Paladin

You must have a STR and CHA score of 13 or higher in order to multiclass in or out of this class.


Whether sworn before a god's altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin's oath is a powerful bond.


Hitpoints (HP):

  • Hit Dice: 1d10 per Paladin level
  • HP at lv1: 10 + CON
  • HP increase: 1d10 (6) + CON per level

Proficiencies:

  • Armor: Light armor, medium armor, heavy armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving throws: WIS, CHA
  • Skills: Choose 2 from Athletics, Insight, Intimidation, Medicine, Persuasion, Religion

Equipment:

  • A martial weapon and a shield, or two martial weapons
  • Five javelins, or a simple melee weapon
  • A priest's pack, or an explorer's pack
  • Chain mail and a holy symbol

Paladin's spell slot table:

Levels 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Spells Known
1 2 CHA + 1/2 * paladin level
2 2
3 3
4 3
5 42
6 42
7 43
8 43
9 432
10 432
11 433
12 433
13 4331
14 4331
15 4332
16 4332
17 43331
18 43331
19 43332
20 43332

Proficiency bonus: +2

Level 1

As an action, you may open your awareness to detect good and evil. Until the end of your next turn, you know the location of any celestial, fiend or undead within 60ft. 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 may use this trait a number of times equal to 1 + CHA every long rest.

As an action, you may touch a creature and draw power from your pool of healing, restoring a number of hitpoints of your choice. Across every use of this trait, you can restore a total number of hitpoints equal to 5 times your paladin level per long rest. Alternatively, you may expend 5 hitpoints from your pool of healing to cure the target of one disease, or neutralize one poison affecting it. You may cure multiple of such diseases or poisons with a single use of this trait, expending hitpoints separately for each one. This feature has no effect on undead or constructs.

Level 2

You have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.

  • Preparing and Casting Spells. You may prepare a number of paladin spells equal to your WIS + half your paladin level, minimum of 1 spell. The spells must be of a level for which you have spell slots. You may change any number of spells in your spell list during a long rest, requiring 1 minute of meditation per spell level for each spell you change.

  • Spellcasting Focus. You may use a holy symbol as a spellcasting focus for your paladin spells.

  • Spellcasting Ability. Your spellcasting ability is CHA.

    • Spell Save DC. 8 + proficiency + CHA

    • Spell attack modifier. proficiency + CHA

Choose one of the following. You cannot take a style option more than once, even if you get to choose again. You may replace your fighting style with a different one if you gain a level in this class.

  • Blessed Warrior. You learn 2 cantrips of your choice from the cleric spell list. They count as paladin spells for you, and CHA is your spellcasting ability for them. Whenever you gain a level in this class, you may replace one of these cantrips with another.

  • Blind fighting. You have blindsight with a range of 10ft.

  • Defense. While you are wearing armor, you gain +1 to AC.

  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain +2 to damage rolls with that weapon.

  • Great Weapon Fighting. Whenever you roll a 1 or 2 on a damage die for an attack you make with a melee weapon you are wielding with two hands, you may reroll the die and must use the new roll. The weapon must have the two-handed or versatile property.

  • Interception. Whenever a creature you can see hits a target, other than you, within 5ft. of you with an attack, you may use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus, to a minimum of 0 damage. You must be wielding either a shield, or a simple or martial weapon to use this trait.

  • Protection. Whenever a creature you can see attacks a target other than you that is within 5ft. of you, you may use your reaction to impose disadvantage on the attack roll. You must be wielding a shield to use this trait.

Whenever you hit a creature with a melee weapon attack, you may expend one spell slot to deal an additional 2d8 radiant damage to the target. The damage increases by 1d8 for every spell slot level higher than 1st you use, for a maximum of 5d8. The damage increases by an additional 1d8 if the target is an undead or a fiend.


Level 3

Choose a subclass:

  • Oath Spells. 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.

  • Channel Divinity. 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. You may use this trait once every short rest. If a channel divinity effect requires a saving throw, the DC of that saving throw equals your paladin spell save DC.

You swore to uphold the law, but found a lord bending it to his own will, using you as an agent of his tyrannical rule. Or, perhaps a goddess of mercy sacrificed you for her own goals, breaking her own ideals you fought to upheld for her. No matter the reason, you did not break your oath; you stuck by it until the very end, until it eventually broke you. But you did not surrender. You fight against the pits of despair looming to draw you in, and draw power from other sources to restore your corrupted ideal to its former glory. Thus is the path of those that uphold their oath by breaking it.


Evil and wickedness are widespread and long-lived, but not infinite. Paladins who swear the Oath of Castigation root evil out to burn it away utterly, giving light to all that is innocent and good. Whether bound by the laws of mortals, their deity, or their own personal code, they relentlessly hunt down evil where it thrives. Paladins of this oath know evil cannot hide in any festering place once it burns.


The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue and order. Sometimes called cavaliers, white knights or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. 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' tenents as the measure of their devotion. They hold angels - the perfect servants of good - as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.


The Oath of Perfection is considered an extremist branch of many religions. Found in the worship of many deities of light, their goal is purification through erasure. A blessed being is one in peak form, ready to be sacrificed to the light in searing radiance and holy justice. Known as annihilators in some groups, sentinels of light in others, they are destroyers, and will erase all that fits the right to be.


You are immune to disease.

You may expend a use of your channel divinity trait to fuel your spells. As a bonus action, you may regain one expended spell slot, the level of which may be no higher than half your proficiency bonus rounded up. You may use this trait once every long rest.

Level 4

You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.


Proficiency bonus: +3

Level 5

You may attack twice instead of once whenever you take the attack action on your turn.

Level 6

Whenever you or any creature of your choice within 10ft. of you must make a saving throw, the creature gains a bonus to the saving throw equal to your CHA, minimum of +1. You must be conscious for this trait to be active.


Level 7

You gain a feature depending on your sacred oath.

Level 8

You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.


Proficiency bonus: +4

Level 9

Level 10

You and all creatures of your choice within 10ft. of you cannot be frightened. You must be conscious for this trait to be active.


Level 11

Whenever you hit a creature with a melee weapon, the creature takes an additional 1d8 radiant damage.

Level 12

You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.


Proficiency bonus: +5

Level 13

Level 14

You may use your action to end the effects of one spell on yourself or one willing creature you touch. You may use this trait a number of times equal to your CHA every long rest.


Level 15

You gain a feature depending on your sacred oath.

Level 16

You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.


Proficiency bonus: +6

Level 17

Level 18

The aura granted by the aura of courage trait has its range increased to 30ft.

The aura granted by the aura of protection trait has its range increased to 30ft.


Level 19

You may increase one ability score by 2, or two ability scores by 1. Optionally, you may forego this improvement and choose a feat instead.

Level 20

You gain a feature depending on your sacred oath.