Paladin
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Table of Contents

Level 1

Spellcasting

You have learned to cast spells through prayer and meditation. The information below details how you use those rules with Paladin spells, which appear in the Paladin Spell List.

Spell Slots. The Paladin 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. You can prepare a number of spells equal to your Paladin level plus your Charisma modifier.

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 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 any number of prepared spells on your list with other Paladin spells 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 Hands

Your 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 Blighted, Blinded, Dazed or Poisoned condition from the creature; those points don't also restore Hit Points to the creature and only remove one of these conditions (your choice).

Weapon Mastery

Your 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 gain a Paladin level, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.


Level 2

Fighting Style

You gain a Fighting Style feat of your choice. Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat. Instead of choosing one of those feats, you can choose the option below.

Blessed Warrior. You learn two Cleric cantrips of your choice. 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.

Divine Smite

When you hit a creature with a melee weapon attack or Unarmed Strike, 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, to a maximum of 6d8.


Level 3

Fervor

Your dedication and relentlessness belief in your oath fuels your abilities. You gain a number of Fervor points equal to your Paladin level. You can expend this Fervor to fuel some of your Oath abilities. At level 3, you gain the following Fervor abilities. You regain all expended Fervor upon finishing a Long Rest.

Divine Sense. As a Bonus Action, you can expend two Fervor to open your awareness to detect Celestials, Fiends, Shadowkind, 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 18 meters of yourself, and you have advantage on all attacks against them. 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.

When you use this ability, you must finish a Short Rest or Long Rest to use it again.

Divine Regeneration. You learn to draw on the power of your Oath to regain some of your divine power. As an action, you can expend two Fervor to restore a single expended 1st-level spell slot. At higher levels, you can restore higher spell slots by expending an additional 2 Fervor per spell slot level.

Paladin Subclass

You gain a Paladin subclass of your choice. 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.

Breaking Your Oath

A Paladin tries to hold to the highest standards of conduct, but sometimes, the right thing to do is not clear. Sometimes a Paladin must transgress their oath.

A Paladin who has broken a vow typically seeks absolution, or meditates on their oath. After a night of reflection, the Paladin starts fresh.

If your Paladin unrepentantly violates their oath or loses their faith in it, talk to the GM. Your Paladin should probably take a more appropriate subclass or even abandon the class and adopt another one.


Level 4

Ability Score Increase

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Paladin levels 8, 12, and 16.


Level 5

Extra Attack

You can attack twice instead of once whenever you take the Attack action on your turn.

Faithful Steed

You 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.


Level 6

Aura of Protection

You radiate a protective, unseeable aura in a 3-meter 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.


Level 9

Abjure Foes

As a Magic action, you can expend 4 Fervor. 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 18 meters of yourself. Each target must succeed on a Wisdom saving throw or have the Frightened and Dazed condition for 1 minute or until it takes any damage.

When you use this ability, you must finish a Short Rest or Long Rest to use it again.


Level 10

Aura of Courage

You 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


Level 11

Radiant Strikes

Your 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.


Level 14

Purifying Touch

You can use your inner power to drive out hostile effects. As an action, you can expend 5 Fervor to instantly end a single spell affecting you, or one willing creature that you touch.

Once you use this feature you must finish a short or long rest before you can use it again.


Level 18

Legendary Conviction

Your legendary devotion to your Oath grants you an unending well of Divine Fervor. You regain one use of Divine Fervor at the beginning of each of your turns in combat, so long as you are not Incapacitated.

Level 19

Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify.