This is the call of the paladin: to protect the weak, to bring justice to the unjust, and to vanquish evil from the darkest corners of the world. These holy warriors are equipped with plate armor so they can confront the toughest of foes, and the blessing of the Light allows them to heal wounds and, in some cases, even restore life to the dead. Ready to serve, paladins can defend their allies with sword and shield, or they can wield massive two-handed weapons against their enemies. The Light grants paladins additional power against the undead and demons, ensuring that these profane beings corrupt the world no longer.
Paladins are not only zealots, but also guardians of the righteous, and they bestow blessings on those the Light would shine upon. The Light radiates from paladins, and worthy allies who stand near them are emboldened by its power.
As a Paladin, you gain the following:
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 Armor, Shields
Weapons : Simple Weapons, Martial Weapons
Tools : None
Saving Throws : Wisdom, Charisma
Skills : Choose 2; Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
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 demon Illidan Stormrage, 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.
You learn two cantrips of your choice from the priest spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the priest spell list.
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.
You gain proficiency with shields as a martial melee weapon, and on hit, your shield deals 2d4 bludgeoning damage. If you are wielding a shield and nothing else, you gain a +1 bonus to your shield attack damage rolls and to your Armor Class.
By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a priest does.
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 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.
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 as a spellcasting focus for your paladin spells. In addition to the holy symbols present in the Player's Handbooks, you may use a libram as your holy symbol, a libram costs 5 gp and weighs 3 lb.
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend a 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 6d8. Crusader Strikes damage increases by 1d8 if the target is an undead or a fiend.
When you reach 3rd level, you journey down sacred path of the holy church. Choose one of the following:
Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include path spells and the Channel Divinity feature.
Each path has a list of associated spells. You gain access to these spells at the levels specified in the path description. Once you gain access to a path spell, you always have it prepared. Path spells don't count against the number of spells you can prepare each day.
If you gain a path spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.
Your path allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your path 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.
You always have access to the following Channel Divinity available:
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 6th level, you emanate a divine aura that empowers you and your nearby allies. Choose one of the following options as your Divine Aura.
At 18th level, the range of your Divine Aura is increased to 30 feet.
You and friendly creature within 10 feet have advantage on concentration checks and cannot be targeted by the counterspell spell or be affected by any effects that prevent magic from being cast.
You and friendly creatures within 10 feet of you can't be frightened while you are conscious and gain a bonus to attack rolls equal to your Charisma modifier (minimum of one). A creature may gain this bonus only from one paladin at a time and only once per turn.
Your walking speed increases by 10 feet. In addition, if you aren’t incapacitated, the walking speed of any ally who starts their turn within 10 feet of you increases by 10 feet until the end of that turn.
You and friendly creatures within 10 feet of you can't be charmed while you are conscious and gain temporary Hit Points equal to your Charisma modifier (minimum of one) whenever they are affected by one of your spells.
When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.
You and friendly creatures within 10 feet of you have advantage on death saving throws and gain additional hit points equal to your Charisma modifier whenever they recover hit points.
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 (minimum of one). You must be conscious to grant this bonus.
You and friendly creatures within 10 feet of you, gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time and only once per turn.
If an creature hits you or an ally within 10 feet of you with an attack, you have advantage on your attack rolls against that creature until the end of your next turn.
At level 10, you can grant a unique blessing to your allies. You learn one of the following blessings. You may use your action to touch a creature. The creature gains the benefits of your chosen blessing for 1 hour. You can choose to end the blessing early at any point.
You can use this feature once per long rest.
The creature gains the benefits of the Freedom of Movement spell.
The creature gains immunity to non-magical damage and resistance against bludgeoning, piercing and slashing damage.
The creature receives half damage from spells and have advantage on any saving throw made against the effects of spells.
The creature gains a bonus to AC and saving throws equal to your Charisma modifier (minimum of one), and halves any damage taken. Also, each time it takes damage, you take half the amount of damage. This effect ends early if you either drop to 0 Hit Points.
The creature cannot be targeted by attacks or a harmful spells. This effect ends early if the warded creature makes an attack or casts a spell that affects an enemy creature.
The creature gains advantage on Wisdom saving throws and ability checks. In addition, they gain a bonus to their spell attack rolls and spell casting DC equal to your Charisma modifier (minimum of one). You can use this feature once per long rest.
By 11th level, you are so suffused by the holy light that all your melee weapon attacks carry divine power with them. Whenever you hit a creature with a melee weapon, 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 Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
This section will list off all the spells the Paladin can utilize, as well as link off to the various spells on the list.