Paladin
A promise made so deeply that it becomes divine in itself flows through a paladin, burning bright enough to inspire allies and smite foes.
- Hit Dice
- d10
- Primary Ability
- Strength
- Saving Throws
- Wisdom, Charisma
- Armour Proficiency
- Light Armour, Medium Armour, Heavy Armour, Shields
- Weapon Proficiency
- Simple Weapons, Martial Weapons
- Spellcasting Ability
- Charisma
- Subclass Choice
- Level 1
Strengths
- Divine Smite delivers one of the biggest single hits in the game
- Auras carry saving throw bonuses to the whole party
- It combines heavy armour, healing and damage in one class
Weaknesses
- Spell slots feed both Smite and spells, so the pressure to choose never stops
- Breaking the oath has real consequences in play
- Low mobility means fleeing targets get away
Subclasses
- Oath of DevotionFollowing the ideal of the knight in shining armour, you act with honour and virtue to protect the weak and pursue the greater good.
- Oath of the AncientsYou fight on the side of light in the cosmic struggle against darkness to preserve the sanctity of life and the beauty of nature.
- Oath of the CrownYou have sworn yourself to the ideals of civilisation, serving the laws that hold society together and preserving the order they command.
- Oath of VengeanceYou have set aside even your own purity to right wrongs and deliver justice to those who have committed the most grievous sins.
- OathbreakerYou have broken your sacred Oath in pursuit of power and ambition. Only darkness remains to fuel you now.
Level progression
| Level | Features | Resources | Spell Slots |
|---|---|---|---|
| 1 | Subclass Choice Lay on HandsUse your blessed touch to heal a creature or cure it of all diseases and poisons. Divine SenseGain Advantage on Attack Rolls against celestials, fiends, and undead. Choose 2 skills 6 optionsAthletics, Insight, Intimidation, Medicine, Persuasion, Religion | Lay on Hands Charge(s)3Channel Oath Charge1 | — |
| 2 | Divine Smite Divine Smite: ReactionDeals an additional 1d8 Radiant damage to fiends and undead. Divine Smite Critical: ReactionDeals an additional 1d8 Radiant damage to fiends and undead. CommandCommand a creature to flee, move closer, freeze, drop to the ground or drop its weapon. Compelled DuelForce an enemy to attack only you, giving it Disadvantage against other targets. Cure WoundsHeal a creature you can touch. Wrathful SmitePossibly Frighten your target. They'll have Disadvantage on Ability Checks and Attack Rolls and be unable to move. BlessBless up to 3 creatures. They gain a +1d4 bonus to Attack Rolls and Saving Throws. Divine FavourYour weapon attacks deal an additional 1d4 Radiant damage. HeroismMake yourself or a target immune to Frightened and gain 5 temporary hit points each turn. Protection from Evil and GoodProtect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead. Searing SmiteDeal an extra 1d6 Fire damage and set your target on fire: it takes 1d6 Fire damage every turn. Shield of FaithProtect a creature from attacks: increase its Armour Class by 2. Thunderous SmitePushes your target 3 m away and possibly knocks it Prone. Choose 1 feature 4 optionsDefence, Duelling, Great Weapon Fighting, Protection | Lay on Hands Charge(s)3Channel Oath Charge1 | 12 |
| 3 | Divine HealthThe divine magic flowing within you prevents disease from affecting you. | Lay on Hands Charge(s)3Channel Oath Charge1 | 13 |
| 4 | Lay on Hands Charge(s)4Channel Oath Charge1 | 13 | |
| 5 | Extra AttackCan make an additional free attack after making an unarmed or weapon attack. If you gain the Extra Attack feature from more than one class, they don't add together. AidHeal your allies and increase their hit point maximum by 5 hit points. Branding SmitePossibly marks your target with light, preventing it from turning Invisible. Lesser RestorationCure a creature from disease, poison, paralysis or blindness. Magic WeaponInfuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack and Damage Rolls. Protection from PoisonTouch a creature to neutralise all poisons affecting it, and grant it protection against poisonous influences. | Lay on Hands Charge(s)4Channel Oath Charge1 | 1422 |
| 6 | Aura of ProtectionYou and any nearby allies gain a +Charisma Modifier (minimum 1) bonus to Saving Throws. The aura disappears if you fall Unconscious. | Lay on Hands Charge(s)4Channel Oath Charge1 | 1422 |
| 7 | — | Lay on Hands Charge(s)4Channel Oath Charge1 | 1423 |
| 8 | Lay on Hands Charge(s)4Channel Oath Charge1 | 1423 | |
| 9 | Warden of VitalityWhile this aura lasts, you can cast Restore Vitality as a bonus action to heal yourself or nearby allies. Blinding SmiteEvoke a heavenly flare and possibly Blind your target. Crusader's MantleRadiate a holy power that emboldens you and nearby allies. You and your allies' weapon attacks deal an additional 1d4 Radiant damage. DaylightEnchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it. Elemental WeaponImbue a weapon with elemental power. It receives a +1 bonus to Attack Rolls, and deals an additional 1d4 damage of your choice. Remove CurseTouch a creature or object to remove all Curses and Hexes affecting it. RevivifyRevive a companion. They return to life with 1 hit point. | Lay on Hands Charge(s)4Channel Oath Charge1 | 142332 |
| 10 | Aura of CourageYou and any nearby allies can't be Frightened. The aura disappears if you fall Unconscious. | Lay on Hands Charge(s)5Channel Oath Charge1 | 142332 |
| 11 | Improved Divine SmiteYour attacks are suffused with divine might. Melee weapon attacks deal an additional 1d8 Radiant damage. | Lay on Hands Charge(s)5Channel Oath Charge1 | 142333 |
| 12 | Lay on Hands Charge(s)5Channel Oath Charge1 | 142333 |