Revised UA 2024 Paladin

by Tatarius

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The Revised 5.24e Paladin                                                             Spell Slots per Spell Level
Level Proficiency Bonus Features Channel Divinity Prepared Spells 1st 2nd 3rd 4th 5th
1st +2 Lay on Hands, Spellcasting, Paladin's Smite 2 2
2nd +2 Fighting Style, Weapon Mastery 3 2
3rd +2 Channel Divinity, Paladin Subclass 2 4 3
4th +2 Ability Score Improvement 2 5 3
5th +3 Extra Attack, Faithful Gift 2 6 4 2
6th +3 Subclass Feature 2 6 4 2
7th +3 Aura of Protection 2 7 4 3
8th +3 Ability Score Improvement 2 7 4 3
9th +4 Abjure Foes 2 9 4 3 2
10th +4 Subclass Feature, Aura of Courage 2 9 4 3 2
11th +4 Radiant Strikes 3 10 4 3 3
12th +4 Ability Score Improvement 3 10 4 3 3
13th +5 Aura Expansion 3 11 4 3 3 1
14th +5 Subclass Feature 3 11 4 3 3 1
15th +5 Restoring Touch 3 12 4 3 3 2
16th +5 Ability Score Improvement 3 12 4 3 3 2
17th +6 Greater Aura Expansion 3 14 4 3 3 3 1
18th +6 Subclass Improvement 3 14 4 3 3 3 1
19th +6 Ability Score Improvement 3 15 4 3 3 3 2
20th +6 Greater Paladin Smite 3 15 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: 20 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your
  • Constitution modifier per Paladin level after 1st.

Proficiencies


  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Athletics, Insight, Intimidation, Investigation, Medicine, Persuasion, Religion
  • Weapons: Simple weapons, Martial Weapons
  • Tools: None

Armor Training


  • Light Armor, Medium Armor, Heavy Armor, Shields

Starting Equipment


  • As a 1st-level character, you either can spend 150 GP on
  • equipment of your choice or you start with the following
  • equipment:
    Chain Mail Holy Symbol Javelin (6) Longsword Priest's Pack Shield 9 GP

Multiclassing and the Paladin


  • If your group uses the multiclassing rules 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 a score of at least 13 in the Paladin’s primary
  • ability, Strength and Charisma, 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 you gain proficiency with Martial Weapons when you
  • take your first Paladin level.


  • Armor Training. When you gain your first Paladin level,
  • you gain armor training with the following: Light Armor,
  • Medium Armor, and Shields.
  • Spell Slots. Add half your Paladin levels (rounded up) to
  • the appropriate levels from other classes to determine
  • your available Spell Slots for casting spells, as detailed in
  • the multiclassing rules.
  • You prepare spells for each of your classes individually,
  • referring to the Spell Slots of an individual class to
  • determine the number and levels of the spells you
  • prepare for it.
  • Channel Divinity. If you have more than one class with
  • the Channel Divinity feature, a class’s uses of the feature
  • can be expended only on that class’s Channel Divinity
  • options.

Paladin 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.

1st 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. See the Player’s Handbook for
  • the rules on spellcasting. The information below details
  • how you use those rules as a Paladin.
  • Cantrips. You know two cantrips of your choice from the
  • Divine spell list. Rather than choosing, you may start with
  • Guidance and Sacred Flame.
  • Whenever you gain a Paladin level, you can replace one of
  • your cantrips with another cantrip of your choice from the
  • Divine spell list.
  • When you reach 10 th level in this class, you learn another
  • cantrip of your choice from the Divine spell list, as shown
  • in the Cantrips column of the Paladin table.

  • 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 of 1st+ Level. You prepare the list of
  • spells of 1st level and higher that are available for you to
  • cast with this feature. To start, choose two 1st-level spells
  • from the Divine spell list. Rather than choosing, you may
  • start with Heroism and Searing Smite.
  • The number of spells on your list increases as you gain
  • Paladin levels, as shown in the Prepared Spells column of
  • the Paladin table. Whenever that number increases,
  • choose additional spells from the Divine spell list until the
  • number of spells on your list matches the number on the
  • table. The chosen spells must be of a level for which you
  • have spell slots. For example, if you’re a 5th-level Paladin,
  • your list of prepared spells can include six Divine spells of
  • 1st or 2nd level, in any combination.
  • If another Paladin feature gives spells that you always
  • have prepared, those spells don’t count against the
  • number of spells on the list you prepare with this
  • Spellcasting feature, but those spells otherwise follow the
  • rules in this feature.
  • Changing Your Prepared Spells. Whenever you finish a
  • Long Rest, you can replace one spell on your list with
  • another Divine 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 the
  • spells you prepare for this class.

