Paladin
Paladins are united by their oaths to stand against the forces of annihilation and corruption. Whether sworn before a god's altar, in a sacred glade before nature spirits, or in a moment of desperation and grief with the dead as the only witnesses, a Paladin's oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.
Paladins train to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the injured, smite their foes, and protect the helpless and those who fight at their side.
Almost by definition, the life of a Paladin is an adventuring life, for every Paladin lives on the front lines of the cosmic struggle against annihilation. Fighters are rare enough among the ranks of a world's armies, but even fewer people can claim the calling of a Paladin. When they do receive the call, these blessed folk turn from their former occupations and take up arms and magic.
The Cause of Righteousness
A paladin swears to uphold justice and righteousness, to stand with the good things of the world against the encroaching darkness, and to hunt the forces of evil wherever they lurk. Different paladins focus on various aspects of the cause of righteousness, but all are bound by the oaths that grant them power to do their sacred work. Although many paladins are devoted to gods of good, a paladin's power comes as much from a commitment to justice itself as it does from a god.
Paladins train for years to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the sick and injured, to smite the wicked and the undead, and to protect the innocent and those who join them in the fight for justice.
Beyond the Mundane Life
Almost by definition, the life of a paladin is an adventuring life. Unless a lasting injury has taken him or her away from adventuring for a time, every paladin lives on the front lines of the cosmic struggle against evil. Fighters are rare enough among the ranks of the militias and armies of the world, but even fewer people can claim the true calling of a paladin. When they do receive the call, these warriors turn from their former occupations and take up arms to fight evil. Sometimes their oaths lead them into the service of the crown as leaders of elite groups of knights, but even then their loyalty is first to the cause of righteousness, not to crown and country.
Adventuring paladins take their work seriously. A delve into an ancient ruin or dusty crypt can be a quest driven by a higher purpose than the acquisition of treasure. Evil lurks in dungeons and primeval forests, and even the smallest victory against it can tilt the cosmic balance away from oblivion.
Fighting in the Name of Justice
A paladin is a living embodiment of an oath—a promise or a vow made manifest in the person of a holy warrior who has the skill and the determination to see the cause through to the end. Some paladins devote themselves expressly to protecting the innocent and spreading justice in the world, while others resolve to attain that goal by conquering those who stand defiant and bringing them under the rule of law.
Although no paladin in the world could be described as typical, a number of them are narrow-minded do-gooders who refuse to tolerate even the smallest deviation from their own outlook. Paladins who take up the adventuring life, however, rarely remain so rigid in their attitudes—if only to keep from alienating their companions.
“The true worth of a paladin is measured not in foes defeated or dungeons plundered. It is measured in lives saved and hearts turned to the causes of mercy and justice.” — Isteval
Personal Goal
The precepts of a paladin's oath provide purpose to the character and dictate an ultimate goal or an overall intent that the paladin abides by and advances. Aside from that, some paladins are driven by a personal goal that either complements or transcends the dictates of their oaths. Paladins who swear different oaths might have the same personal goal, differing only in how they apply that goal to their actions when upholding their oaths.
If your paladin character has a personal goal, it might be drawn from some life event and thus not directly tied to the oath.
| d6 | Personal Goal |
|---|---|
| 1 | Peace. You fight so that future generations will not have to. |
| 2 | Revenge. Your oath is the vehicle through which you will right an ancient wrong. |
| 3 | Duty. You will live up to what you have sworn to do, or die trying. |
| 4 | Leadership. You will win a great battle that bards will sing about, and in so doing, you will become an example to inspire others. |
| 5 | Faith. You know your path is righteous, or else the gods would not have set you upon it. |
| 6 | Glory. You will lead the world into a grand new era, one that will be branded with your name. |
Symbol
Paladins are mindful of the influence of symbols, and many of them adopt or design an artistic device that bears a distinctive image. Your symbol exemplifies the oath you have taken and communicates that message to those around you, friend and foe alike.
