Paladin
All classes · Multiclassing · Rules Glossary
Core Paladin Traits
| Primary Ability | Strength and Charisma |
|---|---|
| Hit Point Die | D10 per Paladin level |
| Saving Throw Proficiencies | Wisdom and Charisma |
| Skill Proficiencies | Choose 2: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion |
| Weapon Proficiencies | Simple and Martial weapons |
| Armor Training | Light, Medium, and Heavy armor and Shields |
| Starting Equipment | Choose A or B: (A) Chain Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priest's Pack, and 9 GP; or (B) 150 GP |
Becoming a Paladin ...
As a Level 1 Character
- Gain all the traits in the Core Paladin Traits table.
- Gain the Paladin's level 1 features, which are listed in the Paladin Features table.
As a Multiclass Character
- Gain the following traits from the Core Paladin Traits table: Hit Point Die, proficiency with Martial weapons, and training with Light and Medium armor and Shields.
- Gain the Paladin's level 1 features, which are listed in the Paladin Features table. See the multiclassing rules in "Character Creation" to determine your available spell slots.
Paladin Class Features
As a Paladin, you gain the following class features when you reach the specified Paladin levels. These features are listed in the Paladin Features table.
Paladin Features
| Level | Proficiency Bonus | Class Features | Channel Divinity |
|---|---|---|---|
| 1 | +2 | Lay On Hands, Spellcasting, Weapon Mastery | - |
| 2 | +2 | Fighting Style, Paladin's Smite | - |
| 3 | +2 | Channel Divinity, Paladin Subclass | 2 |
| 4 | +2 | Ability Score Improvement | 2 |
| 5 | +3 | Extra Attack, Faithful Steed | 2 |
| 6 | +3 | Aura of Protection | 2 |
| 7 | +3 | Subclass feature | 2 |
| 8 | +3 | Ability Score Improvement | 2 |
| 9 | +4 | Abjure Foes | 2 |
| 10 | +4 | Aura of Courage | 2 |
| 11 | +4 | Radiant Strikes | 3 |
| 12 | +4 | Ability Score Improvement | 3 |
| 13 | +5 | - | 3 |
| 14 | +5 | Restoring Touch | 3 |
| 15 | +5 | Subclass feature | 3 |
| 16 | +5 | Ability Score Improvement | 3 |
| 17 | +6 | - | 3 |
| 18 | +6 | Aura Expansion | 3 |
| 19 | +6 | Epic Boon | 3 |
| 20 | +6 | Subclass feature | 3 |
| -Spell Slots per Spell Level- | ||||||
|---|---|---|---|---|---|---|
| Level | Prepared Spells | 1 | 2 | 3 | 4 | 5 |
| 1 | 2 | 2 | - | - | - | - |
| 2 | 3 | 2 | - | - | - | - |
| 3 | 4 | 3 | - | - | - | - |
| 4 | 5 | 3 | - | - | - | - |
| 5 | 6 | 4 | 2 | - | - | - |
| 6 | 6 | 4 | 2 | - | - | - |
| 7 | 7 | 4 | 3 | - | - | - |
| 8 | 7 | 4 | 3 | - | - | - |
| 9 | 9 | 4 | 3 | 2 | - | - |
| 10 | 9 | 4 | 3 | 2 | - | - |
| 11 | 10 | 4 | 3 | 3 | - | - |
| 12 | 10 | 4 | 3 | 3 | - | - |
| 13 | 11 | 4 | 3 | 3 | 1 | - |
| 14 | 11 | 4 | 3 | 3 | 1 | - |
| 15 | 12 | 4 | 3 | 3 | 2 | - |
| 16 | 12 | 4 | 3 | 3 | 2 | - |
| 17 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | 15 | 4 | 3 | 3 | 3 | 2 |
Level 1: 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.
Level 1: Spellcasting
You have learned to cast spells through prayer and meditation. See "Spells" for the rules on spellcasting. The information below details how you use those rules with Paladin spells, which appear in the Paladin spell list later in the class's description.
Spell Slots. The 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.
Level 1: Weapon Mastery
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 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.
Level 2: Fighting Style
You gain a Fighting Style feat of your choice (see "Feats" for feats). Instead of choosing one of those feats, you can choose the option below.
Blessed Warrior. You learn two Cleric cantrips of your choice (see the Cleric class's section for a list of Cleric spells). 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.
Level 2: Paladin's Smite
You always have the Divine Smite spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.
Level 3: Channel Divinity
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 theHallow spell.
Level 3: Paladin Subclass
You gain a Paladin subclass of your choice. The Oath of Devotion subclass is detailed after this class's description. 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 GM. Your Paladin should probably take a more appropriate subclass or even abandon the class and adopt another one.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Paladin levels 8, 12, and 16.