1st level: Paladin Smite

  • You have mastered smiting your targets with divine
  • energy. You always have certain spells ready; when you
  • reach a Paladin level specified in the Smite Spells table,
  • you thereafter always have the listed spells prepared.

  • In addition, you can cast one of your prepared spells from
  • this feature without expending a spell slot, and you must
  • finish a Long Rest before you use this benefit again. This
  • free casting is cast at the highest available spell slot
  • according to Paladin Spellcasting Table with which you
  • have Paladin levels.

Smite Spells
Paladin Level Spells
1st Divine Smite, Thunderous Smite
5th Shining Smite
9th Blinding Smite
13th Staggering Smite
17th Banishing Smite

2nd level: Fighting Style

  • You have honed your martial prowess. You gain one of
  • the following Fighting Style feats of your choice: Divine
  • Warrior, Defense, Dueling, Great Weapon Fighting,
  • Interception, or Protection.

2nd level: Weapon Mastery

  • Your training with weapons allows you to use the Mastery
  • property 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.

3rd level: Channel Divinity

  • 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 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.
  • Detected creature within range have Disadvantage on
  • Saving Throws against Paladin Smite Spells and
  • Disadvantage on attacking the Paladin for the same
  • duration as Divine Sense.
3rd level: Paladin Subclass

  • You gain a Paladin subclass of your choice: Oath of
  • Devotion, Oath of Glory, Oath of the Ancients, or Oath of
  • Vengeance. Subclasses are detailed after this class’s
  • description.
  • A subclass is a specialization that grants you special
  • abilities at certain Paladin levels.. You gain new Subclass
  • features at 6th, 10th, 14th, and 18th level.

4th level: Ability Score Improvement

  • You gain the Ability Score Improvement feat or another
  • feat of your choice for which you qualify. As shown on the
  • Paladin table, you gain this feature again at levels 8, 12,
  • 16, and 19.

5th level: Extra Attack

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

5th level: Faithful Gift

  • You gain a Gift to help aid your cause from a Divine
  • Presence. Choose one of the Following:

    Faithful Steed: You are Blessed with a Faithful 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. This free casting is cast at the highest available spell slot according to Paladin Spellcasting Table with which you have Paladin levels. You may only have one Faithful Steed active at any given time.
    Divine Health: You are Blessed with Divine Health. You gain +1 hit point per Paladin level, and you have advantage on Constitution and Death Saving Throws. Once per Long Rest, you may choose to Succeed on a Death Saving Throw, even one you have just failed. If you Succeed in this way, you may gain 1 hit point and become conscious as if you had rolled a 20.
    Divine Protection: You are Blessed with Divine Protection. You gain a +1 bonus to your Armor Class and Saving Throws and gain 2 resistances from the following list: Poison, Necrotic, Psychic, Radiant, Force. You may change these resistances when you finish a Long Rest.

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 proficiency in Saving
  • Throws, and any Saving Throw you already had
  • Proficiency from a Source other than Aura of Protection,
  • you have Advantage on those Saving Throws instead.

9th level: Abjure Foe

  • 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 succeed on a Wisdom saving throw or
  • have the Dazed and Frightened conditions for 1 minute or
  • until it takes any damage.

10th 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 has no effect on that
  • ally while there.
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 melee weapon or an
  • Unarmed Strike, the target takes an extra 1d8 Radiant
  • damage.
13th level: Aura Expansion

  • Your Aura of Protection now extends 20 feet from you
  • rather than 10 feet.

14th level: Subclass Feature

  • You gain a feature from your Paladin Subclass.

15th level: 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, 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.

17th level: Greater Aura Expansion

  • Your Aura of Protection now extends 30 feet from you
  • rather than 20 feet.

20th level: Greater Paladin Smite

  • When you use one of your Paladin Smite Spells, the Target
  • takes additional damage equal to your Paladin level.

Paladin Subclasses


  • A Paladin subclass is a specialization that grants you
  • special abilities at certain Paladin levels, as specified in the
  • subclass. This section presents three subclasses: Oath of
  • Devotion, Oath of Glory, Oath of the Ancients, and Oath of
  • Vengeance.
  • Each of this class’s subclasses represents a body of oaths
  • that a Paladin begins taking upon joining the class. The
  • final oath, taken at 3rd level, is the culmination of a
  • Paladin’s training. Some characters with this class don’t
  • consider themselves true Paladins until they have reached
  • 3rd level and made this oath. For others, the actual
  • swearing of the oath is a formality, an official stamp on
  • what was already true in the Paladin’s heart.

