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.
Paladins train to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the injured, smite their foes, and protect the helpless and those who fight at their side.
Almost by definition, the life of a Paladin is an adventuring life, for every Paladin lives on the front lines of the cosmic struggle against annihilation. Fighters are rare enough among the ranks of a world's armies, but even fewer people can claim the calling of a Paladin. When they do receive the call, these blessed folk turn from their former occupations and take up arms and magic.
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.
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.
The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn't enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.
Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins—called hell knights—as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.
The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the order's ranks.
The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets:
- Law. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.
- Loyalty. Your word is your bond. Without loyalty, oaths and laws are meaningless.
- Courage. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?
- Responsibility. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.
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.
The Oath of the Eldritch Hunt is sworn to the eradication of the unnatural, the aberrant, and the alien. These hunters tread a fine line, enhancing themselves with their prey's powers whilst trying to maintain their own sanity. Unfortunately, this frenzied hunger drives many to madness, and it is no rare occurrence for these Paladins to have to hunt their own.
This oath is found most frequently among Paladins of the Radiant Order. Erroneously nicknamed grey templars, witch hunters, and knights aberrant, these oft-deformed warriors devote themselves to obliterating the Scourge and its creations.
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.
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.
The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and they slay their enemies only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers. While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.
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.
The Oath of the Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats.
Paladins who follow the Watchers' oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one's surroundings is as natural as wearing armor in battle.
Core Paladin Traits
| Primary Ability | Strength, Charisma |
|---|---|
| Hit Point Die | d10 per Paladin level |
| Saving Throw Proficiencies | Wisdom, Charisma |
| Skill Proficiencies | Choose 2 from Athletics, Insight, Intimidation, Medicine, Persuasion, Religion |
| Weapon Proficiencies | Simple weapons, Martial weapons |
| Armor Training | Light armor, Medium armor, Heavy armor, Shields |
| Starting Equipment | Choose A or B: (A) Chain Mail, Shield, Longsword, Javelin (6), Holy Symbol, Priest's Pack, 9 GP or (B) 150 GP |
Becoming a Paladin...
As a Level 1 Paladin
- Gain all the traits in the Core Paladin Traits table.
- Gain the Paladin's level 1 features, which are listed in the Paladin Features table.
As a Multiclass Paladin
- Gain the following traits from the Core Paladin Traits table: Hit Point Die, proficiency with Martial weapons, and training with Light and Medium armor and Shields.
- Gain the Paladin's level 1 features, which are listed in the Paladin Features table.
Paladin Features
| Level | Proficiency Bonus | Class Features | Channel Divinity | Prepared Spells | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | |||||
| 1 | +2 | Lay on Hands, Spellcasting, Weapon Mastery | - | 2 | 2 | 0 | 0 | 0 | 0 |
| 2 | +2 | Fighting Style, Paladin's Smite | - | 3 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | Paladin Subclass, Channel Divinity | 2 | 4 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 2 | 5 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | Extra Attack, Faithful Steed | 2 | 6 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | Aura of Protection | 2 | 6 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | Subclass Feature | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | Abjure Foes | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | Aura of Courage | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | Radiant Strikes | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | - | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | Restoring Touch | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | Subclass Feature | 3 | 12 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | Ability Score Improvement | 3 | 12 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | - | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Aura Expansion | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | 3 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Subclass Feature | 3 | 15 | 4 | 3 | 3 | 3 | 2 |
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. The information below details how you use those rules with Paladin spells.
- 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 level 1 Paladin spells. 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 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. For example, you could switch to using the mastery properties of Halberds and Flails.
Level 2
Fighting Style
You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.
- Blessed Warrior. 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
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
Paladin Subclass
You gain a Paladin subclass of your choice.
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.
- 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.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
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 Improvement
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 Improvement
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 Improvement
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 Epic Boon feat 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 Features
| Level | Proficiency Bonus | Class Features | Channel Divinity | Prepared Spells | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | |||||
| 1 | +2 | Lay on Hands, Spellcasting, Weapon Mastery | - | 2 | 2 | 0 | 0 | 0 | 0 |
| 2 | +2 | Fighting Style, Paladin's Smite | - | 3 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | Channel Divinity, Nature's Wrath, Oath of the Ancients Spells | 2 | 4 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 2 | 5 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | Extra Attack, Faithful Steed | 2 | 6 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | Aura of Protection | 2 | 6 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | Aura of Warding | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | Abjure Foes | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | Aura of Courage | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | Radiant Strikes | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | - | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | Restoring Touch | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | Undying Sentinel | 3 | 12 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | Ability Score Improvement | 3 | 12 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | - | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Aura Expansion | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | 3 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Elder Champion | 3 | 15 | 4 | 3 | 3 | 3 | 2 |
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. The information below details how you use those rules with Paladin spells.
- 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 level 1 Paladin spells. 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 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. For example, you could switch to using the mastery properties of Halberds and Flails.
Level 2
Fighting Style
You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.
- Blessed Warrior. 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
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.
- 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.
Nature's Wrath
As a Magic action, you can expend one use of your Channel Divinity to conjure spectral vines around nearby creatures. Each creature of your choice that you can see within 15 feet of yourself must succeed on a Strength saving throw or have the Restrained condition for 1 minute. A Restrained creature repeats the save at the end of each of its turns, ending the effect on itself on a success.
Oath of the Ancients Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Ancients Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3rd | Ensnaring Strike, Speak with Animals |
| 5th | Misty Step, Moonbeam |
| 9th | Plant Growth, Protection from Energy |
| 13th | Ice Storm, Stoneskin |
| 17th | Commune with Nature, Tree Stride |
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
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
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 8
Ability Score Improvement
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 Improvement
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
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 16
Ability Score Improvement
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 Epic Boon feat or another feat of your choice for which you qualify. Boon of Truesight is recommended.
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.
Paladin Features
| Level | Proficiency Bonus | Class Features | Channel Divinity | Prepared Spells | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | |||||
| 1 | +2 | Lay on Hands, Spellcasting, Weapon Mastery | - | 2 | 2 | 0 | 0 | 0 | 0 |
| 2 | +2 | Fighting Style, Paladin's Smite | - | 3 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | Channel Divinity, Channel Divinity, Oath Spells, Tenets of Conquest | 2 | 4 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 2 | 5 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | Extra Attack, Faithful Steed | 2 | 6 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | Aura of Protection | 2 | 6 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | Aura of Conquest | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | Abjure Foes | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | Aura of Courage | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | Radiant Strikes | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | - | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | Restoring Touch | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | Scornful Rebuke | 3 | 12 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | Ability Score Improvement | 3 | 12 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | - | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Aura Expansion | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | 3 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Invincible Conqueror | 3 | 15 | 4 | 3 | 3 | 3 | 2 |
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. The information below details how you use those rules with Paladin spells.
- 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 level 1 Paladin spells. 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 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. For example, you could switch to using the mastery properties of Halberds and Flails.
Level 2
Fighting Style
You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.
- Blessed Warrior. 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
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.
- 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.
Channel Divinity
You gain the following two Channel Divinity options.
- Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
- Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work.
| Paladin Level | Spells |
|---|---|
| 3rd | Armor of Agathys, Command |
| 5th | Hold Person, Spiritual Weapon |
| 9th | Bestow Curse, Fear |
| 13th | Dominate Beast, Stoneskin |
| 17th | Cloudkill, Dominate Person |
Tenets of Conquest
A paladin who takes this oath has the tenets of conquest seared on the upper arm.
- Douse the Flame of Hope. It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies' will to fight is shattered forever. A blade can end a life. Fear can end an empire.
- Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.
- Strength Above All. You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
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
Aura of Conquest
You constantly emanate a menacing aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.
