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.
Gah, they've actualy broken 2014 character sheets with a mahoosive bug doing something that they promised *twice* would not happen!
Despite this promise in the chagelog after they hurriedly backtracked on their frankly disastrous attempt to force 2024 rules on everybody:
And this one:
The reality is totally different.
Not only are the (frankly, broken) 2024 grapple and shove rules erroneously included on every 2014 character sheet, I can see 2024 spells in my Pally's spell list! I now get Branding Smite and Shining Smite. It's more or less the same spell, except that Shining Smite can be cast after a successful hit, and adds advantage to subsequent attacks. I can choose not to prep it - my DM can choose to allow or disallow it - but an inexperienced player won't know it's not meant to be there, and there isn't a toggle to turn off all 2024 content. O h yeah, and Divine Smite is in the spell list too, now - again what chance does a noob stand, or even an experienced player creating their first 2014 Paladin.
I've actually submitted a post about this bug but am yet to hear back, natch.
And getting back to the 2024 Paladin nerfing (despite making some spells more powerful), not only is Divine Smite now a bonus action [meaning rogues with steady aim far outclass Paladins for average damage per round], as a spell, it needs to be prepped. Sure, 2024 Paladins have it permanently prepped for free, but it's in the 2014 Paladin spell list too now! Divine Smite is no longer a divine quality granted by the deity a Paladin serves. All the Sage Advice discussion of it not being a spell that can be countered etc has gone out the window in 2024. It's a spell like any other and it can be countered like any other, including by Silence.
But if that isn't sufficiently weird, broken, and ill-thought through, the new Divine Smite has no dice limit. So take a 2 level dip into Paladin, then go full caster all the way, and you can smite with 11 d8 at level 16 (including improved DS) or 12 d8 if the target is undead. Dunno if you could do that with a full 2024 character under 2024 multiclassing rules, but you could certainly do that with a 2014 / 2024 hybrid or even a straight 2014 character if they keep the 2024 version spells in the list!
Sure, DMs can rule what can and can't be used, but why should they have to?
If playing under 2014 rules, no 2024 content should be visible on character sheets.
Sort it out!
why use a 8th lvl spell for a divine smite at 16th lvl at all, if not criting ( and you can bet your char's life a dm would Counterspell that ), if all you get is a 3 more damage for this 8th lvl spell slot ......
if you go for common mc splits ( sorc ) you could instead use a scorching ray ( quicken ) and instead double your damage for the same spell slot ....
together with lvl and spells you use there is a lvl with which it is not even favorable to use a smite at all ( and thats not even taking the completly broken spell CME into account ) with just using divine favor, bestow curse and spirit shroud
PS: you can't count impr. divine smite into your divine smite damage, because you get this on your base hit
PPS: if you want to smit at all with a Paladin you are now forced !!!!! into taking twf and nick Weapons or your loosing even more damage. imho Paladin as it is, is sitting at D-Tier around the lvl of Ranger and tbh downgraded to nothing more then a save - bonus for their aura with twf and nick you could probaly sit them to high C - low B-tier
now you take warlock ( blade ) who now has 2x extra attack & can smite once / round without using a bonus action and knocks down the target of the smite w/o a save or you take valor bard / 1 lvl warlock and you get 7 attacks / round w/o spending any kind of resources instead of the 3(4) a paladin can achieve
How do you get 7 attacks per round?
Certainly there are lots of ways to maximise nova damage at L16 - maybe 8th level Smite isn't the best - but that's not really my point.
I'm using it to illustrate the absurdity of 2024 Paladins, not just under straight 2024 rules but under 2014 rules and character sheets too, because DnDB have inexplicably dropped 2024 spells and other rules into 2014 character sheets despite explicitly promising on multiple occasions that they would not do that very thing!
The rest is just details about how to un break the utter horlicks they've made of it all.
4 blasts from eldritch blast 1 attack from main hand light weapon 1 attack from nick property and 1 bonus action attack from dual wielder.
Now that Divine Smite is a spell, you can get it with a one level Paladin dip.
Not as a 2014 Paladin you can't. You'd still have to reach level 2 in order to gain spellcasting*.
My beef here isn't what they've done to Paladins in 2024 (though I think it's ghastly, on the whole, and reads as if JC hasn't ever played a paladin under 2014 rules), My point is that the 2024 Smite spell shows on 214 character sheets, which is not only stupid, it's fully broken.
It's a huge, gaping bug, which probably applies to several other classes as well.