BREAKING YOUR OATH

  • A Paladin tries to hold to the highest standards of
  • conduct, but even the most dedicated Paladin is fallible.
  • Sometimes the right path proves too demanding, and
  • sometimes the heat of emotion causes a Paladin to
  • transgress their oath.
  • A Paladin who has broken a vow typically seeks
  • absolution from a priest of the same faith or from
  • another Paladin of the same order. The Paladin might
  • spend an all-night vigil in prayer as a sign of penitence or
  • undertake a fast or similar act of self denial. After a rite of
  • confession and forgiveness, the Paladin starts fresh.
  • If a Paladin willfully violates their oath and shows no sign
  • of repentance, the consequences might be more serious.
  • At the DM’s discretion, an impenitent Paladin might be
  • forced to take a more appropriate subclass or even to
  • abandon the class and adopt another one.



Paladin Subclasses Table


Paladin Subclasses Original Source
Oath of the Ancients Player's Handbook
Oath of Devotion Player's Handbook
Oath of Glory Tasha's Cauldron of Everything
Oath of the Noble Genies Forgotten Realm CS
Oath of Vengeance Player's Handbook

Oath of the Ancients


  • The Oath of the Ancients is as old as the first elves and
  • the rituals of Druids. Paladins who swear this oath cherish
  • the light; they love the beautiful and life-giving things of
  • the world more than any principles of honor, courage,
  • and justice. They adorn their armor and clothing with
  • images of growing things—leaves, antlers, or flowers—to
  • reflect their commitment to preserving life and light in the
  • world.

3rd level: Oath Spells

  • The magic of your oath ensures you always have certain
  • spells ready; when you reach a Paladin level specified in
  • the Oath of the Ancients Spells table, you thereafter
  • always have the listed spells prepared.

Oath of the Ancients Spells
Paladin Level Spells
3rd Ensnaring Strike, Speak with Animals
5th Misty Step, Moonbeam
9th Plant Growth, Protection from Energy
13th Conjure Woodland Beings, Stone Shape
17th Commune with Nature, Tree Stride

3rd level: Nature's Wrath

  • As an action, you can expend one use of your Channel
  • Divinity to conjure grasping spectral vines around nearby
  • creatures. Each creature of your choice that you can see
  • within 15 feet of you must succeed on a Strength saving
  • throw or have the Restrained condition for 1 minute. A
  • Restrained creature repeats the saving throw at the end
  • of each of its turns, ending the effect on itself on a
  • success.

6th level: Undying Sentinel

  • When you are reduced to 0 Hit Points and not killed
  • outright, you can choose to drop to 1 Hit Point instead,
  • and you regain a number of Hit Points equal to three
  • times your Paladin level. Once you use this feature, you
  • can’t do so again until you finish a Long Rest.
  • Additionally, you suffer none of the drawbacks of old age,
  • and you can’t be aged magically.

10th level: Aura of Warding

  • Ancient magic lies so heavily upon you that it forms an
  • eldritch ward, blunting energy from beyond the Material
  • Plane; you and your allies reduce damage taken while in
  • your Aura of Protection equal to your Charisma Modifier.
  • This damage reduction happens after any resistance or
  • immunity is calculated.

14th level: Purity of Nature

  • While you or any ally are benefiting from your Aura of
  • Protection, they are under the effect of an Absorb
  • Elements spell. This effect ends early on another creature
  • if they leave your Aura of Protection Radius of effect.
18th level: Elder Champion

  • As a Bonus Action, you can imbue your Aura of Protection
  • with primal power, granting the following benefits for 1
  • minute or until you end them as a Bonus Action:

  • Diminish Defiance. Enemies in the aura have
  • Disadvantage on saving throws against your spells and
  • Channel Divinity options.
  • Regeneration. At the start of each of your turns, you
  • regain 10 Hit Points.
  • Swift Spells. Whenever you cast a spell that has a casting
  • time of 1 action, you can cast it using a Bonus Action
  • instead.

  • Once you use this feature, you can’t use it again until you
  • finish a Long Rest. You can also restore your use of it by
  • expending a 5th-level spell slot (no action required).

Oath of Devotion


  • The Oath of Devotion binds Paladins to the loftiest ideals
  • of justice and order. These Paladins meet the ideal of the
  • knight in shining armor. They hold themselves to the
  • highest standards of conduct, and some, for better or
  • worse, hold the rest of the world to the same standards.
  • Many who swear this oath are devoted to gods of law and
  • good and use their gods’ tenets as the measure of their
  • devotion. They hold angels as their ideals and incorporate
  • images of angelic wings into their helmets or coats of
  • arms.

