🦸‍♀️(Legacy) 5e - Paladin🦸‍♀️

Kurzbeschreibung

An oathbound warrior driven by an inner strength to champion their cause through might and holy magic.

Bildrechts

Regelwerk Klasse Paladin 5e.png

Clad in plate armor that gleams in the sunlight despite the dust and grime of long travel, a human lays down her sword and shield and places her hands on a mortally wounded man. Divine radiance shines from her hands, the man’s wounds knit closed, and his eyes open wide with amazement.

A dwarf crouches behind an outcrop, his black cloak making him nearly invisible in the night, and watches an orc war band celebrating its recent victory. Silently, he stalks into their midst and whispers an oath, and two orcs are dead before they even realize he is there.

Silver hair shining in a shaft of light that seems to illuminate only him, an elf laughs with exultation. His spear flashes like his eyes as he jabs again and again at a twisted giant, until at last his light overcomes its hideous darkness.

Whatever their origin and their mission, paladins are united by their oaths to stand against the forces of evil. 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. It is a source of power that turns a devout warrior into a blessed champion.

The Cause of Righteousness

A paladin swears to uphold justice and righteousness, to stand with the good things of the world against the encroaching darkness, and to hunt the forces of evil wherever they lurk. Different paladins focus on various aspects of the cause of righteousness, but all are bound by the oaths that grant them power to do their sacred work. Although many paladins are devoted to gods of good, a paladin’s power comes as much from a commitment to justice itself as it does from a god.

Paladins train for years to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the sick and injured, to smite the wicked and the undead, and to protect the innocent and those who join them in the fight for justice.

Beyond the Mundane Life

Almost by definition, the life of a paladin is an adventuring life. Unless a lasting injury has taken him or her away from adventuring for a time, every paladin lives on the front lines of the cosmic struggle against evil. Fighters are rare enough among the ranks of the militias and armies of the world, but even fewer people can claim the true calling of a paladin. When they do receive the call, these warriors turn from their former occupations and take up arms to fight evil. Sometimes their oaths lead them into the service of the crown as leaders of elite groups of knights, but even then their loyalty is first to the cause of righteousness, not to crown and country.

Adventuring paladins take their work seriously. A delve into an ancient ruin or dusty crypt can be a quest driven by a higher purpose than the acquisition of treasure. Evil lurks in dungeons and primeval forests, and even the smallest victory against it can tilt the cosmic balance away from oblivion.

Core Class Traits

Primary AbilityStrength and Charisma
Hit Point DieD10 per Paladin level
Saving Throw ProficienciesWisdom and Charisma
Skill ProficienciesChoose 2: Athletics, Acrobatics, History, Insight, Intimidation, Medicine, Persuasion, and Religion
Tool Proficiencies-
Weapon ProficienciesAll
Armor TrainingAll
Starting EquipmentChoose A or B: (A) Handaxe (4), hauberk, priest’s pack; (B) Longsword, hauberk, medium shield, explorer’s pack

Becoming a Paladin

When making your paladin, ask yourself these questions: What is the cause they have dedicated themself to? Do they serve a deity, a philosophy, or something else entirely different? Why have they chosen this path? Who do they consider the greatest threat?

What kind of message do they hope to bring to the world? How do they intend to spread this message? Do they do so by action, or with words? What sort of impression do people have of your paladin after interacting with them? What does your paladin think about the powers they have been given? Do they think this power is bestowed from another, unlocked by another from within, or something that they are naturally capable of?

As a Level 1 Character

  • Gain all the traits in the Core (Legacy) 5e - Paladin Traits table.
  • Gain the (Legacy) 5e - Paladin’s level 1 features, which are listed in the (Legacy) 5e - Paladin Features table.

As a Multiclass Character

  • Gain the following traits from the Core (Legacy) 5e - Paladin Traits table: Hit Point Die,
  • Gain the (Legacy) 5e - Paladin’s level 1 features, which are listed in the (Legacy) 5e - Paladin Features table. See the multiclassing rules to determine your available spell slots.

