🦸♀️(Legacy) 5e - Paladin🦸♀️
Kurzbeschreibung
An oathbound warrior driven by an inner strength to champion their cause through might and holy magic.
Bildrechts
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 Ability Strength and Charisma Hit Point Die D10 per Paladin level Saving Throw Proficiencies Wisdom and Charisma Skill Proficiencies Choose 2: Athletics, Acrobatics, History, Insight, Intimidation, Medicine, Persuasion, and Religion Tool Proficiencies - Weapon Proficiencies All Armor Training All Starting Equipment Choose 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
General Character Table
Level Proficiency Bonus Skill Specialty Ability Score Increase Features 1 +2 2 - Class Features 2 - - - Class Features, Feat 3 - - - Subclass Features 4 - - +1 in one ability score of your choice up to a maximum of +4 Feat 5 +3 1 - Class Features 6 - - - Subclass Features 7 - - - Feat 8 - - +1 in one ability score of your choice up to a maximum of +5 Class Features 9 +4 1 - Subclass Features 10 - - - Feat 11 - - - Class Features 12 - - +1 in one ability score of your choice up to a maximum of +5 Feat 13 +5 1 - Subclass Features 14 - - - Feat 15 - - - Class Features 16 - - +1 in one ability score of your choice up to a maximum of +5 Feat 17 +6 1 - Subclass Features 18 - - - Feat 19 - - - Class Features 20 - - +1 in one ability score of your choice up to a maximum of +6 Epic Boon, Feat
Class Features
Class Features Table
Level Features Channel Divinity Divine Lessons 1st Divine Lessons, Lay on Hands, Spellcasting — 1 2nd Channel Divinity, Combat Maneuvers, Paladin’s Smite, Feat 1 1 3rd Sacred Oath 2 1 4th Feat 2 1 5th Extra Attack, Faithful Steed 2 2 6th Sacred Oath Feature 2 2 7th Feat 2 3 8th Improved Paladin’s Smite, Sacred Aura 2 3 9th Sacred Oath Feature 2 4 10th Feat 2 4 11th Greater Improved Paladin’s Smite, Radiant Strikes 3 5 12th Feat 3 5 13th Sacred Oath Feature 3 5 14th Feat 3 6 15th Improved Sacred Aura, Infectious Resolve 3 6 16th Feat 3 6 17th Sacred Oath Feature 3 6 18th Feat 3 6 19th Aura Expansion, Supreme Paladin’s Smite 3 7 20th Epic Boon, Feat 3 7
Spellcaster Table: Half Caster
Level Exertion Maneuvers Maneuver Degree Cantrips Spells 1st 2nd 3rd 4th 5th 1st = PB 1 1st 1 2 2 — — — — 2nd = PB 2 1st 1 3 2 — — — — 3rd = PB 2 1st 2 4 3 — — — — 4th = PB 3 1st 2 5 3 — — — — 5th = PB 3 1st 2 6 4 2 — — — 6th = PB 3 1st 2 6 4 2 — — — 7th = PB 4 2nd 2 7 4 3 — — — 8th = PB 4 2nd 2 7 4 3 — — — 9th = PB 4 2nd 3 9 4 3 2 — — 10th = PB 5 2nd 3 9 4 3 2 — — 11th = PB 5 2nd 3 10 4 3 3 — — 12th = PB 5 2nd 3 10 4 3 3 — — 13th = PB 6 3rd 3 11 4 3 3 1 — 14th = PB 6 3rd 3 11 4 3 3 1 — 15th = PB 6 3rd 3 12 4 3 3 2 — 16th = PB 7 3rd 3 12 4 3 3 2 — 17th = PB 7 3rd 4 14 4 3 3 3 1 18th = PB 7 3rd 4 14 4 3 3 3 1 19th = PB 8 4th 4 15 4 3 3 3 2 20th = PB 8 4th 4 15 4 3 3 3 2
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.
Divine Lessons
When you gain access to a new divine lesson, choose one of the following.
Bestowed Understanding
When attempting to understand a language with which you are not proficient (whether spoken or written), you can make a DC 15 Insight check to understand the basic message. If the language is considered forgotten, you roll with DISADV. You can do so a number of times equal to your WIS modifier, and regain spent uses upon finishing a long rest.