3rd level: Oath Spells

  • The magic of your oath ensures you always have certain
  • spells ready; when you reach a Paladin level specified in
  • the Oath of Devotion Spells table, you thereafter always
  • have the listed spells prepared.

Oath of Devotion Spells
Paladin Level Spells
3rd Protection from Evil and Good, Sanctuary
5th Aid, Zone of Truth
9th Aura of Vitality, Dispel Magic
13th Freedom of Movement, Guardian of Faith
17th Commune, Flame Strike

3rd level: Sacred Weapon

  • As part of a melee attack, you can expend one use of your
  • Channel Divinity to imbue one melee weapon that you are
  • holding with positive energy. For 1 minute, you add your
  • Charisma modifier to attack rolls you make with that
  • weapon (minimum bonus of +1), and each time you hit
  • with it, you cause it to deal its normal damage type or
  • Radiant damage.

  • The weapon also emits bright light in a 20-foot radius and
  • dim light 20 feet beyond that.

  • You can end this effect any time on your turn. This effect
  • also ends if you aren’t holding or carrying the weapon or
  • if you have the Incapacitated condition.

6th level: Smite of Protection

  • Your Paladin Smites now radiates protective energy that
  • allows you and your allies to stay in the fight. Whenever
  • you use a Paladin Smite spell, choose yourself or an ally
  • within 30 feet of yourself. The chosen creature gains
  • Temporary Hit Points equal to 1d8 plus the level of the
  • Spell Slot used for the Paladin Smite. This becomes 2d8
  • plus the level of the spell if the target of the smite was an
  • Undead, Fiend, or Celestial.

10th level: Aura of Devotion

  • You and your allies are immune to the Charmed condition
  • while in your Aura of Protection. If a Charmed ally enters
  • the aura, that condition has no effect on that ally while
  • there.

15th level: Purity of Spirit

  • While you or any ally are benefiting from your Aura of
  • Protection, they are under the effect of Shield of
  • Faith spell. This effect ends early on a creature
  • if they leave your Aura of Protection Radius of effect.
18th level: Holy Nimbus

  • As a Bonus Action, you can imbue your Aura of Protection
  • with holy power, granting the following benefits for 1
  • minute or until you end them as a Bonus Action:

  • Holy Ward. You have Advantage on any saving throw you
  • are forced to make by a Fiend or an Undead.
  • Radiant Damage. Whenever an enemy starts its turn in
  • the aura, that creature takes Radiant damage equal to
  • your Proficiency Bonus plus your Charisma modifier.
  • Sunlight. The aura is filled with bright light that is
  • sunlight.

  • Once you use this feature, you can’t use it again until you
  • finish a Long Rest. You can also restore your use of it by
  • expending a 5th-level spell slot (no action required).

Oath of Glory


  • Paladins who take the Oath of Glory believe they and their
  • companions are destined to achieve glory through deeds
  • of heroism. They train diligently and encourage their
  • companions so they’re all ready when destiny calls.
3rd level: Oath Spells

  • The magic of your oath ensures you always have certain
  • spells ready; when you reach a Paladin level specified in
  • the Oath of Glory Spells table, you thereafter always have
  • the listed spells prepared.

Oath of Glory Spells
Paladin Level Spells
3rd Guiding Bolt, Heroism
5th Enhanced Ability, Enlarge/Reduce
9th Haste, Slow
13th Compulsion, Freedom of Movement
17th Commune, Bigby's Hand

3rd level: Peerless Athlete

  • As a Bonus Action, you can expend one use of your
  • Channel Divinity to augment your athleticism. For 1 hour,
  • you have Advantage on Strength (Athletics), and Dexterity
  • (Acrobatics) checks. You also have Advantage on Strength
  • and Dexterity Saving Throws; you can carry, push, drag,
  • and lift twice as much weight as normal; and the distance
  • of your long and high jumps increases by 10 feet (this
  • extra distance costs movement as normal).

  • You may also attempt a Grapple check with the same
  • attack as when attacking with weapons, and targets you
  • are grappling have disadvantage on the Saving throw to
  • avoid the Grapple. You may also Grapple a creature 1 size
  • larger than normally allowed. If you are grappling a
  • creature with a weapon attack and you drop your weapon
  • for any reason, the creature automatically escapes the
  • grapple.