General Character Table

This table shows the general progression of every character class. Every column, except for the “Features” Column is applicaple, even if your character is multiclassed

Class Features

Class Features Table

LevelFeaturesChannel DivinityDivine Lessons
1stDivine Lessons, Lay on Hands, Spellcasting1
2ndChannel Divinity, Combat Maneuvers, Paladin’s Smite, Feat11
3rdSacred Oath21
4thFeat21
5thExtra Attack, Faithful Steed22
6thSacred Oath Feature22
7thFeat23
8thImproved Paladin’s Smite, Sacred Aura23
9thSacred Oath Feature24
10thFeat24
11thGreater Improved Paladin’s Smite, Radiant Strikes35
12thFeat35
13thSacred Oath Feature35
14thFeat36
15thImproved Sacred Aura, Infectious Resolve36
16thFeat36
17thSacred Oath Feature36
18thFeat36
19thAura Expansion, Supreme Paladin’s Smite37
20thEpic Boon, Feat37

Spellcaster Table: Half Caster

LevelExertionManeuversManeuver DegreeCantripsSpells1st2nd3rd4th5th
1st= PB11st122
2nd= PB21st132
3rd= PB21st243
4th= PB31st253
5th= PB31st2642
6th= PB31st2642
7th= PB42nd2743
8th= PB42nd2743
9th= PB42nd39432
10th= PB52nd39432
11th= PB52nd310433
12th= PB52nd310433
13th= PB63rd3114331
14th= PB63rd3114331
15th= PB63rd3124332
16th= PB73rd3124332
17th= PB73rd41443331
18th= PB73rd41443331
19th= PB84th41543332
20th= PB84th41543332

Level 1: Divine Lessons

In preparing to take your oath, you have learned a number of skills and tricks that can help you during your adventures. You gain a divine lesson of your choice. The Lessons Known column of the Paladin table shows when you learn more divine lessons.

Level 1: Lay on Hands

Your blessed touch can heal wounds. 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 5 x your Paladin level.

As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.

In addition, you can expend 5 Hit Points from the pool of healing to remove the ☠️Poisoned condition from the creature, rather than using those points to restore Hit Points.

Level 1: Spellcasting

Spellcasting Ability: Charisma
Spell Attack: CHA + Proficiency Bonus
Spell Save DC: 8 + CHA + Proficiency Bonus
Spellcasting Focus: Holy Symbol
Spell List: Paladin Spell list and Divine Spell List
Spell Slots: The Spellcaster Table shows how many Spell Slots you have to cast Spells. To cast one of these Spells, you must expend a Slot of the Spell’s level or higher. You regain all expended spell slots when you finish a Long Rest.
Cantrips: Whenever you gain a Level in this Class, you can replace one of your cantrips with another cantrip of your choice from your Spell List.
Spells: Whenever you finish a Long Rest, you can change your list of prepared spells, replacing one or more of the spells there with other spells from your Spell List for which you have spell slots.

Paladin Spell List

Showing 2 of 2 entries
NamePublishTitleCreatedModifiedPublishedTagsDateitagsStatusSource
5e - Divine Spell Source☄️5e - Divine Spell Source2026-07-20T12:11:02.751+02:002026-09-09T14:14:52.451+02:002026-09-09T14:14:52.451+02:00combatrules, 5e#Spelllistdivine, #5eDC20
5e - Spell List Paladin☄️5e - Paladin Spell List☄️2026-07-30T08:35:25.009+02:002026-09-04T11:23:57.116+02:002026-09-04T11:23:57.116+02:00combatrules, 5e#Spelllist, #Spelllistpaladin, #5e
Showing 77 of 77 entries
NameLevelSchoolTimeCRange-AreaSave-AttEffect
5e - Brightlance (Spell)0EvocationA 120 ft.Spell AttackLightning, Radiant
5e - Cleanse (Spell)0AbjurationA TouchHealing
5e - Flare (Spell)0EvocationA 60 ft.RangedRadiant, Exposed, Light
5e - Friends (Spell)0EnchantmentAx10 ft.WISCharmed
5e - Guidance (Spell)0DivinationR 10 ft.Buff
5e - Hellfire Flare (Spell)0EvocationA 120 ft.CHAFire, Necrotic
5e - Holy Ward (Spell)0AbjurationR 15 ft.Debuff
5e - Light (Spell)0EvocationA TouchDEXLight
5e - Mending (Spell)0Transmutation1m TouchUtility
5e - Message (Spell)0DivinationA 120 ft.Communication, Utility
5e - Mind Sliver (Spell)0EnchantmentA 60 ft.INTPsychic, Debuff
5e - Pestilence (Spell)0ConjurationAx60 ft. (10 ft. Sphere)CONPiercing
5e - Resistance (Spell)0AbjurationR 10 ft.Buff
5e - Sacred Flame (Spell)0EvocationA 60 ft.DEXRadiant
5e - Spare the Dying (Spell)0NecromancyBA 15 ft.Healing
5e - Thaumaturgy (Spell)0TransmutationA 30 ft.Control
5e - Toll the Dead (Spell)0NecromancyA 60 ft.WISNecrotic
5e - Word of Radiance (Spell)0EvocationA Self (5 ft. Emanation)CONRadiant, AOE
5e - Bane (Spell)1EnchantmentAx30 ft.CHADebuff, Curse
5e - Bless (Spell)1EnchantmentAx30 ft.Buff
5e - Captivate Undead (Spell)1NecromancyAx60 ft.CHACharmed
5e - Ceremony (Spell)1Abjuration1h [R] TouchBuff, Ritual
5e - Clue (Spell)1DivinationA [R] Self (30 ft. Emanation)Exploration, Ritual
5e - Command (Spell)1EnchantmentA 60 ft.WISControl
5e - Compelled Duel (Spell)1EnchantmentBAx30 ft.WISControl, Taunted
5e - Create or Destroy Water (Spell)1TransmutationA 30 ft. (15 ft. Sphere)Creation
5e - Cure Wounds (Spell)1AbjurationA TouchHealing
5e - Detect Evil and Good (Spell)1DivinationA [R]xSelf (30 ft. Emanation)Detection, Ritual
5e - Detect Magic (Spell)1DivinationA [R]xSelf (30 ft. Emanation)Detection, Ritual
5e - Detect Poison and Disease (Spell)1DivinationA [R]xSelf (30 ft. Emanation)Detection, Ritual
5e - Divine Favor (Spell)1TransmutationBA SelfRadiant
5e - Earth Tremor (Spell)1TransmutationA Self (10 ft. Emanation)STRBludgeoning, Difficult Terrain, Prone
5e - Elevated Sight (Spell)1DivinationAxSelfExploration
5e - Find Familiar (Spell)1Conjuration1h [R] 10 ft.Summoning
5e - Furys Chorus (Spell)1EnchantmentAx60 ft. (20 ft. Sphere)CHAControl
5e - Guiding Bolt (Spell)1EvocationA 120 ft.RangedRadiant, Exposed
5e - Healing Word (Spell)1AbjurationBA 60 ft.Healing
5e - Heroism (Spell)1EnchantmentAxTouchTemp. HP, Immunity
5e - Identify (Spell)1Divination1m [R] TouchDetection, Ritual
5e - Inflict Wounds (Spell)1NecromancyA TouchCONNecrotic
5e - Mark of Fate (Spell)1AbjurationR 30 ft.ADV, Buff
5e - Neutralize Aura (Spell)1Abjuration1mxTouchBuff
5e - Protection from Evil and Good (Spell)1AbjurationAxTouchBuff
5e - Purify Food and Drink (Spell)1TransmutationA [R] 10 ft. (5 ft. Sphere)Utility, Ritual
5e - Sanctuary (Spell)1AbjurationBA 30 ft.WISBuff
5e - Shield of Faith (Spell)1AbjurationBAx60 ft.AC
5e - Wardaway (Spell)1AbjurationA 60 ft.CONForce, Dazed
5e - Aid (Spell)2AbjurationA 30 ft.Healing, Temp. HP
