SRD5:Paladin: Difference between revisions

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|sorttext=
|sorttext=
|hitdie=10
|hitdie=10
|armorprofs=All [[SRD5:Armor|armor]] and [[SRD5:Shield|shield]]s
|armorprofs=All {{srd5lc|Armor}} and {{srd5lc|Shield}}s
|weaponprofs=[[SRD5:Simple Weapon|Simple weapon]]s, [[SRD5:Martial Weapon|martial weapon]]s
|weaponprofs=[[SRD5:Simple Weapon|Simple weapon]]s, {{srd5lc|Martial Weapon}}s
|toolprofs=None
|toolprofs=None
|saveprofs=Wisdom, Charisma
|saveprofs=Wisdom, Charisma
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|skillprofs=Athletics, Insight, Intimidation, Medicine, Persuasion, Religion
|skillprofs=Athletics, Insight, Intimidation, Medicine, Persuasion, Religion
|equipment=* ''(a)'' a martial weapon and a shield or ''(b)'' two martial weapons  
|equipment=* ''(a)'' a martial weapon and a shield or ''(b)'' two martial weapons  
* ''(a)'' five [[SRD5:Javelin|javelin]]s or [[(b)]] any simple [[SRD5:Melee Weapon|melee weapon]]
* ''(a)'' five [[SRD5:Javelin|javelin]]s or ''(b)'' any simple {{srd5lc|Melee Weapon}}
* ''(a)'' a [[SRD5:Priest's Pack|priest’s pack]] or [[(b)]] an [[SRD5:Explorer's Pack|explorer’s pack]]
* ''(a)'' a {{srd5lc|Priest's Pack}} or ''(b)'' an {{srd5lc|Explorer's Pack}}
* [[SRD5:Chain Mail|Chain mail]] and a [[SRD5:Holy Symbol|holy symbol]]
* [[SRD5:Chain Mail|Chain mail]] and a {{srd5lc|Holy Symbol}}
|features=Divine Sense, Lay on Hands, Fighting Style, Spellcasting, Divine Smite, Divine Health, Sacred Oath, Ability Score Improvement, Extra Attack, Aura of Protection, Aura of Courage, Improved Divine Smite, Cleansing Touch
|features=Divine Sense, Lay on Hands, Fighting Style, Spellcasting, Divine Smite, Divine Health, Sacred Oath, Ability Score Improvement, Extra Attack, Aura of Protection, Aura of Courage, Improved Divine Smite, Cleansing Touch
|canon=true
|canon=true
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|spells=1st !! 2nd !! 3rd !! 4th !! 5th
|spells=1st !! 2nd !! 3rd !! 4th !! 5th


|feature1=[[#Divine Sense|Divine Sense]], [[#Lay on Hands|Lay on Hands]]
|feature1={{iplink|Divine Sense}}, {{iplink|Lay on Hands}}
  {{Spell Row |5}}
  {{Spell Row |5}}


|feature2=[[#Fighting Style|Fighting Style]], [[#Spellcasting|Spellcasting]], [[#Divine Smite|Divine Smite]]
|feature2={{iplink|Fighting Style}}, {{iplink|Spellcasting}}, {{iplink|Divine Smite}}
  {{Spell Row |5|2}}
  {{Spell Row |5|2}}


|feature3=[[#Divine Health|Divine Health]], [[#Sacred Oath|Sacred Oath]]
|feature3={{iplink|Divine Health}}, {{iplink|Sacred Oath}}
  {{Spell Row |5|3}}
  {{Spell Row |5|3}}


|feature4=[[#Ability Score Improvement|Ability Score Improvement]]
|feature4={{iplink|Ability Score Improvement}}
  {{Spell Row |5|3}}
  {{Spell Row |5|3}}


|feature5=[[#Extra Attack|Extra Attack]]
|feature5={{iplink|Extra Attack}}
  {{Spell Row |5|4|2}}
  {{Spell Row |5|4|2}}


|feature6=[[#Aura of Protection|Aura of Protection]]
|feature6={{iplink|Aura of Protection}}
  {{Spell Row |5|4|2}}
  {{Spell Row |5|4|2}}


