Paladin

© Wizards of the Coast LLC | Michael Broussard
Paladins are wielders of divine powers whose might comes from their conviction in their oath, be it devotion to a cause, protection of an ideal, or stalwart support of a god. While divine in nature, paladins are not always holy warriors, and a singular individual overcome with the tenacity of their beliefs can manifest this strength unshackled to a greater organization. The nature of these holy warriors varies significantly, and while many are bulwarks of good, conviction has no alignment.
While some paladins may operate out of a central location where they serve as protectors, many are prone to wandering in pursuit of their oaths as an oath of vengeance may cause them to doggedly pursue those that did them a great wrong, or an oath of redemption may cause them to seek out those who have lost their way in order to bring them back into the light. Regardless of the case, such a dedication to a cause is normally instrumental in what drives a paladin into the greater world.
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, Convince, Insight, Leadership, Medicine, Religion, and Society
Equipment
You start with 200 gp, in addition to the equipment granted by your background. The following are good starting items for paladins:
- A martial weapon and a shield or two martial weapons
- Five javelins or any simple melee weapon
- A priest's pack or an explorer's pack
- Chain mail and a holy symbol
| Level | Features | Lessons Known | Smite Damage | Maneuvers Known | Focus Pool | Maneuver Degree | Mana Pool | Max Spell Level |
|---|---|---|---|---|---|---|---|---|
| 1st | Divine Sense, Lay on Hands | — | — | — | — | – | — | — |
| 2nd | Combat Maneuvers, Divine Smite, Spellcasting, Fighting Style | — | 1d8 | 2 | 2 | 1st | 2 | 1st |
| 3rd | Sacred Oath, Divine Lessons | 2 | 1d8 | 2 | 3 | 1st | 4 | 1st |
| 4th | Ability Score Improvement | 2 | 1d8 | 2 | 3 | 1st | 6 | 1st |
| 5th | Extra Attack, Heraldic Sermon | 3 | 2d8 | 3 | 4 | 1st | 8 | 2nd |
| 6th | Aura | 3 | 2d8 | 3 | 4 | 1st | 10 | 2nd |
| 7th | Sacred Oath feature | 4 | 2d8 | 3 | 5 | 1st | 12 | 2nd |
| 8th | Ability Score Improvement | 4 | 2d8 | 3 | 5 | 1st | 13 | 2nd |
| 9th | Inspiring Devotion | 5 | 3d8 | 4 | 6 | 2nd | 15 | 3rd |
| 10th | Improved Aura | 5 | 3d8 | 4 | 6 | 2nd | 17 | 3rd |
| 11th | Divine Warrior, Channel Divinity (2/rest) | 6 | 3d8 | 4 | 6 | 2nd | 19 | 3rd |
| 12th | Ability Score Improvement | 6 | 3d8 | 4 | 6 | 2nd | 21 | 3rd |
| 13th | Aura Improvement | 7 | 4d8 | 5 | 7 | 2nd | 23 | 4th |
| 14th | Merciful Touch | 7 | 4d8 | 5 | 7 | 2nd | 26 | 4th |
| 15th | Sacred Oath feature | 8 | 4d8 | 5 | 7 | 2nd | 29 | 4th |
| 16th | Ability Score Improvement | 8 | 4d8 | 5 | 7 | 2nd | 32 | 4th |
| 17th | Celestial Alignment | 9 | 5d8 | 6 | 8 | 3rd | 35 | 5th |
| 18th | Aura Improvement | 9 | 5d8 | 6 | 8 | 3rd | 38 | 5th |
| 19th | Ability Score Improvement | 10 | 5d8 | 6 | 8 | 3rd | 41 | 5th |
| 20th | Divine Exemplar, Sacred Oath feature | 10 | 5d8 | 6 | 8 | 3rd | 44 | 5th |
| Level | Features | Lessons Known | Smite Damage | Maneuvers Known | Focus Pool | Maneuver Degree | Mana Pool | Max Spell Level |
|---|---|---|---|---|---|---|---|---|
| 21st | Epic Ability Score Improvement, Improved Divine Sense | 11 | 6d8 | 7 | 9 | 3rd | 47 | 6th |
| 22nd | Channel Divinity (3/rest) | 11 | 6d8 | 7 | 9 | 3rd | 48 | 6th |
| 23rd | Greater Divine Warrior | 12 | 6d8 | 7 | 9 | 3rd | 50 | 6th |
| 24th | Sacred Oath feature | 12 | 6d8 | 7 | 9 | 3rd | 52 | 6th |
| 25th | Epic Ability Score Improvement, Improved Lay on Hands | 13 | 7d8 | 8 | 10 | 4th | 54 | 7th |
| 26th | Greater Divine Smite | 13 | 7d8 | 8 | 10 | 4th | 56 | 7th |
| 27th | Sacred Oath feature | 14 | 7d8 | 8 | 10 | 4th | 58 | 7th |
| 28th | Extra Attack (2) | 14 | 7d8 | 8 | 10 | 4th | 60 | 7th |
| 29th | Epic Ability Score Improvement, Divine Herald | 15 | 8d8 | 9 | 11 | 4th | 62 | 8th |
| 30th | Divine Champion | 15 | 8d8 | 9 | 11 | 4th | 64 | 8th |
Divine Sense
1st-level Paladin feature
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.
