5e24:Paladin

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Paladin exists in other D&D editions see:

Paladin (disambiguation).

5e Pointer  + 
see Sources below
2024FR, PHB5e24

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


Core Paladin Traits

Core Paladin Traits  [1] [2] 
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


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

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]
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] 
Unofficial Summary: Gain a pool of healing power, which is restored at the end of a Long Rest. From this pool the paladin can restore Hit Points as a Bonus Action or remove the Poisoned Condition.

Spellcasting

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


Unofficial Summary: You can cast Spells from the Paladin Spells list.

Spell Slots. The Paladin Features table shows how many Spell Slots you have to cast per Long Rest.

Prepared Spells of Level 1+. The Paladin Features table shows how many paladin spells the paladin knows.

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

Spellcasting Ability. Charisma is the Spellcasting Ability.

Spellcasting Focus. Can use a Holy Symbol as a Spellcasting Focus.

Weapon Mastery

1st level [1][2]  Unofficial Summary: At the end of each Long Rest you choose 2 weapons to gain weapon Mastery.

Fighting Style

2nd level [1][2] 
Unofficial Summary: Gain a Fighting Style Feat or Blessed Warrior.

Blessed Warrior. Can cast 2 Cleric Cantrips 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.

Paladin's Smite

2nd level [1][2] 
Unofficial Summary: You always have Divine Smite prepared and can cast it once per Long Rest without using a spell slot.

Channel Divinity

3rdlevel [1][2] 
Unofficial Summary: A number of times per Long Rest, you can harness divine energy to power additional abilities such as Divine Sense. (if there is a DC it is the same as the paladin's Spell Save DC).

Divine Sense. Use a Bonus Action and use of Channel Divinity to detect Celestials, Fiends, and Undead in a given range for a period of time and know their Creature Type. You can also detect concecrated or desecrated objects.

Paladin Subclass

3rd level [1][2] 
Unofficial Summary: You gain a paladin subclass.

List of Paladin Subclasses

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, Pointer Fair Use Varied, 2024FR, PHB5e24
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 Noncanon, Pointer, UA Fair Use UA2025 Forgotten Realms Subclasses
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]
Unofficial Summary: If a paladin breaks his oath, speak to the 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.

Ability Score Improvement

4th, 8th, 12th, 16th level [1][2] 
Unofficial Summary: Gain a feat, Ability Score Improvement or another.

Extra Attack

5th level [1][2] 
Unofficial Summary: Can attack twice when using the Attack Action on its turn.

Faithful Steed

5th level [1][2] 
Unofficial Summary: The paladin always has the Find Steed spell prepared and can cast it once per Long Rest without using a spell slot.

Aura of Protection

5th level [1][2] 
Unofficial Summary: The paladin has a Emanation while not Incapacitated. Allies in that emanation gain a buff to saving throws.

Abjure Foes

9th level [1][2] 
Unofficial Summary: Use a Magic Action and use of Channel Divinity through your Holy Symbol or weapon to Frighen a number of creatures (Wisdom Save to avoid). The frighened creature can do one' of the following on its turn: Move, Action, or Bonus Action.

Aura of Courage

10th level [1][2] 
Unofficial Summary: Aura of Protection provides Immunity to the Frightened condition.

Radiant Strikes

11th level [1][2] 
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] 
Unofficial Summary: Lay On Hands can be used to remove a Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned condition.

Aura Expansion

18th level [1][2] 
Unofficial Summary: Aura of Protection has a larger Emanation.

Epic Boon

19th level [1][2] 
Unofficial Summary: Gain an Epic Boon feat or another feat.

Sources and Notes

  1. Wizards RPG Team. 2024 D&D Free Rules (5e 2024) (2024-09-03). Wizards of the Coast, D&D Beyond. Licensed: © Wizards of the Coast (used under 'fair use' clause). Jump up to: 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
  2. 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). Jump up to: 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

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