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  {{Spell Row |5|4|3|2}}
  {{Spell Row |5|4|3|2}}


|feature10=[[#Aura of Courage|Aura of Courage]]
|feature10={{iplink|Aura of Courage}}
  {{Spell Row |5|4|3|2}}
  {{Spell Row |5|4|3|2}}


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  {{Spell Row |5|4|3|3|1}}
  {{Spell Row |5|4|3|3|1}}


|feature14=[[#Cleansing Touch|Cleansing Touch]]
|feature14={{iplink|Cleansing Touch}}
  {{Spell Row |5|4|3|3|1}}
  {{Spell Row |5|4|3|3|1}}


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}}
}}


{{5e Ability Section|3|Divine Sense|The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.  
{{5e Ability Section|3|Divine Sense|''1st level Paladin feature.''<br />The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an {{srd5lc|Action}}, you can open your awareness to detect such forces. Until the end of your next {{srd5lc|Turn}}, you know the location of any {{srd5lc|Celestial}}, {{srd5lc|Fiend}}, or {{srd5lc|Undead}} within 60 feet of you that is not behind {{srd5lc|Total Cover}}. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count {{5e|Strahd von Zarovich}}, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.  


You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.}}  
You can use this feature a number of times equal to 1 + your {{SRD5|Charisma}} modifier. When you finish a {{srd5lc|Long Rest}}, you regain all expended uses.}}  


{{5e Ability Section|3|Lay on Hands|Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.  
{{5e Ability Section|3|Lay on Hands|''1st level Paladin feature.''<br />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 {{srd5lc|Hit Point}}s equal to your paladin level × 5.  


As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.  
As an action, you can touch a {{srd5lc|Creature}}{{5ertyac}} and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.  


Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.  
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one {{srd5lc|Disease}} or neutralize one {{srd5lc|Poison}} affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.  


This feature has no effect on undead and constructs. }}
This feature has no effect on undead and {{srd5lc|Construct}}s. }}


{{5e Ability Section|3|Fighting Style|{{alsosee-sect|5e:Fighting Style}}At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.}}  
{{5e Ability Section|3|Fighting Style|{{alsosee-sect|5e:Fighting Style}}''2nd level Paladin feature.''<br />You adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.}}  
'''{{anchor|Defense}}''': While you are wearing armor, you gain a +1 bonus to {{SRD5|AC}}.  
'''{{anchor|Defense}}''': While you are wearing {{srd5lc|Armor}}, you gain a +1 bonus to {{SRD5|AC}}.  


'''{{anchor|Dueling}}''': When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.  
'''{{anchor|Dueling}}''': When you are wielding a {{srd5lc|Melee Weapon}} in one hand and no other weapons, you gain a +2 bonus to {{srd5lc|Damage Roll}}s with that weapon.  


'''{{anchor|Great Weapon}}''': Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.  
'''{{anchor|Great Weapon}}''': Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the {{srd5lc|Two-Handed}} or {{srd5lc|Versatile}} property for you to gain this benefit.  


'''{{anchor|Protection}}''': When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
'''{{anchor|Protection}}''': When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your {{srd5lc|Reaction}} to impose {{srd5lc|Disadvantage}} on the {{srd5lc|Attack Roll}}. You must be wielding a {{srd5lc|Shield}}.


{{5e Ability Section|3|Spellcasting|{{alsosee-sect|5e:Paladin/Spell List}}By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.}}  
{{5e Ability Section|3|Spellcasting|{{alsosee-sect|5e:Paladin/Spell List}}''2nd level Paladin feature.''<br />You have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.}}  


====Preparing and Casting Spells====
====Preparing and Casting Spells====
The Paladin table shows how many spell slots you have to cast your spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.  
The Paladin table shows how many {{srd5lc|Spell Slot}}s you have to cast your spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the [[SRD5:Spell Level|spell’s level]] or higher. You regain all expended spell slots when you finish a long rest.  


You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.  
You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + {{srd5lc|Half}} your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.  


For example, if you are a 5th-­level paladin, you have four 1st-­level and two 2nd-­level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-­level spell cure wounds, you can cast it using a 1st-­level or a 2nd-­level slot. Casting the spell doesn’t remove it from your list of prepared spells.  
For example, if you are a 5th-­level paladin, you have four 1st-­level and two 2nd-­level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-­level spell {{5espell|Cure Wounds}}, you can cast it using a 1st-­level or a 2nd-­level slot. Casting the spell doesn’t remove it from your list of prepared spells.  