At 18th level, the range of this aura increases to 30 feet.
Level 8
Ability Score Improvement
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 Improvement
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
Scornful Rebuke
Those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you're not incapacitated.
Level 16
Ability Score Improvement
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 Epic Boon feat or another feat of your choice for which you qualify. Boon of Truesight is recommended.
Level 20
Invincible Conqueror
You gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:
- You have resistance to all damage.
- When you take the Attack action on your turn, you can make one additional attack as part of that action.
- Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
Once you use this feature, you can't use it again until you finish a long rest.
Paladin Features
| Level | Proficiency Bonus | Class Features | Channel Divinity | Prepared Spells | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | |||||
| 1 | +2 | Lay on Hands, Spellcasting, Weapon Mastery | - | 2 | 2 | 0 | 0 | 0 | 0 |
| 2 | +2 | Fighting Style, Paladin's Smite | - | 3 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | Channel Divinity, Channel Divinity, Oath Spells | 2 | 4 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 2 | 5 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | Extra Attack, Faithful Steed | 2 | 6 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | Aura of Protection | 2 | 6 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | Divine Allegiance | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | Abjure Foes | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | Aura of Courage | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | Radiant Strikes | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | - | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | Restoring Touch | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | Unyielding Spirit | 3 | 12 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | Ability Score Improvement | 3 | 12 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | - | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Aura Expansion | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | 3 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Exalted Champion | 3 | 15 | 4 | 3 | 3 | 3 | 2 |
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. The information below details how you use those rules with Paladin spells.
- 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 level 1 Paladin spells. 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 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. For example, you could switch to using the mastery properties of Halberds and Flails.
Level 2
Fighting Style
You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.
- Blessed Warrior. 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
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.
- 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.
Channel Divinity
You gain the following two Channel Divinity options.
- Champion Challenge. As a Bonus Action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you have the Incapacitated condition or die, or if the creature is more than 30 feet away from you.
- Turn the Tide. As a Bonus Action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains Hit Points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its Hit Points.
Oath Spells
You gain oath spells at the Paladin levels listed in the Oath of the Crown Spells table. See the Sacred Oath class feature for how oath spells work.
| Paladin Level | Spells |
|---|---|
| 3rd | Command, Compelled Duel |
| 5th | Warding Bond, Zone of Truth |
| 9th | Aura of Vitality, Spirit Guardians |
| 13th | Banishment, Guardian of Faith |
| 17th | Circle of Power, Geas |
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
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
Divine Allegiance
When a creature within 5 feet of you takes damage, you can take a Reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.
Level 8
Ability Score Improvement
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 Improvement
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
Unyielding Spirit
You have Advantage on saving throws to avoid the Paralyzed or Stunned condition.
Level 16
Ability Score Improvement
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 Epic Boon feat or another feat of your choice for which you qualify. Boon of Truesight is recommended.
Level 20
Exalted Champion
Your presence on the field of battle is an inspiration to those dedicated to your cause. You can take an action to gain the following benefits for 1 hour:
- You have Resistance to Bludgeoning, Piercing, and Slashing damage from nonmagical attacks.
- Your allies have Advantage on death saving throws while within 30 feet of you.
- You have Advantage on Wisdom saving throws, as do your allies within 30 feet of you.
This effect ends early if you have the Incapacitated condition or die. Once you use this feature, you can't use it again until you finish a Long Rest.
Paladin Features
| Level | Proficiency Bonus | Class Features | Channel Divinity | Prepared Spells | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | |||||
| 1 | +2 | Lay on Hands, Spellcasting, Weapon Mastery | - | 2 | 2 | 0 | 0 | 0 | 0 |
| 2 | +2 | Fighting Style, Paladin's Smite | - | 3 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | Channel Divinity, Oath of Devotion Spells, Sacred Weapon | 2 | 4 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 2 | 5 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | Extra Attack, Faithful Steed | 2 | 6 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | Aura of Protection | 2 | 6 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | Aura of Devotion | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | Abjure Foes | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | Aura of Courage | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | Radiant Strikes | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | - | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | Restoring Touch | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | Smite of Protection | 3 | 12 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | Ability Score Improvement | 3 | 12 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | - | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Aura Expansion | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | 3 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Holy Nimbus | 3 | 15 | 4 | 3 | 3 | 3 | 2 |
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. The information below details how you use those rules with Paladin spells.
- 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 level 1 Paladin spells. 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 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. For example, you could switch to using the mastery properties of Halberds and Flails.
Level 2
Fighting Style
You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.
- Blessed Warrior. 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
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.
- 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.
Oath of Devotion Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3rd | Protection from Evil and Good, Shield of Faith |
| 5th | Aid, Zone of Truth |
| 9th | Beacon of Hope, Dispel Magic |
| 13th | Freedom of Movement, Guardian of Faith |
| 17th | Commune, Flame Strike |
Sacred Weapon
When you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage. The weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that.
You can end this effect early (no action required). This effect also ends if you aren't carrying the weapon.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
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
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 8
Ability Score Improvement
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 Improvement
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
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 16
Ability Score Improvement
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 Epic Boon feat or another feat of your choice for which you qualify. Boon of Truesight is recommended.
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.
Paladin Features
| Level | Proficiency Bonus | Class Features | Channel Divinity | Prepared Spells | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | |||||
| 1 | +2 | Lay on Hands, Spellcasting, Weapon Mastery | - | 2 | 2 | 0 | 0 | 0 | 0 |
| 2 | +2 | Fighting Style, Paladin's Smite | - | 3 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | Channel Divinity, Hunt the Prey, Oath of the Eldritch Hunt Spells, Stolen Eldritch Gift, Tenets of the Eldritch Hunt | 2 | 4 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 2 | 5 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | Extra Attack, Faithful Steed | 2 | 6 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | Aura of Protection | 2 | 6 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | Sharpened Senses | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | Abjure Foes | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | Aura of Courage | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | Radiant Strikes | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | - | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | Restoring Touch | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | Relentless Pursuit | 3 | 12 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | Ability Score Improvement | 3 | 12 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | - | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Aura Expansion | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | 3 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Perfect Hunter | 3 | 15 | 4 | 3 | 3 | 3 | 2 |
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. The information below details how you use those rules with Paladin spells.
- 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 level 1 Paladin spells. 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 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. For example, you could switch to using the mastery properties of Halberds and Flails.
Level 2
Fighting Style
You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.
- Blessed Warrior. 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
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.
- 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.
Hunt the Prey
As a Bonus Action, you can expend one use of your Channel Divinity to call upon the sanctified hunt. You designate a creature within 60 feet of you as your prey, marking the target for 1 minute. When you use this feature, and as a Bonus Action on subsequent turns, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the marked target. To teleport in this way, you must be able to see the marked target.
Oath of the Eldritch Hunt Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Eldritch Hunt Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Faerie Fire, Spectral Slash |
| 5 | Hold Person, Moonbeam |
| 9 | Displacing Maw, Spectral Fury |
| 13 | Evard's Black Tentacles, Maiden of Bones |
| 17 | Contact Other Plane, Hold Monster |
Stolen Eldritch Gift
Your body is enhanced beyond mortal limits. You can add your Charisma modifier to any Athletics, Perception, and Survival checks that you make.
Tenets of the Eldritch Hunt
- Resolve. Through willpower and tenacity, the strain of the hunt is endured; aching limbs and ailing minds are no reason to fall short.
- Respect. Take life only when doing so protects others. Kill only when necessary, lest the bloodshed enamour your soul and hunter becomes beast.
