Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|
1st | +2 | Divine Sense, Lay on Hands | — | — | — | — | — |
2nd | +2 | Fighting Style, Spellcasting, Divine Smite | 2 | — | — | — | — |
3rd | +2 | Divine Health, Sacred Oath | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | — | — | — | — |
5th | +3 | Extra Attack | 4 | 2 | — | — | — |
6th | +3 | Aura of Protection | 4 | 2 | — | — | — |
7th | +3 | Sacred Oath feature | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 3 | — | — | — |
9th | +4 | — | 4 | 3 | 2 | — | — |
10th | +4 | Aura of Courage | 4 | 3 | 2 | — | — |
11th | +4 | Improved Divine Smite | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — |
13th | +5 | — | 4 | 3 | 3 | 1 | — |
14th | +5 | Cleansing Touch | 4 | 3 | 3 | 1 | — |
15th | +5 | Sacred Oath feature | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Aura improvements | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Sacred Oath feature | 4 | 3 | 3 | 3 | 2 |
Alternatively, you may ignore the equipment from your class and background and start with 5d4 x 10 gp.
As an action, 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 of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated. 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.
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.
By 2nd level, you can cast paladin spells.
The Paladin table shows how many spell slots you have to cast your paladin 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.
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. 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.
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one 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 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
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. Your choice grants you features at 3rd level and again at 5th, 7th, 9th, 13th, 15th, 17th, and 20th level.
Each oath has a list of 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 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.
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.
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
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 Charisma 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, 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.
The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its fair central principles are simple.
Level | Spells |
---|---|
3rd | Ensnaring Strike, Speak with Animals |
5th | Moonbeam, Misty Step |
9th | Plant Growth, Protection from Energy |
13th | Ice Storm, Stoneskin |
17th | Commune with Nature, Tree Stride |
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Beginning at 7th level, you and friendly creatures within 10 feet of you have resistance to damage from spells. At 18th level, the range of this aura increases to 30 feet.
Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest. Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.
At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. Using your action, you undergo a transformation.
For 1 minute, you gain the following benefits:
Once you use this feature, you can't use it again until you finish a long rest.
(Xanathar's Guide to Everything)
A paladin who takes this oath has the tenets of conquest seared on the upper arm.
Paladin Level | Spells |
---|---|
3rd | Armor of Agathys, Command |
5th | Hold Person, Spiritual Weapon |
9th | Bestow Curse, Fear |
13th | Dominate Beast, Stoneskin |
17th | Cloudkill, Dominate Person |
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Starting at 7th level, you constantly emanate an aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there. At 18th level, the range of this aura increases to 30 feet.
Starting at 15th level, whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you're not incapacitated.
At 20th level, as an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:
Once you use this feature, you can't use it again until you finish a long rest.
(Sword Coast Adventurer's Guide)
The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.
Level | Spells |
---|---|
3rd | Command, Compelled Duel |
5th | Warding Bond, Zone of Truth |
9th | Aura of Vitality, Spirit Guardians |
13th | Banishment, Guardian of Faith |
17th | Circle of PowerGeas |
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.
At 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.
At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:
This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.
Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.
Level | Spells |
---|---|
3rd | Protection from Evil and Good, Sanctuary |
5th | Lesser Restoration, Zone of Truth |
9th | Beacon of Hope, Dispel Magic |
13th | Freedom of Movement, Guardian of Faith |
17th | Commune, Flame Strike |
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet.
Beginning at 15th level, you are always under the effects of a Protection from Evil and Good spell.
At 20th level, as an action, you can emanate light. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.
Once you use this feature, you can't use it again until you finish a long rest.
(Xanathar's Guide to Everything)
The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.
Paladin Level | Spells |
---|---|
3rd | Sanctuary, Sleep |
5th | Calm Emotions, Hold Person |
9th | Counterspell, Hypnotic Pattern |
13th | Otiluke's Resilient Sphere, Stoneskin |
17th | Hold Monster, Wall of Force |
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Starting at 7th level, 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. At 18th level, the range of this aura increases to 30 feet.
Starting at 15th level, you regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren't incapacitated.
At 20th level, you become an avatar of peace, which gives you two benefits:
If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest.
The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.
Level | Spells |
---|---|
3rd | Bane, Hunter's Mark |
5th | Hold Person, Misty Step |
9th | Haste, Protection from Energy |
13th | Banishment, Dimension Door |
17th | Hold Monster, Scrying |
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
By 7th level, when you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.
Starting at 15th level, when a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.
At 20th level, using your action, you undergo a transformation.
For 1 hour, you gain the following benefits:
Once you use this feature, you can't use it again until you finish a long rest.
A paladin who has broken a vow typically seeks absolution from a cleric who shares their faith or from another paladin of the same order. The paladin might spend 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, the paladin starts fresh.
If a paladin willfully violates their oath and shows no sign of repentance, the consequences can be more serious. At the DM's discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker or Treachery paladin.
(Dungeon Master's Guide)
A paladin must be evil and at least 3rd level to become an Oathbreaker. The paladin replaces the features specific to their Sacred Oath with Oathbreaker features.
Level | Spells |
---|---|
3rd | Hellish Rebuke, Inflict Wounds |
5th | Crown of Madness, Darkness |
9th | Animate Dead, Bestow Curse |
13th | Blight, Confusion |
17th | Contagion, Dominate Person |
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Starting at 7th level, the paladin, as well any fiends and undead within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin's Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.
At 18th level, the range of this aura increases to 30 feet.
At 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
At 20th level, the paladin can, as an action, surround themselves with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around the paladin to dim light. Whenever an enemy that is frightened by the paladin starts its turn in the aura, it takes 4d10 psychic damage. Additionally, the paladin and creatures they choose in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.
While the aura lasts, the paladin can use a bonus action on their turn to cause the shadows in the aura to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + the paladin's Charisma modifier.
After activating the aura, the paladin can't do so again until they finish a long rest.
(Unearthed Arcana)
Level | Spells |
---|---|
3rd | Charm Person, Expeditious Retreat |
5th | Invisibility, Mirror Image |
9th | Gaseous Form, Haste |
13th | Confusion, Greater Invisibility |
17th | Dominate Person, Passwall |
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Starting at 7th level, you emanate an aura of discord, which gives you the following benefits.
At 15th level, immediately after you are hit by an attack, you can use your reaction to turn invisible and teleport up to 60 feet to a spot you can see. You remain invisible until the end of your next turn or until you attack, deal damage, or force a creature to make a saving throw. Once you use this feature, you must finish a short or long rest before you can use it again.
At 20th level, you gain the ability to emanate feelings of treachery. As an action, you can magically become an avatar of deceit, gaining the following benefits for 1 minute:
Once you use this feature, you can't use it again until you finish a long rest.
(Tasha's Cauldron of Everything)
The tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend.
Paladin Level | Spells |
---|---|
3rd | Guiding Bolt, Heroism |
5th | Enhance Ability, Magic Weapon |
9th | Haste, Protection from Energy |
13th | Compulsion, Freedom of Movement |
17th | Commune, Flame Strike |
At 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works
Starting at 7th level, you emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. 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 5 feet of you increases by 10 feet until the end of that turn.
When you reach 18th level in this class, the range of the aura increases to 10 feet.
Starting at 15th level, you can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target's AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +l). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon's range
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
At 20th level, You can empower yourself with the legends - whether true or exaggerated - of your great deeds. As a bonus action, you gain the following benefits for 1 minute:
Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
(Tasha's Cauldron of Everything)
A paladin who assumes the Oath of the Watchers swears to safeguard mortal realms from otherworldly threats.
Paladin Level | Spells |
---|---|
3rd | Guiding Bolt, Heroism |
5th | Enhance Ability, Magic Weapon |
9th | Haste, Protection from Energy |
13th | Compulsion, Freedom of Movement |
17th | Commune, Flame Strike |
At 3rd level, you gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Abjure the Extraplanar:You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature 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 end its move in a space within 30 feet of you. 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 take the Dodge action.
At 7th level, you emit an aura of alertness while you aren't incapacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus.
At 18th level, the range of this aura increases to 30 feet.
At 15th level, you've learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a ceature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the creature that forced the saving throw.
At 20th level, you manifest a spark of divine power in defense of the mortal realms. As a bonus action, you gain the following benefits for 1 minute:
Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.