Paladin

A sworn champion: smites for enemies, auras for allies, healing hands for the wounded.

Create a hero of this class
Hit die
d10
Primary ability
STR / CHA
Saving throws
WIS, CHA
Spellcasting
Half caster · CHA

Progression, levels 1-20

  • Level 1Prof. bonus +2
    SpellcastingYou have learned to cast spells through prayer and meditation. See "Spells" for the rules on spellcasting. The information below details how you use those rules with Paladin spells, which appear in the Paladin spell list later in the class's description. **Spell Slots.** The Paladin Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. **Prepared Spells of Level 1+.** You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Paladin spells. Heroism and Searing Smite are recommended. The number of spells on your list increases as you gain Paladin levels, as shown in the Prepared Spells column of the Paladin Features table. Whenever that number increases, choose additional Paladin spells until the number of spells on your list matches the number in the Paladin Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Paladin, your list of prepared spells can include six Paladin spells of level 1 or 2 in any combination. If another Paladin feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Paladin spells for you. **Changing Your Prepared Spells.** Whenever you finish a Long Rest, you can replace one spell on your list with another Paladin spell for which you have spell slots. **Spellcasting Ability.** Charisma is your spellcasting ability for your Paladin spells. **Spellcasting Focus.** You can use a Holy Symbol as a Spellcasting Focus for your Paladin spells.
    Lay on HandsYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level. As a Bonus 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. You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those points don't also restore Hit Points to the creature.
    Weapon MasteryYour training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.

    Spell slots: level 1 — 2

  • Level 2Prof. bonus +2
    Fighting StyleYou gain a Fighting Style feat of your choice (see "Feats" for feats). Instead of choosing one of those feats, you can choose the option below. **Blessed Warrior.** You learn two Cleric cantrips of your choice (see the Cleric class's section for a list of Cleric spells). Guidance and Sacred Flame are recommended. The chosen cantrips count as Paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a Paladin level, you can replace one of these cantrips with another Cleric cantrip.
    Paladin's SmiteYou always have the Divine Smite spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.

    Spell slots: level 1 — 2

  • Level 3Prof. bonus +2
    Channel DivinityYou can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this class's Channel Divinity, you choose which effect from this class to create. You can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use when you reach Paladin level 11. If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting feature. **Divine Sense.** As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, 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 detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.
    Paladin SubclassYou gain a Paladin subclass of your choice. The Oath of Devotion subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Paladin levels. For the rest of your career, you gain each of your subclass's features that are of your Paladin level or lower.

    Spell slots: level 1 — 3

  • Level 4Prof. bonus +2
    Ability Score Improvement

    Spell slots: level 1 — 3

  • Level 5Prof. bonus +3
    Extra AttackYou can attack twice instead of once whenever you take the Attack action on your turn.
    Faithful SteedYou can call on the aid of an otherworldly steed. You always have the Find Steed spell prepared. You can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.

    Spell slots: level 1 — 4, level 2 — 2

  • Level 6Prof. bonus +3
    Aura of ProtectionYou radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated condition. You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (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 aura while in them.

    Spell slots: level 1 — 4, level 2 — 2

  • Level 7Prof. bonus +3

    Spell slots: level 1 — 4, level 2 — 3

  • Level 8Prof. bonus +3
    Ability Score Improvement

    Spell slots: level 1 — 4, level 2 — 3

  • Level 9Prof. bonus +4
    Abjure FoesAs a Magic action, you can expend one use of this class's Channel Divinity to overwhelm foes with awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. While Frightened in this way, a target can do only one of the following on its turns: move, take an action, or take a Bonus Action.

    Spell slots: level 1 — 4, level 2 — 3, level 3 — 2

  • Level 10Prof. bonus +4
    Aura of CourageYou and your allies have Immunity to the Frightened condition while in your Aura of Protection. If a Frightened ally enters the aura, that condition has no effect on that ally while there.

    Spell slots: level 1 — 4, level 2 — 3, level 3 — 2

  • Level 11Prof. bonus +4
    Radiant StrikesYour 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.

    Spell slots: level 1 — 4, level 2 — 3, level 3 — 3

  • Level 12Prof. bonus +4
    Ability Score Improvement

    Spell slots: level 1 — 4, level 2 — 3, level 3 — 3

  • Level 13Prof. bonus +5

    Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 1

  • Level 14Prof. bonus +5
    Restoring TouchWhen you use Lay On Hands on a creature, you can also remove one or more of the following conditions from the creature: Blinded, Charmed, 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.

    Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 1

  • Level 15Prof. bonus +5

    Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 2

  • Level 16Prof. bonus +5
    Ability Score Improvement

    Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 2

  • Level 17Prof. bonus +6

    Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 1

  • Level 18Prof. bonus +6
    Aura ExpansionYour Aura of Protection is now a 30-foot Emanation.

    Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 1

  • Level 19Prof. bonus +6
    Epic BoonYou gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Truesight is recommended.
    Ability Score Improvement

    Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 2

  • Level 20Prof. bonus +6

    Spell slots: level 1 — 4, level 2 — 3, level 3 — 3, level 4 — 3, level 5 — 2

Subclasses

Oath of Devotion

Chosen at level 3

The Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet the archetype of the knight in shining armor, holding themselves to the highest standards of conduct.