You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.  
You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 {{srd5lc|Minute}} per spell level for each spell on your list.  


====Spellcasting Ability====
====Spellcasting Ability====
Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.  
{{SRD5|Charisma}} is your {{srd5lc|Spellcasting Ability}} for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the {{srd5lc|Saving Throw}} {{SRD5|DC}} for a paladin spell you cast and when making an attack roll with one.  


:Spell save DC = 8 + your proficiency bonus + your Charisma modifier  
:Spell save DC = 8 + your {{srd5lc|Proficiency Bonus}} + your Charisma modifier  


:Spell attack modifier = your proficiency bonus + your Charisma modifier  
:Spell attack modifier = your proficiency bonus + your Charisma modifier  


====Spellcasting Focus====
====Spellcasting Focus====
You can use a holy symbol as a spellcasting focus for your paladin spells.
You can use a {{srd5lc|Holy Symbol}} as a {{srd5lc|Spellcasting Focus}} for your paladin spells.


{{5e Ability Section|3|Divine Smite|Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-­‐‑level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.}}
{{5e Ability Section|3|Divine Smite|''2nd level Paladin ability.''<br />When you hit a creature with a melee weapon attack, you can expend one spell slot to deal {{srd5lc|Radiant}} damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.}}


{{5e Ability Section|3|Divine Health|By 3rd level, the divine magic flowing through you makes you immune to disease.}}
{{5e Ability Section|3|Divine Health|''3rd level Paladin feature.''<br />The divine magic flowing through you makes you {{srd5lc|Immune}} to disease.}}


{{5e Ability Section|3|Sacred Oath|When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose an oath, such as the Oath of Devotion.  
{{5e Ability Section|3|Sacred Oath|''3rd level Paladin feature.''<br />You swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose an oath, such as the {{SRD5|Oath of Devotion}}.  


Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.}}
Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include {{iplink|Oath Spells}} and the {{iplink|Channel Divinity}} feature.}}


====Sacred Oaths====
====Sacred Oaths====
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Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.  
Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.  


When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.  
When you use your Channel Divinity, you choose which option to use. You must then finish a {{5e Rest}} to use your Channel Divinity again.  


Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.


{{5e Ability Section|3|Ability Score Improvement|When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.}}
{{5e Ability Section|3|Ability Score Improvement|{{alsosee-sect|SRD5:Feat}}''4th level Paladin feature.''<br />When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one {{srd5lc|Ability Score}} of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.}}


{{5e Ability Section|3|Extra Attack|Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.}}
{{5e Ability Section|3|Extra Attack|''5th level Paladin feature.''<br />You can attack twice, instead of once, whenever you take the {{SRD5|Attack}} action on your turn.}}


{{5e Ability Section|3|Aura of Protection|Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.  
{{5e Ability Section|3|Aura of Protection|''6th level Paladin feature.''<br />Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.  


At 18th level, the range of this aura increases to 30 feet.}}
At 18th level, the range of this aura increases to 30 feet.}}


{{5e Ability Section|3|Aura of Courage|Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.  
{{5e Ability Section|3|Aura of Courage|''10th level Paladin feature.''<br />You and friendly creatures within 10 feet of you can’t be {{srd5lc|Frightened}} while you are conscious.  


At 18th level, the range of this aura increases to 30 feet.}}
At 18th level, the range of this aura increases to 30 feet.}}


{{5e Ability Section|3|Improved Divine Smite|By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.}}
{{5e Ability Section|3|Improved Divine Smite|''11th level Paladin feature.''<br />You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 {{srd5lc|Radiant}} damage. If you also use your {{iplink|Divine Smite}} with an attack, you add this damage to the extra damage of your Divine Smite.}}


{{5e Ability Section|3|Cleansing Touch|Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.  
{{5e Ability Section|3|Cleansing Touch|''14th level Paladin feature.''<br />You can use your action to end one spell on yourself or on one willing creature that you touch.  


