Paladin

Class Features

As a Paladin, you gain the following class 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: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, History, Insight, Intimidation, Medicine, Persuasion, and Religion

Equipment

You start with 200 gp, in addition to the equipment granted by your background. The following are good starting items for paladins:

Table: The Paladin
LevelFeaturesLessons KnownSmite DamageManeuvers KnownFocus PoolManeuver DegreeMana PoolMax Spell Level
1stDivine Sense, Lay on Hands
2ndCombat Maneuvers, Divine Smite, Spellcasting, Fighting Style1d8221st41st
3rdSacred Oath, Divine Lessons21d8231st61st
4thAbility Score Improvement21d8231st61st
5thExtra Attack, Heraldic Sermon32d8341st142nd
6thAura32d8341st142nd
7thSacred Oath feature42d8351st172nd
8thAbility Score Improvement42d8351st172nd
9thInspiring Devotion53d8462nd273rd
10thImproved Aura53d8462nd273rd
11thDivine Warrior63d8462nd323rd
12thAbility Score Improvement63d8462nd323rd
13thAura Improvement74d8572nd384th
14thMerciful Touch74d8572nd384th
15thSacred Oath feature84d8572nd444th
16thAbility Score Improvement84d8572nd444th
17thCelestial Alignment95d8683rd575th
18thAura Improvement95d8683rd575th
19thAbility Score Improvement105d8683rd645th
20thDivine Exemplar, Sacred Oath feature105d8683rd645th
Table: The Epic Level Paladin
LevelFeaturesLessons KnownSmite DamageManeuvers KnownFocus PoolManeuver DegreeMana PoolMax Spell Level
21stEpic Ability Score Improvement, Improved Divine Sense116d8793rd736th
22ndChannel Divinity (2/rest)116d8793rd736th
23rdGreater Divine Warrior126d8793rd736th
24thSacred Oath feature126d8793rd736th
25thEpic Ability Score Improvement, Improved Lay on Hands137d88104th837th
26thGreater Divine Smite137d88104th837th
27thSacred Oath feature147d88104th837th
28thExtra Attack (2)147d88104th837th
29thEpic Ability Score Improvement, Divine Herald158d89114th948th
30thDivine Champion158d89114th948th

Divine Sense

1st-level Paladin feature
When you finish a long rest, choose a number of creature types from the following list equal to half your proficiency bonus (rounded up): aberrations, celestials, elementals, fey, fiends, or undead. You can always sense when a creature of one of your chosen types is within 30 feet of you, but cannot determine their number or location. As an action, you can briefly enhance your senses to learn the location and number of any creatures of your chosen types within 60 feet of you until the end of your next turn.

Within the same radius, you also detect any locations that have 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.

Lay on Hands

1st-level Paladin feature
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 a Bonus 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.

Combat Maneuvers

2nd-level Paladin feature
You gain the ability to use combat maneuvers. You gain proficiency in two combat traditions from the following list: Cavalry, Juggernaut, Teamwork, Templar. You learn two maneuvers of your choice from traditions you are proficient with.

The Paladin table shows how much focus you have to use your maneuvers of 1st degree and higher. To use one of your maneuvers, you must expend focus from your focus pool. You regain all expended focus when you finish a short or long rest. Your maneuvers show how much focus they cost. The Maneuvers Known column of the Paladin table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level. You cannot know more maneuvers of a degree than you know of degrees below it.

Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver, and whenever you finish a long rest, you can replace any maneuvers you know with maneuvers from traditions you are proficient with of the same degree over the course of 10 minutes.

Divine Smite

2nd-level Paladin feature
Choose Sacred or Profane. Once you make this choice, it cannot be changed unless you change your oath.

Whenever you hit a creature with a weapon attack you can choose to deliver a divine smite that deals an additional 1d8 radiant (Sacred) or 1d8 necrotic (Profane) damage. The damage increases by 1d8 if the target is one of the creature types you chose for Divine Sense. The amount of extra damage increases as you gain levels in this class, as shown in the Smite Damage column of the Paladin table.

