Class
Paladin
Official reference · XPHB · 2024
- Hit die
- 10
- Spellcasting
- artificer
- Subclass title
- Paladin Subclass
- Epic boon level
- 19
Level progression
| Level | Proficiency Bonus | Channel Divinity | Prepared Spells | 1st-level slots | 2nd-level slots | 3rd-level slots | 4th-level slots | 5th-level slots |
|---|---|---|---|---|---|---|---|---|
| 1 | +2 | 0 | 2 | 2 | 0 | 0 | 0 | 0 |
| 2 | +2 | 0 | 3 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | 2 | 4 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | 2 | 5 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | 2 | 6 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | 2 | 6 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | 3 | 12 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | 3 | 12 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | 3 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | 3 | 15 | 4 | 3 | 3 | 3 | 2 |
Class features
LEVEL 1
Lay on Hands
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level.
As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.
You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those points don't also restore Hit Points to the creature.
Spellcasting
You have learned to cast spells through prayer and meditation. See 7 for the rules on spellcasting. The information below details how you use those rules with Paladin spells, which appear in the class=Paladin later in the class's description.
Spell Slots
The Paladin Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+
You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two class=Paladin. Heroism and Searing Smite are recommended.
The number of spells on your list increases as you gain Paladin levels, as shown in the Prepared Spells column of the Paladin Features table. Whenever that number increases, choose additional Paladin spells until the number of spells on your list matches the number in the Paladin Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Paladin, your list of prepared spells can include six Paladin spells of level 1 or 2 in any combination.
If another Paladin feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Paladin spells for you.
Changing Your Prepared Spells
Whenever you finish a Long Rest, you can replace one spell on your list with another Paladin spell for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your Paladin spells.
Spellcasting Focus
You can use a Holy Symbol as a Spellcasting Focus for your Paladin spells.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of type=simple weapon;martial weapon of your choice with which you have proficiency, such as Longswords and Javelins.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.
LEVEL 2
Fighting Style
You gain a category=FS of your choice. Instead of choosing one of those feats, you can choose the option below.
Paladin's Smite
You always have the Divine Smite spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.
LEVEL 3
Channel Divinity
You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this class's Channel Divinity, you choose which effect from this class to create.
You can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use when you reach Paladin level 11.
If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting feature.
Paladin Subclass
You gain a Paladin subclass of your choice. A subclass is a specialization that grants you features at certain Paladin levels. For the rest of your career, you gain each of your subclass's features that are of your Paladin level or lower.
Breaking Your Oath
A Paladin tries to hold to the highest standards of conduct, but even the most dedicated are fallible. Sometimes a Paladin transgresses their oath.
A Paladin who has broken a vow typically seeks absolution, spending an all-night vigil as a sign of penitence or undertaking a fast. After a rite of forgiveness, the Paladin starts fresh.
If your Paladin unrepentantly violates their oath, talk to your DM. Your Paladin should probably take a more appropriate subclass or even abandon the class and adopt another one.
LEVEL 4
Ability Score ImprovementASI
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Paladin levels 8, 12, and 16.
LEVEL 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Faithful Steed
You can call on the aid of an otherworldly steed. You always have the Find Steed spell prepared.
You can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.
LEVEL 6
Aura of Protection
You radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated condition.
You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1).
If another Paladin is present, a creature can benefit from only one Aura of Protection at a time; the creature chooses which aura while in them.
LEVEL 7
Subclass Feature
You gain a feature from your Paladin Subclass.
LEVEL 8
Ability Score ImprovementASI
You gain the Ability Score Improvement Feat or another feat of your choice for which you qualify.
LEVEL 9
Abjure Foes
As a Magic action, you can expend one use of this class's Channel Divinity to overwhelm foes with awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. While Frightened in this way, a target can do only one of the following on its turns: move, take an action, or take a Bonus Action.
LEVEL 10
Aura of Courage
You and your allies have Immunity to the Frightened condition while in your Aura of Protection. If a Frightened ally enters the aura, that condition has no effect on that ally while there.
LEVEL 11
Radiant Strikes
Your strikes now carry supernatural power. When you hit a target with an attack roll using a Melee weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage.
