5e24:Paladin: Difference between revisions

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<div class="notice">{{edition|Paladin}}</div>
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|class=Paladin
|class=Paladin
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|refs=<ref name="24fr">{{Cite Pub|2024 D&D Free Rules}} Licensed: &copy; Wizards of the Coast {{fairuc}}.</ref> <ref name="phb5e24">{{Cite Pub|Player's Handbook (5e24)|pages=108-117}} Licensed: &copy; Wizards of the Coast {{fairuc}}.</ref>
|refs=<ref name="srd52.5357">{{Cite Pub|SRD 5.2|pages=53-57}} Licensed: [[CC-BY]].</ref><ref name="24fr">{{Cite Pub|2024 D&D Free Rules}}.</ref><ref name="phb5e24">{{Cite Pub|Player's Handbook (5e24)|pages=108-117}}.</ref>
|pointer=true
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'''Unofficial Description:''' Paladins are temple warriors or holy warriors. They are empowered by divine power through their oaths. Paladins are powerful protectors or bringers of divine wrath in humanoid form.
 


==Becoming a Paladin==
==Becoming a Paladin==
<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.5357" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span>
===As a Level 1 Character===
===As a Level 1 Character===
* Gain all the traits in the {{iplink|Core Paladin Traits}} table.
* Gain all the traits in the {{iplink|Core Paladin Traits}} table.
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==Paladin Features==
==Paladin Features==
{{5e24 Class Features
{{5e24 Class Features
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===Lay on Hands===
===Lay on Hands===
''1st level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''1st level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.5357" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' Gain a pool of healing power, which is restored at the end of a {{5e24|Long Rest}}. From this pool the paladin can restore {{5e24|Hit Point}}s as a {{5e24|Bonus Action}} or remove the {{5e24|Poisoned}} {{5e24lc|Condition}}.
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a {{5e24|Long Rest}}. With that pool, you can restore a total number of {{5e24|Hit Point}}s equal to five times your Paladin level.
 
As a {{5e24|Bonus Action}}, you can touch a {{5e24lc|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 {{5e24|Poisoned}} {{5e24lc|Condition}} from the creature; those points don’t also restore Hit Points to the creature.


===Spellcasting===
===Spellcasting===
''1st level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span>{{alsosee-sect|5e24:Paladin/Spell|Paladin Spells}}<br />
''1st level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.5357" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span>{{alsosee-sect|5e24:Paladin/Spell|Paladin Spells}}<br />
'''Unofficial Summary:''' You can cast {{5e24lc|Spell}}s from the {{5e24|Paladin Spell}}s list.
You have learned to cast {{5e24lc|Spell}}s through prayer and meditation. See <!--chapter 7 for the rules on -->{{5e24lc|Spellcasting}}. The information below details how you use those rules with {{5e24|Paladin Spell}}s<!--, which appear in the Paladin spell list later in the class’s description-->.
 
'''{{anchor|Spell Slot}}s.''' The {{iplink|Paladin Features}} table shows how many {{5e24lc|Spell Slot}}s you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
 
'''{{anchor|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. {{5e24spell|Heroism}} and {{5e24spell|Searing Smite}} are recommended.


'''{{anchor|Spell Slot}}s.''' The {{iplink|Paladin Features}} table shows how many {{5e24lc|Spell Slot}}s you have to cast per Long Rest.
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.


'''{{anchor|Prepared Spells}} of Level 1+.''' The Paladin Features table shows how many paladin spells the paladin knows.  
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.


'''{{anchor|Changing Your Prepared Spells}}.''' At the end of a Long Rest, the paladin can exchange a known spell for another.
'''{{anchor|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.


'''{{anchor|Spellcasting Ability}}.''' {{5e24|Charisma}} is the {{5e24lc|Spellcasting Ability}}.
'''{{anchor|Spellcasting Ability}}.''' {{5e24|Charisma}} is your {{5e24lc|Spellcasting Ability}} for your Paladin spells.


'''{{anchor|Spellcasting Focus}}.''' Can use a {{5e24|Holy Symbol}} as a {{5e24|Spellcasting Focus}}.
'''{{anchor|Spellcasting Focus}}.''' You can use a {{5e24|Holy Symbol}} as a {{5e24|Spellcasting Focus}} for your Paladin spells.


===Weapon Mastery===
===Weapon Mastery===
''1st level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span>
''1st level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.5357" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span>
'''Unofficial Summary:''' At the end of each Long Rest you choose 2 weapons to gain weapon {{5e24|Mastery}}.  
Your training with {{5e24lc|Weapon}}s allows you to use the {{5e24lc|Mastery}} properties of two kinds of weapons of your choice with which you have {{5e24lc|Proficiency}}, such as {{5e24|Longsword}}s and {{5e24|Javelin}}s.
 