Level 5: Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 5: Faithful Steed
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.
Level 6: Aura of Protection
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.
Level 9: Abjure Foes
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.
Level 10: Aura of Courage
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.
Level 11: Radiant Strikes
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.
Level 14: 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, 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.
Level 18: Aura Expansion
Your Aura of Protection is now a 30-foot Emanation.
Level 19: Epic Boon
You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Truesight is recommended.
Paladin Spell List
This section presents the Paladin spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, Rmeans it's a Ritual, and M means it requires a specific Material component.
Level 1 Paladin Spells
| Spell | School | Special |
|---|---|---|
| Bless | Enchantment | C, M |
| Command | Enchantment | - |
| Cure Wounds | Abjuration | - |
| Detect Evil and Good | Divination | C |
| Detect Magic | Divination | C, R |
| Detect Poison and Disease | Divination | C, R |
| Divine Favor | Transmutation | - |
| Divine Smite | Evocation | - |
| Do Unto Others | Enchantment | M |
| Every Knee Shall Bend | Enchantment | C |
| Heroism | Enchantment | C |
| Magnificat | Abjuration | — |
| Protection from Evil and Good | Abjuration | C, M |
| Purify Food and Drink | Transmutation | R |
| Searing Smite | Evocation | - |
| Shield of Faith | Abjuration | C |
Level 2 Paladin Spells
| Spell | School | Special |
|---|---|---|
| Aid | Abjuration | - |
| Find Steed | Conjuration | - |
| Gentle Repose | Necromancy | R, M |
| Lesser Restoration | Abjuration | - |
| Locate Object | Divination | C |
| Magic Weapon | Transmutation | - |
| Prayer of Healing | Abjuration | - |
| Protection from Poison | Abjuration | - |
| Shining Smite | Transmutation | C |
| Warding Bond | Abjuration | M |
| Zone of Truth | Enchantment | - |
Level 3 Paladin Spells
| Spell | School | Special |
|---|---|---|
| Create Food and Water | Conjuration | - |
| Daylight | Evocation | - |
| Dispel Magic | Abjuration | - |
| Magic Circle | Abjuration | M |
| Remove Curse | Abjuration | - |
| Revivify | Necromancy | M |
Level 4 Paladin Spells
| Spell | School | Special |
|---|---|---|
| Aura of Life | Abjuration | C |
| Banishment | Abjuration | C |
| Death Ward | Abjuration | - |
| Locate Creature | Divination | C |
Level 5 Paladin Spells
| Spell | School | Special |
|---|---|---|
| Covenant | Enchantment | — |
| Dispel Evil and Good | Abjuration | C |
| Geas | Enchantment | - |
| Greater Restoration | Abjuration | M |
| Paraclete | Conjuration | M |
| Raise Dead | Necromancy | M |
Paladin Subclass: Oath of Devotion
Uphold the Ideals of Justice and Order
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.
Level 3: Oath of Devotion 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 |
|---|---|
| 3 | Protection from Evil and Good, Shield of Faith |
| 5 | Aid, Zone of Truth |
| 9 | Beacon of Hope, Dispel Magic |
| 13 | Freedom of Movement, Guardian of Faith |
| 17 | Commune, Flame Strike |
Level 3: Sacred Weapon
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.
Level 7: Aura of Devotion
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.
Level 15: Smite of Protection
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.
Level 20: Holy Nimbus
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.
Paladin Subclass: Oath of the Templar
The military order known as the Order of Solomon’s Temple (often shortened to “Templar”) was created with the sole purpose of defending innocent travelers and pilgrims from bandits along the dangerous roadways of the Middle Ages. These highly trained fighters, known for their distinctive white tabards and red cross (a symbol of their readiness to die for others), swore off earthly possessions and spent their lives safeguarding the vulnerable.
The Templars’ vow of poverty meant that they relied on donations from generous patrons to fund their order. Ironically, this attracted so much attention and admiration that the Templars quickly gained status within the Church, rising to become one of the most respected and influential orders of the Middle Ages. Jealous of the order’s popularity, the King of France conspired to turn public opinion against the Templars, even threatening violence against the Pope if he did not officially condemn the order. Betrayed and finding themselves abandoned even by the leaders of the Church they had vowed to serve, many Templars were arrested, tortured, and executed. As the elderly leader of the Templars was burned at the stake, his hands folded in prayer, he prophesied that God would punish those responsible for the betrayal. Both the King of France and the Pope who betrayed the Templars died under mysterious circumstances shortly afterward.
