Paladin
Hit Points
- Hit Dice
- 1D10 per Paladin level
Description
The Paladin is a distinctive character class in Dungeons & Dragons 5th Edition.
With a D10 Hit Die, the Paladin balances combat effectiveness with survivability.
Key features include: Ability Score Improvement, Abjure Foes, Aura Expansion.
The Paladin offers 1 subclass options for customization and specialization.
Class Progression
| Level | Channel Divinity | Prepared Spells | Proficiency Bonus | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|
| 1 | 2 | +2 | 2 | |||||
| 2 | 3 | +2 | 2 | |||||
| 3 | 2 | 4 | +2 | 3 | ||||
| 4 | 2 | 5 | +2 | 3 | ||||
| 5 | 2 | 6 | +3 | 4 | 2 | |||
| 6 | 2 | 6 | +3 | 4 | 2 | |||
| 7 | 2 | 7 | +3 | 4 | 3 | |||
| 8 | 2 | 7 | +3 | 4 | 3 | |||
| 9 | 2 | 9 | +4 | 4 | 3 | 2 | ||
| 10 | 2 | 9 | +4 | 4 | 3 | 2 | ||
| 11 | 3 | 10 | +4 | 4 | 3 | 3 | ||
| 12 | 3 | 10 | +4 | 4 | 3 | 3 | ||
| 13 | 3 | 11 | +5 | 4 | 3 | 3 | 1 | |
| 14 | 3 | 11 | +5 | 4 | 3 | 3 | 1 | |
| 15 | 3 | 12 | +5 | 4 | 3 | 3 | 2 | |
| 16 | 3 | 12 | +5 | 4 | 3 | 3 | 2 | |
| 17 | 3 | 14 | +6 | 4 | 3 | 3 | 3 | 1 |
| 18 | 3 | 14 | +6 | 4 | 3 | 3 | 3 | 1 |
| 19 | 3 | 15 | +6 | 4 | 3 | 3 | 3 | 2 |
| 20 | 3 | 15 | +6 | 4 | 3 | 3 | 3 | 2 |
Subclasses
Class Features
Lay On Hands
Level 1
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 Poisoned condition from the creature; those points don't also restore Hit Points to the creature.
Spellcasting
Level 1
You have learned to cast spells through prayer and meditation. See "Spells" for the rules on spellcasting. The information below details how you use those rules with Paladin spells, which appear in the Paladin spell list later in the class's description.
Spell Slots. The Paladin Features 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. To start, choose two level 1 Paladin spells. Heroism and Searing Smite are recommended.
The number of spells on your list increases as you gain Paladin levels, as shown in the Prepared Spells column of the Paladin Features table. Whenever that number increases, choose additional Paladin spells until the number of spells on your list matches the number in the Paladin Features table. 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 six 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 one spell on your list with another Paladin spell 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.
Weapon Mastery
Level 1
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 finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.
Fighting Style
Level 2
You gain a Fighting Style feat of your choice (see "Feats" for feats). Instead of choosing one of those feats, you can choose the option below.
Blessed Warrior. You learn two Cleric cantrips of your choice (see the Cleric class's section for a list of Cleric spells). Guidance and Sacred Flame are recommended. 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.
Paladin's Smite
Level 2
You always have the Divine Smite spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.
Paladin Subclass
Level 3
You gain a Paladin subclass of your choice. The Oath of Devotion subclass is detailed after this class's description. 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.
Ability Score Improvement
Level 4
Level 8
Level 12
Level 16
You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Paladin levels 8, 12, and 16.
Extra Attack
Level 5
You can attack twice instead of once whenever you take the Attack action on your turn.
Faithful Steed
Level 5
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.
Aura of Protection
Level 6
You radiate a protective, unseeable aura in a 10-foot 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.
Abjure Foes
Level 9
As a Magic action, you can expend one use of this class's Channel Divinity to overwhelm foes with awe. 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 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. While Frightened in this way, a target can do only one of the following on its turns: move, take an action, or take a Bonus Action.
