Paladin
Holy warriors, local champions, or obsessed avengers. Paladins draw powerful magic by swearing a magical oath. They heal and deal devastating damage with radiant attacks.
The following is a revised version of the 5e paladin class. Our revisions support archery and dual wielding for paladins, as well as reworking ability progression, channel abilities, and a few of the class's features. Existing 5e subclasses will all work mechanically with this form of the paladin class. Click here for a summary of changes.

Level 1 Paladins
When you create a level 1 paladin, follow these steps to add the following to your character:
Ability Scores
You can take one of these recommended ability score arrays, or you can roll or assign them yourself. You can switch any two ability scores, but you do not add any further bonuses (they're already included).
Strength: 16 Dexterity: 8 Constitution: 14 Intelligence: 8 Wisdom: 12 Charisma: 16
Strength: 16 Dexterity: 10 Constitution: 14 Intelligence: 10 Wisdom: 12 Charisma: 14
Feat
You gain a level 1 feat of your choice. You can choose from the feats available to all classes or choose a level 1 class-specific feat, if there is one available.
Hit Points
At First Level: 10 + Constitution Modifier
At Higher Levels: 1d10 (or 10) + Constitution Modifier
Hit Dice: 1d10 per paladin level
Proficiencies
Armor: Light Armor, Medium Armor, Heavy Armor
Weapons: Simple Weapons, Martial Weapons
Saving Throws: Wisdom, Charisma
Skill Proficiencies: two of: Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
Items
a longsword and a large shield -OR-a Martial Weapon and a large shield -OR- two Martial Weapons
five javelins -OR- any Simple Melee Weapon
chain mail -OR- scale mail
a holy symbol
a priest's pack -OR- an explorer's pack
Multiclass Characters
Instead of leveling up in your original class, you can take a paladin level when you level up. When you do, you gain only a portion of what first level paladins gain.
Class Features
Class features here are sorted by level. When you reach a level as indicated by the icons on the left, you gain all feature or feature improvements listed between the red lines. For example, at first level paladins gain the Divine Sense and Lay on Hands abilities.
Divine Sense
You open your awareness to detect powerful supernatural creatures.
Bonus Action - 60 ft. - 3/Long Rest - 1 Round - Magical
You know the location of any aberration, celestial, elemental, fey, fiend, or undead within 60 feet of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity. For example, if the succubus queen Octavia was in disguise a mere 10 ft. away, you could use this ability to detect that she is a fiend, but you would not know her exact identity.
This ability counts as a 1st level divination spell, and can be blocked with spells like Nondetection.
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. Click here for more information on our changes.
Archery
You gain a +2 bonus to attack rolls you make with ranged and thrown weapons.
Defense
While you are wearing armor, you gain a +1 bonus to Armor Class.
Protection
Reaction - 1 Ally (5 ft.)
When a creature hits one of your allies with an attack and that ally is within 5 ft. of you, you can force the attacker to reroll the attack, targeting you instead. You must be holding a shield or melee weapon to use this ability.
Single Weapon Fighting
When you are wielding a single one or two-handed melee weapon and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Two-Weapon Fighting
When you make an attack with an off-hand weapon, you do not suffer disadvantage on the attack roll. As normal, your off-hand weapon must be Light.
Lay on Hands
Your touch can heal wounds.
Bonus Action - 1 Creature (Touch) - Magical
You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.
As an 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.
This feature has no effect on constructs.