5e - Augury (Spell)2Divination1m [R] SelfForeknowledge, Ritual
5e - Battle Familiar (Spell)2ConjurationA 10 ft.Summoning
5e - Blindness-Deafness (Spell)2TransmutationA 120 ft.CONBlinded, Deafened
5e - Borrowed Knowledge (Spell)2DivinationA SelfUtility, Proficiency
5e - Calm Emotions (Spell)2EnchantmentAx60 ft. (20 ft. Sphere)CHACharmed, Frightened
5e - Chain of Conviction (Spell)2ConjurationBA 30 ft.STRForce, Pulling, Tethered, ADV
5e - Chorus of the Lost (Spell)2NecromancyAx60 ft. (15 ft. Sphere)WISPsychic, Frightened
5e - Continual Flame (Spell)2Evocation1m TouchLight
5e - Dueling Ground (Spell)2Abjuration10m [R] TouchSocial, Ritual
5e - Enhance Ability (Spell)2TransmutationAxTouchBuff, ADV
5e - Find Steed (Spell)2ConjurationA 30 ft.Summoning
5e - Find Traps (Spell)2DivinationA 120 ft.Detection
5e - Gentle Repose (Spell)2NecromancyA [R] TouchSocial, Ritual
5e - Grasping Ghost (Spell)2NecromancyA 60 ft.STRNecrotic, Pushing
5e - Helpful Homunculi (Spell)2ConjurationA [R] SelfSummoning, Utility, Ritual
5e - Hold Person (Spell)2EnchantmentAx60 ft.WISParalyzed
5e - Lesser Restoration (Spell)2AbjurationBA TouchHealing
5e - Locate Object (Spell)2DivinationAxSelf (300 m Emanation)Detection
5e - Magic Weapon (Spell)2TransmutationBA TouchBuff
5e - Mockerys Snare (Spell)2AbjurationBAxTouchWISNecrotic, Restrained
5e - Pinky Swear (Spell)2AbjurationA TouchSocial
5e - Prayer of Healing (Spell)2Abjuration10m 30 ft.Healing, Short Rest
5e - Protection from Poison (Spell)2AbjurationA TouchResistance, Poison, Poisoned
5e - Searing Orb (Spell)2EvocationA 60 ft. (10 ft. Sphere)Ranged/ CONRadiant, Blinded
5e - Silence (Spell)2IllusionA [R]x120 ft. (20 ft. Sphere)Silenced, Ritual
5e - Spiritual Weapon (Spell)2EvocationBA 60 ft.MeleeForce
5e - Warding Bond (Spell)2AbjurationA TouchAC, Resistance
5e - Zone of Truth (Spell)2EnchantmentA [R] 60 ft. (15 ft. Sphere)CHADetection
5e - Stars Grace (Spell)AbjurationR SelfBuff
Showing 18 of 18 entries
NameLevelSchoolTimeCRange-AreaSave-AttEffect
5e - Brightlance (Spell)0EvocationA 120 ft.Spell AttackLightning, Radiant
5e - Cleanse (Spell)0AbjurationA TouchHealing
5e - Flare (Spell)0EvocationA 60 ft.RangedRadiant, Exposed, Light
5e - Friends (Spell)0EnchantmentAx10 ft.WISCharmed
5e - Guidance (Spell)0DivinationR 10 ft.Buff
5e - Hellfire Flare (Spell)0EvocationA 120 ft.CHAFire, Necrotic
5e - Holy Ward (Spell)0AbjurationR 15 ft.Debuff
5e - Light (Spell)0EvocationA TouchDEXLight
5e - Mending (Spell)0Transmutation1m TouchUtility
5e - Message (Spell)0DivinationA 120 ft.Communication, Utility
5e - Mind Sliver (Spell)0EnchantmentA 60 ft.INTPsychic, Debuff
5e - Pestilence (Spell)0ConjurationAx60 ft. (10 ft. Sphere)CONPiercing
5e - Resistance (Spell)0AbjurationR 10 ft.Buff
5e - Sacred Flame (Spell)0EvocationA 60 ft.DEXRadiant
5e - Spare the Dying (Spell)0NecromancyBA 15 ft.Healing
5e - Thaumaturgy (Spell)0TransmutationA 30 ft.Control
5e - Toll the Dead (Spell)0NecromancyA 60 ft.WISNecrotic
5e - Word of Radiance (Spell)0EvocationA Self (5 ft. Emanation)CONRadiant, AOE
Showing 29 of 29 entries
NameLevelSchoolTimeCRange-AreaSave-AttEffect
5e - Bane (Spell)1EnchantmentAx30 ft.CHADebuff, Curse
5e - Bless (Spell)1EnchantmentAx30 ft.Buff
5e - Captivate Undead (Spell)1NecromancyAx60 ft.CHACharmed
5e - Ceremony (Spell)1Abjuration1h [R] TouchBuff, Ritual
5e - Clue (Spell)1DivinationA [R] Self (30 ft. Emanation)Exploration, Ritual
5e - Command (Spell)1EnchantmentA 60 ft.WISControl
5e - Compelled Duel (Spell)1EnchantmentBAx30 ft.WISControl, Taunted