You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.}}
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.}}
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If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the GM’s discretion, an impenitent paladin might be forced to abandon this class and adopt another.
If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the GM’s discretion, an impenitent paladin might be forced to abandon this class and adopt another.
|}
|}
{{SRD5end}}
==Optional Class Features==
* '''Additional Paladin Spells'''<ref name="tcoe5253">{{Cite Pub|Tasha's Cauldron of Everything|pages=52-53}}</ref> - included in the Paladin spell list.
* '''Fighting Style Options'''<ref name="tcoe5253" /> - see {{5ed|Fighting Style}}
** Blessed Warrior
** Blind Fighting
** Interception
* '''Harness Divine Power''<ref name="tcoe5253" /> - Use {{iplink|Channel Divinety}} to recover a {{srd5lc|Spell Slot}}.<sup>(unofficial summation)</sup>
* '''Martial Versatility'''<ref name="tcoe5253" /> - May replace a {{iplink|Fighting Style}} when you can use {{iplink|Ability Score Improvement}} feature.(unofficial summation)
</div><!--gi-main-->
</div><!--gi-main-->
<div class="source">
<div class="source">
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* {{Cite Pub|SRD-OGL v5.1}}  
* {{Cite Pub|SRD-OGL v5.1}}  
<references />
<references />
===Unearthed Arcana===
<references group="ua" />
===User Creations===
<references group="uc" />
{{SRD5 Footer|Class}}
{{SRD5 Footer|Class}}
</div><!--source-->
</div><!--source-->
</div><!--grid-container-std-->
</div><!--grid-container-std-->
[[Category:Base Class]]
[[Category:Base Class]]
[[Category:5e]]
[[Category:SRD5]]
[[Category:Class]]
[[Category:SRD5 Classes]]
[[Category:5e Classes]]
[[Category:5e Paladins]]
[[Category:5e Paladins]]

Revision as of 12:07, 14 February 2021

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See Paladin (disambiguation)

Paladin is a class in 5th edition.

Class Features

As a Paladin, you gain the following class features.

Hit Points

Hit Dice: 1d10
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Paladin level after first

Proficiencies

Armor: All armor and shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom , Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, Religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:


Paladin Overview Table

The Paladin
Level Proficiency
Bonus
Features Spell Slots per Spell Level
1st 2nd 3rd 4th 5th
1st +2 Divine Sense, Lay on Hands
2nd +2 Fighting Style, Spellcasting, Divine Smite 2
3rd +2 Divine Health, Sacred Oath 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4 2
6th +3 Aura of Protection 4 2
7th +3 Sacred Oath Feature 4 3
8th +3 Ability Score Improvement 4 3
9th +4 4 3 2
10th +4 Aura of Courage 4 3 2
11th +4 Improved Divine Smite 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 Cleansing Touch 4 3 3 1
15th +5 Sacred Oath Feature 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Aura Improvement 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Sacred Oath Feature 4 3 3 3 2

Divine Sense

1st level Paladin feature.
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count D&D 5e (2014), for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.


Lay on Hands

1st level Paladin feature.
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.

As an action, you can touch a creature [1] and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.


Fighting Style

2nd level Paladin feature.
You adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Defense: While you are wearing armor, you gain a +1 bonus to AC.

Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon: Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Spellcasting

2nd level Paladin feature.
You have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.


Preparing and Casting Spells

The Paladin table shows how many spell slots you have to cast your spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-­level paladin, you have four 1st-­level and two 2nd-­level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-­level spell cure wounds, you can cast it using a 1st-­level or a 2nd-­level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your paladin spells.

Divine Smite

2nd level Paladin ability.
When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.


Divine Health

3rd level Paladin feature.
The divine magic flowing through you makes you immune to disease.


Sacred Oath

3rd level Paladin feature.
You swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose an oath, such as the Oath of Devotion.

Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include Oath Spells and the Channel Divinity feature.


Sacred Oaths

Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the 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 has always been true in the paladin’s heart.

