Paladin
Whether sworn before a god's altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin's oath is a powerful bond.
You must have a Charisma score and a Strength score of 13 or higher in order to multiclass in or out of this class.| The Paladin | Spell Slots per Spell Level |
|---|
| Level | Proficiency Bonus | Features | Channel Divinity | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Lay on Hands, Sacred Oath, Martial Training | - | - | - | - | - | - |
| 2nd | +2 | Spellcasting, Fighting Style, Knight Errant | - | 2 | - | - | - | - |
| 3rd | +2 | Channel Divinity, Oath spells | 2 | 3 | - | - | - | - |
| 4th | +2 | Ability Score Improvement | 2 | 3 | - | - | - | - |
| 5th | +3 | Extra Attack | 2 | 4 | 2 | - | - | - |
| 6th | +3 | Knight Errant Improvement | 2 | 4 | 2 | - | - | - |
| 7th | +3 | Sacred Oath feature | 2 | 4 | 3 | - | - | - |
| 8th | +3 | Ability Score Improvement | 2 | 4 | 3 | - | - | - |
| 9th | +4 | Abjure Foes | 3 | 4 | 3 | 2 | - | - |
| 10th | +4 | Aura of Courage | 3 | 4 | 3 | 2 | - | - |
| 11th | +4 | Knight Errant Improvement | 3 | 4 | 3 | 3 | - | - |
| 12th | +4 | Ability Score Improvement | 3 | 4 | 3 | 3 | - | - |
| 13th | +5 | — | 3 | 4 | 3 | 3 | 1 | - |
| 14th | +5 | Cleansing Touch | 3 | 4 | 3 | 3 | 1 | - |
| 15th | +5 | Sacred Oath feature | 3 | 4 | 3 | 3 | 2 | - |
| 16th | +5 | Ability Score Improvement | 3 | 4 | 3 | 3 | 2 | - |
| 17th | +6 | — | 3 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Aura Expansion | 4 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Sacred Oath feature | 4 | 4 | 3 | 3 | 3 | 2 |
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, Insight, Intimidation, Medicine, Persuasion, and Religion
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) a priest's pack or (b) an explorer's pack
- Chain mail and a holy symbol
- A holy book of your faith
Martial Training
Your extensive physical training within the chaotic art of combat has allowed you to better utilize Combat Maneuvers, which are used to enhance attacks and provide martial utility in combat. You add your proficiency bonus to the number of maneuvers you can use.Number of maneuvers = your proficiency bonus + your Intelligence or Wisdom modifier (your choice)
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
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 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. Additionally, you can use your bonus action to restore hit points to a creature you touch, but the amount restored this way cannot exceed your paladin level.
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.
Sacred Oath
Unlike Clerics, who are dedicated directly to a divine domain, you swear the oath that binds you as a paladin. Each oath consists of a set of tenets that dictate how you should conduct yourself. Virtues that serve to guide you to become a warrior of good. Straying from these tenets will, however, have consequences.
Your chosen oath grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.
| Oath | Source |
|---|---|
| Ancients | Player's Handbook |
| Conquest | Xanathar's Guide to Everything |
| Crown | Sword Coast Adventurer's Guide |
| Devotion | Player's Handbook |
| Glory | Mythic Odysseys of Theros Tasha's Cauldron of Everything |
| Redemption | Xanathar's Guide to Everything |
| Vengeance | Player's Handbook |
| Watchers | Tasha's Cauldron of Everything |
| Oathbreaker | Dungeon Master's Guide |
| Open Sea | D&D Beyond |
| Treachery | Unearthed Arcana 26 - Paladin |
| Guardian Angel | RPathos (HomeBrew) |
Fighting Style
At 2nd level, as a holy warrior, you adopt a particular style of fighting as your speciality. You gain one of the following Fighting Style Martial Feats of your choice: Blind Fighting, Interception, Defence, Great Weapon Fighting, or Duelling.
Whenever you gain a Feat at later levels, you are able to pick another Fighting Style and gain its bonus.
Optionally, instead gain the ability to prepare two cantrips of your choice from the Divine Spell list. The cantrips don't count against the spells you prepare.
Spellcasting
At 2nd level, you unlock the ability to draw on divine magic from the upper plains, due to your dedication to the virtue that the source of the power holds. Through meditation and prayer, you are able to cast spells as a cleric does, except not to the same extent. The magic you utilize is of the Divine type. However, you can only memorize and prepare spells from the following schools:
- Abjuration
- Conjuration
- Enchantment
- Evocation
Spell Slots
The Paladin table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Prepared Spells
You are also capable of preparing a number of spells equal to your Charisma Modifier + half your Paladin level.
To be able to prepare spells, you need a spellbook, or an object that serves the function of a spellbook, and the ability to read and write in one language. This will serve as your repertoire of magic. Through 1 hour of reading with your spellbook, you can change out one of your spells with another written in your book.