LEVEL 12
Ability Score ImprovementASI
You gain the Ability Score Improvement Feat or another feat of your choice for which you qualify.
LEVEL 14
Restoring Touch
When you use Lay On Hands on a creature, you can also remove one or more of the following conditions from the creature: Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned. You must expend 5 Hit Points from the healing pool of Lay On Hands for each of these conditions you remove; those points don't also restore Hit Points to the creature.
LEVEL 15
Subclass Feature
You gain a feature from your Paladin Subclass.
LEVEL 16
Ability Score ImprovementASI
You gain the Ability Score Improvement Feat or another feat of your choice for which you qualify.
LEVEL 18
Aura Expansion
Your Aura of Protection is now a 30-foot Emanation.
LEVEL 19
Epic Boon
You gain an category=EB or another feat of your choice for which you qualify. Boon of Truesight is recommended.
LEVEL 20
Subclass Feature
You gain a feature from your Paladin Subclass.
Paladin Subclass
Oathbreaker
Oath of the Crown
Oath of Conquest
Oath of Redemption
Oath of the Watchers
Oath of Devotion
Level 3 · Oath of Devotion
Uphold the Ideals of Justice and Order
The Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet the archetype of the knight in shining armor. They hold themselves to the highest standards of conduct, and some—for better or worse—hold the rest of the world to the same standards.
Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of personal devotion. Others hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms.
These paladins share the following tenets:
- Let your word be your promise.
- Protect the weak and never fear to act.
- Let your honorable deeds be an example.
Level 7 · Aura of Devotion
You and your allies have Immunity to the Charmed condition while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on that ally while there.
Level 15 · Smite of Protection
Your magical smite now radiates protective energy. Whenever you cast Divine Smite, you and your allies have Half Cover while in your Aura of Protection. The aura has this benefit until the start of your next turn.
Level 20 · Holy Nimbus
As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
Holy Ward
You have Advantage on any saving throw you are forced to make by a Fiend or an Undead.
Radiant Damage
Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus.
Sunlight
The aura is filled with Bright Light that is sunlight.
Oath of Glory
Level 3 · Oath of Glory
Strive for the Heights of Heroism
Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions, so they're all ready when destiny calls.
These paladins share the following tenets:
- Endeavor to be known by your deeds.
- Face hardships with courage.
- Inspire others to strive for glory.
Level 7 · Aura of Alacrity
Your Speed increases by 10 feet.
In addition, whenever an ally enters your Aura of Protection for the first time on a turn or starts their turn there, the ally's Speed increases by 10 feet until the end of their next turn.
Level 15 · Glorious Defense
You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can take a Reaction to grant a bonus to the target's AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one attack with a weapon against the attacker as part of this Reaction if the attacker is within your weapon's range.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 20 · Living Legend
You can empower yourself with the legends—whether true or exaggerated—of your great deeds. As a Bonus Action, you gain the benefits below for 10 minutes. Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
Charismatic
You are blessed with an otherworldly presence and have Advantage on all Charisma checks.
Saving Throw Reroll
If you fail a saving throw, you can take a Reaction to reroll it. You must use this new roll.
Unerring Strike
Once on each of your turns when you make an attack roll with a weapon and miss, you can cause that attack to hit instead.
Oath of the Ancients
Level 3 · Oath of the Ancients
Preserve Life and Light in the World
The Oath of the Ancients is as old as the first elves. Paladins who swear this oath cherish the light; they love the beautiful and life-giving things of the world more than any principles of honor, courage, and justice. They often adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment to preserving life and light.
These paladins share the following tenets:
- Kindle the light of hope.
- Shelter life.
- Delight in art and laughter.
Level 7 · Aura of Warding
Ancient magic lies so heavily upon you that it forms an eldritch ward, blunting energy from beyond the Material Plane; you and your allies have Resistance to Necrotic, Psychic, and Radiant damage while in your Aura of Protection.
Level 15 · Undying Sentinel
When you are reduced to 0 Hit Points and not killed outright, you can drop to 1 Hit Point instead, and you regain a number of Hit Points equal to three times your Paladin level. Once you use this feature, you can't do so again until you finish a Long Rest.
Additionally, you can't be aged magically, and you cease visibly aging.
