Paladin

A paladin is a holy warrior who has sworn themselves in service of an oath. That oath may be to protect those in need, defend law and order, or to enact vengeance on one who has wronged them. They draw divine power from their conviction to their oath.
The Paladin
Paladin Level
Proficiency Bonus
Features
Channel Divinity
1st
2nd
3rd
4th
5th
1st+2Channel Divinity, Divine Sense, Lay on Hands2
2nd+2Divine Smite, Fighting Style, Spellcasting22
3rd+2Sacred Oath23
4th+2Ability Score Improvement23
5th+3Extra Attack342
6th+3Sacred Oath feature342
7th+3Aura of Protection343
8th+3Ability Score Improvement343
9th+4Abjure Foes4432
10th+4Sacred Oath feature4432
11th+4Radiant Strikes4433
12th+4Ability Score Improvement4433
13th+5Aura of Courage44331
14th+5Sacred Oath feature44331
15th+5Restoring Touch44332
16th+5Ability Score Improvement44332
17th+6Aura Expansion443331
18th+6Divine Conduit443331
19th+6Ability Score Improvement443332
20th+6Sacred Oath Feature443332

Hit Points

Hit Dice: 1d10 per Paladin level
Hit Points: 10 + 10 times your level

Proficiencies

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

Multiclassing

Ability Score Minimum: Strength 1, Charisma 1
Proficiencies Gained: Light armor, medium armor, shields, simple weapons, martial weapons

Equipment

You start with the following equipment, in addition to the equipment granted by your background:
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) two simple melee weapons
  • (a) a priest's pack or (b) an explorer's pack
  • Chain mail and a holy symbol
For information on equipment, you may check the equipment page.

Channel Divinity

1st-level Paladin feature
You gain the ability to channel divine energy directly from your conviction, using that energy to fuel magical effects. You start with one such effect: Divine Sense. You may gain additional effects as you gain levels.
You may use your Channel Divinity twice, and you regain one use when you finish a short rest, or all when you finish a long rest. You gain additional uses of your Channel Divinity when you reach certain Paladin levels, as shown in the Channel Divinity column of the Paladin table.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your Paladin spell save DC.
Any use of Channel Divinity on your turn constitutes a use of the Magic action. Each Channel Divinity option specifies how many action points that option costs to use.

Divine Sense

1st-level Paladin feature
As a minor action, you expend one use of your Channel Divinity to open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you are incapacitated, 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 sense the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

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 five times your Paladin level.
As a standard Magic 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.
In addition, you can expend 5 hit points from the pool of healing to remove the poisoned condition from the creature, rather than using those points to restore hit points.

Fighting Style

2nd-level Paladin feature
You adopt a particular 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.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
In addition, you cannot have disadvantage on attacks against a creature that you can sense with blindsight.

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 damage for an attack you made with a two-handed or versatile melee weapon that you wielded with two hands, you can reroll any of the weapon's damage dice. You must use the new rolls.

Inspiring

When you recover hit points, one ally within 30 feet of you that can see you can gain a number of temporary hit points equal to half of the hit points you recovered. Hit points recovered as part of a short rest do not grant this benefit.

Protection

While you wield a shield and you aren't incapacitated, each creature of your choice (other than yourself) within 5 feet of you has half cover against attacks you can see.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Spellcasting