Spellbook RulesYour spellbook
The spells that you add to your spellbook reflect the magic research you conduct on your own, insight into the power you draw from, and how it can be used. To expand this knowledge, you must seek out locations, people, and powerful entities to learn from. Seeking out organisations dedicated to magic is a safe bet to find new spells. You could also discover a spell recorded on a scroll, the mural on the wall in a temple, or in a dusty tome from the corner of an old library.
Copying a Spell into the Book. When you find a new spell, you can add it to your spellbook if you can spare the time to decipher and copy it. Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the caster who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
Replacing the Book. You can copy a spell from your own spellbook or your memory into another book. If you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need to spend only 1 hour and 10 gp for each level of the copied spell. This also includes spells from your memory.
If you lose your spellbook. You are unable to prepare your spells; the spells you have prepared will be castable until the end of your next long rest. Then any prepared spell will no longer be prepared for you, because its intricacy for casting it slipped out of your mind.
If you want to make copies of your notes, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many practitioners of the magic arts keep a backup spellbook in a safe place.
Memorised Spells
Instead of preparing a spell normally, you can commit it to memory for long-term use. A Memorised Spell counts toward your prepared spell cap, but unlike a prepared spell, you will not forget it at the end of a long rest — even without your spellbook on hand. This trades flexibility for reliability; a Memorised Spell guarantees access to that spell regardless of whether your spellbook is available.
Memorising Ritual. To memorise a spell, you must spend 6 + (2 × the spell's level) hours in a ritual or study session. The spell must come from a creature that has it memorised or prepared, or from scripture such as a scroll or spellbook. You can also use this ritual to exchange a spell you have memorised for a new one.
Forgetting. To forget a Memorised Spell and free up space in your prepared spell cap, finish a long rest. Alternatively, a short rest accompanied by alcohol will do the same.
Spellcasting Ability
Charisma is your spellcasting ability for your paladin spells since your holy 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 faith modifier + your Charisma modifier
Spell attack modifier = + your faith modifier + your Charisma modifier
A Paladin is a warrior who adheres to a set list of oaths. It is through faith and the discipline to hold true to it that you to use divine magic. Battling the forces that seek to destroy you and what you hold dear will test your resolve. In this struggle, you must hold on to faith or fall.
The strength of your faith affects the potency of your spells. When you first make a character or gain a level in the Paladin class, your faith bonus starts a 0.
Gain faithAny time you perform a deed or uphold a value that is considered a virtue by your Domain, your faith bonus increases by 1. Your Faith bonus can't be greater than one and a half times your current Proficiency Bonus.
Another way to increase your Faith is to atone for failings or meditate. To do this, you can spend 1 hour performing a spiritual ritual where you reconcile your connection to your faith and Domain. You roll a charisma ability check where the DC is 12 + your current Faith Modifier. On a success, your faith bonus increases by 1. You can perform this ritual once a day, and if done within a temple dedicated to your faith, you roll with advantage.
Loose faithIf you experience traumatic events that put your faith in question, or you willingly stray from your teachings, roll a Wisdom save against a DC of 12 + current Faith Modifier. Failure will result in a -1 to your faith, and a failure by 5 will result in a -2 to your faith.
How well you follow and enact your Oath determines the scale of your power. Depending on the actions you take and how they adhere or stray from the tenets of your Oath, you may have your power revoked or emboldened.
| Oathbound | Effect |
|---|---|
| Broken | -10 to -5 to class level when determining spell slots, or become a Oathbreaker |
| Falling | -4 to -3 to class level when determining spell slots. |
| Straying | -2 to -1 to class level when determining spell slots. |
| Disciplined | No effect |
| Valiant | Divine spells are upcast by one level. |
| Paragon | Divine spells are upcast by two levels. |
Ritual Casting
You can cast a Paladin spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your paladin spells. An item dedicated to your faith will aid you in channeling magic, such as relics that were used or belonged to saints will also perform literal wonders.
Knight Errant
Starting at 2nd level, your oath has laid out guidelines for what you should and should not do as a Paladin. Now that you have become a Knight Errant, you choose the philosophy and means by which you commit yourself you your sworn oath.Divine Ideals
Ideas that you hold close to your heart and soul grant you a much-needed boost. If you perform a skill check that fits your ideals, you can add your Charisma modifier to the skill check (with a minimum of +1 bonus). You must be able to articulate how it fits your ideals if questioned.
Ideal Spell (2nd Level)
Starting at 2nd level, you can choose one spell that you can prepare and make it your ideal Spell. The Ideal spell doesn't count against the number of spells that you can prepare. While it's your Ideal spell. Its casting time changed from an action to a bonus action, or a bonus action to a free action. If you want to change your Ideal Spell for another spell that you know, either from a scroll or your spell book, you need to perform a ritual that takes 1 hour per level of the spell.
Aura of Protection(6th Level)
Starting at 6th level, you radiate a protective and invisible aura that extends 10 feet from you in every direction, but it doesn’t extend through Total Cover. Whenever you or a friendly creature within the aura makes 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.
