Paladin

Paladin

Paladin

Paladins are holy knights, devoted champions of virtue and righteousness. They serve as paragons of their beliefs and follow a sacred oath, binding them to a higher calling, such as justice, loyalty, or protection. Clad in heavy armor and wielding mighty weapons, paladins are formidable warriors on the battlefield, but they are not just skilled fighters. They also possess divine magic granted to them by their oath, allowing them to heal wounds, smite evil with radiant power, and protect their allies from harm.

The power of a paladin is closely tied to their unwavering commitment to their oath and the principles they uphold. Should they break their oath or act contrary to their beliefs, they risk losing their divine favor and abilities. Despite this, paladins remain steadfast in their devotion, acting as beacons of hope and inspiration to those around them.

Paladins are often seen as the moral compass of the party, seeking to uphold honor and integrity, while battling darkness and corruption wherever it may lurk. With their strong sense of purpose, unyielding faith, and righteous might, paladins are revered and respected allies in the ongoing fight against evil.

Class Features

As a paladin, you gain the following features.

Hit Points

Hit Dice: 1d10 per paladin level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st

Proficiencies

Armor: Heavy Armor, Light Armor, Medium Armor, Shield

Weapon: Martial Weapon, Simple Weapon

Saving Throw: Wisdom, Charisma

Skills: You have 2 of the following skills: Athletics, Insight, Intimidation, Medicine, Persuasion, Religion.

Starting Gold

You start with 5d4 x 10 gold pieces (GP) unless you choose to take the equipment below

Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) any martial weapon
  • shield
  • (a) (5x) javelin or (b) any simple melee weapon
  • (a) priest's pack or (b) explorer's pack
  • (a) any holy symbol
  • chain mail

Paladin Features Table

LVL Pro+ Features Spell Slots per Spell Level
1st2nd3rd4th5th
1st +2 Divine Sense, Lay on Hands
2nd +2 Fighting Style, Spellcasting, Divine Smite 2
3rd +2 Divine Health, Sacred Oath, Sacred Oaths Feature 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4 2
6th +3 Aura of Protection 4 2
7th +3 Sacred Oaths Feature 4 3
8th +3 Ability Score Improvement 4 3
9th +4 4 3 2
10th +4 Aura of Courage 4 3 2
11th +4 Improved Divine Smite 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 Cleansing Touch 4 3 3 1
15th +5 Sacred Oaths Feature 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Aura of Protection improvement, Aura of Courage improvement 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Sacred Oaths Feature 4 3 3 3 2

Class Features at Level

Level 1

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). 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.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Level 1

Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Level 2

Fighting Style

You adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-­‐‑handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Level 2

Spellcasting

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.

Preparing and Casting Spells

The Paladin table shows how many spell slots you have to cast your spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd- level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier.

Spell attack modifier = your proficiency bonus + your Charisma modifier.

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your paladin spells.

Level 2

Divine Smite

When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-­‐‑level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.

Level 3

Divine Health

The divine magic flowing through you makes you immune to disease.

Level 3

Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose an oath, such as the Oath of Devotion.

Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

Oath Spells

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.

If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

Channel Divinity

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

Level 3

Sacred Oaths Feature

Your Sacred Oaths grants you abilities at this level.

Level 4

Ability Score Improvement

You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 5

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Level 6

Aura of Protection

Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

Level 7

Sacred Oaths Feature

Your Sacred Oaths grants you abilities at this level.

Level 8

Ability Score Improvement

You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 10

Aura of Courage

You and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

Level 11

Improved Divine Smite

You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.

Level 12

Ability Score Improvement

You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 14

Cleansing Touch

You can use your action to end one spell on yourself or on one willing creature that you touch.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.

Level 15

Sacred Oaths Feature

Your Sacred Oaths grants you abilities at this level.

Level 16

Ability Score Improvement

You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 18

Aura of Protection improvement

Whenever you or a friendly creature within 30 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

Level 18

Aura of Courage improvement

You and friendly creatures within 30 feet of you can’t be frightened while you are conscious.

Level 19

Ability Score Improvement

You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 20

Sacred Oaths Feature

Your Sacred Oaths grants you abilities at this level.

Breaking Your Oath

A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath.

A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all- night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh.

If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the GM’s discretion, an impenitent paladin might be forced to abandon this class and adopt another.

Sacred Oaths

Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin’s training. Some characters with this class don’t consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin’s heart.

Oath of Devotion

Oath of Devotion

The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. 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 their devotion. They hold angels—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.

Tenets of Devotion

Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.

Honesty. Don’t lie or cheat. Let your word be your promise.

Courage. Never fear to act, though caution is wise.

Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.

Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.

Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

Oath Spells

You gain oath spells at the paladin levels listed.

Level Spells
3rd Protection from Evil and Good, sanctuary
5th Lesser Restoration, zone of truth
9th Beacon of Hope, dispel magic
13th Freedom of Movement, guardian of faith
17th commune, flame strike

Oath of Devotion Features Table

LVL Pro+ Features Spell Slots per Spell Level
1st2nd3rd4th5th
1st +2
2nd +2 2
3rd +2 Channel Divinity 3
4th +2 3
5th +3 4 2
6th +3 4 2
7th +3 Aura of Devotion 4 3
8th +3 4 3
9th +4 4 3 2
10th +4 4 3 2
11th +4 4 3 3
12th +4 4 3 3
13th +5 4 3 3 1
14th +5 4 3 3 1
15th +5 Purity of Spirit 4 3 3 2
16th +5 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Aura of Devotion 4 3 3 3 1
19th +6 4 3 3 3 2
20th +6 4 3 3 3 2
Level 3

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20‑foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it 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 move to a space within 30 feet of you. It also can’t take reactions. 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 use the Dodge action.

Level 7

Aura of Devotion

You and friendly creatures within 10 feet of you can’t be charmed while you are conscious.

Level 15

Purity of Spirit

You are always under the effects of a protection from evil and good spell.

Level 18

Aura of Devotion

You and friendly creatures within 30 feet of you can’t be charmed while you are conscious.

Oath of Echoes

Oath of Echoes

Paladins who take the Oath of Echoes are bound by the concept that history is a wheel, always repeating itself in different forms. They become scholars and keepers of ancient wisdom, understanding that the lessons of the past can solve problems in the present and future. They believe that by mastering the echoes of history, they can bend destiny to favor the righteous and the just.

Tenets of Echoes

  • Preservation: Seek out and protect the knowledge and artifacts of the past.
  • Reflection: Before action, ponder the lessons of history to find the wisest course.
  • Cycle: Acknowledge the cyclical nature of history, and strive to repeat its triumphs while avoiding its tragedies.
  • Guidance: Use the wisdom of the past to guide and mentor those who will shape the future.

Oath Spells

You gain oath spells at the Paladin levels listed.

  • 3rd: Identify, Comprehend Languages
  • 5th: Augury, Locate Object
  • 9th: Speak with Dead, Tongues
  • 13th: Arcane Eye, Divination
  • 17th: Legend Lore, Commune

Paladin Level Spells
3rd Identify, Comprehend Languages
5th Augury, Locate Object
9th Speak with Dead, Tongues
13th Arcane Eye, Divination
17th Legend Lore, Commune

Oath of Echoes Features Table

LVL Pro+ Features Spell Slots per Spell Level
1st2nd3rd4th5th
1st +2
2nd +2 2
3rd +2 Channel Divinity 3
4th +2 3
5th +3 4 2
6th +3 4 2
7th +3 Timeless Wisdom 4 3
8th +3 4 3
9th +4 4 3 2
10th +4 4 3 2
11th +4 4 3 3
12th +4 4 3 3
13th +5 4 3 3 1
14th +5 4 3 3 1
15th +5 Historian's Insight 4 3 3 2
16th +5 4 3 3 2
17th +6 4 3 3 3 1
18th +6 4 3 3 3 1
19th +6 4 3 3 3 2
20th +6 Echoes of Destiny 4 3 3 3 2
Level 3

Channel Divinity

At 3rd level, you gain the following two Channel Divinity options.

  • Whispers of the Past: As an action, gain proficiency in a skill or tool of your choice for 10 minutes.
  • Echoing Strike: When you hit a creature with a melee weapon attack, you can use Channel Divinity to force the creature to make a Wisdom saving throw. On a failed save, the creature becomes vulnerable to the type of damage dealt by the attack until the end of your next turn.
Level 7

Timeless Wisdom

Starting at 7th level, you gain the ability to cast the Counterspell spell, but only as a reaction to counter a spell that has been cast within 60 feet of you. You can use this feature a number of times equal to your Charisma modifier, and regain all expended uses upon finishing a long rest.

Level 15

Historian's Insight

At 15th level, you can use your reaction when you or an ally within 30 feet makes an attack roll, saving throw, or ability check. The creature can reroll the d20 and must use the new roll.

Level 20

Echoes of Destiny

At 20th level, as an action, you can call upon the echoes of history to shape the present. For 1 minute, you gain the following benefits:

  • You gain Truesight with a range of 60 feet.
  • Once on each of your turns when you miss with an attack, you can choose to hit instead.
  • When a creature within 60 feet of you casts a spell, you can use your reaction to attempt to counter it as if you were casting Counterspell, regardless of the spell’s level.

Once you use this feature, you can’t use it again until you complete a long rest.

Oath of the Hearth

Oath of the Hearth

Paladins who swear the Oath of the Hearth bind themselves to the concept of home, sanctuary, and community. They are the protectors of the vulnerable and the keepers of sacred places, drawing on the warmth and power of the hearth to shield their allies and punish those who would desecrate their sanctuaries.

Tenets of the Hearth

  • Sanctuary: Provide safety for the weak and oppressed.
  • Unity: Stand with your allies, for the strength of the home is the community.
  • Nurturing: Aid in the growth and development of others, as a hearth nurtures those who gather around it.
  • Sacred Boundaries: Protect your sanctuary and all within it from corruption and harm.

Oath Spells

You gain oath spells at the Paladin levels listed.

Paladin Level Spells
3rd Sanctuary, Alarm
5th Warding Bond, Flame Blade
9th Protection from Energy, Create Food and Water
13th Aura of Purity, Guardian of Faith
17th Flame Strike, Hallow

Oath of the Hearth Features Table

LVL Pro+ Features Spell Slots per Spell Level
1st2nd3rd4th5th
1st +2
2nd +2 2
3rd +2 Channel Divinity 3
4th +2 3
5th +3 4 2
6th +3 4 2
7th +3 Shield of the Hearth 4 3
8th +3 4 3
9th +4 4 3 2
10th +4 4 3 2
11th +4 4 3 3
12th +4 4 3 3
13th +5 4 3 3 1
14th +5 4 3 3 1
15th +5 Beacon of Sanctuary 4 3 3 2
16th +5 4 3 3 2
17th +6 4 3 3 3 1
18th +6 4 3 3 3 1
19th +6 4 3 3 3 2
20th +6 Guardian of the Sacred Flame 4 3 3 3 2
Level 3

Channel Divinity

At 3rd level, you gain the following two Channel Divinity options.

  • Blessing of the Hearth: As an action, you can bless a room or similar enclosed space. For the next hour, any ally who enters this space gains temporary hit points equal to your Paladin level + your Charisma modifier.
  • Warmth of the Flame: As an action, you can channel divine warmth to thaw cold hearts and bodies. Choose a number of creatures up to your Charisma modifier within 30 feet of you. They gain resistance to cold damage and advantage on saving throws against being frightened for 1 minute.
Level 7

Shield of the Hearth

Starting at 7th level, when a creature you can see within 10 feet of you takes damage, you can use your reaction to reduce that damage by an amount equal to your Paladin level.

Level 15

Beacon of Sanctuary

At 15th level, your aura extends up to 30 feet. Any ally within this aura gains resistance to damage from spells.

Level 20

Guardian of the Sacred Flame

At 20th level, as an action, you can embody the eternal flame of the hearth. For 1 minute, you gain the following benefits:

  • Bright light emanates 30 feet from you and dim light for an additional 30 feet.
  • You and your allies within this light gain immunity to being frightened and resistance to all damage.
  • When you make a weapon attack, you can add 1d8 fire damage to the attack’s damage roll.

Once you use this feature, you can’t use it again until you finish a long rest.

L Title Class Range
2 Aid Cleric, Paladin 30 feet
4 Banishment Cleric, Paladin, Sorcerer, Warlock, Wizard 60 feet
1 Bless Cleric, Paladin 30 feet
2 Branding Smite Paladin Self
1 Command Cleric, Paladin 60 feet
3 Create Food and Water Cleric, Paladin 30 feet
1 Cure Wounds Bard, Cleric, Druid, Paladin, Ranger Touch
3 Daylight Cleric, Druid, Paladin, Ranger, Sorcerer 60 feet
4 Death Ward Cleric, Paladin Touch
1 Detect Evil and Good Cleric, Paladin Self
1 Detect Magic Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard Self
1 Detect Poison and Disease Cleric, Druid, Paladin, Ranger Self
5 Dispel Evil and Good Cleric, Paladin Self
3 Dispel Magic Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard 120 feet
1 Divine Favor Paladin Self
2 Find Steed Paladin 30 feet
5 Geas Bard, Cleric, Druid, Paladin, Wizard 60 feet
1 Heroism Bard, Paladin Touch
2 Lesser Restoration Bard, Cleric, Druid, Paladin, Ranger Touch
4 Locate Creature Bard, Cleric, Druid, Paladin, Ranger, Wizard Self
2 Locate Object Bard, Cleric, Druid, Paladin, Ranger, Wizard Self
3 Magic Circle Cleric, Paladin, Warlock, Wizard 10 feet
2 Magic Weapon Paladin, Wizard Touch
1 Protection from Evil and Good Cleric, Paladin, Warlock, Wizard Touch
2 Protection from Poison Cleric, Druid, Paladin, Ranger Touch
1 Purify Food and Drink Cleric, Druid, Paladin 10 feet
5 Raise Dead Bard, Cleric, Paladin Touch
3 Remove Curse Cleric, Paladin, Warlock, Wizard Touch
3 Revivify Cleric, Paladin Touch
1 Shield of Faith Cleric, Paladin 60 feet
2 Zone of Truth Bard, Cleric, Paladin 60 feet

Credits: SRD 5.1