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.
In addition to more balance oriented concerns here, I also find the clunkiness of core class features being implemented as "you get this super special spell" to be strange. It makes it harder for a newer player to understand the powers of a class, and means you immediately have to understand nuances of spellcasting from the jump. It feels like in the long run it will make such class features harder, not easier, to balance, as well.
Smites are now garbage sneak attacks ...
Okay, so first off, want to thank you for replying to me in a civil manner. Sorry if my initial response to you was hostile; as you can probably tell, this change makes me upset, so I probably was more mean-spirited than I should have been.
I definitely tend to make a couple of assumptions about people who are in favor of the exact way the change was implemented, and they are as follows:
A. They haven't played a paladin or played alongside a paladin at a healthy table,
B. They haven't DMed for a paladin at a healthy table, and
C. They haven't done much homebrew.
(Now, what constitutes a "healthy table" may vary from person to person, but in short, what I'm referring to is a table where Player and DM fun are both encouraged and conversations can happen when one player is overshadowing others.)
I make these assumptions because people tend to argue from the position of "divine smite was too strong, it needed to be nerfed." As somebody who has seen the builds that smite 10 times in one turn, I tend to agree, and I think making it once per turn was a huge leap in the right direction. I also think the ability for a DM to shut down a paladin's ability to smite temporarily through things like Silence and Counterspell was a good change that can make for more tactical decisions on the part of the party: A wizard may want to not cast Shield in case the enemy spellcaster Counterspells the paladin's smite next turn, or the cleric may choose to cast Dispel Magic on a Silence aura so the paladin is able to smite in the first place. These are changes that encourage player cooperation, making the game healthier overall. And even if you don't want to rely on other party members for that, you can still multiclass with sorcerer and pick up Subtle Spell metamagic. Plus, the ability to sacrifice smite damage for utility is an excellent addition (as was done with the updated smite spells).
So those are the positives; now it's time for the negatives. I think I've done a pretty good job of articulating certain instances where Divine Smite is now less fun, but it could be argued that those are edge cases, so I'll put it in more general terms. There is no other class feature in the game that monopolizes your turn as much as the new smite does. Full stop.
Because something I don't see a lot of people who defend this talking about is how weird making smite a bonus action is from a mechanical standpoint. In simple terms, your action is "what you do on your turn," your bonus action is "something else you do on your turn," and your reaction is "what you do in response to a trigger (generally either enhancing something that's already happened or attempting to prevent something from happening)." That's a fundamental principle of the game's combat system (and something you'll pick up on if you do a lot of homebrew or even if you're just naturally good at understanding game mechanics and the reasoning behind them). However, the new version of smite flies in the face of that paradigm, now taking the role of a reaction rather than a bonus action. Now when a paladin smites, their action economy is completely different from that of any other class, because they're doing something, then enhancing that thing, then maybe doing something for enhancement or protection purposes again later. They're no longer allowed to do something and then do something else if they want to smite.
That also makes it really hard to give a paladin magic items as a DM. Most magic items are designed with the standard action economy in mind: You do something, then you do something else, and then maybe you do something later. But now any magic item that lets you do "something else" conflicts with one of the paladin's key features. And giving a character something that makes their main features harder to use is a good way to make sure they never use it. And that isn't fun.
Should smite be a reaction then? Honestly, sure, why not? It makes sense from a narrative standpoint, it gives smite an additional action economy cost while keeping it in line with the game's core combat system. I'll probably homebrew a new divine smite (or a new set of smite spells, depending on if the restrictions on casting multiple spells a turn sticks around) that uses your reaction instead of your bonus action.
Not all feedback was ignored. You can read through here, as well as on Reddit, and see a fair amount of people supporting the change.
I'm not here to defend it's "perfectness". I do have some concerns with smite not working on "Spell Immune" enemies, though a solution could be if the spell targets the paladin's weapon/attack and not the enemy itself? Its also possible such immunities will be gone in the new MM. We don't know everything yet, and I do urge caution when we talk about changes in a vacuum.
That all being said, I also understand that people here are (hopefully) just really passionate about a game/class they love and they're worried. I'm not even saying for SURE that "it'll all be ok" when the dust settles. But I'm hopeful.
Not being able to Misty Step and Smite on the same turn might feel bad but I do see it as a "choice made" and am fine with things like that. Misty Step is a spell and as such, other casters wouldn't be able to do a big damage spell and misty step in the same turn anyway.
As a DM, I'm encouraged by everything slowing down a little bit when it comes to big swings. Between this and the high likelihood of Great Weapon Master/Sharp Shooter being turned way down, means it might make it a bit easier to manage certain encounters, and even then everyone still gets to be surprised at the table with hidden "Bursts". The Paladin and Rogue can still crit big on their attacks and that'll still feel fantastic.
I don't know, I guess I'm probably talking to a wall to some people who have already written this off, but I do hope people sit and play with it to see for sure AFTER everything comes out for every class/monsters.
Paladins Smite is a poor attempt to balance Divine Smite. To balance it, the only change it needed was to be once per turn on a hit. It should not be a spell. It should not be a bonus action.
So from what I've noticed looking at this comment section, the people who are mad at Divine Smite being treated like the other Smite spells, fun to them is just doing a bunch of damage in combat. The more damage, the more fun. You all realize this is a ROLEPLAYING GAME where combat is not the only thing you do. I can only imagine how boring your characters are personality wise outside of combat since it seems like you break out the calculator to make the most optimal build so you can do the most amount of damage each round while foregoing everything else about your character. If combat, strategy, and doing damage is what you're looking for and that's fun for you, maybe Warhammer is more your speed.
