Paladin
Class
Primary Ability Strength and Charisma
Hit Die d10 per Paladin level
Saving Throws Wisdom, Charisma
Proficiencies All armor, Shields, Simple Weapons, Martial Weapons
Skills Choose 2: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion
Spellcasting Ability Charisma
Starting Equipment (a) Chain Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priest’s Pack, and 9 GP; or (b) 150 GP
Subclasses Oath of Devotion, Oath of the Unbroken Chain
Class Features
LVL 1Lay On Hands
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.
LVL 1Spellcasting
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. 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.
LVL 1Weapon Mastery
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.
LVL 2Fighting Style
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). and 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.
LVL 2Paladin's Smite
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.
LVL 3Channel Divinity
You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this class's Channel Divinity, you choose which effect from this class to create. You can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use when you reach Paladin level 11. If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting feature. Divine Sense. As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the spell.
LVL 3Paladin Subclass
You gain a Paladin subclass of your choice. 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.
LVL 4Ability Score Improvement
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.
LVL 5Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
LVL 5Faithful Steed
You can call on the aid of an otherworldly steed. You always have the 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.
LVL 6Aura of Protection
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.
LVL 7Paladin Subclass
You gain a Paladin subclass of your choice. 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.
LVL 8Ability Score Improvement
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.
LVL 9Abjure Foes
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.
LVL 10Aura of Courage
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.
LVL 11Radiant Strikes
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.
LVL 12Ability Score Improvement
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.
LVL 14Restoring Touch
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.
LVL 15Paladin Subclass
You gain a Paladin subclass of your choice. 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.
LVL 16Ability Score Improvement
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.
LVL 18Aura Expansion
Your Aura of Protection is now a 30-foot Emanation.
LVL 19Epic Boon
You gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Truesight is recommended.
LVL 20Paladin Subclass
You gain a Paladin subclass of your choice. 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.
Subclass: Oath of Devotion
Uphold the Ideals of Justice and Order
The Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet the archetype of the knight in shining armor. They hold themselves to the highest standards of conduct, and some-for better or worse-hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of personal devotion. Others hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms. These paladins share the following tenets: - Let your word be your promise. - Protect the weak and never fear to act. - Let your honorable deeds be an example.
LVL 3Oath of Devotion Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared. Oath of Devotion Spells Paladin Level Spells Level 3 Paladin Spells Spell School Special 5 , Evocation - Abjuration M Necromancy M Level 4 Paladin Spells Spell School Special Abjuration C Divination C Level 5 Paladin Spells Spell School Special Enchantment - Necromancy M 13 ,
LVL 3Sacred Weapon
When you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage. The weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that. You can end this effect early (no action required). This effect also ends if you aren't carrying the weapon.
LVL 7Aura of Devotion
You and your allies have Immunity to the Charmed condition while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on that ally while there.
LVL 15Smite of Protection
Your magical smite now radiates protective energy. Whenever you cast Divine Smite, you and your allies have Half Cover while in your Aura of Protection. The aura has this benefit until the start of your next turn.
LVL 20Holy Nimbus
As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required). Holy Ward. You have Advantage on any saving throw you are forced to make by a Fiend or an Undead. Radiant Damage. Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus. Sunlight. The aura is filled with Bright Light that is sunlight.
Subclass: Oath of the Unbroken ChainOriginal
Keep Every Promise, Bind Every Oath-Breaker
Paladins of the Unbroken Chain hold that the world rests on promises: between friends, between rulers and the ruled, between mortals and the gods. They wear a single link of iron as their holy symbol, and they hunt oath-breakers, slavers and tyrants with the same patience a smith gives the forge. Tenets of the Unbroken Chain Keep your word, even when it costs you. Never put another in chains they did not choose. Bind the cruel so they can harm no one. A chain is only as strong as the link that holds.
LVL 3Oath Spells
When you reach a Paladin level specified in the Oath Spells table, you thereafter always have the listed spells prepared. Oath Spells Level 3. , Level 5. , Level 9. , Level 13. , Level 17. ,
LVL 3Binding Word
As a Magic action, you can expend one use of your Channel Divinity and speak a word of binding at a creature you can see within 30 feet of you. The creature makes a Wisdom saving throw against your spell save DC. On a failed save, it has the Restrained condition for 1 minute, as glowing chains wrap around it. It repeats the save at the end of each of its turns, ending the effect on itself on a success.
LVL 7Aura of the Chain
While you aren't Incapacitated, you and your allies in your Aura of Protection can't be moved against your will, and you have Advantage on saving throws to avoid or end the Grappled and Restrained conditions. When you reach Paladin level 18, the range of this aura increases to 30 feet.
LVL 15Oathkeeper
When a creature in your Aura of Protection hits you or an ally with an attack, you can take a Reaction to bind it to its deed. Until the start of your next turn, the creature takes Radiant damage equal to your Charisma modifier (minimum of 1) whenever it makes an attack roll.
LVL 20Chainbreaker
As a Bonus Action, you become a living link of the great chain for 10 minutes. During this time, you gain the following benefits. Unbreakable. You have Immunity to the Charmed, Frightened, Grappled, Paralyzed, and Restrained conditions. The Chain Pulls. When you hit a creature with an attack, you can pull it up to 15 feet toward you. No Escape. Creatures in your Aura of Protection can't teleport or become Invisible. Once you use this feature, you can't use it again until you finish a Long Rest, unless you expend a level 5 spell slot (no action required) to restore your use of it.