Paladin Spellcasting
Your devotion allows you to channel magical energies. While many paladins are granted their spells by the power of an oath they swear to a deity, there are other ways to become a paladin. Whether by the influence of supernatural creatures, prophecy, or sheer force of will, swearing yourself to a cause can grant paladins the ability to cast spells. Regardless, this power is considered divine.
You use charisma as your spellcasting ability for paladin spells, since your magic draws upon the power of your convictions.
Paladins are prepared spellcasters. The Paladin Progression Table shows how many spell slots you have, as well as how many spells you have prepared. You can search the list of paladin spells here or see full spell descriptions here.
Holy Symbols as Spellcasting Focuses
You can use a holy symbol as a spellcasting focus. To do so, you can choose to hold your holy symbol during spellcasting or you can choose to display your holy symbol on your weapon, shield, or armor.
A holy symbol isn't always a symbol of a deity, but a paladin's holy symbol is always symbolic of the oath or path they are on.
Divine Smite
No Action Cost - 1 Creature - 1st Level (Evocation)
When you hit a creature with a weapon attack, you can expend a spell slot to deal radiant damage to the target, in addition to the weapon's damage. This damage counts as part of your weapon's damage, and if you smite on a critical hit, you roll twice as many damage dice for the smite.
On Hit: Target takes 2d8 radiant damage.* The damage increases by another 1d8 if the target is a celestial, fiend, or undead.
*Using Higher Level Spell Slots: Damage increases by 1d8 for each spell level above 1st.
Divine Smite counts as a spell, and like with other spells, you are limited to expending one spell slot per turn. You also cannot use Divine Smite on an attack that is already getting extra damage from another spell or feature with 'smite' in its name.
Alternative Smite Options
Just like with Divine Smite, each of these smite options deal damage that counts as part of your weapon's damage, and they count as spells.
Choose one of the following smite options. You gain another option at levels 5, 9, and 13.
Branding Smite
No Action Cost - 1 Creature - 1st Level (Evocation) - 1 Minute
When you hit a creature with a weapon attack, you can expend a spell slot to deal radiant damage to the target, in addition to the weapon's damage.
On Hit: Target takes 2d8 radiant damage.* The target becomes visible if it's invisible, has its silhouette illuminated to shed dim light in a 5-foot radius, and can't become invisible for 1 minute.
*Using Higher Level Spell Slots: Damage increases by 1d8 for each spell level above 1st.
Burdening Smite
No Action Cost - 1 Creature - 1st Level (Transmutation) - 1 Round
When you hit a creature with a weapon attack, you can expend a spell slot to deal force damage and attempt to burden the target, in addition to the weapon's damage.
Strength Save
Failure: Target takes 2d6 force damage* and the target's speeds are halved.
Success: Target takes 2d6 force damage, no other effect.*
*Using Higher Level Spell Slots: Damage increases by 1d6 for each spell level above 1st.
Elemental Smite
No Action Cost - 1 Creature - 1st Level (Evocation)
When you hit a creature with a weapon attack, you can expend a spell slot to deal damage to the target, in addition to the weapon's damage.
On Hit: Target takes 2d8 damage.* This extra damage can be cold, electric, fire, or sonic.
*Using Higher Level Spell Slots: Damage increases by 1d8 for each spell level above 1st.
Sapping Smite
No Action Cost - 1 Creature - 1st Level (Necromancy)
When you hit a creature with a weapon attack, you can expend a spell slot to deal necrotic damage to the target, in addition to the weapon's damage.
On Hit: Target takes 2d8 necrotic damage.* The target is drained a number of hit points equal to the necrotic damage taken. The drained effect lasts until the target takes a long rest.
*Using Higher Level Spell Slots: Damage increases by 1d8 for each spell level above 1st.

Sacred Oath
You formally swear a binding oath, which you can then draw power from. Your choice of sacred oath represents you choosing the values and ideals you will embody. Your oath grants you features at this level and again at 6th, 10th, 14th, and 20th level, also listed below.
Sacred Oaths published elsewhere are compatible with this version of the paladin class.
Channel Conviction
Your oath will have two Channel Conviction options.


Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, and 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Feat
At this level and every level you gain an ability score improvement, you also gain a feat of your choice.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn. If you are dual-wielding, your off-hand attack brings you to a total of three attacks.
Alternative Smite Options
Just like with Divine Smite, each of these smite options deal damage that counts as part of your weapon's damage, and they count as spells.
Choose one of the following smite options or one of the smite options available at earlier levels. You gain another option at levels 9 and 13.
Staggering Smite
No Action Cost - 1 Creature - 2nd Level (Evocation)
When you hit a creature with a weapon attack, you can expend a spell slot to deal force damage and attempt to set your opponent off balance, in addition to the weapon's damage.
Strength Save
Failure: Target takes 3d6 force damage* and the next attack against your target has advantage.
Success: Target takes 3d6 force damage, no other effect.*
*Using Higher Level Spell Slots: Damage increases by 1d6 for each spell level above 2nd.
Thundering Smite
No Action Cost - 1 Creature - 2nd Level (Evocation)
When you hit a creature with a weapon attack, you can expend a spell slot to deal sonic damage and attempt to throw the target, in addition to the weapon's damage.
Strength Save
Failure: Target takes 3d6 sonic damage* and is knocked prone and pushed 5 ft. in a direction of your choice.
Success: Target takes 3d6 sonic damage, no other effect.*
*Using Higher Level Spell Slots: Damage increases by 1d6 for each spell level above 2nd.

Sacred Oath Feature
Your chosen Sacred Oath grants you a new feature. If using an oath not from Elkan 5e, your ability for this level may be listed under level 7.