Trigger: Action Uses:
1 + your Charisma modifier per Long Rest
You 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.
Lay on Hands
1st-level Paladin feature
Uses: Number equal to your
Paladin level per Long Rest
You touch a creature other than an undead or construct and expend any number of your Lay on Hands uses to cause the following effects:
- The target restores 5 hit points.
- You remove the Poisoned condition from the creature.
- You remove one disease affecting the creature.
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
Uses: Number equal to your
Proficiency Bonus per Long Rest
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.
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 walking 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
When a creature you can see attacks a target other than you that is within 5 feet of you, you can take a Reaction to interpose your shield if you’re holding one. You impose Disadvantage on the triggering attack roll and all other attack rolls against the target until the start of your next turn if you remain within 5 feet of the target.
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.
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 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.
Beginning at 11th level, you can use your Channel Divinity twice between rests, and beginning at 22nd level, you can use it three times between rests. When you finish a Short Rest, you regain your expended uses.
Channel Divinity: Harness Divine Power
Uses: Number of times based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice, per Long Rest You can expend a use of your Channel Divinity to fuel your spells. You touch your holy symbol, utter a prayer, and regain mana equal to half your Proficiency Bonus (rounded up).
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:
- Replace the option you chose for your Heraldic Sermon feature with one of that feature’s other options.
- Replace the option you chose for your Inspiring Devotion feature with one of that feature’s other options.
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.
Devotion
You gain proficiency in the Convince skill. If you are already proficient in it, whenever you make a Convince check to convince a creature to act according to your oath, treat a roll of 7 or lower on the d20 as an 8.
Flagellation
You gain proficiency in the Resilience skill. If you are already proficient in it, whenever you make a Resilience check to endure hardship for the purposes of fulfilling your oath or for a religious practice, treat a roll of 7 or lower on the d20 as an 8.
Evangelism
You gain proficiency in the Leadership skill. If you are already proficient in it, whenever you make a Leadership 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 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 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.
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.
Uses: Once per Short Rest
You can choose to add a bonus to their roll equal to your Charisma modifier.
Reveal Heresy
You gain proficiency in the Insight skill.
Uses: Once per Short Rest
You have Advantage on the next Attack Roll, Ability Check, or Saving Throw you make against that creature within the next minute.
Truth of Conviction
You gain proficiency in the Convince skill.
Uses: Once per Short Rest
You make the check a success instead.
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.
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 Hands on a creature, you can expend a use of the ability to produce one of the following effects.
Celestial Alignment
17th-level Paladin feature
You gain the ability to channel great power through your touch based on your alignment. Choose two of the following spells. Your alignment must be within 2 steps of the alignment of the chosen spell. As a Bonus Action, you can expend 12 uses of your Lay on Hands to cast one of these spells.
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.
Uses: Once you have used this feature, you cannot do so again until seven days have passed You return to life at the beginning of your next turn with half of your hit points.
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 Rolls 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 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:

