Paladin
Level | Prof. Bonus | Class Features | Channel Divinity | Cantrips | Spell Points | Max Spell Level |
---|---|---|---|---|---|---|
1st | +2 | Lay on Hands, Spellcasting | - | 2 | 2 | 1st |
2nd | +2 | Combat Stance, Divine Smite | - | 2 | 2 | 1st |
3rd | +2 | Channel Divinity, Lesser Combat Maneuvers, Sacred Oath | 2 | 2 | 3 | 1st |
4th | +2 | Two Feats | 2 | 2 | 3 | 1st |
5th | +3 | Extra Attack, Faithful Steed | 3 | 2 | 8 | 2nd |
6th | +3 | Oath Feature | 3 | 2 | 8 | 2nd |
7th | +3 | Aura of Protection | 3 | 2 | 10 | 2nd |
8th | +3 | Feat | 3 | 2 | 10 | 2nd |
9th | +4 | Abjure Foes | 3 | 2 | 16 | 3rd |
10th | +4 | Oath Feature | 3 | 3 | 16 | 3rd |
11th | +4 | Radiant Strikes | 3 | 3 | 19 | 3rd |
12th | +4 | Feat | 3 | 3 | 19 | 3rd |
13th | +5 | Aura of Courage | 4 | 3 | 23 | 4th |
14th | +5 | Oath Feature | 4 | 3 | 23 | 4th |
15th | +5 | Cleansing Touch | 4 | 3 | 27 | 4th |
16th | +5 | Feat | 4 | 3 | 27 | 4th |
17th | +6 | Aura Expansion | 4 | 3 | 32 | 5th |
18th | +6 | Divine Conduit | 4 | 3 | 32 | 5th |
19th | +6 | Feat | 4 | 3 | 37 | 5th |
20th | +6 | Epic Boon | 4 | 3 | 37 | 5th |
Class Features
As a Paladin, you gain the following class features when you reach the specified levels in this class. These features are listed on the Paladin table.
Hit Points
Hit Dice: 1d10 per Paladin levelHit Points at 1st Level: 10 + your Constitution modifier
Hit Points per Level after 1st: 1d10 (or 6) + your Constitution modifier
Proficiencies
Saving Throws: Wisdom, CharismaSkills (Choose 2): Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
Weapons: Simple Weapons, Martial Weapons
Tools: None
Armour Training
Light Armour, Medium Armour, Heavy Armour, Shields1st Level: 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 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.
In addition, you can expend 5 Hit Points from the pool of healing to remove the Poisoned condition from the creature, rather than using those points to restore Hit Points.
1st Level: Spellcasting
You have learned to cast spells through prayer, meditation, and devotion.
Cantrips. You know two cantrips of your choice from the Divine spell list. Whenever you gain a Paladin level, you can replace one of your cantrips with another Divine cantrip of your choice. When you reach 10th level in this class, you learn another Divine cantrip of your choice, as shown in the Cantrips column of the Paladin table.
Spell Points. The Paladin table shows how many Spell Points you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a number of points equal to the spell’s level or higher. You regain all expended Spell Points when you finish a Long Rest.
Known Spells of 1st+ Level. You know all 1st-level spells from the Divine spell list. The Max Spell Level column of the Paladin table shows when you gain access to higher level spells.
For example, as a 5th-level Paladin, you can cast spells of 1st or 2nd level from the Divine spell list.
Spellcasting Ability. Charisma is your spellcasting ability for the spells you cast with your Paladin features, since their power derives from the strength of your convictions.
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 the spells you cast with your Paladin features.
2nd Level: Combat Stance
You have honed your martial prowess and gain one Combat Stance of your choice.
2nd Level: Divine Smite
When you strike a target, you can channel divine energy to smite it. Immediately after you hit a target with an attack roll using a weapon or an Unarmed Strike, you can expend one Spell Point to deal Radiant damage to the target. The damage is 2d8 for one Spell Point, plus 1d8 for each additional point, to a maximum of 6d8.
3rd Level: Channel Divinity
You can channel divine energy directly 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 Channel Divinity, you choose which effect to create from among those you have from this class.
You can use Channel Divinity twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Paladin levels, as shown in the Channel Divinity column of the Paladin table.
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.
3rd Level: Lesser Combat Maneuvers
You learn combat maneuvers that are fueled by special dice called maneuver dice. Maneuvers. You learn one maneuver of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn one additional maneuver of your choice at 6th, 10th, and 14th level, choosing from the list of martial maneuvers or the list of maneuvers unique to your class. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one. Maneuver Dice. You have two maneuver dice, which are d4s. A maneuver die is expended when you use it. You regain all of your expended maneuver dice when you finish a Short Rest or Long Rest. You gain another maneuver die at 6th level and one more at 14th level. Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows: Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) Improved Combat Maneuvers. At 10th level, your maneuver dice turn into d6s. At 14th level, they turn into d8s. At 18th level, they turn into d10s.3rd Level: Sacred Oath
You swear the oath that binds you as a paladin forever.
Your sacred oath is a specialization that grants you special abilities at certain Paladin levels. For the rest of your career, you gain each of your oath's features that are of your Paladin level and lower. This class's description tells you the levels when your oath provides features.
Oath of the Ancients | Oath of Devotion |
Oath of Vengeance |
4th Level: Two Feats
You gain the Ability Score Improvement feat and another feat of your choice for which you qualify.
5th Level: Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
5th Level: Faithful Steed
As an Action, you can call on the aid of an otherworldly being, which manifests as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this feature, your steed is replaced by the new one. The steed resembles a Large, rideable animal of your choice. When you use this feature, choose the steed’s creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block.
Combat. The steed is an ally to you and your companions. In combat, it shares your initiative count, and it functions as a controlled mount. If you have the Incapacitated condition, it takes its turn immediately after yours and acts independently, focusing on protecting you.
Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points, if you dismiss it as a Bonus Action, or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you use this feature again, you decide whether you summon the steed that disappeared or a different one.
Once you use this feature, you may not use it again until you complete a Long Rest.
6th Level: Oath Feature
You gain a feature from your sacred oath.
7th Level: Aura of Protection
You radiate a protective, invisible aura that extends 10 feet from you in every direction, but it doesn’t extend through Total Cover. 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 one when entering the auras.
8th Level: Feat
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
9th Level: Abjure Foes
As a Magic action, you can expend one use of your Channel Divinity to overwhelm foes with divine 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 make a Wisdom saving throw. On a failed save, the target has the Dazed and Frightened conditions for 1 minute or until it takes any damage. On a successful save, the target has the Dazed condition for 1 minute or until it takes any damage.
10th Level: Oath Feature
You gain a feature from your sacred oath.
11th Level: Radiant Strikes
You are so suffused with divine might that your weapon strikes carry supernatural power with them. When you hit a target with an attack roll using a Simple or Martial weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage.
12th Level: Feat
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
13th Level: Aura of Courage
You and your allies are immune to the Frightened condition while in your Aura of Protection. If a Frightened ally enters the aura, that condition is suppressed while the ally is there.
14th Level: Oath Feature
You gain a feature from your sacred oath.
15th Level: Cleansing 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, Dazed, 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.
16th Level: Feat
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
17th Level: Aura Expansion
Your Aura of Protection now extends 30 feet from you rather than 10 feet.
18th Level: Divine Conduit
Whenever you roll Initiative, you regain one use of this class's Channel Divinity.
19th Level: Feat
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
20th Level: Epic Boon
You gain the following benefits:
Ability Score Increase. Choose your Wisdom or Charisma score. That score increases by 2, and its maximum is now 30.Epic Boon. You gain the Epic Boon of Truesight or another Epic Boon of your choice.