Paladin
The most important aspect of a Paladin character is the Nature of his or her holy quest. Although the Class Features related to your oath don’t appear until you reach 3rd Level, plan ahead for that choice by reading the oath descriptions at the end of the class. Are you a devoted servant of good, loyal to the gods of justice and honor, a holy knight in shining armor venturing forth to smite evil? Are you a glorious champion of the light, cherishing everything beautiful that stands against the shadow, a knight whose oath descends from traditions older than many of the gods? Or are you an embittered loner sworn to take vengeance on those who have done great evil, sent as an angel of death by the gods or driven by your need for revenge? Many deities are worshiped by paladins throughout the multiverse, such as Torm, Tyr, Heironeous, Paladine, Kiri-Jolith, Dol Arrah, the Silver Flame, Bahamut, Athena, Re-Horakhty, and Heimdall.
How did you experience your call to serve as a paladin? Did you hear a Whisper from an unseen god or angel while you were at prayer? Did another Paladin sense the potential within you and decide to train you as a squire? Or did some terrible event—the destruction of your home, perhaps—drive you to your quests? Perhaps you stumbled into a sacred grove or a hidden elven enclave and found yourself called to protect all such refuges of goodness and beauty. Or you might have known from your earliest memories that the paladin’s life was your calling, almost as if you had been sent into the world with that Purpose stamped on your soul.
As guardians against the forces of wickedness, paladins are rarely of any evil Alignment. Most of them walk the paths of charity and justice. Consider how your alignment colors the way you pursue your holy quest and the manner in which you conduct yourself before gods and mortals. Your oath and alignment might be in harmony, or your oath might represent standards of behavior that you have not yet attained.
hit dice:
1d10
hit points at 1st level:
10 + Constitution Modifier
hit points at higher levels:
1d10 (6) + Constitution Modifier
armor proficiencies:
All armor, shields
weapon proficiencies:
Simple weapons, martial weapons
tools:
Simple weapons, martial weapons
saving throws:
Wisdom, Charisma
skills:
Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
- ► (a) a martial weapon and a shield or (b) two martial weapons
- ► (a)five javelins or (b) any simple melee weapon
- ► (a) priest's pack or (b) an explorer's pack
- ► Chain mail and a holy symbol
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 paladin 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 1 st 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.
Spell Casting 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
Spell Casting Focus. You can use a holy symbol (see chapter 5 , "Equipment") as a spellcasting focus for your paladin spells.
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.
class features:
Divine Sense
Divine Sense
1st-Level Paladin Feature
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.
Lay on Hands
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 x 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.
Divine Smite
Divine Smite
2nd-Level Paladin Feature
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 d8 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, to a maximum of 6d8 .
Divine Health
Divine Health
3rd-Level Paladin Feature
The divine magic flowing through you makes you immune to disease.
Extra Attack
Extra Attack
5th-Level Paladin Feature
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Aura of Protection
Aura of Protection
6th-Level Paladin Feature
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.
At 18th level, the range of this aura increases to 30 feet.
Aura of Courage
Aura of Courage
10th-Level Paladin Feature
You and friendly creatures within 10 feet of you can't be frightened while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Improved Devine Smite
Improved Devine Smite
11th-Level Paladin Feature
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.
Cleansing Touch
Cleansing Touch
14th-Level Paladin Feature
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 | FEATURES | 1ST | 2ND | 3RD | 4TH | 5TH |
---|
1st | Divine Sense, Lay on Hands | - | - | - | - | - |
2nd | Fighting Style, Spellcasting, Divine Smite | 2 | - | - | - | - |
3rd | Divine Health, Sacred Oath | 3 | - | - | - | - |
4th | Ability Score Improvement or Choose a feat | 3 | - | - | - | - |
5th | Extra Attack | 4 | 2 | - | - | - |
6th | Aura of Protection | 4 | 2 | - | - | - |
7th | Sacred Oath feature | 4 | 3 | - | - | - |
8th | Ability Score Improvement or Choose a feat | 4 | 3 | - | - | - |
9th | - | 4 | 3 | 2 | - | - |
10th | Aura of Courage | 4 | 3 | 2 | - | - |
11th | Improved Divine Smite | 4 | 3 | 3 | - | - |
12th | Ability Score Improvement or Choose a feat | 4 | 3 | 3 | - | - |
13th | - | 4 | 3 | 3 | 1 | - |
14th | Cleansing Touch | 4 | 3 | 3 | 1 | - |
15th | Sacred Oath Feature | 4 | 3 | 3 | 2 | - |
16th | Ability Score Improvement or Choose a feat | 4 | 3 | 3 | 2 | - |
17th | - | 4 | 3 | 3 | 3 | 1 |
18th | Aura Improvements | 4 | 3 | 3 | 3 | 1 |
19th | Ability Score Improvement or Choose a feat | 4 | 3 | 3 | 3 | 2 |
20th | Sacred Oath feature | 4 | 3 | 3 | 3 | 2 |