Paladin
Hit Die: d10 · Primary Ability: Strength and Charisma · Sacred Oath at Level 3
Hit Died10
Primary AbilityStrength and Charisma
Saving ThrowsWisdom, Charisma
SpellcastingCHA
Subclasses4
Subclass AtLevel 3
Paladins are united by their oaths to stand against the forces of annihilation and corruption. Whether sworn before a god's altar, in a sacred glade before nature spirits, or in a moment of desperation and grief with the dead as the only witnesses, a Paladin's oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.
Proficiencies
Armor: Light Armor, Medium Armor, Heavy Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Saving Throws: Wisdom, Charisma
Skills: [object Object]
Weapons: Simple Weapons, Martial Weapons
Saving Throws: Wisdom, Charisma
Skills: [object Object]
Class Progression (Levels 1–20)
| Lvl | Prof | Channel Div. | Spells Prep. | 1st | 2nd | 3rd | 4th | 5th | Features |
|---|---|---|---|---|---|---|---|---|---|
| 1 | +2 | — | 2 | — | — | — | — | — | Lay On Hands, Spellcasting, Weapon Mastery |
| 2 | +2 | — | 3 | 2 | — | — | — | — | Fighting Style, Paladin's Smite |
| 3 | +2 | 2 | 4 | 3 | — | — | — | — | Channel Divinity, Paladin Subclass |
| 4 | +2 | 2 | 5 | 3 | — | — | — | — | Ability Score Improvement |
| 5 | +3 | 2 | 6 | 4 | 2 | — | — | — | Extra Attack, Faithful Steed |
| 6 | +3 | 2 | 6 | 4 | 2 | — | — | — | Aura of Protection |
| 7 | +3 | 2 | 7 | 4 | 3 | — | — | — | Subclass feature |
| 8 | +3 | 2 | 7 | 4 | 3 | — | — | — | Ability Score Improvement |
| 9 | +4 | 2 | 9 | 4 | 3 | 2 | — | — | Abjure Foes |
| 10 | +4 | 2 | 9 | 4 | 3 | 2 | — | — | Aura of Courage |
| 11 | +4 | 3 | 10 | 4 | 3 | 3 | — | — | Radiant Strikes |
| 12 | +4 | 3 | 10 | 4 | 3 | 3 | — | — | Ability Score Improvement |
| 13 | +5 | 3 | 11 | 4 | 3 | 3 | 1 | — | — |
| 14 | +5 | 3 | 11 | 4 | 3 | 3 | 1 | — | Restoring Touch |
| 15 | +5 | 3 | 12 | 4 | 3 | 3 | 2 | — | Subclass feature |
| 16 | +5 | 3 | 12 | 4 | 3 | 3 | 2 | — | Ability Score Improvement |
| 17 | +6 | 3 | 14 | 4 | 3 | 3 | 3 | 1 | — |
| 18 | +6 | 3 | 14 | 4 | 3 | 3 | 3 | 1 | Aura Expansion |
| 19 | +6 | 3 | 15 | 4 | 3 | 3 | 3 | 2 | Epic Boon |
| 20 | +6 | 3 | 15 | 4 | 3 | 3 | 3 | 2 | Subclass feature |
Sacred Oath
Oath of Devotion
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 …
Lv 3: Sacred WeaponLv 7: Aura of DevotionLv 15: Smite of ProtectionLv 20: Holy Nimbus
Oath of Glory
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…
Lv 3: Inspiring SmiteLv 3: Peerless AthleteLv 7: Aura of AlacrityLv 15: Glorious DefenseLv 20: Living Legend
Oath of the Ancients
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, co…
Lv 3: Nature's WrathLv 7: Aura of WardingLv 15: Undying SentinelLv 20: Elder Champion
Oath of Vengeance
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 t…
Lv 3: Vow of EnmityLv 7: Relentless AvengerLv 15: Soul of VengeanceLv 20: Avenging Angel
Class Features
Lay On Hands Level 1
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 Level 1
You have learned to cast spells through prayer and meditation. Charisma is your spellcasting ability for your Paladin spells. You can use a Holy Symbol as a Spellcasting Focus. To start, choose two level 1 Paladin spells to prepare. 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. Spell slots are shown in the Paladin Features table; you regain all expended slots when you finish a Long Rest. Whenever you finish a Long Rest, you can replace one spell on your list with another Paladin spell for which you have spell slots.
Weapon Mastery Level 1
Your training with weapons allows you to use the mastery properties of two kinds of weapons 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.
Fighting Style Level 2
You gain a Fighting Style feat of your choice (see chapter 5). Instead of choosing one of those feats, you can choose the Blessed Warrior option: You learn two Cleric cantrips of your choice. Guidance and Sacred Flame are recommended. The chosen cantrips count as Paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a Paladin level, you can replace one of these cantrips with another Cleric cantrip.
Paladin's Smite Level 2
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.
Channel Divinity Level 3
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. Divine Sense: As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.
Paladin Subclass Level 3
You gain a Paladin subclass of your choice: Oath of Devotion, Oath of Glory, Oath of the Ancients, or Oath of Vengeance. 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.
Ability Score Improvement Level 4
You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Paladin levels 8, 12, and 16.
Extra Attack Level 5
You can attack twice instead of once whenever you take the Attack action on your turn.
Faithful Steed Level 5
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.
Aura of Protection Level 6
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.
Abjure Foes Level 9
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.
Aura of Courage Level 10
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.
Radiant Strikes Level 11
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.
Restoring Touch Level 14
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.
Aura Expansion Level 18
Your Aura of Protection is now a 30-foot Emanation.
Epic Boon Level 19
You gain an Epic Boon feat (see chapter 5) or another feat of your choice for which you qualify. Boon of Truesight is recommended.