2nd-level Paladin feature
You have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list.
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 ranger spell list. When you do so, choose a number of paladin spells equal to your Charisma score + 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 shield of faith, you can cast it using a 1st-level or 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 meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability. Charisma is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma score 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
Spell attack modifier = your proficiency bonus + your Charisma
Spellcasting Focus. You can use a holy symbol as a spellcasting focus for your paladin spells.
(49/49)
Level
Spell
School
Domain
Tags
1stBlessEnchantmentDivine
1stCommandEnchantmentDivine
1stCompelled DuelEnchantmentDivine
1stCure WoundsEvocationDivine
1stDetect Evil and GoodDivinationDivine
1stDetect MagicDivinationArcaneRitual
1stDetect Poison and DiseaseDivinationPrimalRitual
1stDivine FavorEvocationDivine
1stDivine SmiteEvocationDivineSmite
1stHeroismEnchantmentDivine
1stMagic WeaponTransmutationArcane
1stProtection from Evil and GoodAbjurationDivine
1stPurify Food and DrinkTransmutationDivineRitual
1stSearing SmiteEvocationDivineFireSmite
1stShield of FaithAbjurationDivine
1stThunderous SmiteEvocationDivineAirSmite
1stWrathful SmiteEvocationDivineSmite
2ndAidAbjurationDivine
2ndBranding SmiteEvocationDivineSmite
2ndGentle ReposeNecromancyDivineRitual
2ndLesser RestorationAbjurationDivine
2ndPrayer of HealingEvocationDivine
2ndProtection from PoisonAbjurationPrimal
2ndWarding BondAbjurationDivine
3rdAura of VitalityEvocationDivine
3rdBlinding SmiteEvocationDivineSmite
3rdCreate Food and WaterConjurationDivine
3rdCrusader's MantleEvocationDivine
3rdDaylightEvocationDivine
3rdDispel MagicAbjurationArcane
3rdElemental WeaponTransmutationPrimalAirEarthFireWater
3rdGrim ApparitionsNecromancyArcane
3rdMagic CircleAbjurationArcane
3rdRemove CurseAbjurationArcane
3rdRevivifyNecromancyDivine
3rdSpirit GuardiansConjurationDivine
4thAura of LifeAbjurationDivine
4thAura of PurityAbjurationDivine
4thBanishmentAbjurationArcane
4thDeath WardAbjurationDivine
4thLocateDivinationPrimal
4thStaggering SmiteEvocationDivineSmite
5thBanishing SmiteAbjurationDivineSmite
5thCircle of PowerAbjurationDivine
5thDestructive WaveEvocationDivine
5thDispel Evil and GoodAbjurationDivine
5thGeasEnchantmentArcaneCurse
5thHoly WeaponEvocationDivine
5thRaise DeadNecromancyDivine

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 from the list of available oaths. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level. Those features include oath spells and the additional uses of Channel Divinity.
The Sacred Oath options are listed below:
Oath of Devotion
Oath of Vengeance

Ability Score Improvement

4th-level Paladin feature
You increase one ability score of your choice by 1. As normal, you can't increase an ability score above 5 using this feature.
You gain additional ability score improvements at 8th, 12th, 16th, and 19th levels.

Extra Attack

5th-level Paladin feature
After you take the attack action on your turn for the first time, you can take it again as a free action.

Aura of Protection

7th-level Paladin feature
You radiate a protective, invisible aura that extends 10 feet from you in every direction, but it doesn't extend through total cover.
You and your allies in the aura gain a bonus to saving throws equal to your Charisma score (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 one when entering the auras.

Abjure Foes

9th-level Paladin feature
As a standard action, you can expend one use of your Channel Divinity to overwhelm foes with divine awe. As you present your holy symbol or weapon, you can target a number of creatures equal to your Charisma (minimum of one creature) that you can see within 60 feet of yourself.
Each target must make a Wisdom saving throw. On a failed save, the target is dazed and frightened for 1 minute or until it takes any damage (save ends). On a successful save, the target is dazed until the end of its next turn or until it takes any damage.

Radiant Strikes

11th-level Paladin feature
You are so suffused with divine might that your weapon strikes carry supernatural power with them. When you hit a target with an attack roll, the attack deals an extra 1d8 radiant damage.

Aura of Courage

13th-level Paladin feature
You and your allies are immune to the frightened condition while in your Aura of Protection. If a frightened ally enters the aura, that condition is suppressed while the ally is there.

Restoring Touch

15th-level Paladin feature
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, dazed, 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

17th-level Paladin feature
Your Aura of Protection now extends 30 feet from you rather than 10 feet.

Divine Conduit

18th-level Paladin feature
Whenever you roll initiative, you regain one expended use of this class's Channel Divinity.