Paladin

A holy warrior bound by an oath, healing with Lay On Hands, smiting with radiant power and shielding allies with an aura.

  • Hit die: d10
  • Primary ability: STR, CHA
  • Saving throws: WIS, CHA
  • Skills: choose 2 from Athletics, Insight, Intimidation, Medicine, Persuasion, Religion
  • Armor: light, medium, heavy, shields
  • Weapons: simple, martial
  • Spellcasting: CHA, half caster (spell list)

Features by level

  • 1: Lay On Hands. Bonus Action: restore Hit Points from a pool of five times your Paladin level, or spend 5 to end Poisoned.
  • 1: Spellcasting. Cast Paladin spells with Charisma; prepare two to start.
  • 1: Weapon Mastery. Use the mastery properties of two kinds of weapons you're proficient with.
  • 2: Fighting Style. Gain a Fighting Style feat, or Blessed Warrior (two Cleric cantrips cast with Charisma).
  • 2: Paladin's Smite. Divine Smite is always prepared, and you can cast it once per Long Rest without a slot.
  • 3: Channel Divinity. Two uses per rest of divine power: Divine Sense, plus the options your Oath grants.
  • 3: Paladin Subclass. Choose a Paladin subclass.
  • 4: Ability Score Improvement. Gain the Ability Score Improvement feat or another feat you qualify for.
  • 5: Extra Attack. Attack twice when you take the Attack action.
  • 5: Faithful Steed. Find Steed is always prepared, and you can cast it once per Long Rest without a slot.
  • 6: Aura of Protection. You and allies within 10 feet add your Charisma modifier (minimum +1) to saving throws.
  • 7: Subclass Feature. Gain a feature from your Paladin subclass.
  • 8: Ability Score Improvement. Gain the Ability Score Improvement feat or another feat you qualify for.
  • 9: Abjure Foes. Channel Divinity, Magic action: up to Charisma-modifier creatures within 60 feet make a Wisdom save or are Frightened and can only move, act or take a Bonus Action each turn.
  • 10: Aura of Courage. You and allies in your aura are immune to Frightened.
  • 11: Radiant Strikes. Melee weapon and Unarmed Strike hits deal an extra 1d8 Radiant damage.
  • 12: Ability Score Improvement. Gain the Ability Score Improvement feat or another feat you qualify for.
  • 14: Restoring Touch. Lay On Hands can also end Blinded, Charmed, Deafened, Frightened, Paralyzed or Stunned, 5 points each.
  • 15: Subclass Feature. Gain a feature from your Paladin subclass.
  • 16: Ability Score Improvement. Gain the Ability Score Improvement feat or another feat you qualify for.
  • 18: Aura Expansion. Your Aura of Protection reaches 30 feet.
  • 19: Epic Boon. Gain an Epic Boon feat or another feat you qualify for.
  • 20: Subclass Feature. Gain a feature from your Paladin subclass.

Subclasses (from level 3)

Oath of Devotion

The paladin of classic ideals, honesty, courage and compassion, wielding a weapon made holy and an aura no charm can pierce.

  • 3: Oath of Devotion Spells. Protection from Evil and Good and Shield of Faith always prepared; more at levels 5, 9, 13 and 17.
  • 3: Sacred Weapon. Channel Divinity: for 10 minutes add your Charisma modifier to attacks with a melee weapon, which glows and can deal Radiant damage.
  • 7: Aura of Devotion. You and allies in your Aura of Protection are immune to Charmed.
  • 15: Smite of Protection. When you cast Divine Smite, you and allies in your aura have Half Cover until your next turn.
  • 20: Holy Nimbus. Bonus Action, once per Long Rest: for 10 minutes your aura burns enemies with Radiant damage, grants Advantage on saves against Fiends and Undead, and sheds sunlight.

Oath of Glory

A paladin striving to be a living legend, inspiring allies after every smite and outdoing others in feats of athleticism.

