Paladin — Class Features by Level

Class Table

LevelProf1st2nd3rd4th5thFeatures
1st+2Divine Sense, Lay on Hands
2nd+22Fighting Style, Spellcasting, Divine Smite
3rd+23Divine Health, Sacred Oath, Channel Divinity (1/rest)
4th+23ASI
5th+342Extra Attack
6th+342Aura of Protection
7th+343Sacred Oath feature
8th+343ASI
9th+4432
10th+4432Aura of Courage
11th+4433Improved Divine Smite
12th+4433ASI
13th+54331
14th+54331Cleansing Touch
15th+54332Sacred Oath feature
16th+54332ASI
17th+643331
18th+643331Aura improvements (10ft → 30ft)
19th+643332ASI
20th+643332Sacred Oath feature

Starting Equipment & Proficiencies

  • Hit Dice: 1d10 per level
  • Hit Points at 1st Level: 10 + CON modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + CON modifier per level after 1st
  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose 2 from: Athletics, Insight, Intimidation, Medicine, Persuasion, Religion
  • Starting 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

Level 1

  • Divine Sense — Action: detect celestials, fiends, undead within 60ft until end of next turn. Also detects consecrated/desecrated ground. Uses = 1 + CHA modifier per long rest.
  • Lay on Hands — Pool = 5 x paladin level. Touch to restore HP from pool, or spend 5 points to cure one disease / neutralize one poison. No effect on undead/constructs.

Level 2

  • Fighting Style — Choose one:
    • Defense — +1 AC when wearing armor
    • Dueling — +2 damage with one-handed melee weapon, no other weapon
    • Great Weapon Fighting — Reroll 1s and 2s on damage with two-handed/versatile weapons
    • Protection — Reaction: impose disadvantage on attack against adjacent ally (requires shield)
  • Spellcasting — Half-caster using Charisma. Prepares spells from paladin list.
    • Prepared spells = CHA modifier + half paladin level (rounded down, minimum 1)
    • Spell save DC = 8 + proficiency + CHA modifier
    • Spell attack = proficiency + CHA modifier
    • Focus: holy symbol
  • Divine Smite — On melee weapon hit, expend spell slot: 2d8 radiant + 1d8 per slot level above 1st (max 5d8). +1d8 extra vs undead/fiends.

Level 3

  • Divine Health — Immune to disease.
  • Sacred Oath — Choose subclass. Grants oath spells (always prepared, don’t count against limit) and Channel Divinity.
  • Channel Divinity (1/rest) — Options from oath. DC = paladin spell save DC.

Level 4

  • Ability Score Improvement (or Feat)

Level 5

  • Extra Attack — Attack twice when taking the Attack action

Level 6

  • Aura of Protection — You and friendly creatures within 10ft add your CHA modifier (minimum +1) to saving throws. Must be conscious.

Level 7

  • Sacred Oath feature (varies by oath)

Level 8

  • Ability Score Improvement (or Feat)

Level 9

  • Spell slots: 4/3/2

Level 10

  • Aura of Courage — You and friendly creatures within 10ft can’t be frightened while you are conscious.

Level 11

  • Improved Divine Smite — All melee weapon hits deal +1d8 radiant (stacks with regular Divine Smite).

Level 12

  • Ability Score Improvement (or Feat)

Level 13

  • Spell slots: 4/3/3/1

Level 14

  • Cleansing Touch — Action: end one spell on yourself or one willing creature you touch. Uses = CHA modifier (minimum 1) per long rest.

Level 15

  • Sacred Oath feature (varies by oath)

Level 16

  • Ability Score Improvement (or Feat)

Level 17

  • Spell slots: 4/3/3/3/1

Level 18

  • Aura improvements — Aura of Protection and Aura of Courage range increases to 30ft. Oath auras also extend to 30ft.
  • Channel Divinity (2/rest) — Wait, actually Channel Divinity stays at 1/rest for paladins. The 2/rest is only the cleric version. Paladins get 1/rest at all levels.

Level 19

  • Ability Score Improvement (or Feat)

Level 20

  • Sacred Oath feature (varies by oath — typically a powerful transformation or capstone)

Oath of Devotion

Tenets

Honesty, Courage, Compassion, Honor, Duty

Oath Spells (always prepared)

LevelSpells
3rdProtection from Evil and Good, Sanctuary
5thLesser Restoration, Zone of Truth
9thBeacon of Hope, Dispel Magic
13thFreedom of Movement, Guardian of Faith
17thCommune, Flame Strike

Channel Divinity (Level 3)

  • Sacred Weapon — Action: +CHA modifier to attack rolls with one weapon for 1 minute. Weapon emits bright light 20ft, dim light 20ft. Becomes magical.
  • Turn the Unholy — Each fiend or undead within 30ft must make WIS save or be turned for 1 minute.

Level 7 — Aura of Devotion

  • You and friendly creatures within 10ft can’t be charmed while you are conscious. (30ft at 18th)

Level 15 — Purity of Spirit

  • Always under the effects of Protection from Evil and Good.

Level 20 — Holy Nimbus

  • Action: for 1 minute, bright light 30ft, dim light 30ft. Enemies starting turn in bright light take 10 radiant. Advantage on saves against fiend/undead spells. 1/long rest.

Oath of Vengeance

Oath Spells

LevelSpells
3rdBane, Hunter’s Mark
5thHold Person, Misty Step
9thHaste, Protection from Energy
13thBanishment, Dimension Door
17thHold Monster, Scrying

Channel Divinity (Level 3)

  • Abjure Enemy — One creature within 60ft: WIS save or frightened + speed 0 for 1 minute. Fiends/undead have disadvantage.
  • Vow of Enmity — Bonus action: advantage on attacks against one creature within 10ft for 1 minute.

Level 7 — Relentless Avenger

  • When you hit with opportunity attack, can move up to half speed immediately after (no opportunity attacks provoked).

Level 15 — Soul of Vengeance

  • When Vow of Enmity target attacks: reaction to make a melee weapon attack.

Level 20 — Avenging Angel

  • Action: transform for 1 hour. Fly speed 60ft. 30ft aura: enemies entering or starting turn must WIS save or be frightened for 1 minute. 1/long rest.

Oath of the Ancients

Oath Spells

LevelSpells
3rdEnsnaring Strike, Speak with Animals
5thMoonbeam, Misty Step
9thPlant Growth, Protection from Energy
13thIce Storm, Stoneskin
17thCommune with Nature, Tree Stride

Channel Divinity (Level 3)

  • Nature’s Wrath — Action: spectral vines restrain creature within 10ft (STR or DEX save to escape)
  • Turn the Faithless — Each fey or fiend within 30ft must WIS save or be turned for 1 minute.

Level 7 — Aura of Warding

  • You and friendly creatures within 10ft have resistance to spell damage. (30ft at 18th)

Level 15 — Undying Sentinel

  • When reduced to 0 HP and not killed outright, drop to 1 HP instead. 1/long rest. Also, suffer no drawbacks of old age and can’t be aged magically.

Level 20 — Elder Champion

  • Action: transform for 1 minute. Regain 10 HP at start of each turn. Cast paladin spells as bonus action. Enemies within 10ft have disadvantage on saves against your spells/Channel Divinity. 1/long rest.

Oath of Conquest

Oath Spells

LevelSpells
3rdArmor of Agathys, Command
5thHold Person, Spiritual Weapon
9thBestow Curse, Fear
13thDominate Beast, Stoneskin
17thCloudkill, Dominate Person

Channel Divinity (Level 3)

  • Conquering Presence — Each creature of your choice within 30ft: WIS save or frightened for 1 minute.
  • Guided Strike — +10 to an attack roll. After roll, before DM says hit/miss.

Level 7 — Aura of Conquest

  • Frightened creatures within 10ft: speed = 0, take psychic damage = half paladin level at start of turn. (30ft at 18th)

Level 15 — Scornful Rebuke

  • Whenever creature hits you with an attack, it takes psychic damage = CHA modifier (minimum 1).

Level 20 — Invincible Conqueror

  • Action: for 1 minute. Resistance to all damage. Extra attack (3 total). Critical on 19 or 20. 1/long rest.

Oath of Redemption

Oath Spells

LevelSpells
3rdSanctuary, Sleep
5thCalm Emotions, Hold Person
9thCounterspell, Hypnotic Pattern
13thOtiluke’s Resilient Sphere, Stoneskin
17thHold Monster, Wall of Force

Channel Divinity (Level 3)

  • Emissary of Peace — +5 to Persuasion checks for 10 minutes.
  • Rebuke the Violent — Reaction: when creature within 30ft deals damage, it takes equal radiant damage (WIS save for half).

Level 7 — Aura of the Guardian

  • Reaction: take damage instead of a creature within 10ft. (30ft at 18th)

Level 15 — Protective Spirit

  • Regain 1d6 + half paladin level HP at end of turn if below half HP and not incapacitated.

Level 20 — Emissary of Redemption

  • Resistance to all damage from other creatures. When creature damages you, it takes radiant damage = half the damage you took. Both benefits end against a creature if you attack it, force a save, or deal damage to it.

Oathbreaker

Oath Spells

LevelSpells
3rdHellish Rebuke, Inflict Wounds
5thCrown of Madness, Darkness
9thAnimate Dead, Bestow Curse
13thBlight, Confusion
17thContagion, Dominate Person

Channel Divinity (Level 3)

  • Control Undead — One undead (CR ≤ your level) within 30ft: WIS save or obeys you for 24 hours.
  • Dreadful Aspect — Each creature of your choice within 30ft: WIS save or frightened for 1 minute.

Level 7 — Aura of Hate

  • You and fiends/undead within 10ft add CHA modifier to melee weapon damage. (30ft at 18th)

Level 15 — Supernatural Resistance

  • Resistance to bludgeoning, piercing, slashing from nonmagical weapons.

Level 20 — Dread Lord

  • Action: for 1 minute, 30ft aura of darkness. Frightened enemies in aura take 4d10 psychic damage at start of their turn. You can use bonus action to make melee spell attack dealing 3d10 + CHA necrotic. 1/long rest.

Validation Checklist

  • Divine Sense uses = 1 + CHA modifier per long rest
  • Lay on Hands pool = 5 x paladin level
  • Fighting Style chosen (Level 2+)
  • Divine Smite noted (Level 2+)
  • Sacred Oath chosen at Level 3
  • Oath spells listed as always prepared (at correct levels)
  • Channel Divinity options listed (Level 3+)
  • Divine Health noted (Level 3+)
  • Prepared spell count = CHA mod + half paladin level (rounded down)
  • Correct spell slots for level
  • Aura of Protection range correct (10ft, 30ft at 18th)
  • All armor + shields proficiency
  • Simple + martial weapon proficiency
  • 2 skill proficiencies from class list
  • WIS and CHA saving throw proficiency
  • Proficiency bonus correct for level
  • HP calculated correctly (1d10 + CON per level)