Aura of Courage
Level 10
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.
Radiant Strikes
Level 11
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.
Restoring Touch
Level 14
When you use Lay On Hands on a creature, you can also remove one or more of the following conditions from the creature: Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned. You must expend 5 Hit Points from the healing pool of Lay On Hands for each of these conditions you remove; those points don't also restore Hit Points to the creature.
Aura Expansion
Level 18
Your Aura of Protection is now a 30-foot Emanation.
Epic Boon
Level 19
You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Truesight is recommended.
Core Paladin Traits
| Primary Ability | Strength and Charisma |
| Hit Point Die | D10 per Paladin level |
| Saving Throw Proficiencies | Wisdom and Charisma |
| Skill Proficiencies | Choose 2: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion |
| Weapon Proficiencies | Simple and Martial weapons |
| Armor Training | Light, Medium, and Heavy armor and Shields |
| Starting Equipment | Choose A or B: (A) Chain Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priest's Pack, and 9 GP; or (B) 150 GP |
Paladin Spell List
This section presents the Paladin spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material component.
Table: Level 1 Paladin Spells
| Spell | School | Special |
|---|---|---|
| Bless | Enchantment | C, M |
| Command | Enchantment | — |
| Cure Wounds | Abjuration | — |
| Detect Evil and Good | Divination | C |
| Detect Magic | Divination | C, R |
| Detect Poison and Disease | Divination | C, R |
| Divine Favor | Transmutation | — |
| Divine Smite | Evocation | — |
| Heroism | Enchantment | C |
| Protection from Evil and Good | Abjuration | C, M |
| Purify Food and Drink | Transmutation | R |
| Searing Smite | Evocation | — |
| Shield of Faith | Abjuration | C |
Table: Level 2 Paladin Spells
| Spell | School | Special |
|---|---|---|
| Aid | Abjuration | — |
| Find Steed | Conjuration | — |
| Gentle Repose | Necromancy | R, M |
| Lesser Restoration | Abjuration | — |
| Locate Object | Divination | C |
| Magic Weapon | Transmutation | — |
| Prayer of Healing | Abjuration | — |
| Protection from Poison | Abjuration | — |
| Shining Smite | Transmutation | C |
| Warding Bond | Abjuration | M |
| Zone of Truth | Enchantment | — |
Table: Level 3 Paladin Spells
| Spell | School | Special |
|---|---|---|
| Create Food and Water | Conjuration | — |
| Daylight | Evocation | — |
| Dispel Magic | Abjuration | — |
| Magic Circle | Abjuration | M |
| Remove Curse | Abjuration | — |
| Revivify | Necromancy | M |
Table: Level 4 Paladin Spells
| Spell | School | Special |
|---|---|---|
| Aura of Life | Abjuration | C |
| Banishment | Abjuration | C |
| Death Ward | Abjuration | — |
| Locate Creature | Divination | C |
Table: Level 5 Paladin Spells
| Spell | School | Special |
|---|---|---|
| Dispel Evil and Good | Abjuration | C |
| Geas | Enchantment | — |
| Greater Restoration | Abjuration | M |
| Raise Dead | Necromancy | M |
About Paladin
The Paladin is a D10 hit die class .
Subclasses & Specializations
Explore paths
Subclasses & Specializations
Paladin has 1 subclasses for customization.
{Build Tips & Playing Guide
{Role in Party
The Paladin excels at leveraging their unique strengths.
Key Saving Throws
You are proficient in these saving throws
{Spellcasting
This is a HALF caster class, gaining spell slots progressively as you level up.
{Subclass Selection
{Choose a subclass at the appropriate level based on your desired playstyle. Each subclass offers unique features and abilities that define your character's specialization.
Quick Build Tips
- Focus on your primary ability score during character creation
- Choose feats that complement your class features
- Consider your subclass features when selecting multiclass options
- Review your class features at each level-up for optimal choices
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