You can use this feature a number of times equal to your proficiency bonus, and regain spent uses upon finishing a long rest.

Spellcasting

2nd-level Paladin feature
You have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.

Mana

The Paladin table shows how much mana you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend mana from your mana pool. You regain all expended mana when you finish a long rest. The mana costs for spells can be found on the mana cost table.

Preparing and Casting Spells

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 (minimum of one spell). The spells must be of a level for which you can cast.

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.

Fighting Style

2nd-level Paladin feature
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.

Archery. You gain a +1 bonus to attack rolls you make with ranged weapons.

Blessed Warrior. You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.

Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Close Quarters Shooter. Making a ranged attack roll while within 5 feet of an enemy doesn't impose disadvantage on your roll. In addition, if you hit a creature within 5 feet of you with a ranged attack on your turn, that creature can't take reactions until the end of this turn.

Defense. While you are wearing armor, you gain a +1 bonus to AC, and your speed is not reduced by wearing heavy armor.

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.

Free-Hand Fighting. When you make an attack roll against a creature within 5 feet of you, the d20 die result required to activate a flourish is reduced by 2 as long as you have at least one free hand.

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, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception. When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Mariner. As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed. For each of these speeds you already have, your walking speed increases by 5 feet instead.

Opportunist. You have advantage on opportunity attacks.

Protection. Immediately after a creature you can see makes an attack roll and hits a target other than you that is within 5 feet of you, you can use your reaction to interpose your shield and impose a penalty on the attack roll equal to the shield's AC bonus, potentially turning it into a miss. You must be wielding a shield to use this reaction.

Rider. You have advantage on saving throws made to avoid falling off mounts or vehicles. If you fall off your mount or vehicle and descend no more than 10 feet, you can land on your feet if you're not incapacitated. Finally, mounting or dismounting a creature or vehicle costs only 5 feet of movement, rather than half your speed.

Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the offhand attack.

Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. If the damage die of your unarmed strikes is already a d6 or higher, reduce the number required to flourish with unarmed strikes by 1. Additionally, once on your turn when you hit a creature with an unarmed strike, you can deal damage to the creature and also grapple or shove them.

Vigorous Fighting. When you spend hit die to recover focus, you recover an additional 1 focus for each hit die spent.

Martial Versatility

Whenever you gain a level in a class that has the Fighting Style feature, you can replace a fighting style you know with another style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style.

Sacred Oath

3rd-level Paladin feature
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 from the list of available oaths.

Your choice grants you features at 3rd level and again at 7th, 15th, 20th, 24th, and 27th level. Those features include oath spells and the Channel Divinity feature.

Death KnightUndead oathbreaker
HellknightFiendish oathbreaker
Oath of the AncientsPlayer's Handbook. Altered.
Oath of the CrownAltered
Oath of the HearthROYal Brews. Altered.
Oath of the HuntROYal Brews. Altered.
Oath of the Open SeaAltered oath spells and can reuse 20th-level transformation
Oath of the ValkyrieROYal Brews. Altered.
Oath of the WatchersAltered oath spells and slightly altered channel divinity
Oath of ConquestAltered oath spells and can reuse 20th-level transformation
Oath of DevotionPlayer's Handbook. Altered.
Oath of EruditionROYal Brews. Altered.
Oath of GloryAltered oath spells and can reuse 20th-level transformation
Oath of RedemptionXanathar's Guide to Everything. Epic level features added.
Oath of TreacheryAltered oath spells and can reuse 20th-level transformation
Oath of VengeanceAltered

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. Bginning at 22nd level, you can use your Channel Divinity twice between rests.

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

Channel Divinity: Harness Divine Power

You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain mana equal to your proficiency bonus. The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.

Divine Lessons

3rd-level Paladin feature
In preparing to take your oath, you have learned a number of skills and tricks that can help you during your adventures. You gain two divine lessons of your choice. The divine lessons available to you are detailed on the Divine Lessons page. The Lessons Known column of the Paladin table shows when you learn more divine lessons. A level prerequisite refers to your level in this class.

