M = Level at which a feature changes
New hit point calculation
Level 1
Lay on Hands (Changed)
Level 2
Divine Sense (Moved and Changed)
Fighting Style (Removed)
Level 3
Oathbound (New)
Level 4
Martial Versatility (Removed)
Level 5
Extra Attack (Changed into Extra Action)
Hit Dice: 1d10 per Paladin level
Hit Points at 1st Level: 3d10 (or 18) + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Paladin level after 1st
Armor: All armor, shields
Saving Throws: Wisdom, Charisma
Skills (Choose 2): Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
Weapons: Simple weapons, Martial weapons
Tools: None
Starting at 1st level, your training with weapons and shields has allowed you to master certain techniques. Choose 3 weapons or shields to Master, you can use each of those weapons or shields’ Signature Property and one additional Mastery property on each weapon or shield. The Property can be the “Specialist” property or one property from that weapon or shield’s available Mastery Properties. Whenever you finish a Long Rest, you can practice weapon drills and change the additional Mastery Properties or the kinds of weapons or shields you choose.
Beginning at 5th level you may use two of the additional Mastery Properties of each weapon or shield that you have Mastered rather than one.
Mastery Ability
Strength or Dexterity is your Mastery ability for your weapon masteries, meaning you use your Mastery ability modifier when setting the DC for a any masteries that impose a saving throw.
Mastery Save DC = 8 + your Proficiency Bonus + your Mastery modifier
Starting at 1st level, 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 × 10.
As an action, you can touch a creature and magically draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
This feature has no effect on undead and constructs.
By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.
Spell Slots
You acquire spell slots at half of the rate for a full caster (half your paladin level rounded up on the Spell Slot Table). 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.
Preparing and Casting Spells
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 Spellcasting 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.
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 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 Spellcasting ability modifier
Spell attack modifier = your proficiency bonus + your Spellcasting ability modifier
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your paladin spells.
| Spell Slots per Spell level |
lvl - 1st - 2nd - 3rd - 4th - 5th - 6th - 7th - 8th - 9th
2nd - 2 - - - - - - - -
3rd - 3 - - - - - - - -
5th - 4 - 2 - - - - - - -
7th - 4 - 3 - - - - - - -
9th - 4 - 3 - 2 - - - - - -
11th - 4 - 3 - 3 - - - - - -
13th - 4 - 3 - 3 - 1 - - - - -
15th - 4 - 3 - 3 - 2 - - - - -
17th - 4 - 3 - 3 - 3 - 1 - - - -
19th - 4 - 3 - 3 - 3 - 2 - - - -
Starting at 2nd level, you can sense the presence of strong evil and good. When you see a Celestial, Fiend, or Undead, you can identify its creature type, and you have advantage on perception checks to locate such creatures. Additionally, you can tell if a location that you can see has been desecrated or consecrated.
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot (no action) 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, to a maximum of 6d8.
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 detailed below.
Your choice grants you features at 3rd level and again at later levels. Those features include oath spells and the Channel Divinity feature.
Oath Spells
Each oath has a list of specialty spells, known as Oath 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.
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.
Some Paladins seek to uphold their Oaths as guidelines for their lives, knowing that in the real world, it is impossible to always live up to the letter of the law and exceptions must be made. Others, however, seek to embody the oath to their very core. They bind themselves inseparably to the divine tenets that guide their every choice. This kind of powerful devotion grants them additional magical power, but invokes terrible consequences if the Oath is to be broken.
Starting at 3rd level, you can choose to bind your very spirit to your oath. You gain a second use of your Channel Divinity. You also gain access to a new Channel Divinity option. Sacred Vow.
However, if you ever break a tenet of your Oath, it leaves a wound upon your soul. You gain one level of exhaustion that cannot be cured. While you have this exhaustion, you lose access to all of your Oath Spells and cannot use your Channel Divinity.
Before you take any action or inaction that would break your Oath, you are issued a divine warning, allowing you to reevaluate your choice before your Oath is broken.
While you have this level of exhaustion, you can seek absolution with your church or another member of your order. You may be required to take 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, you lose the level of exhaustion.
Alternatively, while in this state, you can reject your Oath and embrace the darkness to switch to the Oathbreaker subclass. You immediately lose the exhaustion level as well as this feature, and can never return to your old Oath.
Sacred Vow
You can expend a use of your Channel Divinity and swear to your Oath. You cast one of your Oath Spells without consuming a spell slot. The spell must be of a level that you can cast, and you do not need to provide components. Once you use this feature, you cannot do so again until you finish a long rest.
By 3rd level, the divine magic flowing through you makes you immune to disease.
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.
You can forgo taking this feature to take a feat of your choice instead.
When you reach 5th level you've learned to move more efficiently in combat.
Once per turn when you take any action other than the Cast a Spell action on your turn you may take a second action. This action may be any action except for the Magic Action.
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 Spellcasting 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 weapon attack, the creature takes an extra 1d8 radiant damage.
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 Spellcasting modifier (a minimum of once). You regain expended uses when you finish a long rest.