This section exceeds the text of the SRD

12 subclasses.
Subclass Summary Features Flags License Source
Oath of the Ancients Oath to protect nature and the balance. Oath Spells, Channel Divinity: Nature’s Wrath, Channel Divinity: Turn the Faithless, Aura of Warding, Undying Sentinel, Elder Champion Canon, Pointer Fair Use Player's Handbook (5e)
Oath of Blood Paladins who swear this oath utilize their own life force to protect others. Oath Spells, Channel Divinity, Life Link, Scarlet Symphony, Font of Vitality Pointer Fair Use Venture Maidens Campaign Guide
Oath of the Crown This oath deals with the governing of society. Oath Spells, Channel Divinity: Champion Challenge, Channel Divinity: Turn the Tide, Divine Allegiance, Unyielding Spirit, Exalted Champion Canon, Pointer Fair Use Sword Coast Adventurer's Guide
Oath of Glory These paladins espouse glory in heroism. Oath Spells, Channel Divinity: Peerless Athlete, Channel Divinity: Inspiring Smite, Aura of Alacrity, Glorious Defense, Living Legend Canon, Pointer Fair Use Tasha's Cauldron of Everything
Oath of the Nightstalker Vampire/Witch/Dragon/Ghost Hunter/Exorcist Oath Spells, Enmity, Esoteric Knowledge, Smite of Enmity, Iron Resolve, Turn Creatures of Enmity, Refuse to Die User Creation CC-BY-SA Rlyehable
Oath of Conquest This oath focus on subjugation. Oath Spells, Channel Divinity: Conquering Presence, Channel Divinity: Guided Strike, Aura of Conquest, Scornful Rebuke, Invincible Conqueror Canon, Pointer Fair Use Xanathar's Guide to Everything
Oath of Devotion Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. Oath Spells, Channel Divinity, Aura of Devotion, Purity of Spirit, Holy Nimbus Canon OGL SRD-OGL v5.1
Oath of Devotion Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. Oath Spells, Channel Divinity, Aura of Devotion, Purity of Spirit, Holy Nimbus Canon OGL SRD-OGL v5.1, SRD-CC v5.1
Oath of Redemption Path of nonviolence Oath Spells, Channel Divinity: Emissary of Peace, Channel Divinity: Rebuke the Violent, Aura of the Guardian, Protective Spirit, Emissary of Redemption Canon, Pointer Fair Use Xanathar's Guide to Everything
Oath of Treachery For oath-breaker paladins Oath Spells, Channel Divinity: Conjure Duplicate, Channel Divinity: Poison Strike, Aura of Treachery, Blackguard’s Escape, Icon of Deceit Pointer, UA Fair Use UA Paladin
Oath of Vengeance Oath to punish evil acts and creatures. Oath Spells, Channel Divinity: Abjure Enemy, Channel Divinity: Vow of Enmity, Relentless Avenger, Soul of Vengeance, Avenging Angel Canon, Pointer Fair Use Player's Handbook (5e)
Oath of the Watchers These paladins protect against outsiders. Oath Spells, Channel Divinity: Watcher's Will, Channel Divinity: Abjure the Extraplanar, Aura of the Sentinel, Vigilant Rebuke, Mortal Bulwark Canon, Pointer Fair Use Tasha's Cauldron of Everything

Oath Spells

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.

If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

Channel Divinity

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

Ability Score Improvement

Also see: SRD5:Feat

4th level Paladin feature.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.


Extra Attack

5th level Paladin feature.
You can attack twice, instead of once, whenever you take the Attack action on your turn.


Aura of Protection

6th level Paladin feature.
Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.


Aura of Courage

10th level Paladin feature.
You and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

At 18th level, the range of this aura increases to 30 feet.


Improved Divine Smite

11th level Paladin feature.
You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.


Cleansing Touch

14th level Paladin feature.
You can use your action to end one spell on yourself or on one willing creature that you touch.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.


Breaking Your Oath

A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath.

A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her 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 his or her oath and shows no sign of repentance, the consequences can be more serious. At the GM’s discretion, an impenitent paladin might be forced to abandon this class and adopt another.

End of the SRD5 material

Optional Class Features

Sources

  1. Rule Tip: You're a Creature. A creature is anything that belongs to one of the creature types listed in the introduction of the Monster Manual (5e). Player characters — including your character — are all creatures, and most of them are humanoids, one of the game’s types. - UA 2020 Subclasses Part 3.
  2. Jeremy Crawford, et. al.. Tasha's Cauldron of Everything (5e 2014) (2020-11-17). Wizards of the Coast. ISBN 9780786967025. p. 52-53. 2.0 2.1 2.2 2.3

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