Your symbol might be displayed on a banner, a flag, or your clothing for all to see. Or it could be less obvious, such as a trinket or a token that you carry concealed on your person.
| d6 | Symbol |
|---|---|
| 1 | A dragon, emblematic of your nobility in peace and your ferocity in combat |
| 2 | A clenched fist, because you are always ready to fight for your beliefs |
| 3 | An upraised open hand, indicating your preference for diplomacy over combat |
| 4 | A red heart, showing the world your commitment to justice |
| 5 | A black heart, signifying that emotions such as pity do not sway your dedication to your oath |
| 6 | An unblinking eye, meaning that you are ever alert to all threats against your cause |
Nemesis
Their adherence to a sacred oath demands that paladins take an active stance in carrying their beliefs into the world. This activity naturally leads to conflict with creatures or entities that oppose those beliefs. Among those opponents, one often stands out as a paladin's most persistent or most formidable foe—a nemesis whose presence or influence is a constant factor in a paladin's life.
Your paladin character might have an enemy that dates from the days before you took up your path. Or you could be a target because when you became a paladin, you immediately attracted the attention of those that would do you in. If you have a nemesis, who or what is it? Whom among your enemies do you consider to be the biggest threat to achieving your goals?
| d6 | Nemesis |
|---|---|
| 1 | A mighty orc war chief who threatens to overrun and destroy everything you hold sacred |
| 2 | A fiend or a celestial, the agent of a power of the Outer Planes, who has been charged with corrupting or redeeming you, as appropriate |
| 3 | A dragon whose servants dog your steps |
| 4 | A high priest who sees you as a misguided fool and wants you to abandon your religion |
| 5 | A rival paladin who trained with you but became an oath-breaker and holds you responsible |
| 6 | A vampire who has sworn revenge against all paladins after being defeated by one |
Temptation
Although paladins are dedicated to their oaths, they are mortals, and thus they are flawed. Many of them exhibit a type of behavior or hold to an attitude that is not in keeping with the highest ideals of their calling.
What is the temptation that your character succumbs to or finds it difficult to resist?
| d6 | Temptation |
|---|---|
| 1 | Fury. When your anger is roused, you have trouble thinking straight, and you fear you might do something you'll regret. |
| 2 | Pride. Your deeds are noteworthy, and no one takes note of them more often than you. |
| 3 | Lust. You can't resist an attractive face and a pleasant smile. |
| 4 | Envy. You are mindful of what some famous folk have accomplished, and you feel inadequate when your deeds don't compare to theirs. |
| 5 | Despair. You consider the great strength of the enemies you must defeat, and at times you see no way to achieve final victory. |
| 6 | Greed. Regardless of how much glory and treasure you amass, it's never enough for you. |
The Revised Paladin
| Level | Proficiency Bonus | Features | Channel Divinity | Lay on Hands | Paladin Smites | Strikes Known | Prepared Spells | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Fighting Style, Lay on Hands, Martial Strikes, Spellcasting | - | 5 | - | 1 | 2 | 2 | - | - | - | - |
| 2nd | +2 | Divine Health, Paladin's Smite, Weapon Mastery | - | 10 | 2 | 1 | 3 | 2 | - | - | - | - |
| 3rd | +2 | Channel Divinity, Paladin Subclass | 2 | 15 | 2 | 1 | 4 | 3 | - | - | - | - |
| 4th | +2 | Ability Score Improvement | 2 | 20 | 2 | 1 | 5 | 3 | - | - | - | - |
| 5th | +3 | Extra Attack, Faithful Steed, Power Attack | 2 | 25 | 3 | 1 | 6 | 4 | 2 | - | - | - |
| 6th | +3 | Aura of Protection | 2 | 30 | 3 | 2 | 7 | 4 | 2 | - | - | - |
| 7th | +3 | Subclass Feature | 2 | 35 | 3 | 2 | 8 | 4 | 3 | - | - | - |
| 8th | +3 | Ability Score Improvement | 2 | 40 | 3 | 2 | 9 | 4 | 3 | - | - | - |
| 9th | +4 | Abjure Foes | 2 | 45 | 4 | 2 | 10 | 4 | 3 | 2 | - | - |
| 10th | +4 | Aura of Courage | 2 | 50 | 4 | 2 | 10 | 4 | 3 | 2 | - | - |