- Responsibility. Many rely on your talent to survive the moonlit nights. No matter the circumstances, do not fail them. Sacrifice your own body so that others can retain the sanctity of their own, untainted forms.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
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
Sharpened Senses
You have learned to read your prey to find their flaws. When a creature is in your Aura of Protection, you learn any Immunities, Resistances, or Vulnerabilities that it has.
In addition, you have Blindsight within the range of your Aura of Protection.
Level 8
Ability Score Improvement
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 Improvement
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
Relentless Pursuit
When you hit your marked target with a Melee weapon or an Unarmed Strike immediately after you teleport with the Hunt the Prey feature, you can cast Divine Smite without using a Bonus Action. You expend a spell slot as normal, and you can cast this spell in this way only once per turn.
Level 16
Ability Score Improvement
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 Epic Boon feat or another feat of your choice for which you qualify. Boon of Truesight is recommended.
Level 20
Perfect Hunter
You are the embodiment of the eldritch hunt; none can get in the way of your kill. As a Bonus Action, you activate the power of the true hunter. For the next 10 minutes, you gain the following benefits:
- Devour. Your weapon attacks deal an extra 1d8 Necrotic damage. This damage ignores Resistance and Immunity to Necrotic damage.
- Sunder. You are Immune to the Grappled, Paralyzed, and Restrained conditions.
- Vanish. You have the Invisible condition.
Once you use this feature, you can't use it again until you finish a Long Rest.
Paladin Features
| Level | Proficiency Bonus | Class Features | Channel Divinity | Prepared Spells | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | |||||
| 1 | +2 | Lay on Hands, Spellcasting, Weapon Mastery | - | 2 | 2 | 0 | 0 | 0 | 0 |
| 2 | +2 | Fighting Style, Paladin's Smite | - | 3 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | Channel Divinity, Inspiring Smite, Oath of Glory Spells, Peerless Athlete | 2 | 4 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 2 | 5 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | Extra Attack, Faithful Steed | 2 | 6 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | Aura of Protection | 2 | 6 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | Aura of Alacrity | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | Abjure Foes | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | Aura of Courage | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | Radiant Strikes | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | - | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | Restoring Touch | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | Glorious Defense | 3 | 12 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | Ability Score Improvement | 3 | 12 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | - | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Aura Expansion | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | 3 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Living Legend | 3 | 15 | 4 | 3 | 3 | 3 | 2 |
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. The information below details how you use those rules with Paladin spells.
- 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 level 1 Paladin spells. 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 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. For example, you could switch to using the mastery properties of Halberds and Flails.
Level 2
Fighting Style
You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.
- Blessed Warrior. 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
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.
- 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.
Inspiring Smite
Immediately after you cast Divine Smite, you can expend one use of your Channel Divinity and distribute Temporary Hit Points to creatures of your choice within 30 feet of yourself, which can include you. The total number of Temporary Hit Points equals 2d8 plus your Paladin level, divided among the chosen creatures however you like.
Oath of Glory Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Glory Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3rd | Guiding Bolt, Heroism |
| 5th | Enhance Ability, Magic Weapon |
| 9th | Haste, Protection from Energy |
| 13th | Compulsion, Freedom of Movement |
| 17th | Legend Lore, Yolande's Regal Presence |
Peerless Athlete
As a Bonus Action, you can expend one use of your Channel Divinity to augment your athleticism. For 1 hour, you have Advantage on Strength (Athletics) and Dexterity (Acrobatics) checks, and the distance of your Long and High Jumps increases by 10 feet (this extra distance costs movement as normal).
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
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
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 8
Ability Score Improvement
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 Improvement
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
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 16
Ability Score Improvement
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 Epic Boon feat or another feat of your choice for which you qualify. Boon of Truesight is recommended.
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.
Paladin Features
| Level | Proficiency Bonus | Class Features | Channel Divinity | Prepared Spells | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | |||||
| 1 | +2 | Lay on Hands, Spellcasting, Weapon Mastery | - | 2 | 2 | 0 | 0 | 0 | 0 |
| 2 | +2 | Fighting Style, Paladin's Smite | - | 3 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | Channel Divinity, Elemental Smite, Genie Spells, Genie's Splendor | 2 | 4 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 2 | 5 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | Extra Attack, Faithful Steed | 2 | 6 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | Aura of Protection | 2 | 6 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | Aura of Elemental Shielding | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | Abjure Foes | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | Aura of Courage | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | Radiant Strikes | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | - | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | Restoring Touch | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | Elemental Rebuke | 3 | 12 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | Ability Score Improvement | 3 | 12 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | - | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Aura Expansion | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | 3 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Noble Scion | 3 | 15 | 4 | 3 | 3 | 3 | 2 |
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. The information below details how you use those rules with Paladin spells.
- 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 level 1 Paladin spells. 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 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. For example, you could switch to using the mastery properties of Halberds and Flails.
Level 2
Fighting Style
You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.
- Blessed Warrior. 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
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.
- 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.
Elemental Smite
Immediately after you cast Divine Smite, you can expend one use of your Channel Divinity and invoke one of the following effects.
- Dao's Crush. Earth rises up around the target of your Divine Smite. The target has the Grappled condition (escape DC equal to your spell save DC). While Grappled, the target has the Restrained condition.
- Djinni's Escape. You teleport to an unoccupied space you can see within 30 feet of yourself and take on a semi-incorporeal form, which lasts until the end of your next turn. While in this form, you have Resistance to Bludgeoning, Piercing, and Slashing damage, and you have Immunity to the Grappled, Prone, and Restrained conditions.
- Efreeti's Fury. The target of your Divine Smite takes an extra 2d4 Fire damage, and fire jumps from the target to another creature you can see within 30 feet of yourself. The second creature also takes 2d4 Fire damage.
- Marid's Surge. The target of your Divine Smite and each creature of your choice in a 10-foot Emanation originating from you make a Strength saving throw against your spell save DC. On a failed save, a creature is pushed 15 feet straight away from you and has the Prone condition.
Genie Spells
When you reach a Paladin level specified in the Genie Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3rd | Chromatic Orb, Elementalism, Thunderous Smite |
| 5th | Mirror Image, Phantasmal Force |
| 9th | Fly, Gaseous Form |
| 13th | Conjure Minor Elementals, Summon Elemental |
| 17th | Banishing Smite, Contact Other Plane |
Genie's Splendor
When you aren't wearing any armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers. You can use a Shield and still gain this benefit.
You also gain proficiency in one of the following skills of your choice: Acrobatics, Intimidation, Performance, or Persuasion.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
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
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 8
Ability Score Improvement
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 Improvement
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
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 16
Ability Score Improvement
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 Epic Boon feat or another feat of your choice for which you qualify. Boon of Truesight is recommended.
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 Aura of Protection fails a D20 Test, you can take a Reaction to make you or that ally succeed instead.
Paladin Features
| Level | Proficiency Bonus | Class Features | Channel Divinity | Prepared Spells | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | |||||
| 1 | +2 | Lay on Hands, Spellcasting, Weapon Mastery | - | 2 | 2 | 0 | 0 | 0 | 0 |
| 2 | +2 | Fighting Style, Paladin's Smite | - | 3 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | Channel Divinity, Channel Divinity, Oath Spells, Tenets of Redemption | 2 | 4 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 2 | 5 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | Extra Attack, Faithful Steed | 2 | 6 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | Aura of Protection | 2 | 6 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | Aura of the Guardian | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | Abjure Foes | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | Aura of Courage | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | Radiant Strikes | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | - | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | Restoring Touch | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | Protective Spirit | 3 | 12 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | Ability Score Improvement | 3 | 12 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | - | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Aura Expansion | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | 3 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Emissary of Redemption | 3 | 15 | 4 | 3 | 3 | 3 | 2 |
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. The information below details how you use those rules with Paladin spells.
