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.
Hit Dice: 1d10 per Paladin level
Hit Points: 10 + 10 times your level
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
Ability Score Minimum: Strength 1, Charisma 1
Proficiencies Gained: Light armor, medium armor, shields, simple weapons, martial weapons
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
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.
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.
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.
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.
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.
While you are wearing armor, you gain a +1 bonus to AC.
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.
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.
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.
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.
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.
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.
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:
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.
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.
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.
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.
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.
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.
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.
17th-level Paladin feature
Your Aura of Protection now extends 30 feet from you rather than 10 feet.
18th-level Paladin feature
Whenever you roll initiative, you regain one expended use of this class's Channel Divinity.