[ * Having said that, I've not tried it. Maybe it's so broken that 2024 spells appear on a 2014 Paladin character sheet even though there are no spell slots by which to cast them It wouldn't surprise me!]
But the key point is this: I'm not asking DnD Beyond to fix 2024 Paladins - I just accept that they're completely different now and shall ignore them accordingly - I'm asking (no, insisting) DnD Beyond fix this shameful and embarrassing bug which causes 2014 character sheets to perform neither as expected nor as intended.
I can only imagine their user testing (lol) failed to spot this and they're currently red-faced and ashamed at what a horlicks they've made of the whole One DnD / 2024 Rules debacle.
So... you're talking about stacking the 2nd level feature of Divine Smite (2014) with the 1st level Divine Smite (2024) spell?
I mean, Paladins (2014) could already kinda do that with the concentration smites, the only difference is you'd be able to stack the damage from both on a critical hit without using concentration, which I imagine your DM would just say: use spells with (legacy) next to them.
He is complaining about a Dnd beyond bug breaking his 2014 sheets. He is not commenting on the state of the 2024 paladin. He is getting both versions of smite when he should only have the 2014 version.
Exactly this.
2014 character sheets are not displaying as they should. They show 2024 content when they should not, and DnD Beyond promised twice that they wouldn't.
Smite is just one example to illustrate the madness that can arise from this ghastly bug, in the case of just one character class.
They need to fix this stupid bug and they need to keep their promises to users and subscribers.
There's 21 pages of stuff here, looks like it's mostly complaining (or praising) re: smite changes.
But I need to know if the Divine Sense change to remove the limitation of total cover is intentional.
We don't know, all that is know is that it is not currently there. Whether it was done to reduce wordcount or planned for mechanics has not been explained by WOTC. It makes sense given that divine sense was a ribbon feature before only used to determine if the NPC you were talking to was a fiend/undead/celestial, and not to help you locate them.
I expect it was buffed up to try and make it worth blowing a use of Channel Divinity on. Previously it was 1 + Charisma Modifiers / long rest.
Now that it eats a channel divinity, it needed a significant power boost to be worthwhile. IMO it's still not worthwhile.
It has the situational use of telling you the exact location of invisible fiends/undead so you can follow up with shining smite the next round. The old one didn't work because it only lasted a turn and you were back to square one if they moved.
Honestly there are some improvements to the class, but I would say as a whole it fails IMO.
Level 1 Lay on Hands being nerfed to not interact with diseases is not great, not the end of the world but. Weapon Mastery is a good Melee Buff for Paladins, and Spells at level 1 is useful. However, the loss of Divine Sense at level 1 is hard if your in a Undead Heavy Campaign.
Level 2 is largely unchanged, Fighting Style Improvements are helpful of course. Divine Smite of Course being the largest source of contention. Now I am fine with it being a Spell, and Being a bonus action for any other class that may learn it. I do feel that it should not consume the bonus action of the Paladin using it however, make it a free feature once per turn/round to balance it for them. The primary source of contention with me is this is just Frenzied Berserker 2.0, the feature of Divine Smite conflicts with half of the classes other features. Of your 16 level 1 spells 7 are bonus actions and 5 of those are the other smite options that most of the time are weaker, than Divine Smite. It also conflicts with Lay on Hands, and pretty much any 2h weapon feats that a Paladin may take, as well as makes it pretty much impossible to have a Dual Wielding Paladin.
Level 3 is my main source of contention, I have very few problems with the Subclasses as a whole, although a few. Looking at Oath of Ancients Aura being nerfed to 3 of the least encountered damage types rather than spells as a whole. My main Gripe is Channel Divinity honestly, The good is we get more uses in a day, which is great i mean on a full adventuring day that's potentially 2+ more uses then the 2014 edition. However its tied to our 2 Oath Abilities and Divine Sense, which I feel is a nerf to a already under used ability in Divine Sense. As well as a tax on your core Oath Feature at level 3, that is then Compounded by the level 9 class feature also requiring it to function. So in the end you doubled my uses, but also doubled the amount of things that consume it..... Feels kind of bad.
Level 14 Honestly this just feels terribly weak for this late in the class/game, I mean yeah its helpful but its kind of a crappy cap to the core class with only Aura Expansion and Subclass features coming after.
Over all I'm not terribly upset with the changes, but I also don't know anyone that wants to run this as the core class, most are making a Frankenstein the 2 together to make a better version. Just my thoughts at least, a little late but wanted to playtest a little first.