Paladin

Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st+2Divine Sense, Lay on Hands-----
2nd+2Fighting Style, Spellcasting, Divine Smite2----
3rd+2Divine Health, Sacred Oath, Harness Divine Power (Optional)3----
4th+2Ability Score Improvement, Martial Versatility (Optional)3----
5th+3Extra Attack42---
6th+3Aura of Protection42---
7th+3Sacred Oath feature43---
8th+3Ability Score Improvement, Martial Versatility (Optional)43---
9th+4-432--
10th+4Aura of Courage432--
11th+4Improved Divine Smite433--
12th+4Ability Score Improvement, Martial Versatility (Optional)433--
13th+5-4331-
14th+5Cleansing Touch4331-
15th+5Sacred Oath feature4332-
16th+5Ability Score Improvement, Martial Versatility (Optional)4332-
17th+6-43331
18th+6Aura improvements43331
19th+6Ability Score Improvement, Martial Versatility (Optional)43332
20th+6Sacred Oath feature43332


Class Resources
Spell List
Fighting Styles

Paladin Subclasses
Ancients Conquest
Crown Devotion
Glory Redemption
Vengeance Watchers
Oathbreaker


Starting Class features

Hit Dice Hit Points at 1st Level Hit Points at Higher Levels
1d10 per paladin level 10 + your Constitution modifier 1d10 (or 6) + your Constitution modifier per paladin level after 1st

Armor Proficiencies Weapon Proficiencies Tool Proficiencies
All armor, shields Simple weapons, martial weapons None

Saving Throws Skills
Wisdom, Charisma Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

(a) a martial weapon and a shield or (b) two martial weapons
(a) five javelins or (b) any simple melee weapon
(a) a priest's pack or (b) an explorer's pack
Chain mail and a holy symbol

Alternatively, 5d4 × 10 starting gold



Feature Description Level
Divine Sense As an action, detect celestial, fiend, or undead within 60 feet, as well as consecrated or desecrated places or objects. You can use this a number of times equal to 1 + your Charisma modifier, and regain expended uses after a long rest. 1st
Lay on Hands Use your healing pool to restore hit points to creatures or cure diseases/poisons. The pool replenishes after a long rest. 1st
Fighting Style Choose a fighting style to specialize in. Options are provided at 2nd level. You can’t choose the same style more than once. 2nd
Divine Smite Expend a spell slot to deal radiant damage in addition to weapon damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 per higher level spell slot. The damage increases against undead and fiends. 2nd
Divine Health Become immune to disease. 3rd
Sacred Oath At 3rd level, swear an oath that grants you oath spells and the Channel Divinity feature. Additional features are granted at 7th, 15th, and 20th levels. 3rd
Oath Spells Each oath provides a list of associated spells that you gain access to and always have prepared. These spells do not count toward your prepared spells. 3rd
Channel Divinity Use divine energy to fuel magical effects based on your oath. Regain uses after a short or long rest. Some effects require saving throws. 3rd
Harness Divine Power (Optional) Expend Channel Divinity to regain a spell slot. The level of the spell slot can be no higher than half your proficiency bonus (rounded up). You regain all uses after a long rest. 3rd
Ability Score Improvement Increase one ability score by 2, or two ability scores by 1, at 4th, 8th, 12th, 16th, and 19th levels (maximum score of 20). 4th, 8th, 12th, 16th, 19th
Martial Versatility (Optional) When you gain an Ability Score Improvement, you can replace a fighting style with another available to paladins. 4th
Extra Attack Attack twice when you take the Attack action on your turn, starting at 5th level. 5th
Aura of Protection Grant a bonus to saving throws for yourself and friendly creatures within 10 feet equal to your Charisma modifier. The range increases to 30 feet at 18th level. 6th
Aura of Courage You and friendly creatures within 10 feet can't be frightened while you are conscious. The range increases to 30 feet at 18th level. 10th
Improved Divine Smite All your melee weapon attacks deal an additional 1d8 radiant damage starting at 11th level. 11th
Cleansing Touch As an action, end one spell on yourself or a willing creature you touch. You can use this a number of times equal to your Charisma modifier, regaining uses after a long rest. 14th

Feature Description
Spellcasting By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.
Preparing and Casting Spells The Paladin table shows how many spell slots you have to cast your paladin spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Preparing Spells You prepare a list of paladin spells equal to your Charisma modifier + half your paladin level (rounded down, minimum of one spell). The spells must be of a level for which you have spell slots.
Example of Preparing Spells For example, as a 5th-level paladin with a Charisma of 14, you can prepare four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot.
Changing Prepared Spells You can change your list of prepared spells when you finish a long rest. Preparing a new list requires at least 1 minute per spell level for each spell on your list, spent in prayer and meditation.
Spellcasting Ability Charisma is your spellcasting ability for your paladin spells, as their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability, and your Charisma modifier when setting the saving throw DC and making attack rolls with paladin spells.
Spell save DC 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier Your proficiency bonus + your Charisma modifier
Spellcasting Focus You can use a holy symbol as a spellcasting focus for your paladin spells.