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 {{5e24|Halberd}}s and {{5e24|Flail}}s.


===Fighting Style===
===Fighting Style===
''2nd level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''2nd level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.5357" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' Gain a {{5e24|Fighting Style}} {{5e24lc|Feat}} or {{iplink|Blessed Warrior}}.
You gain a {{5e24|Fighting Style}} {{5e24lc|Feat}} of your choice<!-- (see chapter 5 for feats)-->. Instead of choosing one of those feats, you can choose the option below.


'''{{anchor|Blessed Warrior}}.''' Can cast 2 {{5e24|Cleric}} {{5e24lc|Cantrip}}s in addition to your paladin cantrips. When you gain a new paladin level, you may replace a cleric cantrip with another. These count as paladin spells for you and use Charisma as the spellcasting ability.
'''{{anchor|Blessed Warrior}}.''' You learn two {{5e24|Cleric}} {{5e24lc|Cantrip}}s of your choice (see <!--the Cleric class’s section for a list of -->{{5e24|Cleric Spell}}s). {{5e24spell|Guidance}} and {{5e24spell|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.


===Paladin's Smite===
===Paladin's Smite===
''2nd level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''2nd level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.5357" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' You always have {{5e24spell|Divine Smite}} prepared and can cast it once per Long Rest without using a spell slot.
You always have the {{5e24spell|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.


===Channel Divinity===
===Channel Divinity===
''3rdlevel''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''3rdlevel''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.5357" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' A number of times per Long Rest, you can harness divine energy to power additional abilities such as {{iplink|Divine Sense}}. (if there is a {{5e24|DC}} it is the same as the paladin's {{5e24lc|Spell Save}} DC).
You can channel divine energy directly from the {{5e24|Outer Plane}}s, using it to fuel magical effects. You start with one such effect: {{iplink|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 {{5e24|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 {{5e24lc|Saving Throw}}, the {{5e24|DC}} equals the {{5e24lc|Spell Save}} DC from this class’s {{iplink|Spellcasting}} feature.


'''{{anchor|Divine Sense}}.''' Use a Bonus Action and use of Channel Divinity to detect {{5e24|Celestial}}s, {{5e24|Fiend}}s, and {{5e24|Undead}} in a given range for a period of time and know their {{5e24lc|Creature Type}}. You can also detect concecrated or desecrated objects.
'''{{anchor|Divine Sense}}.''' As a Bonus Action, you can open your awareness to detect {{5e24|Celestial}}s, {{5e24|Fiend}}s, and {{5e24|Undead}}. For the next 10 minutes or until you have the {{5e24|Incapacitated}} condition, you know the location of any creature of those types within 60 feet of yourself, and you know its {{5e24|Creature Type}}. Within the same radius, you also detect the presence of any place or {{5e24lc|Object}} that has been consecrated or desecrated, as with the {{5e24spell|Hallow}} spell.


===Paladin Subclass===
===Paladin Subclass===
''3rd level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''3rd level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.5357" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' You gain a paladin subclass.
You gain a Paladin subclass of your choice. The {{5e24|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.


====List of Paladin Subclasses====
====List of Paladin Subclasses====
<div style="display:block; overflow:auto; max-width:75svw; max-height:90vh;">
<span style="font-size:8pt; color:red;">''Note: This section contains information beyond the {{5e24|SRD 5.2}}''</span>
<div style="display:block; overflow:auto; width:calc(100% - 50px); max-height:90vh;">
{{5e24 Subclass List|Paladin}}
{{5e24 Subclass List|Paladin}}
</div>
</div>
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===Breaking Your Oath===
===Breaking Your Oath===
<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" /> <br />'''Unofficial Summary:''' If a paladin breaks his oath, speak to the {{5e24|GM}}. If the paladin is repentant, it may require a vigil or quest. If unrepentant, it may require a change of subclass or change of class.
<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.5357" /><ref name="24fr" /><ref name="phb5e24" /> 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 {{5e24|DM}}. Your Paladin should probably take a more appropriate subclass or even abandon the class and adopt another one.
</div>
</div>


===Ability Score Improvement===
===Ability Score Improvement===
''4th, 8th, 12th, 16th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''4th, 8th, 12th, 16th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.5357" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' Gain a feat, {{5e24|Ability Score Improvement}} or another.
You gain the {{5e24|Ability Score Improvement}} feat <!--(see chapter 5) -->or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 8, 12, and 16.


===Extra Attack===
===Extra Attack===
''5th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''5th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.5357" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' Can attack twice when using the {{5e24|Attack Action}} on its turn.
You can {{5e24lc|Attack}} twice instead of once whenever you take the {{5e24|Attack Action}} on your turn.


===Faithful Steed===
===Faithful Steed===
''5th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''5th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.5357" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' The paladin always has the {{5e24spell|Find Steed}} spell prepared and can cast it once per Long Rest without using a spell slot.
You can call on the aid of an {{5e24lc|Otherworldly Steed}}. You always have the {{5e24spell|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.


===Aura of Protection===
===Aura of Protection===
''5th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''5th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.5357" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' The paladin has a {{5e24|Emanation}} while not {{5e24|Incapacitated}}. {{5e24|Ally|Allies}} in that emanation gain a buff to saving throws.
You radiate a protective, unseeable aura in a 10-foot {{5e24|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===
===Abjure Foes===
''9th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''9th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.5357" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' Use a {{5e24|Magic}} {{5e24lc|Action}} and use of {{iplink|Channel Divinity}} through your {{5e24|Holy Symbol}} or weapon to {{5e24|Frightened|Frighen}} a number of creatures ({{5e24|Wisdom}} {{5e24lc|Save}} to avoid). The frighened creature can do '''''one'''' of the following on its turn: {{5e24|Move}}, Action, or Bonus Action.
As a {{5e24|Magic}} {{5e24lc|Action}}, you can expend one use of this class’s {{iplink|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 {{5e24|Frightened}} condition for 1 {{5e24lc|Minute}} or until it takes any damage. While Frightened in this way, a target can do only one of the following on its turns: {{5e24lc|Move}}, take an action, or take a Bonus Action.


===Aura of Courage===
===Aura of Courage===
''10th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''10th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.5357" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' {{iplink|Aura of Protection}} provides {{5e24|Immunity}} to the {{5e24|Frightened}} condition.
You and your allies have {{5e24|Immunity}} to the Frightened condition while in your {{iplink|Aura of Protection}}. If a Frightened ally enters the aura, that condition has no effect on that ally while there.


===Radiant Strikes===
===Radiant Strikes===
''11th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''11th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.5357" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
Your strikes now carry supernatural power. When you hit a target with an {{5e24lc|Attack Roll}} using a {{5e24|Melee Weapon}} or an {{5e24|Unarmed Strike}}, the target takes an extra 1d8 {{5e24|Radiant}} damage.
Your strikes now carry supernatural power. When you hit a target with an {{5e24lc|Attack Roll}} using a {{5e24|Melee Weapon}} or an {{5e24|Unarmed Strike}}, the target takes an extra 1d8 {{5e24|Radiant}} damage.


===Restoring Touch===
===Restoring Touch===
''14th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''14th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.5357" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' {{iplink|Lay On Hands}} can be used to remove a {{5e24|Blinded}}, {{5e24|Charmed}}, {{5e24|Deafened}}, {{5e24|Frightened}}, {{5e24|Paralyzed}}, or {{5e24|Stunned}} condition.
When you use {{iplink|Lay On Hands}} on a creature, you can also remove one or more of the following {{5e24lc|Condition}}s from the creature: {{5e24|Blinded}}, {{5e24|Charmed}}, {{5e24|Deafened}}, {{5e24|Frightened}}, {{5e24|Paralyzed}}, or {{5e24|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===
===Aura Expansion===
''18th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''18th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.5357" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' {{iplink|Aura of Protection}} has a larger Emanation.
Your {{iplink|Aura of Protection}} is now a 30-foot Emanation.


===Epic Boon===
===Epic Boon===
''19th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
''19th level''<span style="display:inlineblock; float:right;">&nbsp;<ref name="srd52.5357" /><ref name="24fr" /><ref name="phb5e24" />&nbsp;</span><br />
'''Unofficial Summary:''' Gain an {{5e24|Epic Boon}} feat or another feat.
You gain an {{5e24|Epic Boon}} feat <!--(see chapter 5) -->or another feat of your choice for which you qualify. {{5e24|Boon of Truesight}} is recommended.
{{sourceend}}
 
==Description==
<ref name="phb5e24.d">{{Cite Pub|Player's Handbook (5e24)|pages=108-117}} Licensed: &copy; Wizards of the Coast {{fairuc}}.</ref>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.


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Revision as of 15:22, 29 April 2025

Paladin exists in other D&D editions see:

Paladin (disambiguation).

Paladin is a class in 5th edition (2024).


Core Paladin Traits

Core Paladin Traits  [1][2][3] 
Primary Ability Strength or Charisma
Hit Point Die D10 per Paladin level
Saving Throw Proficiencies Wisdom and Charisma
Skill Proficiencies Choose any 2 Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion
Weapon Proficiencies Simples and Martial Weapons
Tool Proficiencies None
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

 [1][2][3] 

As a Level 1 Character

As a Multiclass Fighter

  • Gain the Hit Point Die trait from the Core Monk Traits table.
  • Gain the Monk’s level 1 features, which are listed in the Paladin Features table.