On the contrary, plenty of people (myself included) object primarily because it limits roleplay options. When you move a core class feature onto the bonus action, you're less likely to pursue other options that rely on a bonus action. This is an incredibly limiting choice from both a roleplay and gameplay perspective. If you truly don't care about balance, then you should be more upset than anyone, because then it's a restriction for no good reason at all! You're going to see fewer types of paladins than you did before, and that's a real shame.
Once on your turn, when you hit a target with a melee attack using the attack action <weapon/Unarmed> you can add 2D8 of radiant damage to your attacks by spending a 1st level spell slot and increase the damage by +1D8 per every spell slot of level 2 or higher (+1D8 if target is a fiend or undead)
Limit to one attack per turn (no matter how many attacks you have.
Uses a limited resource.
Prevents you from using it as a reaction
How exactly does this limit roleplay options? All I'm seeing people complain about is that the numbers got smaller basically. Also not sure why you're accusing me of not caring about balance when I made no mention of it.
This is probably the best argument I've seen against the changes to Divine Smite so far, doubly so since you not only admitted to being hostile earlier but also didn't undercut the intelligence of the person you were speaking to. As for me, I'll definitely need to play the revised Paladin to make any final judgments, but I can see now that these complaints aren't being spawned in a vacuum.
I think this is a good approach using existing tech: you only get one reaction, so that takes care of the 1/turn issue, ensures that different smites can't stack, and the action type cost is much easier to swallow since generally a paladin finds its reaction less valuable than its bonus action. It's a meaningful cost without being punitive. And as you so effectively pointed out, it feels right, since you are literally reacting to a successful attack with an extra burst of divine power.
The other thing I'm thinking of that WotC could have done is invent a new type of casting time for things like smite spells, lightning arrow, hail of thorns, etc., things that trigger on a successful attack. Call it strike or something similar. You use a strike spell upon successfully making an attack (restrictions listed in the spell), the spell's additional effect takes place, and you can use at most one strike spell per turn (depending on taste, you can even specify only on your turn, if you want to disallow opportunity strikes). There's enough of these types of effects that I think it would be generally useful, and would open things up for new gishy spells to help out rangers, eldritch knights, bladesingers, etc. The advantages of this approach are many: they make it a 1/turn effect, it unifies all the smite effects/spells (and crucially, keeps the smite spells as spells for compatibility reasons), it still allows for counter-magical counterplay/tactics, it has broader potential positives for other classes, and I'm sure more. We just found out that WotC is inventing a new kind of area of effect, so why not a new type of casting time?
you could allways use divine smite with unarmed strickes. since in the now old 5e rule bok unarmed is classified a wepon thefore it works with the smite rules
Where you ever impressed by them?
I havn't been impressed by them since 2016...
incorrect.
in 2014 5e for an unarmed attack to be considered a melee weapon attack they needed to have some kind of natural weapon. so some options like Tabaxi, Feral Tiefling etc. could however it broadly could not be applied to unarmed strikes
Its WotC, you know you'll have to fix their mistakes and tomfoolery
Just like you know when a Bethesda game comes out you'll have to mod the everliving day light out of it to make a half decent game out of it.
They might as well put in the margin at the end of thebook "thanks suckers for paying 40$ for this halfassed attempt at a book, ask your DM to fix it, not like we can be arsed to actually do our jobs, what do you take us for? Nerds? hahaha"
done some more calculations for ones who are at tables who's DM insist on running this destruction of the paladin.
there's one niche build that can still manage to make divine smite usable, but at the cost of looking just like another drizzt clone
figthing with either : 2 scimitars or better Longsword + scimitar
Fighting Style : 2 weapon fighting
Weapon Mastery : flex + nick
flex makes the longsword do 1d10 dmg, nick makes your offhand scimitar attacks not cost a bonus action
if you go the longsword way it comes at the cost of you needing the dual - wielder feat tough, so if the cost of 1 feat for 2 more damage per hit is worth it, everyone must decide for him / herself
with these base setup it is possible to reach within about 10% as a 6 Paladin / 14 sorcereer with a pure warlock
but and that's a big but you loose any kind of versatility if you smite, since there's nothing you can do with your bonus action anymore
as for some saying use the smite spells, they are still at the same as they are in 5e nice at first look, but not realy worth using but in very nice cases.
most sane tables will just houserule the divine smite back to the 2014 one, with smite only be usable once a turn ... thats all wotc would have to do, but what do you expect comes from people who have clearly never played the game ( looking at you wotc Dev's )
The changes to smite are probably what was needed to balance the game, but with Divine Smite now being a spell rather than a class feature it can surely be counterspelled? Reducing it to once per turn is a good balance option, but if counterspell is a genuine threat to it then it could realistically end up as never being able to hit with it.
Do you believe a Wizard's fireball should be changed to D4s. Or remove the Upcast ability of spells. Why the high damage. This is a role-playing game.
Why would doing high damage in combat make give the character less personality?
Maybe talk to the player and help them with the non-combat features of their character during creation or leveling up. During combat they can strategize and maximize what to do while waiting for their turn. In non-combat situations they need to be able to jump into the situation and interact with the NPC at that instant. Maybe the player is not comfortable and 'spontaneous' enough to comfortably interact during 'social', or 'exploration' part of the adventure.
Just my opinion.
RIP the stupid amounts of burst damage. Why did they have to ruin the best part about Paladin?
Now I can’t do barbarian paladin multiclass builds where I smite while I’m raging. :(