Hit Dice: 1d10 per paladin level
Hit points at 1st level: 10 + constitution modifier
Hit points at higher levels: 1d10 + constitution modifier
Armour: All armour, shields
Weapons Simple weapons, martial weapons, sidearms, longarms
Tools: None
Saving throws: Wisdom, charisma
Skills: Choose 2 from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
You start with the following equipment, as well as any equipment granted by your background:
(a) a martial weapon and a shield or (b) two martial weapons or (c) a sidearm and a shield
(a) five javelins or (b) an any simple melee weapon
(a) a priest's pack or (b) an explorer's pack
Chain mail and a holy symbol
Level | Proficiency Bonus | Features | Spell Slots per Spell Level | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | |||||||
1st | +2 | Divine Sense, Lay on Hands | - | - | - | - | - | ||||
2nd | +2 | Fighting Style, Spellcasting, Divine Smite | 2 | - | - | - | - | ||||
3rd | +2 | Divine Health, Sacred Oath | 3 | - | - | - | - | ||||
4th | +2 | Ability Score Improvement | 3 | - | - | - | - | ||||
5th | +3 | Extra Attack | 4 | 2 | - | - | - | ||||
6th | +3 | Aura of Protection | 4 | 2 | - | - | - | ||||
7th | +3 | Sacred Oath Feature | 4 | 3 | - | - | - | ||||
8th | +3 | Ability Score Improvement | 4 | 3 | - | - | - | ||||
9th | +4 | - | 4 | 3 | 2 | - | - | ||||
10th | +4 | Aura of Courage | 4 | 3 | 2 | - | - | ||||
11th | +4 | Improved Divine Smite | 4 | 3 | 3 | - | - | ||||
12th | +4 | Ability Score Improvement | 4 | 3 | 3 | - | - | ||||
13th | +5 | - | 4 | 3 | 3 | 1 | - | ||||
14th | +5 | Cleansing Touch | 4 | 3 | 3 | 1 | - | ||||
15th | +5 | Sacred Oath Feature | 4 | 3 | 3 | 2 | - | ||||
16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | - | ||||
17th | +6 | - | 4 | 3 | 3 | 3 | 1 | ||||
18th | +6 | Aura Improvements | 4 | 3 | 3 | 3 | 1 | ||||
19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | ||||
20th | +6 | Sacred Oath Feature | 4 | 3 | 3 | 3 | 2 |
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). 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.
You can use this feature a number of times equal to 1 + charisma modifier. When you finish a long rest, you regain all expended uses.
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 your paladin level × 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.
At 2nd level, you adopt a 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.
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 a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.
When you finish a long rest you can change your list of prepared spells, choosing from the paladin spell list. You can choose a number of spells equal to your charisma modifier +half your cleric level (minimum 1). You can only choose spells of a level that you can cast
Charisma is your spellcasting ability for your paladin spells.
Spell Save DC: 8 + proficiency bonus + charisma modifier
Spell attack modifier: proficiency bonus + charisma modifier
You can use a holy symbol as a spellcasting focus for your paladin spells.
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.
By 3rd level, the divine magic flowing through you makes you immune to disease.
When you reach 3rd level, 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 an oath.
Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.
Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.
If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.
Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.
When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
You can optionally forgo taking this to instead gain a feat.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
At 18th level, the range of this aura increases to 30 feet.
Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.
Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. They hold angels—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.
Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.
Honesty: Don’t lie or cheat. Let your word be your promise.
Courage: Never fear to act, though caution is wise.
Compassion: Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
Honour: Treat others with fairness, and let your honourable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
Duty: Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
You gain oath spells at the paladin levels listed.
Paladin Level | Spells |
---|---|
3rd | Protection from Evil and Good, Sanctuary |
5th | Lesser Restoration, Zone of Truth |
9th | Beacon of Hope, Dispel Magic |
13th | Freedom of Movement, Guardian of Faith |
17th | Commune, Flame Strike |
When you take this oath at 3rd level, you gain the following two Channel Divinity options:
Sacred Weapon: As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall Unconscious, this effect ends.
Turn the Unholy: As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Beginning at 15th level, you are always under the effects of a Protection from Evil and Good spell.
At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.
Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.
In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.
Once you use this feature, you can’t use it again until you finish a long rest.
The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. To these paladins, sometimes called avengers or dark knights, their own purity is not as important as delivering justice.
The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple:
Fight the Greater Evil: Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil
No mercy for the Wicked: Oridnary foes might win my mercy, but my sworn enemies do not
By Any Means Necessary: My qualms can't get in the way of exterminating my foes
Restitution: If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds
You gain oath spells at the paladin levels listed.
Paladin Level | Spells |
---|---|
3rd | Bane, Hunter's Mark |
5th | Hold Person, Misty Step |
9th | Haste, Protection from Energy |
13th | Banishment, Dimension Door |
17th | Hold Monster, Scrying |
When you take this oath at 3rd level, you gain the following two Channel Divinity options:
Abjure Enemy: As an action, choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until It takes any damage. While frightened,the creature's speed is 0, and It can't benefit from any bonus to its speed. On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.
Vow of Enmity: As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
By 7th level, when you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks
Starting at 15th level, when a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.
At 20th level, using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
Wings sprout from your back and grant you a flying speed of 60 feet.
You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeeded on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.
Once you use this feature, you can't use it again until you finish a long rest.
A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath.
A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh.
If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the DM’s discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker or Treachery paladin.
A paladin must be evil and at least 3rd level to become an Oathbreaker. The paladin replaces the features specific to their Sacred Oath with Oathbreaker features.
Paladin Level | Spells |
---|---|
3rd | Hellish Rebuke, Inflict Wounds |
5th | Crown of Madness, Darkness |
9th | Animate Dead, Bestow Curse |
13th | Blight, Confusion |
17th | Contagion, Dominate Person |
When you take this oath at 3rd level, you gain the following two Channel Divinity options:
Control Undead: As an action, the paladin targets one undead creature they can see within 30 feet of them. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin's commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin's level is immune to this effect.
Dreadful Aspect: As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin's choice within 30 feet of the paladin must make a Wisdom saving throw if it can see the paladin. On a failed save, the target is frightened of the paladin for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it.
Starting at 7th level, the paladin, as well any fiends and undead within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin's Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.
At 18th level, the range of this aura increases to 30 feet.
At 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
At 20th level, the paladin can, as an action, surround themselves with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around the paladin to dim light. Whenever an enemy that is frightened by the paladin starts its turn in the aura, it takes 4d10 psychic damage. Additionally, the paladin and creatures they choose in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.
While the aura lasts, the paladin can use a bonus action on their turn to cause the shadows in the aura to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + the paladin's Charisma modifier.
After activating the aura, the paladin can't do so again until they finish a long rest.