5e - Create or Destroy Water (Spell)1TransmutationA 30 ft. (15 ft. Sphere)Creation
5e - Cure Wounds (Spell)1AbjurationA TouchHealing
5e - Detect Evil and Good (Spell)1DivinationA [R]xSelf (30 ft. Emanation)Detection, Ritual
5e - Detect Magic (Spell)1DivinationA [R]xSelf (30 ft. Emanation)Detection, Ritual
5e - Detect Poison and Disease (Spell)1DivinationA [R]xSelf (30 ft. Emanation)Detection, Ritual
5e - Divine Favor (Spell)1TransmutationBA SelfRadiant
5e - Earth Tremor (Spell)1TransmutationA Self (10 ft. Emanation)STRBludgeoning, Difficult Terrain, Prone
5e - Elevated Sight (Spell)1DivinationAxSelfExploration
5e - Find Familiar (Spell)1Conjuration1h [R] 10 ft.Summoning
5e - Furys Chorus (Spell)1EnchantmentAx60 ft. (20 ft. Sphere)CHAControl
5e - Guiding Bolt (Spell)1EvocationA 120 ft.RangedRadiant, Exposed
5e - Healing Word (Spell)1AbjurationBA 60 ft.Healing
5e - Heroism (Spell)1EnchantmentAxTouchTemp. HP, Immunity
5e - Identify (Spell)1Divination1m [R] TouchDetection, Ritual
5e - Inflict Wounds (Spell)1NecromancyA TouchCONNecrotic
5e - Mark of Fate (Spell)1AbjurationR 30 ft.ADV, Buff
5e - Neutralize Aura (Spell)1Abjuration1mxTouchBuff
5e - Protection from Evil and Good (Spell)1AbjurationAxTouchBuff
5e - Purify Food and Drink (Spell)1TransmutationA [R] 10 ft. (5 ft. Sphere)Utility, Ritual
5e - Sanctuary (Spell)1AbjurationBA 30 ft.WISBuff
5e - Shield of Faith (Spell)1AbjurationBAx60 ft.AC
5e - Wardaway (Spell)1AbjurationA 60 ft.CONForce, Dazed
Showing 29 of 29 entries
NameLevelSchoolTimeCRange-AreaSave-AttEffect
5e - Aid (Spell)2AbjurationA 30 ft.Healing, Temp. HP
5e - Augury (Spell)2Divination1m [R] SelfForeknowledge, Ritual
5e - Battle Familiar (Spell)2ConjurationA 10 ft.Summoning
5e - Blindness-Deafness (Spell)2TransmutationA 120 ft.CONBlinded, Deafened
5e - Borrowed Knowledge (Spell)2DivinationA SelfUtility, Proficiency
5e - Calm Emotions (Spell)2EnchantmentAx60 ft. (20 ft. Sphere)CHACharmed, Frightened
5e - Chain of Conviction (Spell)2ConjurationBA 30 ft.STRForce, Pulling, Tethered, ADV
5e - Chorus of the Lost (Spell)2NecromancyAx60 ft. (15 ft. Sphere)WISPsychic, Frightened
5e - Continual Flame (Spell)2Evocation1m TouchLight
5e - Dueling Ground (Spell)2Abjuration10m [R] TouchSocial, Ritual
5e - Enhance Ability (Spell)2TransmutationAxTouchBuff, ADV
5e - Find Steed (Spell)2ConjurationA 30 ft.Summoning
5e - Find Traps (Spell)2DivinationA 120 ft.Detection
5e - Gentle Repose (Spell)2NecromancyA [R] TouchSocial, Ritual
5e - Grasping Ghost (Spell)2NecromancyA 60 ft.STRNecrotic, Pushing
5e - Helpful Homunculi (Spell)2ConjurationA [R] SelfSummoning, Utility, Ritual
5e - Hold Person (Spell)2EnchantmentAx60 ft.WISParalyzed
5e - Lesser Restoration (Spell)2AbjurationBA TouchHealing
5e - Locate Object (Spell)2DivinationAxSelf (300 m Emanation)Detection
5e - Magic Weapon (Spell)2TransmutationBA TouchBuff
5e - Mockerys Snare (Spell)2AbjurationBAxTouchWISNecrotic, Restrained
5e - Pinky Swear (Spell)2AbjurationA TouchSocial
5e - Prayer of Healing (Spell)2Abjuration10m 30 ft.Healing, Short Rest
5e - Protection from Poison (Spell)2AbjurationA TouchResistance, Poison, Poisoned
5e - Searing Orb (Spell)2EvocationA 60 ft. (10 ft. Sphere)Ranged/ CONRadiant, Blinded
5e - Silence (Spell)2IllusionA [R]x120 ft. (20 ft. Sphere)Silenced, Ritual
5e - Spiritual Weapon (Spell)2EvocationBA 60 ft.MeleeForce
5e - Warding Bond (Spell)2AbjurationA TouchAC, Resistance
5e - Zone of Truth (Spell)2EnchantmentA [R] 60 ft. (15 ft. Sphere)CHADetection
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Level 2: Channel Divinity