| 11th | +4 | Improved Extra Attack, Radiant Strikes | 3 | 55 | 4 | 2 | 11 | 4 | 3 | 3 | - | - |
| 12th | +4 | Ability Score Improvement | 3 | 60 | 4 | 3 | 11 | 4 | 3 | 3 | - | - |
| 13th | +5 | - | 3 | 65 | 5 | 3 | 12 | 4 | 3 | 3 | 1 | - |
| 14th | +5 | Restoring Touch | 3 | 70 | 5 | 3 | 12 | 4 | 3 | 3 | 1 | - |
| 15th | +5 | Subclass Feature | 3 | 75 | 5 | 3 | 13 | 4 | 3 | 3 | 2 | - |
| 16th | +5 | Ability Score Improvement | 3 | 80 | 5 | 3 | 13 | 4 | 3 | 3 | 2 | - |
| 17th | +6 | - | 3 | 85 | 6 | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Aura Expansion | 3 | 90 | 6 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Epic Boon | 3 | 95 | 6 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Subclass Feature, Vessel of Divinity | 3 | 100 | 6 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
Multiclassing
Ability Score Minimum(s): Strength 13, Charisma 13
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
Armor: light armor, medium armor, shields
Weapons: martial weapons
Creating a Paladin
The most important aspect of a paladin character is the nature of his or her holy quest. Although the class features related to your oath don't appear until you reach 3rd level, plan ahead for that choice by reading the oath descriptions at the end of the class. Are you a devoted servant of good, loyal to the gods of justice and honor, a holy knight in shining armor venturing forth to smite evil? Are you a glorious champion of the light, cherishing everything beautiful that stands against the shadow, a knight whose oath descends from traditions older than many of the gods? Or are you an embittered loner sworn to take vengeance on those who have done great evil, sent as an angel of death by the gods or driven by your need for revenge? Appendix B lists many deities worshiped by paladins throughout the multiverse, such as Torm, Tyr, Heironeous, Paladine, Kiri-Jolith, Dol Arrah, the Silver Flame, Bahamut, Athena, Re-Horakhty, and Heimdall.
How did you experience your call to serve as a paladin? Did you hear a whisper from an unseen god or angel 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—the destruction of your home, perhaps—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, almost as if you had been sent into the world with that purpose stamped on your soul.
As guardians against the forces of wickedness, paladins are rarely of any evil alignment. Most of them walk the paths of charity and justice. Consider how your alignment colors the way you pursue your holy quest and the manner in which you conduct yourself before gods and mortals. Your oath and alignment might be in harmony, or your oath might represent standards of behavior that you have not yet attained.
Quick Build
You can make a paladin quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the noble background.
Class Features
- 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: Light armor, Medium armor, Heavy armor, Shields
Weapons: Simple wepaons, Martial weapons
Tools: one of your choice.
Saving Throws: Strength, Charisma
Skills: Any three of your choice.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Chain Mail, a Shield, a Longsword, 6 Javelins, a Holy Symbol, a Priest's Pack, and 9 GP.
- (b) 150 GP.
Fighting Style
At 1st level, 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. Guidance and Sacred Flame are recommended. 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.
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.
Martial Strikes
Also at 1st level, you learn to leverage your overwhelming might into special attacks called Martial Strikes. These strikes replace one attack you make with the Attack Action. You may only use one Strike per turn and you cannot use a Strike and a Maneuver on the same attack.
You learn one strike of your choice from the list below. When you finish a Long Rest, you can swap one Martial Strike you know for another option.
You learn an additional strike of your choice at 6th (three Strikes), 12th (four Strikes), and 18th (five Strikes) level.
Saving Throws. If a strike requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus.
Strikes
The strikes are presented in alphabetical order.
Charge. Cannot be used with a Ranged Weapon. You move up to half of your movement speed towards a creature that you can see. If you get within 5 feet of that creature, you can make an attack against them with advantage.
You can move up to your full movement speed when you reach 18th level in this class.
Cleave. Must be wielding a Melee Weapon with the two-handed property to use. Each creature within cone with a maximum length and width of 10 feet in front of you must make a Dexterity Saving Throw as you swing your weapon in front of you. Creatures take a roll of your weapon's damage dice and the next attack made against them has advantage on a failed save or take half as much damage and the next attack made against them does not have advantage on a successful save.
The length and width of the cone increase to 20 feet when you reach 18th level in this class.
Convince. If you fail a Persuasion Skill Check, you can use this Strike to re-roll that check and must use the new result.
When you reach 18th level in this class, you gain a bonus to the re-rolled check equal to your Strength or Dexterity Modifier (you choose which when you learn this Strike).
Crush. Cannot be used with Ranged weapons. Each creature within a 15-foot radius circle that begins in front of you must make a Dexterity Saving Throw as you slam your weapon or a fist into the ground in front of you. Creatures take a roll of your weapon or unarmed strike's damage dice and are knocked prone on a failed save or half as much damage and are not knocked prone on a successful save.
The radius of the circle increases to 30 feet at 18th level in this class.
Dash. Cannot be used with Ranged weapons. You move up to half of your movement speed + 5 feet in a straight line in front of you. Each creature that you pass through make a Dexterity Saving Throw as you cut down any foes in your way. Creatures take a roll of your weapon or unarmed strike's damage dice + your strength or dexterity modifier (you choose which when you choose this Strike) on a failed save or half as much damage on a successful save.
The radius of the circle increases to 30 feet at 18th level in this class.
Deflect. Cannot be used with Ranged weapons. When you would take damage from a ranged weapon attack, you can roll 1d10 + your Strength Modifier and reduce the damage taken by that much. If you reduce the damage to 0, you can use your reaction to force a creature within 15 feet of you to take the damage you would have instead.
When you reach 18th level in this class, you can also use this feature against ranged spell attacks.
Endure. If you fail a Saving Throw, you can use this Strike to re-roll that check and must use the new result.
When you reach 18th level in this class, you gain a bonus to the re-rolled saving throw equal to your Strength or Dexterity Modifier (you choose which when you learn this Strike).
Impose. If you fail an Intimidation Skill Check, you can use this Strike to re-roll that check and must use the new result.
When you reach 18th level in this class, you gain a bonus to the re-rolled check equal to your Strength or Dexterity Modifier (you choose which when you learn this Strike).
Knockback. You can use this Strike to force a creature make a Strength saving throw. The creature takes a roll of your weapon's damage dice on a failed save and is pushed back 15 feet in a straight line or takes half as much damage and is not pushed back on a successful save.
The distance the target is pushed back is increased to 30 feet when you reach 18th level in this class.
Overcome. If you fail an Athletics Skill Check, you can use this Strike to re-roll that check and must use the new result.
When you reach 18th level in this class, you gain a bonus to the re-rolled check equal to your Strength or Dexterity Modifier (you choose which when you learn this Strike).
Pillar. Must be wielding a Melee Weapon with the reach property or a ranged weapon to use. Each creature within a line with a width of 5 feet and length of 15 feet in front of you must make a Dexterity Saving Throw as you unleash a straight thrust or shot in front of you. Creatures take a roll of your weapon's damage dice on a failed save or half as much on a successful one. Ranged Weapons instead treat the length of this Strike as half of their effective range rounded down to the nearest 5, to a minimum of 15 feet.
The length and width of the line increase to 25 feet when you reach 18th level in this class. Ranged Weapons instead use their full effective range at 18th level in this class.
Pull. Must be wielding a Ranged Weapon or a weapon with the Thrown property to use. You can use this Strike to force a creature make a Strength saving throw as you fire a projectile with a line attached to drag a foe towards you. The creature takes a roll of your weapon's damage dice on a failed save and is pulled 15 feet in a straight line towards you or takes half as much damage and is not pulled towards you on a successful save.
React. If you fail a Perception Skill Check, you can use this Strike to re-roll that check and must use the new result.
When you reach 18th level in this class, you gain a bonus to the re-rolled check equal to your Strength or Dexterity Modifier (you choose which when you learn this Strike).
The distance the target is pushed back is increased to 30 feet when you reach 18th level in this class.
Shove. You can use this Strike to force a creature make a Strength saving throw. The creature takes a roll of your weapon's damage dice on a failed save and is pushed 5 feet to the left or right (your choice) or takes half as much damage and is not pushed on a successful save.
The distance the target is pushed is increased to 10 feet when you reach 18th level in this class.
Volley. Must be wielding a Ranged Weapon to use. Choose one creature. That creature and each creature within a 15 foot radius centered on that creature must make a Dexterity Saving Throw as you fire a volley of shots at the creatures. Creatures take a roll of your weapon's damage dice on a failed save or half as much on a successful one.
The radius of this feature increases to 30 feet when you reach 18th level in this class.
Whirlwind. Must be wielding a Melee Weapon to use. Each creature within a 5 foot radius centered on you must make a Dexterity Saving Throw as you spin your weapons around you. Creatures take a roll of your weapon's damage dice on a failed save or half as much on a successful one.
The radius of this feature increases to 15 feet when you reach 18th level in this class.
Spellcasting
At 1st level, you have learned to cast spells through prayer and meditation. See chapter 7 of the 2024 Player's Handbook for the rules on spellcasting. The information below details how you use those rules with Paladin spells, which appear in the Paladin spell list in the 2024 Player's Handbook.
Spell Slots. The Revised 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. Heroism and Searing Smite are recommended.
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.
Divine Health
At 2nd level, the divine magic flowing through you makes you immune to disease.
Paladin's Smite
At 2nd level, you always have the Divine Smite spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.
The number of times you can cast the spell without a spell slot increases when you reach certain Paladin levels, as shown in the Paladin Smites column of the Revised Paladin Features table.
Weapon Mastery
At 2nd level, 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 Longbows and Shortswords.
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 Scimitars and Longswords.
Channel Divinity
At 3rd level, 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.
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.
Breaking Your Oath
A Paladin tries to hold to the highest standards of conduct, but even the most dedicated are fallible. Sometimes a Paladin transgresses their oath.
A Paladin who has broken a vow typically seeks absolution, spending an all-night vigil as a sign of penitence or undertaking a fast. After a rite of forgiveness, the Paladin starts fresh.
If your Paladin unrepentantly violates their oath, talk to your DM. Your Paladin should probably take a more appropriate subclass or even abandon the class and adopt another one.
Ability Score Improvement
When you reach Paladin Level 4, and again at Paladin Levels 8, 12, and 16, you gain the Ability Score Improvement Feat as well as one other feat of your choice for which you qualify.
Extra Attack
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. If you know a Cantrip, you can replace one of these attacks with a use of that Cantrip.
Faithful Steed
At 5th level, 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.
Power Attack
At 5th level, When you make Weapon Attack or Unarmed Strike, you can take a penalty equal to your proficiency bonus to that attack roll. If you do and the attack hits, you gain a bonus to your damage with that attack equal to 2 x your proficiency bonus. You can only use Power Attack Once per Round.
Aura of Protection
At 6th level, 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.
Abjure Foes
At 9th level, 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.
Aura of Courage
At 10th level, 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.
Improved Extra Attack
At 11th level, you can attack three times, instead of once or twice, whenever you take the Attack action on your turn. If you know a Cantrip, you can replace one of these attacks with a use of that Cantrip.
Radiant Strikes
At 11th level, 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.
Restoring Touch
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, 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.
Aura Expansion
At 18th level, Your Aura of Protection, Aura of Courage and any auras granted by your Subclass are now 30-foot Emanations.
Epic Boon
At 19th Level, you gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Truesight is recommended.
