19

The Paladin

Class Features

Paladin

Level Proficiency Bonus Conviction Points Smites Mastered Max. Spell Level Features
1st +2 4 2 Sacred Oath, Conviction, Smite, Fighting Style
2nd +2 6 2 1st Spellcasting
3rd +2 8 3 1st Divine Health, Sacred Oath Features
4th +2 10 3 1st Ability Score Improvement
5th +3 13 3 2nd Extra Attack
6th +3 16 3 2nd Sacred Aura
7th +3 19 4 2nd Sacred Oath Features
8th +3 22 4 2nd Ability Score Improvement
9th +4 26 4 3rd Sacred Oath Features
10th +4 30 4 3rd Voice of the Crusader, Greater Sacred Aura

Hit Points

  • Hit Dice: 1d10 per paladin level.
  • Hit Points (1st-level): 10 + your Constitution modifier.
  • Hit Points (Higher Levels): 1d10 (or 6) + your Constitution modifier per paladin level after 1st.

Proficiencies

  • Armor: All armor, shields.
  • Weapons: Simple weapons, martial weapons.
  • Tools: None.
  • Saving Throws: Wisdom, Charisma.
  • Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion and Religion.

Equipment

Choose one of the following equipment options—preset or custom. You gain these items in addition to any other gear you might have (such as from your background):

A. Preset Equipment

  • (a) a martial weapon and a shield or (b) two martial weapons.
  • (a) five javelins or (b) any simple melee weapon.
  • (a) a priest's pack or (b) an explorer's pack.
  • Chain mail and a holy symbol.

B. Custom Equipment

You gain 5d4 x 10 gold pieces (or 120 gp). You may spend some or all of this gold to purchase your own equipment.

Class Features

As a paladin, you gain the following class features.

1Sacred Oath

Choose a Sacred Oath. You gain features from your Sacred Oath at 1st, 3rd, 7th, and 9th-level.

Tenets

Each oath has a set of three guiding principles—its tenets—that help to direct you in the service of your oath. These are sacred vows that you have sworn. Honor these tenets to gain—and maintain—your conviction.

Sacred Favor: If you make a notable effort to honor a tenet, you may be blessed with sacred favor. You can hold a maximum number of sacred favors at one time equal to your Charisma modifier (minimum 1).

On your turn, as a free action, you may spend one sacred favor to do one of the following:

  • Gain Stamina: Regain 1 expended hit die.
  • Gain Power: Regain 1 expended 1st-level spell slot.
  • Twist Fate: Reroll 1 ability check, attack roll, or saving throw. You must accept the second result.
  • Cause Pain: Reroll all damage dice of an attack you have just made. You may accept either result.
  • Forgiveness: Forgive one transgression you have made.

Transgression: If you break or reject one of the tenets of your oath, some of your sacred power may be stripped away for a time.

Roll a d6 and check the Transgression table below to find out which class feature you lose access to. Reroll any result that doesn't fully apply to you.

Transgression

d6 Feature Lost
1 Oath Spells
2 1d4 Conviction Points
3 Lay on Hands
4 Divine Health
5 Voice of the Crusader
6 Another Feature

Penance: If you have transgressed, you will have to perform a penance to regain your conviction. The scale of this penance may vary depending on the severity of your transgression, but some common forms include:

  • Donate: You make a charitable donation of goods, coin, or time to a worthy cause.
  • Confess: You confess your transgression to a higher-ranking agent of your oath and are forgiven.
  • Contemplate: You spend a period of time in dedicated contemplation of your oath.
  • Quest: You complete a sacred quest in the service of your oath.
  • Sacrifice: You give up something of significant personal value.

If your penance is accepted, you regain one lost feature.

Lay on Hands

You are able to share the power of your conviction through a simple touch. You gain access to one Lay on Hands ability from your oath.

Oath Smite

You gain access to one unique smite from your Sacred Oath. Add this to your list of smite options.

Oath Spells

Each oath has a list of spells—its oath spells—that you gain at the paladin levels noted in the oath description. Once you gain an oath spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

If you have an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

Oath Aura

Starting at 6th-level, you gain access to one unique aura from your Sacred Oath. Add this to your list of aura options.