You can channel divine energy directly from the Outer Planes, using that energy to fuel magical effects. Other Paladin features give additional Channel Divinity effect options. Each time you use this Channel Divinity, you choose which effect to create from among those you have from this class.

You can use Channel Divinity twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Paladin levels, as shown in the Channel Divinity column of the Paladin table.

If a Channel Divinity effect requires a saving throw, the DC equals the Spell Save DC from this class’s Spellcasting feature.

Abjure Foes: As a Magic Action, you can expend one use of your Channel Divinity to overwhelm foes with divine awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your CHA modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target makes a WIS Save. Failure: The Target is ☠️Dazed and ☠️Frightened for 1 minute or until it takes any damage.

Harness Divine Power: As a Bonus Action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.

Divine Sense: As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell. You also gain an Expertise die on attack rolls you make against those creatures.

Level 2: Combat Maneuvers

You gain the ability to use combat maneuvers. You gain proficiency in two combat traditions from the following list: 🤺Sanguine Knot, 🤺Spirited Steed, 🤺Tempered Iron. You learn two maneuvers of your choice from traditions you are proficient with.

You gain an 🤺Exertion pool equal to your proficiency bonus, regaining any spent exertion at the end of a 😴Short or 😴Long Rest. You use your maneuvers by spending points from your exertion pool. Also, at the start of each of your turns you can expend spell slots of 1st-level or higher to gain a number of exertion points equal to the expended spell slot level (no action required).

The Maneuvers Known column of the Paladin table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level.

Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same degree from a tradition you are proficient with.

Level 2: Paladin’s Smite

When you strike a target, you can channel divine energy to smite it. Immediately after you hit a target with an attack roll using a melee weapon or an Unarmed Strike, you can expend one Spell Slot to deal Radiant Damage to the target.

The damage is 1d8 + the Spell Slot's Level.

Also when you deal Paladin’s Smite damage you can add one of the following effects. Each effect has a die cost, which is the number of Paladin’s Smite damage dice you must forego to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack’s damage is dealt. If a Smite requires a saving throw, your Smite save DC equals your Spell Save DC.

Thunderous (Cost: 1d8): The damage type of your Paladin’s Smite is thunder damage. The target makes a STR Save. Failure: The Target is pushed 10 feet away from you and is ☠️Prone.

Wrathful (Cost: 1d8): The damage type of the Paladin’s Smite is psychic damage. The target makes a WIS Save. Failure: The Target is ☠️Frightened until the end of your next turn.

You can use your Paladin’s Smite no more than once during a turn, and you can’t use it on the same turn that you cast a Spell using your Bonus Action.