A creature can be affected by multiple different auras. However, if two paladins radiate the same aura, the creature can benefit from the strongest aura.
Divine Strikes(11th Level)
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. Additionally, when you deal this radiant damage, you can choose one friendly creature within your aura and restore HP to that creature up to the amount of radiant damage dealt. This HP restoration draws from your Lay on Hands pool.
Battle Priest
You seek a purpose, one who would guide you on a path where you can enact the tenets of your oath. Through prayers and rituals dedicated to entities of the outer planes, otherworldly wisdom has been bestowed upon you.
You can learn divine spells from all schools, and you are optionally able to use your Wisdom modifier as the ability modifier for spell casting and for Paladin features.
Lay Divine(2nd Level)
Starting at 2nd level, your pool for lay on hands is larger. Add your Wisdom modifier to your paladin level for calculating the total of your lay-on hands pool. And you can draw from your Lay on Hands pool to enhance the level of your spell slots. By spending 10 points, the spell slot level goes up by 1. When enhancing a spell slot, you can do so to a level no higher than half your character level (rounded up). The highest-level spell slot can be enhanced to 9.
As a bonus action on your turn, you can expend one spell slot and gain a number of lay on hand hit points equal to the slot's level x 5.
Aura of Rejuvenation(6th Level)
Starting at 6th level, your sanctified senses radiate an invisible aura of healing that extends 10 feet from you in every direction, but it doesn’t extend through Total Cover. Whenever you or a friendly creature within the aura restores HP from a spell, the creature restores an additional number of HP equal to your Charisma modifier (with a minimum bonus of +1). Additionally, you can use your Lay on Hands on a creature within the aura without requiring you to touch them.
A creature can be affected by multiple different auras. However, if two paladins radiate the same aura, the creature can benefit from the strongest aura.
Might of Faith(11th Level)
By 11th level, your conviction emboldens both your faith and your fighting. When you take the Attack action on your turn, you can choose to add your Charisma or Wisdom modifier to your melee weapon damage rolls until the end of that turn. Alternatively, when you cast a spell that deals damage, you can add your Charisma or Wisdom modifier to the damage roll of that spell. You must choose which applies at the start of your turn — you cannot apply your Charisma or Wisdom modifier to both attack and spell in the same turn.
Mortal Fervour
Your mortal fervor has granted you clarity bordering on the divine, without the need to rely on a higher entity or ideal to show you the way. While it is a fraction of what other paths can provide, this is yours alone to use. You don't gain any spell slots as shown in the class table, allowing you to focus only on your faith. Instead, you gain a number of Ki Points equal to your Paladin level. But since the certainty of your own ability provides clarity, your faith bonus can't be less than your proficiency bonus.
To cast a spell, you spend a number of ki points equal to the spell's level +1. The maximum amount of ki points you can spend on casting spells in a turn is equal to your Proficiency Bonus.
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you regain all your expended points.
Fervoured Discipline(2nd Level)
Starting at 2nd level, your reliance on your own capabilities allows you to perform miracles in unique ways.
- Zeal Smite. You don't need to spend the additional +1 Ki to cast any spell with a casting time of one bonus action. The cost matches the level at which the spell is cast.
- Focused Mind. When you fail a Concentration check, you can spend 1 ki point to make it so that you succeed on the save.
- Unyielding Guard. When asked to roll a saving throw, you can spend 1 ki point to roll a Charisma saving throw in place of the original required ability saving throw. Consequences of the save still apply normally.
Aura of retribution(6th Level)
Starting at 6th level, your determination radiates an invisible aura that extends 10 feet from you in every direction, but it doesn’t extend through Total Cover. If any creature hostile to you makes a saving throw, the creature takes a penalty to the saving throw equal to your Charisma modifier (with a minimum penalty of -1). You must be conscious to apply this penalty.
Extra attack (x2)(11th Level)
By 11th level, the number of attacks increases to three.
Oath Spells
At 3rd level, the oath you have sworn to has a list of 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
At 3rd level, you can channel divine energy directly from the Outer Planes, using that energy 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 have 2 Charges of Channel Divinity, 3 at 9th level and 4 at 18th level (Cleric levels counts as well). You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
If a Channel Divinity effect requires a saving throw, the DC equals the Spell Save DC from this class’s Spellcasting feature.Channel Divinity: 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.
Ability Score Improvement
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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Abjure Foes
Starting at 9th level, using an 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.
Aura of Courage
Starting at 10th level, radiate an encouraging invisible aura that extends 10 feet from you in every direction, but it doesn’t extend through Total Cover. You and your allies in the aura are immune to the Frightened condition while in your Aura of Courage. If a Frightened ally enters the aura, that condition is suppressed while the ally is there.
Cleansing Touch
Beginning at 14th level, 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
- Stunned
Aura Expansion
At 18th level, the range of all your aura increases to 30 feet, unless stated otherwise.