1Conviction

Your conviction in your oath gives you strength. You have a number of conviction points, as shown in the Conviction Points column of the Class Features (Paladin) table. You can spend conviction to smite your enemies—and you may learn other applications from your Sacred Oath.

You recover all expended conviction points when you finish a long rest.

1Smite

You master two smites of your choice from your list of smite options. Once per turn, when you hit a creature with a melee weapon attack, you may spend one or more conviction points to use one of your mastered smites.

Mastering New Smites: You master additional smites as you gain more paladin levels, as show in the Smites Mastered column of the Class Features (Paladin) table.

Replacing a Mastered Smite: When you finish a long rest, you may replace one of your mastered smites with a different one.

Saving Throws: Some of your smites require your target to make a saving throw. The saving throw DC is calculated as follows:

Smite Save DC

Save DC: 8 + your proficiency bonus + your Charisma modifier

Branding

When you hit a creature with a melee weapon attack, you can spend two conviction points to deal an additional 1d8 radiant damage. In addition, until the smite ends, the creature sheds dim light in a 5 ft radius and can't benefit from the Invisible condition.

Smite Duration: Concentration, up to 1 minute.

Greater Branding: (5th-level, +1 conviction) The base damage increases to 2d8.

Superior Branding: (9th-level, +3 conviction) The base damage increases to 3d8.

Blinding

When you hit a creature with a melee weapon attack, you can spend two conviction points to deal an additional 1d8 radiant damage. In addition, the creature must make a Constitution saving throw. If it fails, the creature is blinded until the end of its next turn.

Greater Blinding: (5th-level, +1 conviction) The base damage increases to 2d8.

Superior Blinding: (9th-level, +3 conviction) The base damage increases to 3d8.

Divine

When you hit a creature with a melee weapon attack, you can spend two conviction points to deal an additional 1d8 radiant damage. If the creature is undead or a fiend, the damage increases by 1d8.

Greater Divine: (5th-level, +1 conviction) The base damage increases to 2d8.

Superior Divine: (9th-level, +3 conviction) The base damage increases to 3d8.

Searing

When you hit a creature with a melee weapon attack, you can spend two conviction points to deal an additional 1d8 fire damage. In addition, the creature ignites in flame.

At the start of each of its turns until the smite ends, the target must make a Constitution saving throw. On a failed save, it takes 1d8 fire damage. On a successful save, the smite ends. If the creature—or another creature within 5 feet of it—uses an action to put out the flames (or if some other effect douses the flames), the smite ends.

Smite Duration: Concentration, up to 1 minute.

Greater Searing: (5th-level, +1 conviction) The base damage increases to 2d8 and the ongoing damage increases to 1d10.

Superior Searing: (9th-level, +3 conviction) The base damage increases to 3d8 and the ongoing damage increases to 1d12.

Thunderous

When you hit a creature with a melee weapon attack, you can spend two conviction points to deal an additional 1d8 thunder damage. The creature must make a Strength saving throw or be pushed back 10 ft and knocked prone.

Greater Thunderous: (5th-level, +1 conviction) The base damage increases to 2d8 and the creature is pushed back up to 15 ft.

Superior Thunderous: (9th-level, +3 conviction) The base damage increases to 3d8 and the creature is pushed back up to 20 ft.

Wrathful

When you hit a creature with a melee weapon attack, you can spend two conviction points to deal an additional 1d8 psychic damage. In addition, the creature must make a Wisdom saving throw. If it fails, the creature is fightened of you until the effect ends.

As an action, the creature can make a Wisdom check against your smite save DC to end this effect.

Smite Duration: Concentration, up to 1 minute.

Greater Wrathful: (5th-level, +1 conviction) The base damage increases to 2d8.

Superior Wrathful: (9th-level, +3 conviction) The base damage increases to 3d8.

1Fighting Style

Choose one of the following Fighting Styles. You can't take a Fighting Style option more than once, even if you later get to choose again.

Changing Your Fighting Style: When you finish a long rest, you can choose one of the fighting styles you know and replace it with a different fighting style.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

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.

Great Weapon Fighting

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, even if the new roll is a 1 or a 2.