Paladin Features

Paladin Features[1][2][3]
Level Proficiency
Bonus
Features Channel Divinity Prepared Spells Spell Slots per Spell Level
1st 2nd 3rd 4th 5th
1st +2 Lay On Hands, Spellcasting, Weapon Mastery 2 2
2nd +2 Fighting Style, Paladin's Smite 3 2
3rd +2 Channel Divinity, Paladin Subclass 2 4 3
4th +2 Ability Score Improvement 2 5 3
5th +3 Extra Attack, Faithful Steed 2 6 4 2
6th +3 Aura of Protection 2 6 4 2
7th +3 Subclass feature 2 7 4 3
8th +3 Ability Score Improvement 2 7 4 3
9th +4 Abjure Foes 2 9 4 3 2
10th +4 Aura of Courage 2 9 4 3 2
11th +4 Radiant Strikes 3 10 4 3 3
12th +4 Ability Score Improvement 3 10 4 3 3
13th +5 3 11 4 3 3 1
14th +5 Restoring Touch 3 11 4 3 3 1
15th +5 Subclass feature 3 12 4 3 3 2
16th +5 Ability Score Improvement 3 12 4 3 3 2
17th +6 3 14 4 3 3 3 1
18th +6 Aura Expansion 3 15 4 3 3 3 1
19th +6 Epic Boon 3 15 4 3 3 3 2
20th +6 Subclass feature 3 15 4 3 3 3 2

Lay on Hands

1st level [1][2][3] 
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.

Spellcasting

1st level [1][2][3] 
Also see: Paladin Spells


You have learned to cast spells through prayer and meditation. See spellcasting. The information below details how you use those rules with Paladin Spells.

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.

Weapon Mastery

1st level [1][2][3]  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.

Fighting Style

2nd level [1][2][3] 
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 (see 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.

Paladin's Smite

2nd level [1][2][3] 
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.

Channel Divinity

3rdlevel [1][2][3] 
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

3rd level [1][2][3] 
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.

List of Paladin Subclasses

Note: This section contains information beyond the SRD 5.2

5 official and unofficial subclasses.

Subclass Features Flags License Source
Oath of the Ancients Nature's Wrath, Oath of the Ancients Spells, Aura of Warding, Undying Sentinel, Elder Champion Canon, Pointer Fair Use Player's Handbook (5e24)
Oath of Devotion Oath of Devotion Spells, Sacred Weapon, Aura of Devotion, Smite of Protection, Holy Nimbus Canon CC-BY SRD 5.2
Oath of Glory Inspiring Smite, Oath of Glory Spells, Peerless Athlete, Aura of Alacrity, Glorious Defense, Living Legend Canon, Pointer Fair Use Player's Handbook (5e24)
Oath of the Noble Genies Elemental Smite, Genie Spells, Genie's Splendor, Aura of Elemental Shielding, Elemental Rebuke, Noble Scion Canon, Pointer Fair Use Forgotten Realms Heroes of Faerun
Oath of Vengeance Oath of Vengeance Spells, Vow of Enmity, Relentless Avenger, Soul of Vengeance, Avenging Angel Canon, Pointer Fair Use Player's Handbook (5e24)

Breaking Your Oath

 [1][2][3] 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

4th, 8th, 12th, 16th level [1][2][3] 
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Fighter levels 8, 12, and 16.

Extra Attack

5th level [1][2][3] 
You can attack twice instead of once whenever you take the Attack Action on your turn.

Faithful Steed

5th level [1][2][3] 
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.

Aura of Protection

5th level [1][2][3] 
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

9th level [1][2][3] 
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

10th level [1][2][3] 
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.

Radiant Strikes

11th level [1][2][3] 
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

14th level [1][2][3] 
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

18th level [1][2][3] 
Your Aura of Protection is now a 30-foot Emanation.

Epic Boon

19th level [1][2][3] 
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Truesight is recommended.

End of the source material

Description

[4]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.

Sources and Notes

  1. Wizards RPG Team. SRD 5.2 (5e 2024) (2025-04-22). Wizards of the Coast. p. 53-57. Licensed: CC-BY. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 1.20
  2. Wizards RPG Team. 2024 D&D Free Rules (5e 2024) (2024-09-03). Wizards of the Coast, D&D Beyond.. 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 2.16 2.17 2.18 2.19 2.20
  3. Wizards RPG Team. Player's Handbook (5e24) (5e 2024) (2024-09-17). Wizards of the Coast. ISBN 9780786969821. p. 108-117.. 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 3.12 3.13 3.14 3.15 3.16 3.17 3.18 3.19 3.20
  4. Wizards RPG Team. Player's Handbook (5e24) (5e 2024) (2024-09-17). Wizards of the Coast. ISBN 9780786969821. p. 108-117. Licensed: © Wizards of the Coast (used under 'fair use' clause).

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