- 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 level 1 Paladin spells. 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 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. For example, you could switch to using the mastery properties of Halberds and Flails.
Level 2
Fighting Style
You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.
- Blessed Warrior. 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
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.
- 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.
Channel Divinity
You gain the following two Channel Divinity options.
- Emissary of Peace. You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.
- Rebuke the Violent. You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Redemption Spells table. See the Sacred Oath class feature for how oath spells work.
| Paladin Level | Spells |
|---|---|
| 3rd | Sanctuary, Sleep |
| 5th | Calm Emotions, Hold Person |
| 9th | Counterspell, Hypnotic Pattern |
| 13th | Otiluke's Resilient Sphere, Stoneskin |
| 17th | Hold Monster, Wall of Force |
Tenets of Redemption
The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.
- Peace. Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.
- Innocence. All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.
- Patience. Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow that seed to survive and flourish.
- Wisdom. Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
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
Aura of the Guardian
You can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.
At 18th level, the range of this aura increases to 30 feet.
Level 8
Ability Score Improvement
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 Improvement
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
Protective Spirit
A holy presence mends your wounds in battle. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren't incapacitated.
Level 16
Ability Score Improvement
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 Epic Boon feat or another feat of your choice for which you qualify. Boon of Truesight is recommended.
Level 20
Emissary of Redemption
You become an avatar of peace, which gives you two benefits:
- You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
- Whenever a creature hits you with an attack, it takes radiant damage equal to half the damage you take from the attack.
If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest.
Paladin Features
| Level | Proficiency Bonus | Class Features | Channel Divinity | Prepared Spells | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | |||||
| 1 | +2 | Lay on Hands, Spellcasting, Weapon Mastery | - | 2 | 2 | 0 | 0 | 0 | 0 |
| 2 | +2 | Fighting Style, Paladin's Smite | - | 3 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | Channel Divinity, Oath of Vengeance Spells, Vow of Enmity | 2 | 4 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 2 | 5 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | Extra Attack, Faithful Steed | 2 | 6 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | Aura of Protection | 2 | 6 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | Relentless Avenger | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | Abjure Foes | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | Aura of Courage | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | Radiant Strikes | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | - | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | Restoring Touch | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | Soul of Vengeance | 3 | 12 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | Ability Score Improvement | 3 | 12 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | - | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Aura Expansion | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | 3 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Avenging Angel | 3 | 15 | 4 | 3 | 3 | 3 | 2 |
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. The information below details how you use those rules with Paladin spells.
- 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 level 1 Paladin spells. 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 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. For example, you could switch to using the mastery properties of Halberds and Flails.
Level 2
Fighting Style
You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.
- Blessed Warrior. 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
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.
- 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.
Oath of Vengeance Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Vengeance Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3rd | Bane, Hunter's Mark |
| 5th | Hold Person, Misty Step |
| 9th | Haste, Protection from Energy |
| 13th | Banishment, Dimension Door |
| 17th | Hold Monster, Scrying |
Vow of Enmity
When you take the Attack action, you can expend one use of your Channel Divinity to utter a vow of enmity against a creature you can see within 30 feet of yourself. You have Advantage on attack rolls against the creature for 1 minute or until you use this feature again.
If the creature drops to 0 Hit Points before the vow ends, you can transfer the vow to a different creature within 30 feet of yourself (no action required).
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
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
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 8
Ability Score Improvement
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 Improvement
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
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 16
Ability Score Improvement
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 Epic Boon feat or another feat of your choice for which you qualify. Boon of Truesight is recommended.
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.
Paladin Features
| Level | Proficiency Bonus | Class Features | Channel Divinity | Prepared Spells | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | |||||
| 1 | +2 | Lay on Hands, Spellcasting, Weapon Mastery | - | 2 | 2 | 0 | 0 | 0 | 0 |
| 2 | +2 | Fighting Style, Paladin's Smite | - | 3 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | Channel Divinity, Channel Divinity, Oath Spells, Tenets of the Watchers | 2 | 4 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 2 | 5 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | Extra Attack, Faithful Steed | 2 | 6 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | Aura of Protection | 2 | 6 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | Aura of the Sentinel | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | Abjure Foes | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | Aura of Courage | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | Radiant Strikes | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | - | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | Restoring Touch | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | Vigilant Rebuke | 3 | 12 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | Ability Score Improvement | 3 | 12 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | - | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Aura Expansion | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | 3 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Mortal Bulwark | 3 | 15 | 4 | 3 | 3 | 3 | 2 |
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. The information below details how you use those rules with Paladin spells.
- 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 level 1 Paladin spells. 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 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. For example, you could switch to using the mastery properties of Halberds and Flails.
Level 2
Fighting Style
You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.
- Blessed Warrior. 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
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.
- 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.
Channel Divinity
You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
- Watcher's Will. You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.
- Abjure the Extraplanar. You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can take the Dodge action.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Watchers Spells table. See the Sacred Oath class feature for how oath spells work.
| Paladin Level | Spells |
|---|---|
| 3rd | Alarm, Detect Magic |
| 5th | Moonbeam, See Invisibility |
| 9th | Counterspell, Nondetection |
| 13th | Aura of Purity, Banishment |
| 17th | Hold Monster, Scrying |
Tenets of the Watchers
A paladin who assumes the Oath of the Watchers swears to safeguard mortal realms from otherworldly threats.
- Vigilance. The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.
- Loyalty. Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty.
- Discipline. You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
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
Aura of the Sentinel
You emit an aura of alertness while you aren't incapacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus.
At 18th level, the range of this aura increases to 30 feet.
Level 8
Ability Score Improvement
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 Improvement
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
Vigilant Rebuke
You've learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the creature that forced the saving throw.
Level 16
Ability Score Improvement
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 Epic Boon feat or another feat of your choice for which you qualify. Boon of Truesight is recommended.
Level 20
Mortal Bulwark
You manifest a spark of divine power in defense of the mortal realms. As a bonus action, you gain the following benefits for 1 minute:
- You gain truesight with a range of 120 feet.
- You have advantage on attack rolls against aberrations, celestials, elementals, fey, and fiends.
- When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is magically banished to its native plane of existence if it's currently not there. On a successful save, the creature can't be banished by this feature for 24 hours.
Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
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.
Paladins train to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the injured, smite their foes, and protect the helpless and those who fight at their side.
Almost by definition, the life of a Paladin is an adventuring life, for every Paladin lives on the front lines of the cosmic struggle against annihilation. Fighters are rare enough among the ranks of a world's armies, but even fewer people can claim the calling of a Paladin. When they do receive the call, these blessed folk turn from their former occupations and take up arms and magic.
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.
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.
The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn't enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.
Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins—called hell knights—as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.
The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the order's ranks.
The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets:
- Law. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.
- Loyalty. Your word is your bond. Without loyalty, oaths and laws are meaningless.
- Courage. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?
- Responsibility. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.
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.
The Oath of the Eldritch Hunt is sworn to the eradication of the unnatural, the aberrant, and the alien. These hunters tread a fine line, enhancing themselves with their prey's powers whilst trying to maintain their own sanity. Unfortunately, this frenzied hunger drives many to madness, and it is no rare occurrence for these Paladins to have to hunt their own.
This oath is found most frequently among Paladins of the Radiant Order. Erroneously nicknamed grey templars, witch hunters, and knights aberrant, these oft-deformed warriors devote themselves to obliterating the Scourge and its creations.
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.
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.
The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and they slay their enemies only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers. While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.
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.
The Oath of the Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats.
Paladins who follow the Watchers' oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one's surroundings is as natural as wearing armor in battle.