  • Level 3
    Oath of Devotion SpellsThe magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared. Level 3: Protection from Evil and Good, Shield of Faith. Level 5: Aid, Zone of Truth. Level 9: Beacon of Hope, Dispel Magic. Level 13: Freedom of Movement, Guardian of Faith. Level 17: Commune, Flame Strike.
    Sacred WeaponWhen you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage. The weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that. You can end this effect early (no action required). This effect also ends if you aren't carrying the weapon.
  • Level 7
    Aura of DevotionYou and your allies have Immunity to the Charmed condition while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on that ally while there.
  • Level 15
    Smite of ProtectionYour magical smite now radiates protective energy. Whenever you cast Divine Smite, you and your allies have Half Cover while in your Aura of Protection. The aura has this benefit until the start of your next turn.
  • Level 20
    Holy NimbusAs a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required). **Holy Ward.** You have Advantage on any saving throw you are forced to make by a Fiend or an Undead. **Radiant Damage.** Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus. **Sunlight.** The aura is filled with Bright Light that is sunlight.

Holy Champion

Chosen at level 3

*Be the Light, or Be the Dark* You carry your deity's power as a living tide: floods of energy that heal friends and hurl foes back, an aura that breaks the nerve of those who face you, and wounds that close on their own. (Level Up: Advanced 5th Edition, adapted.)

  • Level 3
    Holy Champion SpellsChoose holy or unholy at 3rd level; you always have that branch's spells prepared. Holy — level 3: Guiding Bolt, Healing Word; 5: Prayer of Healing, Shining Smite; 9: Daylight, Spirit Guardians; 13: Guardian of Faith, Death Ward; 17: Flame Strike, Dispel Evil and Good. Unholy — 3: Inflict Wounds, Bane; 5: Ray of Enfeeblement, Blindness/Deafness; 9: Vampiric Touch, Animate Dead; 13: Blight, Banishment; 17: Contagion, Cloudkill. Adaptation of A5E: the original adds schools of magic (good and radiance, or evil and necrosis) to your spell list; our game has no such schools, so they become these lists.
    Channel Divinity: Energy FloodsNegative Energy Flood (action): foes within 30 feet make a Constitution saving throw against your spell save DC — on a failure 2d8 Necrotic damage and pushed out of close quarters, on a success half damage. Positive Energy Flood (Bonus Action): you and your allies in the combat regain Hit Points equal to your proficiency bonus plus your Charisma modifier.
  • Level 7
    Aura of the ChampionChoose an aura. Darkness: a foe that starts its turn in close quarters with you makes a Wisdom saving throw or is Frightened of you for 1 minute; once frightened, it is immune for the rest of the fight. Light: an unconscious ally at 0 Hit Points near you automatically succeeds on the first death saving throw of its turn (the Master narrates it). Adaptation of A5E: the 10-foot aura is close quarters; «24 hours» of immunity is the rest of the fight.
  • Level 15
    Divine ProtectionAt the end of your turn, if you are Bloodied (at half your Hit Points or fewer), you regain Hit Points equal to half your paladin level plus your Charisma modifier.
  • Level 20
    Champion of LegendChoose Emissary of Darkness or of Light. Once per Long Rest, as an action, you shroud yourself in magical darkness or sunlight for 1 minute: a foe that starts its turn within 30 feet of you takes 10 + your Charisma modifier necrotic or radiant damage. Adaptation of A5E: entering the aura on a turn is not tracked; the darkness or light itself is narrated by the Master.

Inquisitor

Chosen at level 3

*Truth Under Oath* You hunt heresy: you force the truth out of liars, hold a chosen foe to the fight, and mark the guilty for a merciless end. (Level Up: Advanced 5th Edition, adapted.)

  • Level 3
    Tenets of the InquisitorHave faith in yourself and your order; your word is your bond; question everyone outside the order; pass judgment without mercy.
    Archetype SchoolIn Level Up the communication school joins your spell list; here your spell list stays the paladin list (the school system isn't part of this game).
    Channel Divinity: Compelling InquiryWhile questioning a creature that shares a language with you, you can use Channel Divinity: it makes a Constitution saving throw or can't lie for 1 minute; you know the result of the save. The Game Master runs it in the story.
    Channel Divinity: Inquisitorial ChallengeAs a Bonus Action, challenge a foe: Wisdom saving throw; on a failure, for 1 minute it can't move far from you and has Disadvantage on attacks against creatures other than you.
  • Level 7
    Mark of the HereticAs a Bonus Action, mark a foe for 1 minute: your weapon damage against it gains your spell attack modifier, your attacks against it score a Critical Hit on 19–20, and on a failed Dexterity saving throw it glows and can't stay invisible. Once per rest (twice from 15th level).
  • Level 15
    Divine JusticeWhen a creature marked by your Mark of the Heretic dies, the mark passes to another foe in the fight without spending a use.
  • Level 20
    Ear for DeceitWhen a creature that shares a language with you speaks, you know whether it is being dishonest.

Spell list

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