Paladin

Because of copyright issues, this page will mostly list where to find the necessary information on the official *D&D 5e Player's Handbook* (and other published works) by Wizards of the Coast.

However, certain sections, such as those made available for Free Use within Basic Rules, System Requirements Document (SRD), and Xanathar's Lost Notes to Everything Else, will be listed here for ease of access.

## Paladin Characteristics

Please see pages 82-83 in the *D&D 5e Player's Handbook.*

## Class Features

### Paladin Basics

#### Hit Points

**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

#### Proficiencies

**Armor:** All armor, shields

**Weapons:** Simple weapons, martial weapons

**Tools:** None

**Saving Throws:** Wisdom, Charisma

**Skills:** Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

#### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* (1) a martial weapon and a shield or (2) two martial weapons
* (1) five javelins or (2) any simple melee weapon
* (1) a priest's pack or (2) an explorer's pack
* Chain mail and a holy symbol

### Divine Sense

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 Strand 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.

### Lay on Hands

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.

### Fighting Style

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.

* Defense. While you are wearing armor, you gain a +1 bonus to AC
* Dueling. 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
* Great Weapon Fighting. 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

* Protection. 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

### Spellcasting

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See the Paladin Spell List page for spells available to paladin.

#### Casting Spells

The 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 can cast any spell from the Paladin Spell List as long as you have the required spell slot to cast it. You must have a holy symbol of your deity, a book of prayers, or a set of prayer beads to cast any cleric spell.

#### Spellcasting Ability

Charisma 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.

**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.

### Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot (from any class or source) 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.

### Divine Health

By 3rd level, the divine magic flowing through you makes you immune to disease.

### Sacred Oath

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 the Oath of Conquest, the Oath of Devotion, the Oath of Predation, the Oath of Providence, the Oath of Redemption, the Oath of the Ancients, or the Oath of Vengeance, all of which are detailed at the bottom of this page.

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.

#### Oath Spells

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

#### Channel Divinity

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.

### Ability Score Improvement

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. Alternately, you can learn a Feat instead of increasing your ability scores.

### Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### Aura of Protection

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.

### Aura of Courage

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.

### Improved Divine Smite

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.

### Cleansing Touch

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.

## Sacred Oaths

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.

### Oath of Conquest

Please see pages 37-38 in *Xanathar's Guide to Everything.*

### Oath of Devotion

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.

#### Tenets of Devotion

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.

**Oath of Devotion Features**
Level
 7th
 15th
 18th
 20th

#### Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Oath of Devotion Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Devotion Spells

level

#### Channel Divinity

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. lithe 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. lithe 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.

#### Aura of Devotion

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.

#### Purity of Spirit

Beginning at 15th level, you are always under the effects of a Protection from Evil and Good spell.

#### Holy Nimbus

At 20th level, as an action, you can emanate an aura of sunlight. For I 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.

### Oath of Predation

Paladins who follow the Oath of Predation believe that the world can only be made perfect through utter control. Through careful planning, subterfuge and unwavering patience, these paladins create hierarchies with themselves at the top, and execute their power with impunity. Few paladins can resist the allure of unchecked power, and most succumb to the temptations of tyranny. The clearest example of these illriggers come from the Dragonlance setting, an Order known as the Knights of Takhisis.

#### Tenets of Predation

The tenets of the Oath of Predation remind its adherents that the whims of their patron supersede all other oaths and laws.

***Cultivate the Flock.*** It is not enough to gather a congregation. You must hone them to a ready point, zealous to do what is necessary with a word.

***Maintain Supremacy.*** You are the order in the midst of chaos. You vow to follow no rules other than the rigid disciplines necessary to maintain the faith. Those who deviate from the plan will die.

***Reward thy Followers.*** Engage not in needless cruelty and will treat well those who submit. Honor thy contracts but do not hesitate to steal, murder or mislead to complete your orders.

***World of Order.*** I will provide authority where it lacks and subjugate myself to the cause. Just as I do no operate with impunity, I will create and maintain a network of followers to precipitate our unquestionable dominion.

**Oath of Predation Features**
Level
 7th
 15th
 20th

#### Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Oath of Predation Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Predation Spells

level

#### Bonus Proficiencies

At 3rd level, you gain proficiency in thieves’ tools and your
choice of the Sleight of Hand or Stealth skills.

Additionally, if you are proficient in the Deception,
Intimidation, or Persuasion skills, your proficiency bonus
is doubled to these checks using these skills.

#### Channel Divinity

When you take this option at 3rd level, you gain the following two Channel Divinity options.

***Predatory Instincts.*** When you roll initiative, you can use your Channel Divinity to imbue your movements with foul alacrity. You add your Charisma modifier to your initiative roll, you have advantage on attack rolls against any creature that hasn’t taken a turn in combat yet, and you deal an additional 1d6 necrotic damage to that creature. This damage increases to 2d6 at 7th level, 3d6 at 11th level, 4d6 at 15th level, and 5d6 at 19th level.