Core Paladin Traits
| Primary Ability | Strength, Charisma |
|---|---|
| Hit Point Die | d10 per Paladin level |
| Saving Throw Proficiencies | Wisdom, Charisma |
| Skill Proficiencies | Choose 2 from Athletics, Insight, Intimidation, Medicine, Persuasion, Religion |
| Weapon Proficiencies | Simple weapons, Martial weapons |
| Armor Training | Light armor, Medium armor, Heavy armor, Shields |
| Starting Equipment | Choose A or B: (A) Chain Mail, Shield, Longsword, Javelin (6), Holy Symbol, Priest's Pack, 9 GP or (B) 150 GP |
Becoming a Paladin...
As a Level 1 Paladin
- Gain all the traits in the Core Paladin Traits table.
- Gain the Paladin's level 1 features, which are listed in the Paladin Features table.
As a Multiclass Paladin
- Gain the following traits from the Core Paladin Traits table: Hit Point Die, proficiency with Martial weapons, and training with Light and Medium armor and Shields.
- Gain the Paladin's level 1 features, which are listed in the Paladin Features table.
Paladin Features
| Level | Proficiency Bonus | Class Features | Channel Divinity | Weapon Mastery | Prepared Spells | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | ||||||
| 1 | +2 | Lay on Hands, Spellcasting | - | 1 | 2 | 2 | 0 | 0 | 0 | 0 |
| 2 | +2 | Weapon Mastery, Paladin's Smite | - | 1 | 3 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | Paladin Subclass, Channel Divinity | 2 | 1 | 4 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 2 | 1 | 5 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | Extra Attack, Faithful Steed | 2 | 1 | 6 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | Aura of Protection | 2 | 2 | 6 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | Subclass Feature | 2 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 2 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | Abjure Foes | 2 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | Aura of Courage | 2 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | Two Extra Attacks, Radiant Strikes | 3 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 3 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | - | 3 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | Restoring Touch | 3 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | Subclass Feature | 3 | 3 | 12 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | Ability Score Improvement | 3 | 4 | 12 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | Three Extra Attacks | 3 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Aura Expansion | 3 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | 3 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Subclass Feature | 3 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
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. The information below details how you use those rules with Paladin spells.
- 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 level 1 Paladin spells. 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.
Level 2
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
- Blessed Warrior. You can forgo any number of weapon mastery. If you do, you can learn a number of Cleric cantrips of your choice equal to the number of weapon mastery you forgo. 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.
When you reach certain Paladin levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Paladin Features table.
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
Paladin Subclass
You gain a Paladin subclass of your choice.
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.
- 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.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
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 Improvement
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
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
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 Improvement
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 Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Level 18
Aura Expansion
Your Aura of Protection is now a 30-foot Emanation.
Level 19
Epic Boon
You gain an Epic Boon feat 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 Features
| Level | Proficiency Bonus | Class Features | Channel Divinity | Weapon Mastery | Prepared Spells | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | ||||||
| 1 | +2 | Lay on Hands, Spellcasting | - | 1 | 2 | 2 | 0 | 0 | 0 | 0 |
| 2 | +2 | Weapon Mastery, Paladin's Smite | - | 1 | 3 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | Channel Divinity, Nature's Wrath, Oath of the Ancients Spells | 2 | 1 | 4 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 2 | 1 | 5 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | Extra Attack, Faithful Steed | 2 | 1 | 6 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | Aura of Protection | 2 | 2 | 6 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | Aura of Warding | 2 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 2 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | Abjure Foes | 2 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | Aura of Courage | 2 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | Two Extra Attacks, Radiant Strikes | 3 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 3 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | - | 3 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | Restoring Touch | 3 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | Undying Sentinel | 3 | 3 | 12 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | Ability Score Improvement | 3 | 4 | 12 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | Three Extra Attacks | 3 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Aura Expansion | 3 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | 3 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Elder Champion | 3 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
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. The information below details how you use those rules with Paladin spells.
- 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 level 1 Paladin spells. 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.
Level 2
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
- Blessed Warrior. You can forgo any number of weapon mastery. If you do, you can learn a number of Cleric cantrips of your choice equal to the number of weapon mastery you forgo. 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.
When you reach certain Paladin levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Paladin Features table.
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.
- 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.
Nature's Wrath
As a Magic action, you can expend one use of your Channel Divinity to conjure spectral vines around nearby creatures. Each creature of your choice that you can see within 15 feet of yourself must succeed on a Strength saving throw or have the Restrained condition for 1 minute. A Restrained creature repeats the save at the end of each of its turns, ending the effect on itself on a success.
Oath of the Ancients Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Ancients Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3rd | Ensnaring Strike, Speak with Animals |
| 5th | Misty Step, Moonbeam |
| 9th | Plant Growth, Protection from Energy |
| 13th | Ice Storm, Stoneskin |
| 17th | Commune with Nature, Tree Stride |
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
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
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 8
Ability Score Improvement
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
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
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 Improvement
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
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 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Level 18
Aura Expansion
Your Aura of Protection is now a 30-foot Emanation.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Truesight is recommended.
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.
Paladin Features
| Level | Proficiency Bonus | Class Features | Channel Divinity | Weapon Mastery | Prepared Spells | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | ||||||
| 1 | +2 | Lay on Hands, Spellcasting | - | 1 | 2 | 2 | 0 | 0 | 0 | 0 |
| 2 | +2 | Weapon Mastery, Paladin's Smite | - | 1 | 3 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | Channel Divinity, Channel Divinity, Oath Spells, Tenets of Conquest | 2 | 1 | 4 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 2 | 1 | 5 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | Extra Attack, Faithful Steed | 2 | 1 | 6 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | Aura of Protection | 2 | 2 | 6 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | Aura of Conquest | 2 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 2 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | Abjure Foes | 2 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | Aura of Courage | 2 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | Two Extra Attacks, Radiant Strikes | 3 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 3 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | - | 3 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | Restoring Touch | 3 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | Scornful Rebuke | 3 | 3 | 12 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | Ability Score Improvement | 3 | 4 | 12 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | Three Extra Attacks | 3 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Aura Expansion | 3 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | 3 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Invincible Conqueror | 3 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
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. The information below details how you use those rules with Paladin spells.
- 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 level 1 Paladin spells. 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.
Level 2
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
- Blessed Warrior. You can forgo any number of weapon mastery. If you do, you can learn a number of Cleric cantrips of your choice equal to the number of weapon mastery you forgo. 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.
When you reach certain Paladin levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Paladin Features table.
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.
- 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.
Channel Divinity
You gain the following two Channel Divinity options.
- Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
- Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work.
| Paladin Level | Spells |
|---|---|
| 3rd | Armor of Agathys, Command |
| 5th | Hold Person, Spiritual Weapon |
| 9th | Bestow Curse, Fear |
| 13th | Dominate Beast, Stoneskin |
| 17th | Cloudkill, Dominate Person |
Tenets of Conquest
A paladin who takes this oath has the tenets of conquest seared on the upper arm.
- Douse the Flame of Hope. It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies' will to fight is shattered forever. A blade can end a life. Fear can end an empire.
- Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.
- Strength Above All. You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
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
Aura of Conquest
You constantly emanate a menacing aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.
At 18th level, the range of this aura increases to 30 feet.
Level 8
Ability Score Improvement
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
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
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 Improvement
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
Scornful Rebuke
Those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you're not incapacitated.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Level 18
Aura Expansion
Your Aura of Protection is now a 30-foot Emanation.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Truesight is recommended.
Level 20
Invincible Conqueror
You gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:
- You have resistance to all damage.
- When you take the Attack action on your turn, you can make one additional attack as part of that action.
- Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
Once you use this feature, you can't use it again until you finish a long rest.
