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
Armor: All Armors, Shields
Weapons: Simple weapons, martial weapons
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
You 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
• (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 o f 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 o f your
next turn, you know the location o f any celestial, fiend,
or undead within 60 feet o f you that is not behind total
cover. You know the type (celestial, fiend, or undead) o f
any being w hose presence you sense, but not its identity
(the vampire Count Strahd von Zarovich, for instance).
Within the same radius, you also detect the presence
o f 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
o f 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 o f hit points
to that creature, up to the maximum amount remaining
in your pool.
Alternatively, you can expend 5 hit points from your
pool o f healing to cure the target o f one disease or
neutralize one poison affecting it. You can cure multiple
diseases and neutralize multiple poisons with a single
use o f 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 o f fighting as your
specialty. Choose one o f 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.
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 w ielding with
two hands, you can reroll the die and must use the new
roll. The w eapon must have the two-handed or versatile
property for you to gain this benefit.
Mariner As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.
When a creature you can see attacks a target other
than you that is within 5 feet o f you, you can use your
reaction to impose disadvantage on the attack roll.
You must be wielding a shield.
By 2nd level, you have learned to draw on divine
magic through meditation and prayer to cast spells as
a cleric does. See chapter 10 for the general rules o f
spellcasting and here for the Paladin Spell List.
Preparing and Casting Spells
The Paladin table shows how many spell slots you have
to cast your spells. To cast one o f your paladin spells of
1st level or higher, you must expend a slot o f the spell’s
level or higher. You regain all expended spell slots when
you finish a long rest.
You prepare the list o f paladin spells that are available
for you to cast, choosing from the Paladin Spell List.
When you do so, choose a number o f paladin spells
equal to your Charisma modifier + half your paladin
level, rounded down (minimum o f one spell). The spells
must be o f 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 o f 14, your list o f prepared spells can include
four spells o f 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 o f prepared spells.
You can change your list o f prepared spells when you
finish a long rest. Preparing a new list o f paladin spells
requires time spent in prayer and meditation: at least 1
minute per spell level for each spell on your list.
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
You can use a holy symbol (found in chapter 5) as a
spellcasting focus for your paladin spells.
Starting at 2nd level, when you hit a creature with a
melee w eapon attack, you can expend one paladin spell
slot to deal radiant damage to the target, in addition to
the w eapon’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 o f 5d8. The damage increases
by 1d8 if the target is an undead or a fiend.
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 the Oath o f Devotion,
the Oath o f the Ancients, or the Oath of Vengeance, all
detailed at the end o f the class description.
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 o f 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 o f 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.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score o f 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 o f
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 o f you must make a saving throw, the
creature gains a bonus to the saving throw equal to your
Charisma modifier (with a minimum bonus o f +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 o f you can’t be frightened while you
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 w eapon strikes carry divine
power with them. Whenever you hit a creature with a
melee w eapon, 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 o f your
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 o f times equal
to your Charisma modifier (a minimum o f once). You
regain expended uses when you finish a long rest.