The remaining knights of the order were outlawed and hunted, but a Templar does not abandon their oath. According to legend, the Templars who evaded arrest continue to wander throughout the world, quietly and steadfastly living out the tenets of their oath and protecting the vulnerable wherever their journey takes them. Most Templars still wear the armor of their order, considering it part of their oath, although they cover themselves with cloaks to avoid being recognized as they travel from place to place. It is only when they rise to defend the innocent and the vulnerable that they reveal the white tabard and red cross, a symbol that strikes fear into the hearts of those who would prey on the weak.
Tenets of the Templar
A paladin who takes this oath is a sworn protector of the vulnerable and is held to a high standard of conduct.
Faith. It was to God that you swore your oath, and so it is only God that can command you. You owe allegiance to no flag, kneel to no throne, and bow to no authority but that of the Most High.
Courage. A Templar does not retreat. You must be prepared to stand for your beliefs in the face of overwhelming odds, in the face of sure defeat, in the face of death.
Poverty. A Templar carries no money and claims ownership of no treasure. With the exception of the tools and weapons of your trade, you rely on the kindness of strangers for sustenance and shelter.
Protect the Vulnerable. A Templar is the last line of defense for the poor, the vulnerable, and the weary. If you do not stand in their defense, who else will?
Level 3: Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Templar Spells Table. Once you gain access to an oath spell, you always have it prepared. Oath spells do not count against the number of spells you can prepare each day. If an oath spell does not appear on the paladin spell list, it is nonetheless a paladin spell for you.
| Paladin Level | Oath of the Templar Spells |
|---|---|
| 3rd | Compelled Duel, Sanctuary |
| 5th | Find Steed, Warding Bond |
| 9th | Crusader’s Mantle, Revivify |
| 13th | Death Ward, Find Greater Steed |
| 17th | Covenant*, Holy Weapon |
*This spell is described in the Adventurer’s Guide to the Bible
Level 3: Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. Each option expends one use of your Channel Divinity. Use the number of uses and recovery rules in your Channel Divinity class feature. If an effect requires a saving throw, the DC equals your paladin spell save DC.
Turn the Violent. You can use your Channel Divinity to inspire fear in those who prey upon the weak. As a Magic action, you reveal the symbol of the Templar and force each creature of your choice that is hostile to you within 30 feet to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. A frightened creature may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Divine Providence. You can use your Channel Divinity to call upon God to provide for you. As a Magic action, you invoke your vow of poverty and pray for God to provide you with material aid. The type of aid you receive is determined by the GM, but you may request what form it takes. For example, a stranger may offer to pay for your meal or room at an inn, a wandering merchant might lend you the use of a magic item on the eve of an important mission, or a noble might extend you a favor on behalf of a grateful kingdom. Use the table below to determine the limits of what this feature can provide, based on your paladin level. Any physical items, including magic items gained through this feature must be returned to their rightful owners before you may use this Channel Divinity option again. Favors, such as a free meal or passage aboard a ship, do not need to be repaid.
| Level | Gold Limit | Rarity Limit | Favor Limit |
|---|---|---|---|
| 3rd | 25 gp | Common | A meal and a room at an inn |
| 5th | 75 gp | Uncommon | Passage aboard a ship |
| 9th | 250 gp | Rare | A letter of recommendation |
| 13th | 1,000 gp | Very Rare | The use of a fortress or land |
| 17th | 5,000 gp | Legendary | A favor from the King or Pope |
Level 7: Aura of the Martyr
Starting at 7th level, your willingness to put yourself in harm’s way inspires hope in those around you. Whenever you take damage, friendly creatures within 10 feet of you gain a number of temporary hit points equal to half of the damage you received, rounded up.
At 18th level, the range of this aura increases to 30 feet.
Level 15: Steadfast Defender
Starting at 15th level, your mere presence causes your enemies to lose focus. When a creature makes an attack roll against a target other than you that is within 10 feet of you, it must first make a Wisdom saving throw against your Paladin spell save DC. On a failed save, it must target you with the attack instead. If it is unable to make its attack roll against you, the attack is lost.
At 18th level, the range of this aura increases to 30 feet.
Level 20: Savior of the Downtrodden
At 20th level, you can intervene on behalf of others when they are at their lowest point. You can take a Magic action to gain the following benefits for 1 hour:
- All allies within 30 feet of you have advantage on saving throws.
- When a creature other than you that you can see within 60 feet fails a saving throw, including a death saving throw, you can use your reaction to allow the creature to reroll the saving throw, this time with a +8 bonus.
- All enemies within 30 feet have disadvantage on attack rolls against you and your allies.
Once you have used this feature, you cannot do so again until you finish a Long Rest.
Silk Road Spell Options
These additional spells are available to this class.
| Spell | Level and school |
|---|---|
| Covenant | 5th-level Divination |