Paladin Features
| Level | Proficiency Bonus | Class Features | Channel Divinity | Weapon Mastery | Prepared Spells | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | ||||||
| 1 | +2 | Lay on Hands, Spellcasting | - | 1 | 2 | 2 | 0 | 0 | 0 | 0 |
| 2 | +2 | Weapon Mastery, Paladin's Smite | - | 1 | 3 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | Channel Divinity, Channel Divinity, Oath Spells | 2 | 1 | 4 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 2 | 1 | 5 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | Extra Attack, Faithful Steed | 2 | 1 | 6 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | Aura of Protection | 2 | 2 | 6 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | Divine Allegiance | 2 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 2 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | Abjure Foes | 2 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | Aura of Courage | 2 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | Two Extra Attacks, Radiant Strikes | 3 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 3 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | - | 3 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | Restoring Touch | 3 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | Unyielding Spirit | 3 | 3 | 12 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | Ability Score Improvement | 3 | 4 | 12 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | Three Extra Attacks | 3 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Aura Expansion | 3 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | 3 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Exalted Champion | 3 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
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. The information below details how you use those rules with Paladin spells.
- 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 level 1 Paladin spells. 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.
Level 2
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
- Blessed Warrior. You can forgo any number of weapon mastery. If you do, you can learn a number of Cleric cantrips of your choice equal to the number of weapon mastery you forgo. 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.
When you reach certain Paladin levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Paladin Features table.
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.
- 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.
Channel Divinity
You gain the following two Channel Divinity options.
- Champion Challenge. As a Bonus Action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you have the Incapacitated condition or die, or if the creature is more than 30 feet away from you.
- Turn the Tide. As a Bonus Action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains Hit Points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its Hit Points.
Oath Spells
You gain oath spells at the Paladin levels listed in the Oath of the Crown Spells table. See the Sacred Oath class feature for how oath spells work.
| Paladin Level | Spells |
|---|---|
| 3rd | Command, Compelled Duel |
| 5th | Warding Bond, Zone of Truth |
| 9th | Aura of Vitality, Spirit Guardians |
| 13th | Banishment, Guardian of Faith |
| 17th | Circle of Power, Geas |
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
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
Divine Allegiance
When a creature within 5 feet of you takes damage, you can take a Reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.
Level 8
Ability Score Improvement
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
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
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 Improvement
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
Unyielding Spirit
You have Advantage on saving throws to avoid the Paralyzed or Stunned condition.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Level 18
Aura Expansion
Your Aura of Protection is now a 30-foot Emanation.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Truesight is recommended.
Level 20
Exalted Champion
Your presence on the field of battle is an inspiration to those dedicated to your cause. You can take an action to gain the following benefits for 1 hour:
- You have Resistance to Bludgeoning, Piercing, and Slashing damage from nonmagical attacks.
- Your allies have Advantage on death saving throws while within 30 feet of you.
- You have Advantage on Wisdom saving throws, as do your allies within 30 feet of you.
This effect ends early if you have the Incapacitated condition or die. Once you use this feature, you can't use it again until you finish a Long Rest.
Paladin Features
| Level | Proficiency Bonus | Class Features | Channel Divinity | Weapon Mastery | Prepared Spells | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | ||||||
| 1 | +2 | Lay on Hands, Spellcasting | - | 1 | 2 | 2 | 0 | 0 | 0 | 0 |
| 2 | +2 | Weapon Mastery, Paladin's Smite | - | 1 | 3 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | Channel Divinity, Oath of Devotion Spells, Sacred Weapon | 2 | 1 | 4 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 2 | 1 | 5 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | Extra Attack, Faithful Steed | 2 | 1 | 6 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | Aura of Protection | 2 | 2 | 6 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | Aura of Devotion | 2 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 2 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | Abjure Foes | 2 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | Aura of Courage | 2 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | Two Extra Attacks, Radiant Strikes | 3 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 3 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | - | 3 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | Restoring Touch | 3 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | Smite of Protection | 3 | 3 | 12 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | Ability Score Improvement | 3 | 4 | 12 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | Three Extra Attacks | 3 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Aura Expansion | 3 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | 3 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Holy Nimbus | 3 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
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. The information below details how you use those rules with Paladin spells.
- 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 level 1 Paladin spells. 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.
Level 2
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
- Blessed Warrior. You can forgo any number of weapon mastery. If you do, you can learn a number of Cleric cantrips of your choice equal to the number of weapon mastery you forgo. 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.
When you reach certain Paladin levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Paladin Features table.
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.
- 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.
Oath of Devotion Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3rd | Protection from Evil and Good, Shield of Faith |
| 5th | Aid, Zone of Truth |
| 9th | Beacon of Hope, Dispel Magic |
| 13th | Freedom of Movement, Guardian of Faith |
| 17th | Commune, Flame Strike |
Sacred Weapon
When you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage. The weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that.
You can end this effect early (no action required). This effect also ends if you aren't carrying the weapon.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
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
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 8
Ability Score Improvement
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
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
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 Improvement
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
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 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Level 18
Aura Expansion
Your Aura of Protection is now a 30-foot Emanation.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Truesight is recommended.
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.
Paladin Features
| Level | Proficiency Bonus | Class Features | Channel Divinity | Weapon Mastery | Prepared Spells | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | ||||||
| 1 | +2 | Lay on Hands, Spellcasting | - | 1 | 2 | 2 | 0 | 0 | 0 | 0 |
| 2 | +2 | Weapon Mastery, Paladin's Smite | - | 1 | 3 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | Channel Divinity, Hunt the Prey, Oath of the Eldritch Hunt Spells, Stolen Eldritch Gift, Tenets of the Eldritch Hunt | 2 | 1 | 4 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 2 | 1 | 5 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | Extra Attack, Faithful Steed | 2 | 1 | 6 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | Aura of Protection | 2 | 2 | 6 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | Sharpened Senses | 2 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 2 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | Abjure Foes | 2 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | Aura of Courage | 2 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | Two Extra Attacks, Radiant Strikes | 3 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 3 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | - | 3 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | Restoring Touch | 3 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | Relentless Pursuit | 3 | 3 | 12 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | Ability Score Improvement | 3 | 4 | 12 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | Three Extra Attacks | 3 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Aura Expansion | 3 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | 3 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Perfect Hunter | 3 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
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. The information below details how you use those rules with Paladin spells.
- 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 level 1 Paladin spells. 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.
Level 2
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
- Blessed Warrior. You can forgo any number of weapon mastery. If you do, you can learn a number of Cleric cantrips of your choice equal to the number of weapon mastery you forgo. 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.
When you reach certain Paladin levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Paladin Features table.
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.
- 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.
Hunt the Prey
As a Bonus Action, you can expend one use of your Channel Divinity to call upon the sanctified hunt. You designate a creature within 60 feet of you as your prey, marking the target for 1 minute. When you use this feature, and as a Bonus Action on subsequent turns, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the marked target. To teleport in this way, you must be able to see the marked target.
Oath of the Eldritch Hunt Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Eldritch Hunt Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Faerie Fire, Spectral Slash |
| 5 | Hold Person, Moonbeam |
| 9 | Displacing Maw, Spectral Fury |
| 13 | Evard's Black Tentacles, Maiden of Bones |
| 17 | Contact Other Plane, Hold Monster |
Stolen Eldritch Gift
Your body is enhanced beyond mortal limits. You can add your Charisma modifier to any Athletics, Perception, and Survival checks that you make.
Tenets of the Eldritch Hunt
- Resolve. Through willpower and tenacity, the strain of the hunt is endured; aching limbs and ailing minds are no reason to fall short.
- Respect. Take life only when doing so protects others. Kill only when necessary, lest the bloodshed enamour your soul and hunter becomes beast.
- Responsibility. Many rely on your talent to survive the moonlit nights. No matter the circumstances, do not fail them. Sacrifice your own body so that others can retain the sanctity of their own, untainted forms.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
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
Sharpened Senses
You have learned to read your prey to find their flaws. When a creature is in your Aura of Protection, you learn any Immunities, Resistances, or Vulnerabilities that it has.
In addition, you have Blindsight within the range of your Aura of Protection.
Level 8
Ability Score Improvement
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
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
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 Improvement
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
Relentless Pursuit
When you hit your marked target with a Melee weapon or an Unarmed Strike immediately after you teleport with the Hunt the Prey feature, you can cast Divine Smite without using a Bonus Action. You expend a spell slot as normal, and you can cast this spell in this way only once per turn.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Level 18
Aura Expansion
Your Aura of Protection is now a 30-foot Emanation.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Truesight is recommended.
Level 20
Perfect Hunter
You are the embodiment of the eldritch hunt; none can get in the way of your kill. As a Bonus Action, you activate the power of the true hunter. For the next 10 minutes, you gain the following benefits:
- Devour. Your weapon attacks deal an extra 1d8 Necrotic damage. This damage ignores Resistance and Immunity to Necrotic damage.
- Sunder. You are Immune to the Grappled, Paralyzed, and Restrained conditions.
- Vanish. You have the Invisible condition.
Once you use this feature, you can't use it again until you finish a Long Rest.
Paladin Features
| Level | Proficiency Bonus | Class Features | Channel Divinity | Weapon Mastery | Prepared Spells | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | ||||||
| 1 | +2 | Lay on Hands, Spellcasting | - | 1 | 2 | 2 | 0 | 0 | 0 | 0 |
| 2 | +2 | Weapon Mastery, Paladin's Smite | - | 1 | 3 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | Channel Divinity, Inspiring Smite, Oath of Glory Spells, Peerless Athlete | 2 | 1 | 4 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 2 | 1 | 5 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | Extra Attack, Faithful Steed | 2 | 1 | 6 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | Aura of Protection | 2 | 2 | 6 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | Aura of Alacrity | 2 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 2 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | Abjure Foes | 2 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | Aura of Courage | 2 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | Two Extra Attacks, Radiant Strikes | 3 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 3 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | - | 3 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | Restoring Touch | 3 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | Glorious Defense | 3 | 3 | 12 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | Ability Score Improvement | 3 | 4 | 12 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | Three Extra Attacks | 3 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Aura Expansion | 3 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | 3 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Living Legend | 3 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
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. The information below details how you use those rules with Paladin spells.
- 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 level 1 Paladin spells. 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.
Level 2
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
- Blessed Warrior. You can forgo any number of weapon mastery. If you do, you can learn a number of Cleric cantrips of your choice equal to the number of weapon mastery you forgo. 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.
When you reach certain Paladin levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Paladin Features table.
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.
- 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.
Inspiring Smite
Immediately after you cast Divine Smite, you can expend one use of your Channel Divinity and distribute Temporary Hit Points to creatures of your choice within 30 feet of yourself, which can include you. The total number of Temporary Hit Points equals 2d8 plus your Paladin level, divided among the chosen creatures however you like.
Oath of Glory Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Glory Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3rd | Guiding Bolt, Heroism |
| 5th | Enhance Ability, Magic Weapon |
| 9th | Haste, Protection from Energy |
| 13th | Compulsion, Freedom of Movement |
| 17th | Legend Lore, Yolande's Regal Presence |
Peerless Athlete
As a Bonus Action, you can expend one use of your Channel Divinity to augment your athleticism. For 1 hour, you have Advantage on Strength (Athletics) and Dexterity (Acrobatics) checks, and the distance of your Long and High Jumps increases by 10 feet (this extra distance costs movement as normal).
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
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
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 8
Ability Score Improvement
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
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
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 Improvement
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
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 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Level 18
Aura Expansion
Your Aura of Protection is now a 30-foot Emanation.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Truesight is recommended.
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.
Paladin Features
| Level | Proficiency Bonus | Class Features | Channel Divinity | Weapon Mastery | Prepared Spells | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | ||||||
| 1 | +2 | Lay on Hands, Spellcasting | - | 1 | 2 | 2 | 0 | 0 | 0 | 0 |
| 2 | +2 | Weapon Mastery, Paladin's Smite | - | 1 | 3 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | Channel Divinity, Elemental Smite, Genie Spells, Genie's Splendor | 2 | 1 | 4 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 2 | 1 | 5 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | Extra Attack, Faithful Steed | 2 | 1 | 6 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | Aura of Protection | 2 | 2 | 6 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | Aura of Elemental Shielding | 2 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 2 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | Abjure Foes | 2 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | Aura of Courage | 2 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | Two Extra Attacks, Radiant Strikes | 3 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 3 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | - | 3 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | Restoring Touch | 3 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | Elemental Rebuke | 3 | 3 | 12 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | Ability Score Improvement | 3 | 4 | 12 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | Three Extra Attacks | 3 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Aura Expansion | 3 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | 3 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Noble Scion | 3 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
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. The information below details how you use those rules with Paladin spells.
- 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 level 1 Paladin spells. 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.
Level 2
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
- Blessed Warrior. You can forgo any number of weapon mastery. If you do, you can learn a number of Cleric cantrips of your choice equal to the number of weapon mastery you forgo. 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.
When you reach certain Paladin levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Paladin Features table.
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.
- 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.
Elemental Smite
Immediately after you cast Divine Smite, you can expend one use of your Channel Divinity and invoke one of the following effects.
- Dao's Crush. Earth rises up around the target of your Divine Smite. The target has the Grappled condition (escape DC equal to your spell save DC). While Grappled, the target has the Restrained condition.
- Djinni's Escape. You teleport to an unoccupied space you can see within 30 feet of yourself and take on a semi-incorporeal form, which lasts until the end of your next turn. While in this form, you have Resistance to Bludgeoning, Piercing, and Slashing damage, and you have Immunity to the Grappled, Prone, and Restrained conditions.
- Efreeti's Fury. The target of your Divine Smite takes an extra 2d4 Fire damage, and fire jumps from the target to another creature you can see within 30 feet of yourself. The second creature also takes 2d4 Fire damage.
- Marid's Surge. The target of your Divine Smite and each creature of your choice in a 10-foot Emanation originating from you make a Strength saving throw against your spell save DC. On a failed save, a creature is pushed 15 feet straight away from you and has the Prone condition.
Genie Spells
When you reach a Paladin level specified in the Genie Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3rd | Chromatic Orb, Elementalism, Thunderous Smite |
| 5th | Mirror Image, Phantasmal Force |
| 9th | Fly, Gaseous Form |
| 13th | Conjure Minor Elementals, Summon Elemental |
| 17th | Banishing Smite, Contact Other Plane |
Genie's Splendor
When you aren't wearing any armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers. You can use a Shield and still gain this benefit.
You also gain proficiency in one of the following skills of your choice: Acrobatics, Intimidation, Performance, or Persuasion.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
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
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 8
Ability Score Improvement
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
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
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 Improvement
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
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 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Level 18
Aura Expansion
Your Aura of Protection is now a 30-foot Emanation.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Truesight is recommended.
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 Aura of Protection fails a D20 Test, you can take a Reaction to make you or that ally succeed instead.