Vessel of Divinity
At 20th level, you have become the perfect representation of a divine warrior. Your Strength and Charisma scores increase by 4, to a maximum of 26.
Ancients
The Oath of the Ancients is as old as the first elves. 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 often adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment to preserving life and light.
These paladins share the following tenents:
- Kindle the light of hope.
- Shelter life.
- Delight in art and laughter.
Oath of the Ancients Spells
At 3rd level, and again when you reach a Paladin level specified in the Oath of the Ancients Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3rd | Ensnaring Strike, Speak with Animals |
| 5th | Misty Step, Moonbeam |
| 9th | Plant Growth, Protection from Energy |
| 13th | Ice Storm, Stoneskin |
| 17th | Commune with Nature, Tree Stride |
Nature's Wrath
At 3rd level, As a Magic action, you can expend one use of your Channel Divinity to conjure spectral vines around nearby creatures. Each creature of your choice that you can see within 15 feet of yourself must succeed on a Strength saving throw or have the Restrained condition for 1 minute. A Restrained creature repeats the save at the end of each of its turns, ending the effect on itself on a success.
Aura of Warding
At 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward, blunting energy from beyond the Material Plane; you and your allies have Resistance to Necrotic, Psychic, and Radiant damage while in your Aura of Protection.
Undying Sentinel
At 15th level, when you are reduced to 0 Hit Points and not killed outright, you can 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 can't be aged magically, and you cease visibly aging.
Elder Champion
At 20th level, as a Bonus Action, you can imbue your Aura of Protection with primal power, granting the benefits below for 1 minute 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).
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 an action, you can cast it using a Bonus Action instead.
Devotion
The Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet the archetype 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 personal devotion. Others hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms.
These paladins share the following tenets:
- Let your word be your promise.
- Protect the weak and never fear to act.
- Let your honorable deeds be an example.
Oath of Devotion Spells
At 3rd level, and again when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3rd | Protection from Evil And Good, Shield of Faith |
| 5th | Aid, Zone of Truth |
| 9th | Beacon of Hope, Dispel Magic |
| 13th | Freedom of Movement, Guardian of Faith |
| 17th | Commune, Flame Strike |
Sacred Weapon
At 3rd level, when you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, 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 early (no action required). This effect also ends if you aren't carrying the weapon.
Aura of Devotion
Starting at 7th level, you and your allies have Immunity 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.
Smite of Protection
At 15th level, your magical smite now radiates protective energy. Whenever you cast Divine Smite, you and your allies have Half Cover while in your Aura of Protection. The aura has this benefit until the start of your next turn.
Holy Nimbus
At 20th level, as a Bonus Action, you can imbue your Aura of Protection with holy power, granting 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).
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 Charisma modifier plus your Proficiency Bonus.
Sunlight. The aura is filled with Bright Light that is sunlight.
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.
These paladins share the following tenets:
- Endeavor to be known by your deeds.
- Face hardships with courage.
- Inspire others to strive for glory.
Oath of Glory Spells
At 3rd level, and again when you reach a Paladin level specified in the Oath of Glory Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3rd | Guiding Bolt, Heroism |
| 5th | Enhance Ability, Magic Weapon |
| 9th | Haste, Protection from Energy |
| 13th | Compulsion, Freedom of Movement |
| 17th | Legend Lore, Yolande's Regal Presence |
Inspiring Smite
At 3rd level, immediately after you cast Divine Smite, you can expend one use of your Channel Divinity and distribute Temporary Hit Points to creatures of your choice within 30 feet of yourself, which can include you. The total number of Temporary Hit Points equals 2d8 plus your Paladin level, divided among the chosen creatures however you like.
Peerless Athlete
At 3rd level, 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, and the distance of your Long and High Jumps increases by 10 feet (this extra distance costs movement as normal).
Aura of Alacrity
Starting at 7th level, Your Speed increases by 10 feet.
In addition, whenever an ally enters your Aura of Protection for the first time on a turn or starts their turn there, the ally's Speed increases by 10 feet until the end of their next turn.
