you no longer chose between increasing your stats or taking feats. So by level 8 Instead of having 3 feats and no ASIs you now get 1-2 origin feats, 2 general feats which includes +2 ASIs. This means your hit chance and damage bonus are higher which actually does increase damage when you factor in hit chance in your calculations.
I haven't done the math myself but according to Treantmonk and D4 the new great weapon master compares favorably with the old version when you factor in hit chance which almost no one in these forums does. Most just assume they will hit 100% of the time even when applying the -10 of GWM.
The loss of your bonus action does suck but it opens up other builds instead of always going pole arm master you could instead do dual weapon and use nick weapons so you can attack 3 times without the need for your bonus weapon.
Like I said in my previous comments until I have the PHB in my hands next month and can do the calculations myself. I trust those who have it and have demonstrated to me that they are good optimizers over random people on forums. Maybe you're the worlds foremost optimizer but I have no way of knowing that so I'll assume your not. Especially considering how so few people on the forums actually factor hit chance into their numbers like Treantmonk and D4 both do.
I agree. I have a 3 person party that includes a human paladin, a half elf cleric and a human fighter. They are stuck in ravenloft in the falkovnia region as an initial engagement zone due to the mists. They made a deal with the general that if they defend the city for a month they can leave. They will not see any real offensive magic users till they arrive in barovia. I did that intentionally so when they arrive they will be prepared to at least have a fair shot at ahead when they level up. I see where some of the changes are okay. But… I want the hack and slash to get them ready. It feels like my paladin may get neutered a bit in this regard. None of my party has any real offensive spells till L5 so the paladin is a key member for their survival. Any advice on how to balance this with the new rules. I thought about combining 4th and 5th edition rules to help. Or maybe increase the number of undead and have them attack in waves or in echelon with delays. Any insight would be helpful since I haven’t played in over a decade and my first time dm ing. I really don’t like the changes to the paladin because in this case in our campaign he is as critical as the cleric or my fighter. Any input would be helpful!!!
very easy fix, and what needs to be done in Errata asap ( and what i will be doing for my group, if my players really want to go with the 2024 ):
keep the smite at once / turn but remove the Bonus action need to use a smite
2024 Warlock is mechanically is stronger than the Paladin. If you're playing a Celestial Bladelock, you're looking at:
Virtually about the 2024 Warlock is a mix of power and versatility on the Paladin, and you will ABSOLUTELY out perform the Paladin at everything that isn't a melee-range heal, lol. Yeah, Sacred Weapon really strong, but like Warlock gets most of that feature for free (lol).
We can point at Paladin AC / HP, or look at Aura of Protection, but its not like Celestial doesn't offer you Temp HP / a reset-button when you hit 0. I'm super eager for the D4 video on Bladelock, because its going to be cool to see how much more powerful the 2024 Warlock is, but anyone whose complaining from the Paladin (and Ranger tbh) camp at how much better Warlock is than either of those classes is totally justified.
Warlock without multiclassing shenanigans is much, much, MUCH stronger than Paladin and Ranger by design, for either to even compete with pure Warlock they'd have to multiclass (or just have a DM that throws magic items at them to compensate for the power difference).
Anyone saying otherwise is huffing copium, and people should should absolutely be livid at Eldritch Smite still being in the game after the Divine Smite change, one of the best elements of 2014 Paladin is on the 2024 Warlock, and the joke is, its a MID-feature on the 2024 Warlock (lol).
The only problem I see with 2024 pure blade lock is that the feats they want don't give them cha so they will not be able get both 20 CHA and desirable feats prior to level 12. But I agree with you on the most part that warlock is better than paladin. I strongly believe the Moon druid will be the most powerful damage dealer with conjure minor elementals and multiattack, while the evocation wizard will be the strongest damage dealer again with conjure minor elementals and scorching ray.
juggled the math a bit split at #1 ( melee & nova dmg ) will be :
Bard ( Valor / Sword ) 17 / Warlock ( Hexblade ) 1 / Paladin 1 -> last one doesn't matter
magical secrets : Scorching Ray & conjure minor elementals
Wizard ( BladeSinger ) 17 / Warlock ( Hexblade ) 1 / Paladin 1 -> last one doesn't matter
scorching Ray or melee with conjure minor elementals
#2 Sorcerer ( any kind ) 17 / Warlock ( Hexblade ) 1 / Paladin 1 -> last one doesn't matter, about 7% behind the first two
Booming blade + quickened Boomin blade or Scorching ray with a Wish ( lvl 8 conjure minor elemental )
Paladin 19/ Hexblade 1 -> about 25% melee ( with smites ) or 10% ( with smithe ) in nova
i haven't played druid ( personally i don't really like them to play ) so i can't say how they perform, but probaly they are gonna be up in melee ( sustained ) with Bard, Wizard & Sorcerer
Warlock ( Bladelock ) is about 30-40% behind sustained vs Bard, Wizard, Sorcerer, in nova he can't compete but beats Paladin by a landslide
Paladin looses roughly +30% dpr in sustained dmg vs the 2014 ( GWM change ) even more if you add Haste into it and there's no way the new weapon Mastery will cope that.
if you dump the paladin splashes on the top builds you loose about 10dmg ( <5% ) but still can get a boon ( which imho are vastly overrated )
Smites costing a bonus action is genuinely awful. If you wanted to limit it to 1 smite per turn then just do that. Don't make it cost the bonus action.
I know people are mad about smite being a bonus action but with teh changes to the other mechanics I feel that the goal is basically to make paladin more of a second line support that can come up to the front line as well as being a battlefield controller with abjure now being a base feature. I know some people are also mad about the mount but I feel that is about mobility on the battlefield and does play into the idea of paladin as an armored cavalry and a quick reaction force all in one.