***Fell Suggestion.*** As an action, you can use your Channel Divinity to magically enthrall another creature within 5 feet of you. If the target can see or hear you, it must succeed a Wisdom saving throw or become charmed by you for 1 minute.

You can use a bonus action to issue simple commands to the charmed creature if it is within 60 feet of you. You decide what action the creature will take and where it will move during its next turn. When you issue a command, and at the end of each of its turns, the creature must succeed a Wisdom saving throw or carry out your instructions to the best of its ability on its turn. The DM determines how the target behaves.

Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.

#### Perfect Domination

Starting at 7th level, when you use your Fell Suggestion feature, you can choose to force the creature to fail its saving throw if its challenge rating is equal to or below a certain threshold, as shown below. When the creature would make a saving throw to break the effect, it does so at disadvantage.

A creature subjected to your perfect domination is charmed by you for 1 hour instead of 1 minute.

Starting at 15th level, creatures of CR 1/2 or lower are charmed by you indefinitely until the charm is broken. At 19th level, this indefinite charm extends to creatures of CR 1 or lower.

Perfect Domination

level
 11th
 15th
 19th

#### Shroud of the Illrigger

Beginning at 15th level, you are always under the effects of a *Pass Without Trace* spell.

#### Hand of Manipulation

At 20th level, you gain the ability to execute your master plans unseen. As an action, you can magically become an avatar of deception and subterfuge, gaining the following benefits for 1 minute.

* You gain the effects of a *Greater Invisibility* spell
* Once per turn, while you have advantage on your attack roll, you deal additional damage equal to 5d6 necrotic damage
* Your allies have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. Their attacks deal additional damage equal to your Charisma modifier (minimum of 1)
* You and each creature of your choice that you can see within 30 feet of you are immune to being charmed

Once you use this feature, you can’t use it again until you finish a long rest.

### Oath of Providence

Paladins who take the Oath of Providence believe they are the hand of destiny, striking down enemies beyond redemption. They believe in their hearts that some creatures, often those who commit atrocities, are fated to die in battle. These paladins are the executioners. Their oath gives them the power to bend destiny in their favor and send foes to their final fate.

#### Tenets of Providence

The tenets of the Oath of Providence are written in stone on the tombs of paladins undertaking this path.

***Embrace Destiny.*** When bad luck comes your way, understand it was meant to be and search for the opportunity fate has given you within your loss.

***Deliver Enemies to Fate.*** Those who become your enemies aren’t long for this world. They must die by your hand.

***Accept that which Cannot Change.*** Fate is a force more powerful than the gods. Accept that there are situations in which you're powerless and take power over that you can influence.

***Strength in Numbers.*** Together with your allies, you have the power to influence fate. Destiny smiles upon those who embrace it.

**Oath of Providence Features**
Level
 7th
 15th
 20th

#### Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Oath of Providence Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Providence Spells

level

#### Channel Divinity

When you take this option at 3rd level, you gain the following two Channel Divinity options.

***Predestination.*** You can use your Channel Divinity to invoke the divine to smile upon your allies. When one creature within 60 feet of you that you can see makes a saving throw, you can use your reaction to grant the creature advantage on the save, using your Channel Divinity. If the effect allows the creature to take only half damage on a successful save, the creature instead takes no damage on a successful save, and only half as much damage one a failed one.

***Kiss of Calamity.*** As an action, your Channel Divinity can be used to besiege your enemies with bad luck. Each unfriendly creature that can see or hear you within 30 feet of you must make a Charisma saving throw, gaining disadvantage on all saving throws for 1 minute on a failure. You must be conscious for this feature to have effect.

#### Favor the Bold

Beginning at 7th level, your good fortune guides your hand. Once per turn when you miss with an attack, you can choose to hit instead. When you use this feature, the creature takes extra radiant damage equal to your Charisma modifier (minimum of 1). You can use this feature a number of times equal to your Charisma modifier (a minimum of once).

You regain any expended uses when you finish a long rest.

#### Gift of Foresight

Starting at 15th level, your faith grants you a prophetic glimpse into the future. When you finish a short or long rest, roll one d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with your prophetic roll. You must choose to do so before the roll, and you can use roll in this way only once.

When you finish a short or long rest, you lose any unused prophetic roll.

#### Hand of Fate

At 20th level, you become an agent of destiny, heavily influencing the outcome of the events around you. For 1 minute, an argent glow shines dim light from you in 30-foot radius. Whenever an enemy creature starts its turn in your glow, it has disadvantage on attacks and saving throws, while you and friendly creatures have advantage on attack rolls and saving throws. As the glow fades away, you regain all expended uses of Channel Divinity, Favor the Bold, and your Gift of Foresight features.

Once you use this feature, you can’t use it again until you finish a long rest.

### Oath of Redemption

Please see pages 38-39 in *Xanathar's Guide to Everything.*

### Oath of the Ancients

Please see pages 86-87 in the *D&D 5e Player's Handbook.*

### Oath of Vengeance

Please see pages 87-88 in the *D&D 5e Player's Handbook.*