The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

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.

2Spellcasting

You gain the ability to cast paladin spells by channeling your conviction.

Preparing Spells

You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list.

Preparing Your Spell List: Choose a number of paladin spells equal to your Charisma modifier + your paladin level (minimum of one spell). The spells must be of a level lower than or equal to your Maximum Spell Level. Casting a spell doesn't remove it from your list of prepared spells.

Changing Your 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: at least 1 minute per spell level for each spell on your list.

Casting Spells

To cast a paladin spell of 1st-level or higher, you must spend a number of conviction points as shown in the Paladin Spellcasting table below. You recover all expended conviction points when you finish a long rest.

Upcasting Spells: When you cast a paladin spell at a higher spell level, you can't exceed your Maximum Spell Level—even if you have enough conviction points.

Paladin Spellcasting

Spell
Level
Conviction
Points
1st 2
2nd 3
3rd 5

Spellcasting Ability

Charisma is your spellcasting ability for your paladin spells. Use your Charisma modifier to determine the saving throw DC or attack modifier for a paladin spell you cast.

Spellcasting Ability

Spell Save DC: 8 + your proficiency bonus + your Charisma modifier

Spell Attack Modifier: your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your paladin spells.

3Divine Health

You are immune to disease.

4Ability Score Improvement

You can increase one ability score of your choice by +2, or two ability scores of your choice by +1. You can't increase an ability score above 20 using this feature.

Greater Ability Score Improvement: At 8th-level, you gain another ability score improvement.

5Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

6Sacred Aura

You master one sacred aura of your choice. You can spend a bonus action to radiate your sacred aura lasting for up to 10 minutes (or until you are rendered unconcious).

You can use this feature a number of times equal to your Charisma modifier (minimum of 1), and you regain expended uses when you finish a long rest.

Replacing a Sacred Aura: When you finish a long rest, you may choose one of your sacred auras and replace it with a different option.

Unique Effect: A creature can't benefit from the same sacred aura from multiple sources.

Greater Sacred Aura: At 10th-level, choose one additional sacred aura. Your aura now radiates both effects at the same time.

Aura of Courage

You and friendly creatures within 10 feet of you can't be frightened.

Aura of Protection

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).

Aura of Radiance

You and friendly creatures within 10 feet of you gain resistance to necrotic damage. In addition, your melee weapon attacks deal +1 radiant damage.

Aura of Wrath

You and friendly creatures within 10 feet of you gain a +1 damage bonus when making weapon attacks.

10Voice of the Crusader

With conviction, you are able to instill the tenets of your oath in even the most dangerous of enemies. As an action, you may choose one of your oath's tenets and proclaim it. Up to twelve creatures of your choice that you can see within 60 ft must make a Charisma saving throw. On a failed save, the creature is inspired—or bound—by your tenet for up to 1 hour.

A creature affected in this way is compelled to honor the spirit of the tenet you have proclaimed. The creature retains its own will and may choose how it achieves this.

Immunities: Creatures must be able to hear and understand you. Creatures that can't be charmed are immune to this effect.

Conviction: You may spend a number of conviction points as you proclaim your tenet. For every point of conviction, you may influence 1 additional person.

Spell List

Class Feature (Paladin)

1st-level

d100
01-07Bless
08-14Ceremony
15-21Command
22-28Compelled Duel
29-35Cure Wounds
36-42Detect Evil and Good
43-49Detect Magic
50-56Detect Poison and Disease
57-63Divine Favor
64-70Heroism
71-77Protection from Evil and Good
78-84Purify Food and Drink
85-91Shield of Faith

2nd-level

d100
01-10Aid
11-20Find Steed
21-30Gentle Repose
31-40Lesser Restoration
41-50Locate Object
51-60Magic Weapon
61-70Prayer of Healing
71-80Protection from Poison
81-90Warding Bond
91-00Zone of Truth

3rd-level

d100
01-09Aura of Vitality
10-18Create Food and Water
19-27Crusader's Mantle
28-36Daylight
37-45Dispel Magic
46-54Elemental Weapon
55-63Life Transference
64-72Magic Circle
73-81Remove Curse
82-90Revivify
91-99Spirit Guardians

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