##### The Paladin
|Level|Proficiency
Bonus|Features|1st| |2nd| |3rd| |4th| |5th
—Spell Slots per Spell Level—
|
|:---:|:--:|:----------------------------------|:--:|:-|:--:|:-|:--:|:-|:--:|:-|:--:|
| 1st | +2 | Divine Sense, Lay on Hands |—||—||—||—||—|
| 2nd | +2 | Fighting Style, Spellcasting, Crusader Strike |2||—||—||—||—|
| 3rd | +2 | Sacred Path |3||—||—||—||—|
| 4th | +2 | Ability Score Improvement |3||—||—||—||—|
| 5th | +3 | Extra Attack |4||2||—||—||—|
| 6th | +3 | Aura of Protection |4||2||—||—||—|
| 7th | +3 | Sacred Path feature |4||3||—||—||—|
| 8th | +3 | Ability Score Improvement |4||3||—||—||—|
| 9th | +4 | — |4||3||2||—||—|
| 10th| +4 | Aura of Courage |4||3||2||—||—|
| 11th| +4 | Improved Crusader Strike |4||3||3||—||—|
| 12th| +4 | Ability Score Improvement |4||3||3||—||—|
| 13th| +5 | — |4||3||3||1||—|
| 14th| +5 | Cleansing Touch |4||3||3||1||—|
| 15th| +5 | Sacred Path feature |4||3||3||2||—|
| 16th| +5 | Ability Score Improvement |4||3||3||2||—|
| 17th| +6 | — |4||3||3||3||1|
| 18th| +6 | Aura improvements |4||3||3||3||1|
| 19th| +6 | Ability Score Improvement |4||3||3||3||2|
| 20th| +6 | Sacred Path feature |4||3||3||3||2|
How did you experience your call to serve as a paladin? Did you hear a whisper from the light 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 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.
As guardians against the forces of wickedness, paladins are rarely of any evil alignment. Most of them walk the paths of charity and justice.
#### Optional Rule: Multiclassing
If your group uses the optional rule on multiclassing in the *Player's Handbook*, here's what you need to know if you choose paladin as one of your classes.
***Ability Score Minimum.*** As a multiclass character, you must have at least a Strength and Charisma score of 13 to take a level in this class, or to take a level in another class if you are already a paladin.
***Proficiencies Gained.*** If paladin isn't your initial class, here are the proficiencies you gain when you take your first level as a paladin: light armor, medium armor, shields, simple weapons, martial weapons.
***Spell Slots.*** Add half your levels (rounded up) in the paladin class to the appropriate levels from other class to determine your available spell slots.
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#### Quick Build
You can make a paladin quickly by following these sugges-tions. First, Strength should be your highest ability score, followed by Charisma. (Paladins who strive to please the holy light and heal their allies make Constitution higher than Strength.)
## 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
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#### 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)* a priest's pack or *(b)* an explorer's pack
- Chain mail and a holy symbol
### Divine Sense
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 demon Illidan Stormrage, 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
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 crea-ture, 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.
### Fighting Style
At 2nd level, 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.
### Paladin Spells
##### 1st Level
Bane
Bless
Ceremony ^XGE^
Command
Compelled Duel
Cure Wounds
Detect Evil and Good
Divine Favor
Healing Word
Heroism
Prot. from Evil and Good
✦ Repentance
Sanctuary
Searing Smite
Shield of Faith
Thunderous Smite
Wrathful Smite
##### 2nd Level
Aid
Branding Smite
Enhance Ability
Find Steed
Flame Blade
✦ Guardian of the King
✦ Holy Prism
Lesser Restoration
Magic Weapon
Prayer of Healing
Protection from Poison
✦ Righteous Smite
Warding Bond
Zone of Truth
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##### 3rd Level
Aura of Vitality
Beacon of Hope
✦ Beacon of Light
✦ Blinding Light
Blinding Smite
Crusader's Mantle
Daylight
Dispel Magic
✦ Holy Wrath
Life Transference ^XGE^
Magic Circle
Mass Healing Word
Phantom Steed
Protection from Energy
Remove Curse
Revivify
##### 4th Level
Aura of Life
Aura of Purity
Death Ward
✦ Divine Shield
Find Greater Steed ^XGE^
Guardian of Faith
Locate Creature
Staggering Smite
##### 5th Level
Banishing Smite
Circle of Power
Destructive Wave
Dispel Evil and Good
Hallow
Holy Weapon ^XGE^
✦ Light of the Protector
Mass Cure Wounds
Raise Dead
Scrying
Wall of Light ^XGE^
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#### Beacon of Light
*3rd-level evocation*
___
- **Casting Time:** 1 bonus action
- **Range:** 60 feet
- **Components:** V, S
- **Duration:** Concentration, up to 10 minutes
___
You extend your hand a place a holy mark on a creature within range. Whenever you restore hit points to a target with a spell slot, the marked creature regains a number of hit points equal to your spellcasting modifier. The spell ends if the creature is ever outside the spell's range.