6th level: Inspiring Smite

  • Immediately after you deal damage to a creature with any
  • of your Paladin’s Smite spells, you can imbue a creature of
  • your choice other than you within 30 feet of you, with
  • Paladin Inspiration. This Inspiration lasts for an hour and
  • creature may use it when failing an Attack roll, Saving
  • Throw, or Ability check. When they use your Paladin
  • Inspiration, they may add 1d4 + the Paladin's Charisma
  • modifier to the roll. A Creature may only have 1 Paladin
  • Inspiration at any given time.

10th level: Aura of Alacrity

  • Your speed increases by 10 feet while your Aura of
  • Protection is active. Any Ally who starts or enters your
  • Aura of Protection during their turn increases their Speed
  • by 10 feet until the end of their next turn.

14th level: Glorious Tactics

  • While a creature is within your Aura of Protection, and
  • after it has attacked or targeted you or an ally,
  • they are under the effect of a Bane Spell (No
  • Save). They can recover from the spell by making a
  • Charisma Save at the end of their turn, or moving
  • out of your Aura of Protection. Making the save however
  • doesn't prevent the creature from being affected again if
  • they make more attacks against you or your allies while
  • residing within your Aura of Protection.

18th level: Living Legend

  • You can empower yourself with the legends— whether
  • true or exaggerated—of your great deeds. As a Bonus
  • Action, you gain the following benefits for 10 minute:

  • Charismatic. You are blessed with an otherworldly
  • presence, gaining Advantage on all Charisma checks.
  • Saving Throw Reroll. If you fail a saving throw, you can
  • use your Reaction to reroll it. You must use this new roll.
  • Unerring Strike. Once on each of your turns when you
  • make an attack roll with a weapon and miss, you can
  • cause that attack to hit instead.

  • Once you use this feature, you can’t use it again until you
  • finish a Long Rest. You can also restore your use of it by
  • expending a 5th-level spell slot (no action required).

Oath of the Noble Genies


  • Paladins sworn to the Oath of the Noble Genies revere
  • the forces of the Elemental Planes. Through taking this
  • oath, Paladins draw power from the four different types
  • of genies—dao, masters of earth; djinn, masters of air;
  • efreet, masters of fire; and marids, masters of water— to
  • create splendid and destructive displays of elemental
  • might.

  • On Faerûn, many Paladins who swear this oath hail from
  • Calimshan, a land rife with genie-kind. Despite their
  • strong local ties, these Calishite Paladins often undertake
  • quests that take them all over the Realms and across the
  • multiverse— including, naturally, the Elemental Planes.

  • These paladins share the following tenets:
  • Beget creation with destruction.
  • Lead with splendor and grace.
  • Respect the elements, and fear their wrath.
  • 3rd level: Elemental Smite

    • Immediately after you cast Divine Smite, you can expend
    • one use of your Channel Divinity and invoke one of the
    • following effects:

      Dao’s Crush: The target makes a Dexterity Save against your spell save DC, if they succeed the target has the Grappled condition. If they fail they have the Restrained and Grappled conditions. Your remain Restrained as long as you are Grappled.
      Djinni’s Escape: You teleport to an unoccupied space you can see within 30 feet of yourself and take on a mist-like form, which lasts until the end of your next turn. While in this form, you have Immunity to the Grappled, Prone, and Restrained conditions.
      Efreeti’s Fury: The target takes an extra 2d4 Fire damage. After 1 minute, recover your Channel Divinity.
      Marid’s Surge: The target and each creature of your choice in a 15-foot Emanation originating from you makes a Strength saving throw against your spell save DC. On a success the creature is pulled towards you up to 15 ft. On a failed save, the creature has the Prone condition.
    3rd level: Genie Spells

    • When you reach a Paladin level specified in the Genie
    • Spells table, you thereafter always have the listed spells
    • prepared.
    Oath of the Noble Genie Spells
    Paladin Level Spells
    3rd Chromatic Orb, Elementalism, Thunderous Smite
    5th Mirror Image, Phantasmal Force
    9th Fly, Gaseous Form
    13th Conjure Minor Elementals, Summon Elemental
    17th Banishing Smite, Contact Other Plane

    3rd level: Genie's Splendor

    • When you aren’t wearing Medium or Heavy armor, you
    • gain a bonus to your AC equal to your Charisma
    • modifier (minimum of +1).