Glorious Defense
At 15th level, You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can take a Reaction to grant a bonus to the target's AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one attack with a weapon against the attacker as part of this Reaction if the attacker is within your weapon's range.
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.
Living Legend
At 20th level, You can empower yourself with the legends — whether true or exaggerated — of your great deeds. As a Bonus Action, you gain the benefits below for 10 minutes. 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).
Charismatic. You are blessed with an otherworldly presence and have Advantage on all Charisma checks.
Saving Throw Reroll. If you fail a saving throw, you can take a 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.
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.
Oath of Noble Genies Spells
At 3rd level, and again when you reach a Paladin level specified in the Genie Spells table, you thereafter always have the listed spells prepared.
| 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 |
Elemental Smite
At 3rd level, 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 has the Grappled condition (escape DC equal to your spell save DC). While Grappled, the target has the Restrained condition.
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.
Marid's Surge. The target and each creature of your choice in a 10-foot Emanation originating from you makes a Strength saving throw against your spell save DC. On a failed save, the creature is pushed 15 feet straight away from you and has the Prone condition.
Genie's Splendor
At 3rd level, you gain a bonus depending on if you are wearing no armor or light armor:
Genie's Protection. When you are wearing Light Armor, you you gain a bonus to your AC equal to your Charisma modifier (minimum of +1).
Unarmored Defense. When you are wearing no armor, you calculate your Armor Class as 10 plus your Strength Modifier plus your Charisma Modifier. At 10th level, this is increased by +1. You can wield a Shield and still gain this benefit.
You also gain proficiency in one skill of your choice.
Aura of Elemental Shielding
At 7th level, 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).
At 15th level, you pick two of these damage types instead of one.
Elemental Rebuke
At 15th level, When you are hit by an 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 4d10 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.
Noble Scion
At 20th level, 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.
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, 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.
These paladins share the following tenets:
- Show the wicked no mercy.
- Fight injustice and its causes.
- Aid those harmed by injustice.
Oath of Vengeance Spells
At 3rd level, and again when you reach a Paladin level specified in the Oath of Vengeance Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3rd | Bane, Hunter's Mark |
| 5th | Hold Person, Misty Step |
| 9th | Haste, Protection from Energy |
| 13th | Banishment, Dimension Door |
| 17th | Hold Monster, Scrying |
Vow of Enmity
At 3rd level, when you take the Attack action, 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 have Advantage on attack rolls against the creature for 1 minute or until you use this feature again.
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).
Relentless Avenger
At 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an Opportunity Attack, you can reduce the creature's Speed to 0 until the end of the current turn. You can then move up to half your Speed as part of the same Reaction. This movement doesn't provoke Opportunity Attacks.
Soul of Vengance
At 15th level, Immediately after a creature under the effect of your Vow of Enmity hits or misses with an attack roll, you can take a Reaction to make a melee attack against that creature if it's within range.
Avenging Angel
At 20th level, 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 sprout spectral wings on your back, have a Fly Speed of 60 feet, and can hover.
Frightful Aura. Whenever an enemy starts its turn in your Aura of Protection, 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.
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Changelog
1.0
- Swapped Fighting Style and Weapon Mastery.
- Added Martial Strikes as per Barbarian's progression.
- Added Divine Health. Diseases aren't currently RAW but with backwards compatibility I see no reason this can't be there at 2nd level.
- Paladin's Smite now works like Ranger's Favored Foe Hunter's Mark.
- Extra attack gets an upgrade for 3 attacks at level 11.
- All Auras increase at 18th level, including subclass auras.
1.1
- Added a revised version of the UA Noble Genie Oath.
- Genie's Splendor now grants +CHA to AC if you wear Light Armor, or if you wear No Armor you get 10 + STR + CHA AC similar to the Fighter Martial Talent.
- Genie's Splendor now grants any one proficiency in line with my changes with my Revised Classes' granting of proficiencies.
- Elemental Shielding gets improved at 15th level.