#### Blinding Light
*3rd-level evocation*
___
- **Casting Time:** 1 action
- **Range:** Self (30-foot-radius)
- **Components:** V, S
- **Duration:** Instantaneous
___
You cause dazzling light to burst forth around you. Each creature within a 30-foot-radius of you must succeed on a Constitution saving throw, or be blinded for 1 minute or until it takes damage.
A creature blinded by this spell can make another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
#### Divine Shield
*4th-level abjuration*
___
- **Casting Time:** 1 action
- **Range:** Self
- **Components:** V, S, M (a small silver mirror)
- **Duration:** Concentration, up to 1 minute
___
A ward of divine energy surrounds your body, warding you against attacks. For the duration, you are considered to be immune to damage dealt by weapon attacks, spells, and spell-like effects. The spell does not protect you against natural sources of damage, such as molten lava or falling.
If you make an attack or cast a spell that affects an enemy creature, this spell ends.
#### Guardian of the King
*2nd-level abjuration*
___
- **Casting Time:** 1 reaction, which you take when a creature is hit by an attack or spell
- **Range:** 30 feet
- **Components:** V, S
- **Duration:** 1 round
___
A barrier of holy light shields the triggering creature. Until the start of your next turn, the creature gains resistance to all damage dealt by weapon attacks, spells, and spell-like effects, including against the triggering attack. The spell does not protect you against natural sources of damage, such as molten lava or falling.
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#### Holy Prism
*2nd-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** S
- **Duration:** Instantaneous
___
A streak of light surges from you to one creature within range and scatters on impact, touching three additional creatures of your choice within 5 feet of the target. Each creature gains one of the following effects of your choice.
**Harm.** The creature must succeed on a Dexterity saving throw, taking 2d4 radiant damage on a failed save, or half as much damage on a successful one.
**Heal.** The creature regains a number of hit points equal to 1d4 + your spellcasting ability.
***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, you may increase the damage and healing by 1d4 for each slot level above 2nd, or choose one additional creature within 5 feet of the target for each slot level above 2nd.
#### Holy Wrath
*3rd-level evocation*
___
- **Casting Time:** 1 action
- **Range:** Self (15-foot-radius)
- **Components:** V, S
- **Duration:** Instantaneous
___
You release a burst of radiant energy in a blast. Each creature of your choice within a 20-foot-radius of you must make a Wisdom saving throw. A target takes 6d6 radiant damage on a failed save, or half as much damage on a successful one. The blast spreads around corners.
***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
#### Light of the Protector
*5th-level evocation*
___
- **Casting Time:** 1 action
- **Range:** Self
- **Components:** V, S
- **Duration:** Instantaneous
___
You feel the warmth of the light within you as a surge of positive energy washes through you, restoring a number of hit points equal to 5d12 + 30. This spell also ends blindness, deafness, and any diseases affecting you.
#### Repentance
*1st-level enchantment*
___
- **Casting Time:** 1 reaction, which you take when you are targeted by a weapon or spell attack
- **Range:** 30 feet
- **Components:** V
- **Duration:** 1 round
___
A sense of remorse rushes over the triggering creature. The creature must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell.
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#### Righteous Smite
*2nd-level evocation*
___
- **Casting Time:** 1 bonus action
- **Range:** Self
- **Components:** V
- **Duration:** Concentration, up to 1 minute
___
The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 2d6 radiant damage, and the next attack roll mde against this target before the end of your next turn has advantage.
***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.