Aura of Protection
Your presence helps shield allies from harm.
Permanent - 10 ft. Emanation (Self) - Magical
Whenever you or an ally make a saving throw, add your Charisma modifier (minimum +1).
This ability does not function when you are petrified or unconscious.
At 18th level, the range of this aura increases to 30 feet.


Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, and 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Feat
At this level and every level you gain an ability score improvement, you also gain a feat of your choice.
Aura of Courage
Permanent - 10 ft. Emanation (Self) - Magical
You and allies can't be affected by the frightened condition.
If a creature who is already frightened comes within 10 ft. of you, this does not end the frightened condition, but does grant the creature advantage on saves to end the condition.
This ability does not function when you are petrified or unconscious.
At 18th level, the range of this aura increases to 30 feet (also listed below).
Alternative Smite Options
Just like with Divine Smite, each of these smite options deal damage that counts as part of your weapon's damage, and they count as spells.
Choose one of the following smite options or one of the smite options available at earlier levels. You gain another option at level 13.
Blinding Smite
No Action Cost - 1 Creature - 3rd Level (Evocation) - 1 Round
When you hit a creature with a weapon attack, you can expend a spell slot to deal radiant damage and attempt to blind the target, in addition to the weapon's damage.
Constitution Save
Failure: Target takes 4d6 radiant damage* and is blinded.
Success: Target takes 4d6 radiant damage, no other effect.*
*Using Higher Level Spell Slots: Damage increases by 1d6 for each spell level above 3rd.
Menacing Smite
No Action Cost - 1 Creature - 3rd Level (Enchantment) - 1 Round
When you hit a creature with a weapon attack, you can expend a spell slot to deal psychic damage and attempt to frighten the target, in addition to the weapon's damage.
Wisdom Save
Failure: Target takes 4d6 psychic damage* and is frightened.
Success: Target takes 4d6 psychic damage, no other effect.*
*Using Higher Level Spell Slots: Damage increases by 1d6 for each spell level above 3rd.

Sacred Oath Feature
Your oath gives you a second Channel Conviction ability.

Divine Strikes
You are so suffused with zealous might that all your melee weapon strikes carry radiant power with them. You deal an extra 1d8 radiant damage with all of your weapon attacks.


Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, and 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Feat
At this level and every level you gain an ability score improvement, you also gain a feat of your choice.
Alternative Smite Options
Just like with Divine Smite, each of these smite options deal damage that counts as part of your weapon's damage, and they count as spells.
Choose one of the following smite options or one of the smite options available at earlier levels.
Blazing Smite
No Action Cost - 1 Creature - 4th Level (Evocation)
When you hit a creature with a weapon attack, you can expend a spell slot to deal fire damage, in addition to the weapon's damage.
On Hit: Target takes 5d10 fire damage.*
*Using Higher Level Spell Slots: Damage increases by 1d10 for each spell level above 4th.
Vampiric Smite
No Action Cost - 1 Creature - 4th Level (Necromancy)
When you hit a creature with a weapon attack, you can expend a spell slot to deal necrotic damage and regain hit points, in addition to the weapon's damage.
On Hit: Target takes 5d6 necrotic damage* and you regain hit points equal to half the necrotic damage dealt.
*Using Higher Level Spell Slots: Damage increases by 1d6 for each spell level above 4th.

Sacred Oath Feature
Your chosen Sacred Oath grants you a new feature. If using an oath not from Elkan 5e, your ability for this level may be listed under level 15.

Cleansing Touch
Your touch can cure people of lasting illness.
Bonus Action - 1 Creature (Touch) - Magical
You can expend 5 hit points from your Lay on Hands pool of healing to cure one disease or remove the poisoned condition on one creature. You can cure multiple poisons or neutralize multiple poisons (or both) with a single use of Lay on Hands, expending hit points separately for each one.
Additionally, when you expend at least 10 hit points as part of Lay on Hands, whether to restore hit points or cure poisons or diseases, you also end the drained condition on the target.


Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, and 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Feat
At this level and every level you gain an ability score improvement, you also gain a feat of your choice.
You gain no new class features at this level. As always, see the Paladin Progression Table to see new spell slots and spells known.

Expanded Auras
Your Aura of Protection and your Aura of Courage now have a 30 ft. radius. Most auras granted by various Sacred Oaths also expand to 30 ft. at this level.


Superior Ability
You increase one ability score of your choice by 2, to a maximum of 22.
You gain no new class features at this level. As always, see the Paladin Progression Table to see new spell slots and spells known.
