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yoonmoonsik edited this page Jul 6, 2026 · 8 revisions

Subclasses

Your Oath is chosen at Level 3 and defines the divine covenant you've sworn.

Core Paladin Traits

TRAIT DETAIL
Primary Ability Strength or Dexterity, and Charisma
Hit Point Die D10 D10 per Paladin level
Saving Throw Proficiencies Wisdom and Charisma
Skill Proficiencies Choose 2: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion
Weapon Proficiencies Simple and Martial weapons
Armor Training Light, Medium, and Heavy armor and Shields

Class Features

Progression Overview

LEVEL FEATURE
1 Lay on Hands, Weapon Mastery
2 Fighting Style, Paladin's Smite, Spellcasting
3 Channel Oath, Subclass
5 Extra Attack, Faithful Steed
6 Aura of Protection
9 Abjure Foes
10 Aura of Courage
11 Radiant Strikes

Level 1

Lay on Hands 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 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.

Weapon Mastery Choose two weapons whose Mastery properties you can apply when you attack with them.

Level 2

Fighting Style Choose a Fighting Style from the Fighter list.

Paladin'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.

Spellcasting You cast Paladin spells using Charisma as your spellcasting modifier.

Level 3

Channel Oath You gain Channel Oath uses that fuel magical effects. You start with Divine Sense and gain more Channel Oath options from your subclass. You regain one expended use when you finish a Short Rest.

Subclass Choose a subclass. See Subclasses below.

Level 5

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

Faithful Steed You always have the Find Steed spell prepared.

Level 6

Aura of Protection You radiate a protective, magical Aura in a 10-foot Emanation. Whenever you or a creature in the Aura fails a saving throw, that creature can add your Charisma modifier to the saving throw, potentially turning it into a success. A creature can benefit from only one Aura of Protection at a time.

Level 9

Abjure Foes As an Action, you can expend one use of your Channel Oath to overwhelm creatures with divine power. Each creature of your choice in a 60-foot Cone must succeed on a Wisdom saving throw or become Frightened of you for 1 minute or until it takes any damage. The saving throw DC equals 8 + your Charisma modifier + your Proficiency Bonus.

Level 10

Aura of Courage You radiate a courageous Aura in a 10-foot Emanation. You and creatures in the Aura can't be given the Frightened condition. If a creature is already Frightened when it enters the Aura, that condition is suppressed while the creature is there.

Level 11

Radiant Strikes 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.

Playstyle Notes

The Paladin's defining feature is Aura of Protection at Level 6. Adding Charisma modifier (+5 at 20 Cha) to all saving throws for every ally within 10 feet is a powerful passive effect. In a party that clusters together, this aura raises the effective save DC floor against Wisdom and Charisma saves (which many high-level spells target) by 5 points.

Paladin's Smite removes the old nova-burst incentive. You have Divine Smite always prepared, and one free Long-Rest cast. After that, you spend spell slots like normal — but the key shift is that you're not dumping all your slots on turn 1 anymore, since only one slot is auto-converted to a smite per cast.

Channel Oath at Level 3 (Short Rest recovery) and the subclass oath features define the Paladin's tactical identity:

  • Devotion — Sacred Weapon consecrates your hits with radiant damage and Charisma-to-attacks
  • Ancients — Nature's Wrath ensnares enemies; Aura of Warding provides spell damage resistance to the party
  • Vengeance — Vow of Enmity grants Advantage against a single target; Relentless Avenger punishes Opportunity Attack hits with speed-zeroing and increased movement
  • Glory — Peerless Athlete + Aura of Alacrity; the fastest, most mobile Paladin
  • Noble Genies — four elemental smite options tied to genie types; Cha-based AC and all-element resistance aura
  • Crown — loyalty and defense-focused, Turn the Tide heals
  • Oathbreaker — necromantic inversion; Aura of Hate adds Charisma to undead and fiend damage

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