Additionally, when you gain a level in this class, you can choose one of the Divine Lessons you know and replace it with another Divine Lesson that you could learn at that level.

Ability Score Improvement

4th-level Paladin feature
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, 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. In addition, you may select a single Feat you meet the prerequisites for.

You may also replace one of your skill proficiencies with a skill proficiency offered by this class at 1st level. The proficiency you replace does not need to be from this class.

Lastly, you can do one of the following, representing a shift in the interpretation of your oath:

Extra Attack

5th-level Paladin feature
You can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 28th level in this class.

Heraldic Sermon

5th-level Paladin feature
Your oath has so inspired you that your words seem to be imbued with magic when you talk about it. Choose one of the following features.

Castigation

You gain proficiency in the Intimidation skill. If you are already proficient in it, whenever you make a Charisma (Intimidation) check to intimidate those who have broken your oath within the last day, treat a roll of 7 or lower on the d20 as an 8.

Devotion

You gain proficiency in the Persuasion skill. If you are already proficient in it, whenever you make a Charisma (Persuasion) check to convince a creature to act according to your oath, treat a roll of 7 or lower on the d20 as an 8.

Evangelism

You gain proficiency in the Performance skill. If you are already proficient in it, whenever you make a Charisma (Performance) check to inspire people who follow your oath or religion, or to convert those who do not, treat a roll of 7 or lower on the d20 as an 8.

Aura

6th-level Paladin feature
You are able to manifest an aura that aids you and your allies. Your aura has a radius of 10 feet, is centered on you, and you must be conscious for you and your allies to benefit from it. You can have only one of the following auras active at a time, and can change which aura is active whenever you finish a long rest.

The range of all auras increases to 20 feet at 13th level, and to 30 feet at 18th level.

Aura of Clarity. You and friendly creatures within range cannot be charmed. If a charmed ally enters the area, that condition is suppressed while the ally is there.
Aura of Courage. You and friendly creatures within range cannot be frightened. If a frightened ally enters the area, that condition is suppressed while the ally is there.
Aura of Resistance. 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)

Inspiring Devotion

9th-level Paladin feature
You can draw upon your oath for extra assistance in social situations. Choose one of the following features.

Lend Faith

You learn the guidance cantrip. When you cast guidance on a creature other than yourself, you can then choose to add a bonus to their roll equal to your Charisma modifier. Once you have used this feature you can’t do so again until you finish a short or long rest.

Reveal Heresy

You gain proficiency in the Insight skill. Whenever you catch a creature in a lie, or committing an act in direct opposition to your oath, you may declare them a heretic as a reaction. You have Advantage on the next attack roll, ability check, or saving throw you make against that creature within the next minute. Once you have used this feature you can’t do so again until you finish a short or long rest.

Truth of Conviction

You gain proficiency in the Persuasion skill. Whenever you or an ally that can hear you fails a Charisma check while telling the truth, you can use your reaction to make the check a success instead. Once you have used this feature you can’t do so again until you finish a short or long rest.

Improved Aura

10th-level Paladin feature
You gain a more powerful aura that is active alongside your basic Aura. The range of this aura is the same, and you can only have one Improved Aura active at a time. You can swap your active improved aura upon finishing a long rest.

Aura of Healing. Whenever you or a friendly creature inside the aura restores hit points to another creature inside the aura, both creatures regain hit points equal to your Charisma modifier.
Aura of Overcoming. Weapon attacks made by allies within your aura are considered magical for the purpose of overcoming damage resistances and immunities.
Aura of Smiting. Whenever you or an ally within your aura scores a critical hit with a weapon attack, the target takes extra radiant damage (if Sacred) or necrotic damage (if Profane) equal to your Charisma modifier.

Divine Warrior

11th-level Paladin feature
Each of your strikes is infused with divine might. Whenever you hit a creature with a weapon attack, you deal an extra 1d8 radiant damage if you chose Sacred or 1d8 necrotic damage if you chose Profane.