Level 20 · Elder Champion
As a Bonus Action, you can imbue your Aura of Protection with primal power, granting the benefits below for 1 minute or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
Diminish Defiance
Enemies in the aura have Disadvantage on saving throws against your spells and Channel Divinity options.
Regeneration
At the start of each of your turns, you regain 10 Hit Points.
Swift Spells
Whenever you cast a spell that has a casting time of an action, you can cast it using a Bonus Action instead.
Oath of Vengeance
Level 3 · Oath of Vengeance
Punish Evildoers at Any Cost
The Oath of Vengeance is a solemn commitment to punish those who have committed grievously evil acts. When evil armies slaughter helpless villagers, when a tyrant defies the will of the gods, when a thieves' guild grows too violent, when a dragon rampages through the countryside—at times like these, paladins arise and swear an Oath of Vengeance to set right what has gone wrong.
These paladins share the following tenets:
- Show the wicked no mercy.
- Fight injustice and its causes.
- Aid those harmed by injustice.
Level 7 · Relentless Avenger
Your supernatural focus helps you close off a foe's retreat. When you hit a creature with an Opportunity Attack, you can reduce the creature's Speed to 0 until the end of the current turn. You can then move up to half your Speed as part of the same Reaction. This movement doesn't provoke Opportunity Attacks.
Level 15 · Soul of Vengeance
Immediately after a creature under the effect of your Vow of Enmity hits or misses with an attack roll, you can take a Reaction to make a melee attack against that creature if it's within range.
Level 20 · Avenging Angel
As a Bonus Action, you gain the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
Flight
You sprout spectral wings on your back, have a Fly Speed of 60 feet, and can hover.
Frightful Aura
Whenever an enemy starts its turn in your Aura of Protection, that creature must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. Attack rolls against the Frightened creature have Advantage.
Oath of the Noble Genies
Level 3 · Oath of the Noble Genies
Brandish the Elemental Splendor of Genies
Paladins sworn to the Oath of the Noble Genies revere the forces of the Elemental Planes. Through taking this oath, Paladins draw power from the four different types of genies—dao, masters of earth; djinn, masters of air; efreet, masters of fire; and marids, masters of water. In Faerûn, many Paladins who swear this oath hail from Calimshan, a land teeming with genies.
Paladins who swear this oath often undertake quests that take them all over the Realms and across the multiverse—including the Elemental Planes. These paladins share the following tenets:
- Sow the seeds of creation amid the ashes of destruction.
- Lead with splendor and grace.
- Respect the elements, and fear their wrath.
Level 7 · Aura of Elemental Shielding
Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. You and your allies have Resistance to that damage type while in your Aura of Protection.
At the start of each of your turns, you can change the damage type affected by this feature to one of the other listed options (no action required).
Level 15 · Elemental Rebuke
When you are hit by an attack roll, you can take a Reaction to halve the attack's damage against yourself (round down) and force the attacker to make a Dexterity saving throw against your spell save DC. On a failed save, the attacker takes damage equal to 2d10 plus your Charisma modifier of one of the following types (your choice): Acid, Cold, Fire, Lightning, or Thunder. On a successful save, the attacker takes half as much damage.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 20 · Noble Scion
As a Bonus Action, you gain the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
Flight
You have a Fly Speed of 60 feet and can hover.
Minor Wish
When you or an ally in your XPHB fails a D20 Test, you can take a Reaction to make the D20 Test succeed instead.
Oath of the Embertide
Level 3 · Oath of the Embertide
Dating back to pre-Christian times of feasting and the progression of seasons, The Ember Days are three special days of the Western Christian calendar dedicated to prayer, fasting, and helping the needy. However, the importance of those days stretches deeper than that – they are special periods when, as the season turns to a new season, defenders of peace become vital guardians of Reality. In those periods, the veil between this world and others is especially thin, and the hearts of people can be easily manipulated by evil. People hoard food, hide their true intentions, and plot and curse in the dark. The defenders of Reality, thus, must be ever vigilant in the face of phantasms and malevolent entities seeking to rend the natural order, and as a corollary any evil action that deceives, manipulates, and conspires.