Paladin Features
| Level | Proficiency Bonus | Class Features | Channel Divinity | Weapon Mastery | Prepared Spells | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | ||||||
| 1 | +2 | Lay on Hands, Spellcasting | - | 1 | 2 | 2 | 0 | 0 | 0 | 0 |
| 2 | +2 | Weapon Mastery, Paladin's Smite | - | 1 | 3 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | Channel Divinity, Channel Divinity, Oath Spells, Tenets of Redemption | 2 | 1 | 4 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 2 | 1 | 5 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | Extra Attack, Faithful Steed | 2 | 1 | 6 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | Aura of Protection | 2 | 2 | 6 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | Aura of the Guardian | 2 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 2 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | Abjure Foes | 2 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | Aura of Courage | 2 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | Two Extra Attacks, Radiant Strikes | 3 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 3 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | - | 3 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | Restoring Touch | 3 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | Protective Spirit | 3 | 3 | 12 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | Ability Score Improvement | 3 | 4 | 12 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | Three Extra Attacks | 3 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Aura Expansion | 3 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | 3 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Emissary of Redemption | 3 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
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. The information below details how you use those rules with Paladin spells.
- 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 level 1 Paladin spells. 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.
Level 2
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
- Blessed Warrior. You can forgo any number of weapon mastery. If you do, you can learn a number of Cleric cantrips of your choice equal to the number of weapon mastery you forgo. 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.
When you reach certain Paladin levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Paladin Features table.
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.
- 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.
Channel Divinity
You gain the following two Channel Divinity options.
- Emissary of Peace. You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.
- Rebuke the Violent. You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Redemption Spells table. See the Sacred Oath class feature for how oath spells work.
| Paladin Level | Spells |
|---|---|
| 3rd | Sanctuary, Sleep |
| 5th | Calm Emotions, Hold Person |
| 9th | Counterspell, Hypnotic Pattern |
| 13th | Otiluke's Resilient Sphere, Stoneskin |
| 17th | Hold Monster, Wall of Force |
Tenets of Redemption
The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.
- Peace. Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.
- Innocence. All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.
- Patience. Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow that seed to survive and flourish.
- Wisdom. Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
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
Aura of the Guardian
You can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.
At 18th level, the range of this aura increases to 30 feet.
Level 8
Ability Score Improvement
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
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
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 Improvement
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
Protective Spirit
A holy presence mends your wounds in battle. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren't incapacitated.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Level 18
Aura Expansion
Your Aura of Protection is now a 30-foot Emanation.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Truesight is recommended.
Level 20
Emissary of Redemption
You become an avatar of peace, which gives you two benefits:
- You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
- Whenever a creature hits you with an attack, it takes radiant damage equal to half the damage you take from the attack.
If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest.
Paladin Features
| Level | Proficiency Bonus | Class Features | Channel Divinity | Weapon Mastery | Prepared Spells | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | ||||||
| 1 | +2 | Lay on Hands, Spellcasting | - | 1 | 2 | 2 | 0 | 0 | 0 | 0 |
| 2 | +2 | Weapon Mastery, Paladin's Smite | - | 1 | 3 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | Channel Divinity, Oath of Vengeance Spells, Vow of Enmity | 2 | 1 | 4 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 2 | 1 | 5 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | Extra Attack, Faithful Steed | 2 | 1 | 6 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | Aura of Protection | 2 | 2 | 6 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | Relentless Avenger | 2 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 2 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | Abjure Foes | 2 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | Aura of Courage | 2 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | Two Extra Attacks, Radiant Strikes | 3 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 3 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | - | 3 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | Restoring Touch | 3 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | Soul of Vengeance | 3 | 3 | 12 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | Ability Score Improvement | 3 | 4 | 12 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | Three Extra Attacks | 3 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Aura Expansion | 3 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | 3 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Avenging Angel | 3 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
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. The information below details how you use those rules with Paladin spells.
- 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 level 1 Paladin spells. 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.
Level 2
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
- Blessed Warrior. You can forgo any number of weapon mastery. If you do, you can learn a number of Cleric cantrips of your choice equal to the number of weapon mastery you forgo. 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.
When you reach certain Paladin levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Paladin Features table.
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.
- 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.
Oath of Vengeance Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Vengeance Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3rd | Bane, Hunter's Mark |
| 5th | Hold Person, Misty Step |
| 9th | Haste, Protection from Energy |
| 13th | Banishment, Dimension Door |
| 17th | Hold Monster, Scrying |
Vow of Enmity
When you take the Attack action, you can expend one use of your Channel Divinity to utter a vow of enmity against a creature you can see within 30 feet of yourself. You have Advantage on attack rolls against the creature for 1 minute or until you use this feature again.
If the creature drops to 0 Hit Points before the vow ends, you can transfer the vow to a different creature within 30 feet of yourself (no action required).
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
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
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 8
Ability Score Improvement
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
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
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 Improvement
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
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 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Level 18
Aura Expansion
Your Aura of Protection is now a 30-foot Emanation.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Truesight is recommended.
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.
Paladin Features
| Level | Proficiency Bonus | Class Features | Channel Divinity | Weapon Mastery | Prepared Spells | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | ||||||
| 1 | +2 | Lay on Hands, Spellcasting | - | 1 | 2 | 2 | 0 | 0 | 0 | 0 |
| 2 | +2 | Weapon Mastery, Paladin's Smite | - | 1 | 3 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | Channel Divinity, Channel Divinity, Oath Spells, Tenets of the Watchers | 2 | 1 | 4 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 2 | 1 | 5 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | Extra Attack, Faithful Steed | 2 | 1 | 6 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | Aura of Protection | 2 | 2 | 6 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | Aura of the Sentinel | 2 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 2 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | Abjure Foes | 2 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | Aura of Courage | 2 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | Two Extra Attacks, Radiant Strikes | 3 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 3 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | - | 3 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | Restoring Touch | 3 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | Vigilant Rebuke | 3 | 3 | 12 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | Ability Score Improvement | 3 | 4 | 12 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | Three Extra Attacks | 3 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Aura Expansion | 3 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | 3 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Mortal Bulwark | 3 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
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. The information below details how you use those rules with Paladin spells.
- 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 level 1 Paladin spells. 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.
Level 2
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
- Blessed Warrior. You can forgo any number of weapon mastery. If you do, you can learn a number of Cleric cantrips of your choice equal to the number of weapon mastery you forgo. 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.
When you reach certain Paladin levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Paladin Features table.
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.
- 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.
Channel Divinity
You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
- Watcher's Will. You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.
- Abjure the Extraplanar. You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can take the Dodge action.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Watchers Spells table. See the Sacred Oath class feature for how oath spells work.
| Paladin Level | Spells |
|---|---|
| 3rd | Alarm, Detect Magic |
| 5th | Moonbeam, See Invisibility |
| 9th | Counterspell, Nondetection |
| 13th | Aura of Purity, Banishment |
| 17th | Hold Monster, Scrying |
Tenets of the Watchers
A paladin who assumes the Oath of the Watchers swears to safeguard mortal realms from otherworldly threats.
- Vigilance. The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.
- Loyalty. Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty.
- Discipline. You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
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
Aura of the Sentinel
You emit an aura of alertness while you aren't incapacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus.
At 18th level, the range of this aura increases to 30 feet.
Level 8
Ability Score Improvement
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
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
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 Improvement
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
Vigilant Rebuke
You've learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the creature that forced the saving throw.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Level 18
Aura Expansion
Your Aura of Protection is now a 30-foot Emanation.
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Truesight is recommended.
Level 20
Mortal Bulwark
You manifest a spark of divine power in defense of the mortal realms. As a bonus action, you gain the following benefits for 1 minute:
- You gain truesight with a range of 120 feet.
- You have advantage on attack rolls against aberrations, celestials, elementals, fey, and fiends.
- When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is magically banished to its native plane of existence if it's currently not there. On a successful save, the creature can't be banished by this feature for 24 hours.
Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.