    • You also gain proficiency in one of the following skills of
    • your choice: Acrobatics, Intimidation, Performance, or
    • Persuasion.
    6th level: Elemental Rebuke

    • When you are hit by a melee attack roll, you can take a
    • Reaction to halve the attack’s damage against yourself
    • (round down) and force the attacker to make a
    • Dexterity saving throw against your spell save DC. On a
    • failed save, the attacker takes damage equal to 3d10
    • plus your Charisma modifier; the damage is one of the
    • following types (your choice): Acid, Cold, Fire, Lightning,
    • or Thunder. On a successful save, the attacker takes half
    • as much damage.

    • You can use this feature a number of times equal to your
    • Charisma modifier (minimum of once), and you regain all
    • expended uses when you finish a Long Rest.

    10th level: Aura of Elemental Shielding

    • Choose one of the following damage types: Acid, Cold,
    • Fire, Lightning, or Thunder damage. You and your allies
    • have Resistance to that damage type while in your Aura of
    • Protection.

    • At the start of each of your turns, you can change the
    • damage type affected by this feature to one of the other
    • listed options (no action required).

    14th level: Improved Elemental Rebuke

    • As a Magic action choose a Genie from your Elemental
    • Smite feature. Last until you use this action again.
    • You and allies within your Aura of Protection deal
    • additional 1d6 damage on attacks depending on your
    • choice: Dao: Bludegeoning; Djinni: Thunder; Efreeti:
    • Fire; Marid: Cold.

    • You can use now restore uses Elemental Rebuke when
    • you finish a Short or Long Rest instead of just a Long rest.

    18th level: Noble Scion

    • As a Bonus Action, you gain the benefits below for 10
    • minutes or until you end them (no action required). Once
    • you use this feature, you can’t use it again until you finish
    • a Long Rest. You can also restore your use of it by
    • expending a level 5 spell slot (no action required).

      Flight:You have a Fly Speed of 60 feet and can hover.
      Minor Wish:When you or an ally in your Aura of Protection fails a D20 Test, you can take a Reaction to make the D20 Test succeed instead.

    Oath of Vengeance


    • The Oath of Vengeance is a solemn commitment to
    • punish those who have committed grievously evil acts.
    • When evil armies slaughter helpless villagers, when a
    • tyrant defies the will of the gods, when a thieves’ guild
    • grows too violent and powerful, when a dragon rampages
    • through the countryside—at times like these, paladins
    • arise and swear an Oath of Vengeance to set right what
    • has gone wrong.

    3rd level: Oath Spells

    • The magic of your oath ensures you always have certain
    • spells ready; when you reach a Paladin level specified in
    • the Oath of Vengeance Spells table, you thereafter always
    • have the listed spells prepared.

    Oath of Vengeance Spells
    Paladin Level Spells
    3rd Bane, Compelled Duel
    5th Hold Person, Misty Step
    9th Haste, Fear
    13th Banishment, Dimension Door
    17th Hold Monster, Scrying

    3rd level: Vow of Enmity

    • As part of a melee attack, you can expend one use of your
    • Channel Divinity to utter a vow of enmity against a
    • creature you can see within 30 feet of yourself. You gain
    • Advantage on attack rolls against the creature for 1
    • minute. If the creature drops to 0 Hit Points before the
    • vow ends, you can transfer the vow to a different creature
    • within 30 feet of yourself (no action required). You can
    • make this transfer no more than once per turn.

    6th level: Relentless Avenger

    • Your supernatural focus helps you close off a foe’s
    • retreat. When you hit a creature with a Paladiin Smite
    • spell, you can reduce the creature’s Speed to 0, and you
    • can then move up to half your Speed as part of the same
    • action. This movement doesn’t provoke Opportunity
    • Attacks.

    10th level: Aura of Vengeance

    • While you or an Ally is within your Aura of Protection,
    • immediately after a creature hits or misses you or an ally
    • with an attack, you can use your Reaction to make a
    • melee attack against that creature if it’s within range.

    14th level: Violent Retribution

    • You punish your foes for their transgressions. Once per
    • turn, when an enemy creature within your Aura of
    • Protection's emanation effect hits with an attack or
    • damages you or another allied creature within your Aura
    • of Protection's emanation effect, the enemy creature
    • takes radiant or necrotic damage (your choice) equal to
    • your Paladin level.

    18th level: Avenging Angel

    • As a Bonus Action, you can imbue your Aura of Protection
    • with holy power, granting the following benefits for 10
    • minutes or until you end them as a Bonus Action:

    • Flight. You sprout spectral wings on your back. You have
    • a Fly Speed equal to your Speed and can Hover.
    • Frightful Aura. Whenever an enemy starts its turn in the
    • aura, that creature must succeed on a Wisdom saving
    • throw or have the Frightened condition for 1 minute or
    • until it takes any damage. Attack rolls against the
    • Frightened creature have Advantage.