Level 2: Feat

As long as you are not multiclassed, you gain one 🥇Feat of your choice, for which you qualify. View “General Character Table” to see if you qualify for a feat at this level.

Level 3: 🦸‍♀️(Legacy) 5e - Paladin🦸‍♀️ Subclass

You choose one 🦸‍♀️(Legacy) 5e - Paladin🦸‍♀️ Subclass, which represents you best.

Your 🦸‍♀️(Legacy) 5e - Paladin🦸‍♀️ Subclass grants you features at 3rd, 6th, 9th, 13th, and again at 17th level.

SubclassDescription
(Legacy) 5e - Oath of ConquestThe Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos.
(Legacy) 5e - Oath of DevotionThe 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.
(Legacy) 5e - Oath of GloryPaladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they’re all ready when destiny calls.
(Legacy) 5e - Oath of RedemptionThe Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk.
(Legacy) 5e - Oath of the AncientsThe Oath of the Ancients is as old as the first elves. Paladins who swear this oath cherish the light; they love the beautiful and life-giving things of the world more than any principles of honor, courage, and justice.
(Legacy) 5e - Oath of the CrownThe Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together.
(Legacy) 5e - Oath of the Open SeaThe Oath of the Open Sea calls to seafaring warriors, swashbuckling sailors, and traveling guardians who seek the thrill of a limitless horizon.
(Legacy) 5e - Oath of the WatchersThe Oath of the Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers.
(Legacy) 5e - Oath of VengeanceThe Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. To these paladins — sometimes called avengers or dark knights — their own purity is not as important as delivering justice.
(Legacy) 5e - OathlessNot all paladins are able to hold to their Sacred Oaths. Some break their Oath and fall into evil, becoming Blackguards and Oathbreakers, but not all who falter become paragons of evil.

Level 4: Feat

As long as you are not multiclassed, you gain one 🥇Feat of your choice, for which you qualify. View “General Character Table” to see if you qualify for a feat at this level.

Level 5: Extra Attack

You can attack twice, instead of once, when you take the ⚔️Attack-Action on your turn.

Level 5: Faithful Steed

You can easily call on the aid of an otherworldly steed. You always have the ☄️Find Steed spell prepared.

You can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest. If you cast the Spell in this way, you treat it as if you had used a Spell Slot of the highest level available to you.

Level 6: 🦸‍♀️(Legacy) 5e - Paladin🦸‍♀️ Subclass

Your 🦸‍♀️(Legacy) 5e - Paladin🦸‍♀️ Subclass grants you features at 3rd, 6th, 9th, 13th, and again at 17th level.

Level 7: Feat

As long as you are not multiclassed, you gain one 🥇Feat of your choice, for which you qualify. View “General Character Table” to see if you qualify for a feat at this level.

Level 8: Sacred Aura

You radiate an unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the ☠️Incapacitated condition. You can have only one of the following auras active at a time, and can change which aura is active whenever you finish a long rest. At 19th level, the range of all auras (including the ones given to you by your subclass) increases to 30 feet. A creature can benefit from this feature from only one paladin at a time.

Aura of Healing: Whenever you or an ally cast a spell to heal yourself or another ally while both are within your aura, both the spellcaster and target gain additional hit points equal to 3 x your CHA modifier.

Aura of Overcoming: You and allies within range of your aura gain a bonus on melee weapon damage rolls equal to your CHA modifier (minimum of +1).

Aura of Protection: You and allies within range of your aura gain a bonus on Saves equal to your CHA modifier (minimum of +1).

Level 8: Improved Paladin’s Smite

When you use your Paladin’s Smite, you may choose from these additional options.

Shining (Cost: 2d8): The target makes a repeated DEX Save. Failure: It sheds 💡Bright Light in a 5-foot radius emanation for 1 Minute. During this period, it can’t benefit from the ☠️Invisible condition and all attack rolls against it have ADV.

Searing (Cost: 2d8): The damage type of your Paladin’s Smite is fire damage. The Target starts ☠️Burning for 1 Minute. It makes repeated CON Saves to end the effect.

Level 9: 🦸‍♀️(Legacy) 5e - Paladin🦸‍♀️ Subclass

Your 🦸‍♀️(Legacy) 5e - Paladin🦸‍♀️ Subclass grants you features at 3rd, 6th, 9th, 13th, and again at 17th level.

