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Paladin

What Is a Paladin?

Paladins are holy warriors bound by sacred oaths—unyielding vows sworn to ideals greater than themselves. These oaths may be made to gods, cosmic principles, ancestral spirits, or even to a deeply personal conviction forged in a moment of crisis. Whatever their origin, a Paladin’s oath is a source of divine power that transforms resolve into magic.

Through faith, discipline, and force of will, Paladins wield divine magic to heal the wounded, shield allies from harm, and strike down foes with radiant fury. They stand on the front lines of battle, armored champions who combine martial prowess with supernatural might.

Unlike clerics, whose power flows through devotion and ritual, Paladins draw strength from the absolute certainty of their oath. To break that oath is to risk losing the very power that defines them. Some Paladins serve temples or orders, others roam as lone champions, but all are driven by a calling they cannot ignore.

To a Paladin, honor is not a suggestion—it is a weapon, a shield, and a sacred promise.


Becoming a Paladin

As a Level 1 Character

  • 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 Character

  • 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. See the multiclassing rules to determine your available spell slots.

Paladin Progression

LevelProficiency BonusClass FeaturesChannel DivinityPrepared Spells12345
1+2Lay On Hands, Spellcasting, Weapon Mastery22
2+2Fighting Style, Paladin’s Smite32
3+2Channel Divinity, Paladin Subclass243
4+2Ability Score Improvement253
5+3Extra Attack, Faithful Steed2642
6+3Aura of Protection2642
7+3Subclass feature2743
8+3Ability Score Improvement2743
9+4Abjure Foes29432
10+4Aura of Courage29432
11+4Radiant Strikes310433
12+4Ability Score Improvement310433
13+53114331
14+5Restoring Touch3114331
15+5Subclass feature3124332
16+5Ability Score Improvement3124332
17+631443331
18+6Aura Expansion31443331
19+6Epic Boon31543332
20+6Subclass feature31543332

Paladin Class Features

As a Paladin, you gain the following class features when you reach the specified Paladin levels. These features are listed in the Paladin Features table.

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.

Level 1: Spellcasting

You have learned to cast spells through prayer and meditation.

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.

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 1: 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. 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.

Level 2: 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.

Level 3: Paladin Subclass

You gain a Paladin subclass of your choice. A subclass is a specialization that grants you features at certain Paladin levels. For the rest of your career, you gain each of your subclass’s features that are of your Paladin level or lower.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Paladin levels 8, 12, and 16.

Level 5: Extra Attack

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

Level 5: 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 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 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 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.


Paladin Subclasses

A Paladin subclass is a specialization that grants you features at certain Paladin levels, as specified in the subclass.

Each of these subclasses represents a body of oaths that a Paladin begins taking upon joining the class. The final oath, taken at level 3, is the culmination of a Paladin’s training. Some characters with this class don’t consider themselves true Paladins until they’ve reached level 3 and made this oath. For others, the swearing of the oath is a formality, an official stamp on what was already in their hearts.

Oath of Devotion (PHB 2024)

Paladins of Devotion are paragons of honor, justice, and duty. They strive to embody the ideal of the righteous knight, holding themselves to uncompromising moral standards.

These Paladins wield radiant power to protect the innocent and strike down evil. Their presence inspires trust and courage, and at their height they become blazing symbols of holy resolve, driving back darkness through sheer virtue.


Oath of the Ancients (PHB 2024)

Paladins of the Ancients swear to preserve the light of the world—life, joy, and beauty in all its forms. Their power flows from ancient traditions tied to nature and the Feywild.

Blending divine magic with primal resilience, these Paladins shield allies from corruption and despair. They are guardians of hope, standing defiant against forces that seek to extinguish life’s vitality.


Oath of Vengeance (PHB 2024)

Paladins of Vengeance are relentless hunters of evil. They abandon mercy when necessary, dedicating themselves to destroying threats that endanger the innocent.

Focused, aggressive, and terrifyingly determined, these Paladins excel at pursuing and annihilating priority targets. To them, justice is not patient—it is swift, decisive, and final.


Oath of Glory (PHB 2024)

Paladins of Glory believe that heroism is proven through great deeds. They seek physical perfection, legendary achievements, and the chance to inspire others through bold action.

Their magic enhances athleticism, leadership, and battlefield momentum. These Paladins are champions and icons, driven to carve their names into history through courage and excellence.


Additional Paladin Oaths (Other 5e Sources)


Oath of Redemption (Xanathar’s Guide to Everything)

Paladins of Redemption seek peace above all else. They believe violence should be a last resort and that even the wicked may yet choose a better path.

Defensive and compassionate, these Paladins specialize in protection, healing, and turning enemy aggression back upon itself. When forced to fight, they do so with restraint and sorrow—not hatred.


Oath of Conquest (Xanathar’s Guide to Everything)

Paladins of Conquest seek order through domination. They believe peace is achieved when opposition is crushed and fear enforces obedience.

These Paladins excel at battlefield control, locking enemies in place with terror and overwhelming presence. To face a Conquest Paladin is to feel hope itself falter under iron resolve.


Oath of the Crown (Sword Coast Adventurer’s Guide)

Paladins of the Crown swear loyalty to law, nation, or sovereign. Their duty is to uphold civilization, even at great personal cost.

Focused on protection, positioning, and enforcing authority, these Paladins act as guardians of the realm—royal champions, military commanders, and unbreakable shields against chaos.


Oath of the Watchers (Tasha’s Cauldron of Everything)

Paladins of the Watchers stand vigilant against threats from beyond the world—fiends, aberrations, celestials gone astray, and extraplanar horrors.

Ever alert and disciplined, these Paladins specialize in detection, control, and rapid response. They are sentinels at the boundary of reality, sworn to ensure that what lurks beyond never gains a foothold within.


Oathbreaker (Dungeon Master’s Guide)

Oathbreakers are Paladins who have forsaken their sacred vows, embracing darkness, ambition, or forbidden power in their place.

Feared and often hunted, these fallen champions wield corrupted divine magic, commanding fear, undead, and despair. An Oathbreaker is not merely a Paladin who failed—they are proof of how terrifying a Paladin can become when conviction turns to ruin.

Main info Paladin:

Hit Die: d10 per Paladin level
Primary Ability: Strength & Charisma
Armor: Light, Medium, Heavy armor; Shields
Weapons: Simple weapons, Martial weapons
Tools: None
Skills: Choose 2 — Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion
Saves: Wisdom, Charisma
Combat Role: Frontline defender, burst damage dealer, party support and protector
Key Mechanic: Divine Smite, Auras, Channel Divinity, Lay On Hands
Starting Equipment: Choose one:
A: Chain mail, shield, longsword, 6 javelins, holy symbol, priest’s pack, and 9 gp
B: 150 gp
Complexity: Medium
Best For Players Who: Want a heavily armored holy warrior who blends strong melee combat with divine magic, excels at protecting allies, punishing enemies with radiant burst damage, and embodying powerful moral or ideological oaths


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