Additionally, whenever you learn a new Divine Lesson or replace an existing one, you can choose from Cleric Signs of Faith or Marshal Lessons of War. Your Paladin levels count as Cleric or Marshal levels for the purpose of fulfilling prerequisites.

Merciful Touch

14th-level Paladin feature
When you use your Lay on Hand on a creature, you can instead expend 5 Hit POInts from the healing pool to produce one of the following effects.

Cleansing Touch. One spell or condition affecting the target ends.
Crusader’s Blessing. The target gains advantage on the next weapon attack it makes within the next hour, and deals an 1d8 radiant damage if you chose Sacred or 1d8 necrotic damage if you chose Profane on a hit.
Iron Will. The target gains advantage on the next Intelligence, Wisdom, or Charisma saving throw it makes within the next hour.

Celestial Alignment

17th-level Paladin feature
You gain the ability to channel great power through your touch based on your alignment. As a Bonus Action, you can expend 60 hit points from your pool of healing from Lay on Hands to cast one of the following spells. You must be within 1 step of the alignment in order to use the option associated with it.

Chaos. You cast disintegrate on a creature within 5 feet of you.
Evil. You cast harm on a creature within 5 feet of you.
Good. You cast heal on yourself or a creature within 5 feet of you.
Law. You cast globe of invulnerability on yourself or a creature within 5 feet of you.
Neutral. You cast primordial ward on yourself or a creature within 5 feet of you.

Divine Exemplar

20th-level Paladin feature
Your deity constantly watches over you. Even death cannot touch you as you recover from mortal wounds in a flash of holy light, a sudden swelling of unnatural darkness, or another expression of potent divine power. When you die after being reduced to 0 hit points by a creature of one of the creature types you chose for Divine Sense, or while exemplifying the tenets of your oath, you return to life at the beginning of your next turn with half of your hit points. Once you have used this feature, you cannot do so again until seven days have passed.

Epic Level Paladin: Epic Ability Score Improvement

21st-level Paladin feature
When you reach 21st level, and again at 25th and 29th level, you gain the benefits of an Ability Score Improvement, but your ability score increase can bring an ability score above 20, to a maximum of 24.

Epic Level Paladin: Improved Divine Sense

21st-level Paladin feature
You can't be Surprised by creatures you sense with your Divine Sense, and you have Advantage on initiative when at least one hostile creature of those types is present in the combat.

Additionally, you can activate your Divine Sense as a Bonus Action, and your enhanced Divine Sense lasts for 1 minute. During this time, you know if you hear a lie told by a creature you can sense with your Divine Sense.

Epic Level Paladin: Greater Divine Warrior

23rd-level Paladin feature
The damage of your Divine Warrior feature increases to 2d8 radiant damage or 2d8 necrotic damage.

Epic Level Paladin: Improved Lay on Hands

25th-level Paladin feature
You can expend 10 hit points from your pool of healing to end one curse on a creature or object. Additionally, when you expend points from your Lay on Hands, you or your target gain temporary hit points equal to half the points you spent.

Epic Level Paladin: Greater Divine Smite

26th-level Paladin feature
You regain the uses of your Divine Smite ability after finishing a short or long rest. Additionally, when you score a critical hit, you may use your Divine Smite without expending a use of your Divine Smite feature.

Epic Level Paladin: Divine Herald

29th-level Paladin feature
When you finish a long rest, you may prepare three additional spells. These spells can be chosen from the Cleric or Paladin spell list. These spells count as Paladin spells for you.

Epic Level Paladin: Divine Champion

30th-level Paladin feature
You have become a true champion of your oath. You gain the following benefits:

Greater Auras. The range of your auras becomes 60 feet. You can change the benefit granted by your Aura and Improved Aura as a Bonus Action.
Greater Lay on Hands. When you spend a use of your Lay on Hands to do anything other than restore hit points or cast a spell, you can choose to restore hit points in addition to the other effects.
Greater Divine Exemplar. Once you use your Divine Exemplar feature, you cannot do so again until you finish a long rest.