As a
Paladin, you gain the following class
Features.
Hit Dice: 1d10 per
Paladin level
Hit Points at 1st Level: 10 + your
Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your
Constitution modifier per
Paladin level after 1st
You are proficient with the following
items, in addition to any
Proficiencies provided by your
race or
background.
Armor:
Light Armor,
Medium armor,
Heavy Armor,
ShieldsWeapons: simple
Weapons, martial
WeaponsTools: none
Saving Throws: Wisdom, CharismaSkills: Choose two from
Athletics,
Insight,
Intimidation,
Medicine,
Persuasion, and
ReligionYou 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) any simple melee weapon
• (a) a
priest's pack or (b) an
explorer's pack•
Chain Mail and a holy
Symbol
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 + your
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 x 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. 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.
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
2nd Level, you have learned to draw on
Divine Magic through meditation and prayer to cast
Spells as a
cleric does.
Preparing and Casting SpellsThe
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
paladin spell list.
When you do so, choose a number 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.
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
Cure Wounds, you can cast it using a 1st-level or a 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 prayer and meditation: at least 1 minute per
Spell Level for each spell on your list.
Spellcasting AbilityCharisma is your
Spellcasting ability for your
Paladin Spells, since their power derives from the
Strength of your convictions. You use your
Charisma whenever a spell refers to your
Spellcasting ability. In addition, you use your
Charisma modifier when setting the saving throw DC for a
Paladin spell you cast and when making an
Attack roll with one.
Spellcasting FocusYou can use a
holy symbol as a
Spellcasting focus for your
Paladin Spells.
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, such as the
Oath of Devotion.
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.
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.
Becoming a
Paladin involves taking vows that commit the
Paladin to the cause of righteousness, an active path of
Fighting wickedness. The final oath, taken when he or she reaches
3rd Level, is the culmination of all the paladin’s
Training. Some
Characters with this class don’t consider themselves true paladins until they have reached
3rd Level and made this oath. For
Others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin’s heart.
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.
Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of their devotion. 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.
-
Honor: Treat Others with fairness, and let your honorable 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.
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.
Breaking Your Oath
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 GM’s discretion, an impenitent
Paladin might be forced to abandon this class and adopt another.