    • Once you use this feature, you can’t use it again until you
    • finish a Long Rest. You can also restore your use of it by
    • expending a 5th-level spell slot (no action required).


    Paladin Exclusive Spells


    BANISHING SMITE

    • 5th-Level Smite Spell (Paladin)
    • Casting Time: Once per turn, Immediately after
    • attacking and hitting a creature with a melee weapon or
    • an Unarmed Strike
    • Range: Self
    • Component: V
    • Duration: 1 minute

    • The target hit by the strike takes an extra 5d10 Force
    • damage, and the target must succeed on a Charisma
    • saving throw or be transported to a harmless demiplane
    • for the duration.

    • While in the demiplane, the target has the Incapacitated
    • condition. At the end of each of its turns, the target
    • repeats the save, ending the spell on itself on a success.
    • When the spell ends on the target, it reappears in the
    • space it left or in the nearest unoccupied space if that
    • space is occupied.

    • If the spell lasts on the target for 1 minute and the target
    • is an Aberration, a Celestial, an Elemental, a Fey, or a
    • Fiend, the target doesn’t return. It is instead transported
    • to a random location on a plane associated with its
    • creature type.

    BLINDING SMITE

    • 3rd-Level Smite Spell (Paladin)
    • Casting Time: Once per turn, Immediately after
    • attacking and hitting a creature with a melee weapon or
    • an Unarmed Strike
    • Range: Self
    • Component: V
    • Duration: 1 minute

    • As you hit the target, your strike flares with light. The
    • target hit by the strike takes an extra 3d8 Radiant damage
    • from the attack, and the target has the Blinded condition
    • until the spell ends. At the end of each of its turns, the
    • Blinded target makes a Constitution saving throw, ending
    • the spell on itself on a success.

    • At Higher Levels. When you cast this spell using a spell
    • slot of 4th level or higher, the extra damage increases by
    • 1d8 for each slot level above 3rd.

    DIVINE SMITE

    • 1st-Level Smite Spell (Paladin)
    • Casting Time: Once per turn, Immediately after
    • attacking and hitting a creature with a melee weapon or
    • an Unarmed Strike
    • Range: Self
    • Component: V
    • Duration: Instantaneous

    • As you hit the target, your strike glows with divine power.
    • The target takes an extra 2d8 Radiant damage from the
    • attack. The damage increases by 1d8 if the target is a
    • Fiend or an Undead.

    • At Higher Levels. When you cast this spell using a spell
    • slot of 2nd level or higher, the damage increases by 1d8
    • for each slot level above 1st.

    FIND STEED

    • 2nd-Level Conjuration Spell (Paladin)
    • Casting Time: Action
    • Range: 30 feet
    • Component: V, S
    • Duration: Instantaneous

    • You gain the service 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
    • spell, your steed is replaced by the new one. The steed
    • resembles a Large, rideable animal of your choice, such as
    • a horse, a camel, a dire wolf, or an elk. Whenever you cast
    • the spell, 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 while you ride it (as
    • defined in the rules on mounted combat). If you have the
    • Incapacitated condition, the steed 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 cast this spell
    • again, you decide whether you summon the steed that
    • disappeared or a different one.

    • At Higher Levels. When you cast this spell using a Spell
    • Slot of 3rd level or higher, use the higher level wherever
    • the spell’s level appears in the stat block.

    Otherworldly Steed

    Large Celestial, Fey, or Fiend (Choose When Casting the Spell)
    Alignment: Same as Paladin


    • Armor Class: 10 + 2 per spell level (natural
    • armor)
    • Hit Points: 5 + 10 per spell level (the steed has
    • a number of Hit Dice (d10s) equal to the spell's
    • level)
    • Speed: 60 ft, Fly 60 ft (requires 4th-level spell
    • or higher)

    Otherworldly Steed (Cont.)


    STR DEX CON INT WIS CHA
    18 (+4) 12 (+1) 14 (+2) 6 (-2) 12 (+1) 8 (-1)

    • Senses: Passive Perception 11
    • Languages: Telepathy 1 mile (only between
    • you and the steed)
    • Proficiency Bonus: Same as Paladin

    • Life Bond: When you regain Hit Points from a
    • spell of 1st level or higher, the steed regains
    • the same number of Hit Points if you’re within
    • 5 feet of it.

    Actions

    Multiattack. The otherworldly steed makes 2 Otherworldly Slam attacks if summoned with a 3rd level spell slot or higher.

    Otherworldly Slam:
    Melee Spell Attack: your Spell Attack Modifier to hit, reach 5 ft., one target.
    Hit: 2d8 + the spell’s level of Radiant damage (Celestial), Psychic damage (Fey), or Necrotic damage (Fiend).


    Bonus Actions (1/Short Rest)

    Fey Step (Fey Only): The steed teleports, along with its rider, to an unoccupied space of your choice up to 60 feet away from itself.

    Fell Glare (Fiend Only): The steed’s eyes gleam with fiendish light as it target one creature it can perceive up to 60 feet away. The target must succeed on a Wisdom saving throw against your Spell Save DC or have the Frightened condition until the end of your next turn.

    Healing Touch (Celestial Only): The steed touches another creature and restores a number of Hit Points to it equal to 2d8 + the spell’s level.


    SHINING SMITE

    • 2nd-Level Smite Spell (Paladin)
    • Casting Time: Once per turn, Immediately after
    • attacking and hitting a creature with a melee weapon or
    • an Unarmed Strike
    • Range: Self
    • Component: V
    • Duration: 1 minute

    • As you hit the creature, your strike flares with divine light.
    • The target hit by the strike takes an extra 2d6 Radiant
    • damage from the attack. Until the spell ends, the target
    • sheds bright light in a 5-foot radius, and any attack roll
    • against an affected creature or object has advantage if the
    • attacker can see it, and the affected creature or object
    • can’t benefit from the Invisible condition's "Attacks
    • Affected" property.

    • At the end of each of the affected creature's turn, the
    • target can make a Dexterity saving throw to shake off
    • the effect, ending the spell on itself on a success.

    • 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.

    STAGGERING SMITE

    • 4th-Level Smite Spell (Paladin)
    • Casting Time: Once per turn, Immediately after
    • attacking and hitting a creature with a melee weapon or
    • an Unarmed Strike
    • Range: Self
    • Component: V
    • Duration: Instantaneous

    • As you hit the creature, your strike pierces both body and
    • mind. The target takes an extra 4d6 Psychic damage from
    • the attack, and the target must succeed on a Wisdom
    • saving throw or have the Stunned condition until the end
    • of your next turn.

    • At Higher Levels. When you cast this spell using a spell
    • lot of 5th level, the extra damage increases by 1d6.

    THUNDEROUS SMITE

    • 1st-Level Smite Spell (Paladin)
    • Casting Time: Once per turn, Immediately after
    • attacking and hitting a creature with a melee weapon or
    • an Unarmed Strike
    • Range: Self
    • Component: V
    • Duration: Instantaneous

    • As you hit the target, your strike rings with thunder that is
    • audible within 300 feet of you, and the target takes an
    • extra 2d6 Thunder damage from the attack. Additionally,
    • if the target is a creature, it must succeed on a Strength
    • saving throw or be pushed 10 feet away from you and
    • have the Prone condition.

    • At Higher Levels. When you cast this spell using a spell
    • slot of 2nd level or higher, the damage increases by 1d6
    • for each slot level above 1st.

    Divine Smite Spells


    SEARING SMITE

    • 1st-Level Evocation Spell (Divine)
    • Casting Time: Once per turn, Immediately after
    • attacking and hitting a creature with a melee weapon or
    • an Unarmed Strike
    • Range: Self
    • Component: V
    • Duration: 1 minute

    • As you hit the target, your strike flares with white-hot
    • intensity, and the target takes an extra 1d6 Fire damage
    • from the attack and ignites with magical fire. At the start
    • of each of its turns until the spell ends, the target takes
    • 1d6 Fire damage and then must make a Constitution
    • saving throw. On a failed save, the spell continues. On a
    • successful save, the spell ends.

    • At Higher Levels. When you cast this spell using a spell
    • slot of 2nd level or higher, any damage dealt by the spell
    • increases by 1d6 for each slot level above 1st.

    WRATHFUL SMITE

    • 1st-Level Necromancy Spell (Divine)
    • Casting Time: Once per turn, Immediately after
    • attacking and hitting a creature with a melee weapon or
    • an Unarmed Strike
    • Range: Self
    • Component: V
    • Duration: 1 minute

    • As you hit the creature, your strike channels divine wrath.
    • The target takes an extra 1d6 Necrotic damage from the
    • attack, and it must succeed on a Wisdom saving throw or
    • have the Frightened condition until the spell ends. At the
    • end of each of its turns, the Frightened target repeats the
    • saving throw, ending the spell on itself on a success.

    • At Higher Levels. When you cast this spell using a spell
    • slot of 2nd level or higher, the damage increases by 1d6
    • for each slot level above 1st.
     

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