Level 10: Feat

As long as you are not multiclassed, you gain one 🥇Feat of your choice, for which you qualify. View “General Character Table” to see if you qualify for a feat at this level.

Level 11: Greater Improved Paladin’s Smite

When you use your Paladin’s Smite, you may choose from these additional options.

Blinding (Cost: 2d8): The target makes a repeated CON Save. Failure: The Target is ☠️Blinded for 1 Minute. Success: The Target is ☠️Hindered until the end of its next turn.

Staggering (Cost: 2d8): The damage type of your Paladin’s Smite is psychic damage. The target makes a WIS Save. Failure: The Target is ☠️Stunned until the end of your next turn. Success: The Target is ☠️Rattled instead.

Level 11: Radiant Strikes

You are so suffused with divine might that your weapon strikes carry supernatural power with them. 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.

Level 12: Feat

As long as you are not multiclassed, you gain one 🥇Feat of your choice, for which you qualify. View “General Character Table” to see if you qualify for a feat at this level.

Level 13: 🦸‍♀️(Legacy) 5e - Paladin🦸‍♀️ Subclass

Your 🦸‍♀️(Legacy) 5e - Paladin🦸‍♀️ Subclass grants you features at 3rd, 6th, 9th, 13th, and again at 17th level.

Level 14: Feat

As long as you are not multiclassed, you gain one 🥇Feat of your choice, for which you qualify. View “General Character Table” to see if you qualify for a feat at this level.

Level 15: Improved Sacred Aura

You gain a more powerful aura that is active alongside your Sacred Aura. The range of this aura is the same, and you can only have one Improved Sacred Aura active at a time. You can swap your active improved aura upon finishing a long rest.

Aura of Courage: You and allies within range cannot be ☠️Frightened.

Aura of Smiting: Whenever an ally within your aura scores a 🎲Critical Hit with a weapon attack, they deal additional radiant damage equal to 1/2 x your paladin level (rounded down).

Aura of Willpower: You and allies within range cannot be ☠️Charmed.

Level 15: Infectious Resolve

You can use your Action to touch one willing creature (or yourself) and choose one of the following effects.

All In: The target gains ADV on its next weapon attack, and deals an extra 2d8 radiant damage on a hit.

Iron Will: For the next 1 minute, as long as you are conscious the target gains ADV on WIS Saves.

Walk It Off: One spell effect or ☠️Condition affecting the target ends.

Once you have used this feature a number of times equal to your CHA modifier, you cannot do so again until you finish a long rest.

Level 16: Feat

As long as you are not multiclassed, you gain one 🥇Feat of your choice, for which you qualify. View “General Character Table” to see if you qualify for a feat at this level.

Level 17: 🦸‍♀️(Legacy) 5e - Paladin🦸‍♀️ Subclass

Your 🦸‍♀️(Legacy) 5e - Paladin🦸‍♀️ Subclass grants you features at 3rd, 6th, 9th, 13th, and again at 17th level.

Level 18: Feat

As long as you are not multiclassed, you gain one 🥇Feat of your choice, for which you qualify. View “General Character Table” to see if you qualify for a feat at this level.

Level 19: Supreme Paladin’s Smite

When you use your Paladin’s Smite, you may choose from these additional options.

Banishing (Cost: 2d8) The damage type of the Paladin’s Smite is force damage. The target must succeed on a CHA Save. Failure: The Target is transported to a harmless demiplane for 1 Minute and is ☠️Incapacitated for the duration. A target with more than 50 hit points remaining reappears at the start of your next turn in the space it left or the nearest unoccupied space if that space is occupied.

Level 19: Aura Expansion

The range of your auras increase to 30 feet.

Level 20: Epic Boon

You gain one Epic Boon feat of your choice, for which you qualify.

Level 20: Feat

As long as you are not multiclassed, you gain one 🥇Feat of your choice, for which you qualify. View “General Character Table” to see if you qualify for a feat at this level.

Inspiration/Quelle

Inspiration/Quelle

Class Artwork: Michael Broussard; Class Artwork Monk D&D5e 2024 Player’s Handbook