  • 3: Oath of Glory Spells. Guiding Bolt and Heroism always prepared; more at levels 5, 9, 13 and 17.
  • 3: Inspiring Smite. Right after casting Divine Smite, spend Channel Divinity to share 2d8 + Paladin level Temporary Hit Points among creatures within 30 feet.
  • 3: Peerless Athlete. Bonus Action, Channel Divinity: for 1 hour, Advantage on Athletics and Acrobatics checks and longer jumps.
  • 7: Aura of Alacrity. Your Speed increases by 10 feet; allies who start their turn in your aura or enter it gain 10 feet too.
  • 15: Glorious Defense. Reaction: add your Charisma modifier to a creature's AC against an attack, then attack the attacker if it misses; Charisma-modifier uses per Long Rest.
  • 20: Living Legend. Bonus Action, once per Long Rest: for 10 minutes, Advantage on Charisma checks, turn a miss into a hit once per turn, and reroll failed saves.

Oath of the Ancients

A paladin sworn to protect the light and life of the world, wielding nature's wrath and an aura that wards off harmful magic.

  • 3: Oath of the Ancients Spells. Ensnaring Strike and Speak with Animals always prepared; more at levels 5, 9, 13 and 17.
  • 3: Nature's Wrath. Channel Divinity, Magic action: creatures of your choice within 15 feet make a Strength save or are Restrained by spectral vines for 1 minute.
  • 7: Aura of Warding. You and allies in your Aura of Protection resist Necrotic, Psychic and Radiant damage.
  • 15: Undying Sentinel. Once per Long Rest drop to 1 Hit Point instead of 0 and regain three times your Paladin level; you don't age magically.
  • 20: Elder Champion. Bonus Action, once per Long Rest: for 1 minute regain 10 Hit Points each turn, cast Paladin spells as a Bonus Action, and nearby enemies have Disadvantage on saves against your spells.

Oath of the Noble Genies

A radiant champion empowered by the four kinds of elemental genies.

  • 3: Elemental Smite. Immediately after Divine Smite, spend Channel Divinity for one effect. Dao: Grapple the smitten target (escape DC your spell save DC), also Restraining it while Grappled. Djinni: teleport 30 feet to a visible empty space; until your next turn ends resist Bludgeoning, Piercing, and Slashing and be immune to Grappled, Prone, and Restrained. Efreeti: deal 2d4 Fire to the target and 2d4 Fire to another visible creature within 30 feet of you. Marid: the smitten target and chosen creatures in your 10-foot Emanation make Strength saves against your spell DC; failure pushes them 15 feet away and knocks them Prone.
  • 3: Genie’s Splendor. Unarmored AC is 10 + Dexterity modifier + Charisma modifier; a Shield is allowed. Choose Acrobatics, Intimidation, Performance, or Persuasion proficiency.
  • 7: Aura of Elemental Shielding. Choose Acid, Cold, Fire, Lightning, or Thunder. You and allies in Aura of Protection resist it. You may change the type at the start of each of your turns without an action.
  • 15: Elemental Rebuke. Reaction when hit by an attack roll: halve the damage against you, rounding down. The attacker makes a Dexterity save against your spell DC, taking 2d10 + Charisma modifier damage on failure, half on success; choose Acid, Cold, Fire, Lightning, or Thunder. Uses equal Charisma modifier (minimum 1) per Long Rest.
  • 20: Noble Scion. Bonus Action: for 10 minutes gain a 60-foot hovering Fly Speed and a Reaction that turns a failed D20 Test by you or an ally in Aura of Protection into a success. End freely. Once per Long Rest; spend a level 5 slot without an action to restore its use.

Oath of Vengeance

A relentless avenger sworn to punish grievous wrongs, marking a foe and hunting it down.

  • 3: Oath of Vengeance Spells. Bane and Hunter's Mark always prepared; more at levels 5, 9, 13 and 17.
  • 3: Vow of Enmity. When you take the Attack action, spend Channel Divinity: Advantage on attacks against one creature within 30 feet for 1 minute.
  • 7: Relentless Avenger. When you hit with an Opportunity Attack, the target's Speed drops to 0 and you can move half your Speed.
  • 15: Soul of Vengeance. When the target of your Vow of Enmity makes an attack, you can make a melee attack against it as a Reaction.
  • 20: Avenging Angel. Bonus Action, once per Long Rest: for 10 minutes fly at 60 feet and frighten enemies who start their turn near you.