As an Embertide paladin, you expose the cruelty and ugliness of the world, dragging it out of its hiding places and holding it up to the light. Your oath is one of truth in the face of lies, confronting dissembling and betrayal, and upholding the importance of truth, however illusory it may seem.
Tenets of the Embertide
Truth in Words - Speak honestly and directly. Strive to never be dishonest in words unless revealing the truth would lead to the pain of the helpless.
Truth in Actions - Let your honesty guide others to truthfulness. Combat the ugly and the enemies of reality, and show their true colors.
Reveal and Reflect Danger - Endeavor to combat evil hidden behind disguises, and reveal it for its true face, be they mundane or supernatural.
Level 3 · Oath Spells
You gain oath spells at the levels listed.
| Paladin Level | Spells |
|---|---|
| 3 | comprehend languages, moonflare |
| 5 | detect thoughts, adept ears |
| 9 | sense intent, dispel magic |
| 13 | blight, locate creature |
| 17 | wall of force, hold monster |
Level 3 · Channel Divinity
At level 3 you gain the following Channel Divinity options:
Expose the Grotesque: You can use your Channel Divinity to discern the true nature of creatures you believe to be hiding in plain sight. As an action, you can choose a number of creatures equal to your Charisma modifier (minimum of one). These creatures make a Constitution saving throw against your spell save DC. On a failure, any creatures targeted that are shapechangers immediately revert to their original form, take 1d10 radiant damage, and have Disadvantage on attacks against you and your allies for 1 minute. Any creatures who are not shapechangers instead start growing painful spines and tentacles, revealing their ugliness for all to see, and take 1d10 psychic damage. Their speed is halved, and they have Disadvantage on attacks for 1 minute. After 1 minute, if the non-shapechanging targets are not dead, they lose their new appendages..
Bolster the Faithful: You can use your Channel Divinity to protect your allies from the lies and manipulations of evildoers around you. Choose a number of creatures equal to your Charisma modifier (minimum of one). For the next 10 minutes, you and the chosen creatures cannot have your minds read and have Advantage on Wisdom checks and saving throws.
Level 7 · Aura of Unveiling
Your aura castigates any who would seek to strike at you with hidden evil. When you or friendly creatures within 10 ft. of you are hit by a melee attack for the first time in combat, the attacker must make a Constitution saving throw. On a failed save, the attacker takes 1d8 psychic damage and is covered in painful boils and burns which deal an additional 1d6 acid damage at the start of each of their subsequent turns for 1 minute if they do not receive magical healing.
In addition, you can use your reaction whenever a creature is hit within your aura. This time, the attacker takes psychic damage equal to your Charisma modifier. You can use this feature in this way a number of times equal to your Charisma modifier and regain expended uses when you finish a short or long rest.
At 18th level, the range of this aura increases to 30 ft.
Level 15 · Withering Abolition
You gain the ability to root out even greater forms of rot and deceit, exposing them for all to see. Any invisible creatures who make a melee attack against you do not have Advantage against you, as you can sense their presence just before they strike. Moreover, as a reaction you can make a melee attack against the attacker. On a hit, you can forego damage and impose a mutation on the creature. If it fails a Constitution saving throw, it is turned into a barbling mass of boils and tentacles. Each boil's popping lets out an impotent wheeze, and while in this form, the creature is incapacitated. The creature can repeat the saving throw if it takes damage and at the start of each of its subsequent turns; on a success it reverts to its normal form but takes 1d10 psychic damage.
Level 20 · Immolate the Vile
You erupt in a glorious conflagration of holy light, extinguishing all artifice and subterfuge. As an action you can transform into a burning corona of holy light for 1 minute.
- You gain resistance to all damage.
- You can cast the sunbeam spell without expending a spell slot or needing it on your spell list.
- All shapechangers revert to their original form when they come within 30 ft. of you, and all invisible creatures within 60 ft. of you have to make a Constitution saving throw or become visible and take 1d10 psychic damage.
- You can choose a number of creatures equal to your Charisma modifier. They must make a Constitution saving throw or transform into a grotesque creature reflecting their worst traits. It is up to the GM what final form these creatures take. While in this form, they are incapacitated. They can repeat the saving throw at the start of each of their turns, and on a success they revert to their original form, but they take 2d8 + your Charisma modifier in psychic damage when they do so.