Divine Health
You are immune to diseases and have ADV on Saves made to resist the ☠️Poisoned condition.
Divine Vision
You gain 👁️Darkvision with a range of 60 ft. In addition, you always have the ☄️See Invisibility spell prepared and can use this feature once per long rest to cast it without expending a spell slot.
Do Without
Your divine connection and years of training combine to allow you to survive without Supply for a number of days equal to your CHA modifier without suffering any adverse effects.
Exemplary
You gain an expertise die on Acrobatics and Athletics checks. When your party makes a group Acrobatics or Athletics check, you may apply the results of your expertise die roll to yourself and one ally. You can choose which ally to apply your result to after everyone has rolled, but must do so before the Game Master’s says whether you succeed or fail.
Glorious Purpose
When you agree to undertake a quest that specifically fulfills the tenets of your sacred oath, you gain proficiency with a 💃Skills that will be crucial to completing that quest. The skill is chosen by the Game Master. If you are already proficient with the skill, you gain an expertise die instead. The benefits of this divine lesson do not change until the quest has been completed.
Heraldic Order
Whenever you would pay for a meal, room, or minor supplies (such as mundane ammunition) roll
1d6. On a result of4or higher the merchant recognizes you as a paladin of an order they either fear or respect and charge you nothing.If you insist on paying, they may offer you information about individuals or places that might be of interest to your paladin order.
Miraculous Discovery
You gain an expertise die on Investigation checks, and your passive Investigation score increases by
3. Additionally, you can always choose to use your CHA when making Investigation checks.Naturalist
Choose one type of terrain; arctic, coast, desert, forest, grassland, mountain, subterranean, or swamp. You gain an expertise die on Nature and Survival checks made in this terrain. In addition, once each week when you have run out of Supply, you can spend 8 hours in the wilderness to find
1d4+2Supply.Prophetic Protection
Whenever you would trigger a trap, the Game Master makes a secret Charisma (Perception) check against the DC to spot the trap. Success: You do not spot the trap but get a strong sense that moving any further will put you in danger.
Seek Truths
You gain an expertise die on Insight checks made to discern the truth. In addition, after you have made a successful Insight check opposed by a creature’s Deception check, you have ADV on Insight checks made against it for 24 hours.
Sense Import
Your Divine Sense extends to detect whenever you enter a place that is or once was of great holy or unholy significance, and you learn basic information about why or to whom it was important. Additionally, you have ADV on checks made to learn more information about the area while you are there.
Silvered Tongue
You gain an expertise die on Intimidation and Persuasion checks. In addition, when you successfully intimidate or persuade a creature, you have ADV on Intimidation and Persuasion checks made against it for the next 24 hours.
Undaunted
While exploring a place which you have never been to before, you can use your Reaction to gain ADV on ability checks and attack rolls until the end of your next turn. You can do so a number of times equal to your WIS modifier, and regain spent uses upon finishing a long rest.
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
| Name | Publish | Title | Created | Modified | Published | Tags | Dateitags | Status | Source |
|---|---|---|---|---|---|---|---|---|---|
| 5e - Divine Spell Source | ☄️5e - Divine Spell Source | 2026-07-20T12:11:02.751+02:00 | 2026-09-09T14:14:52.451+02:00 | 2026-09-09T14:14:52.451+02:00 | combatrules, 5e | #Spelllistdivine, #5e | ✅ | DC20 | |
| 5e - Spell List Paladin | ☄️5e - Paladin Spell List☄️ | 2026-07-30T08:35:25.009+02:00 | 2026-09-04T11:23:57.116+02:00 | 2026-09-04T11:23:57.116+02:00 | combatrules, 5e | #Spelllist, #Spelllistpaladin, #5e | ✅ | — |
| Name | Level | School | Time | C | Range-Area | Save-Att | Effect |
|---|---|---|---|---|---|---|---|
| 5e - Brightlance (Spell) | 0 | Evocation | A | 120 ft. | Spell Attack | Lightning, Radiant | |
| 5e - Cleanse (Spell) | 0 | Abjuration | A | Touch | — | Healing | |
| 5e - Flare (Spell) | 0 | Evocation | A | 60 ft. | Ranged | Radiant, Exposed, Light | |
| 5e - Friends (Spell) | 0 | Enchantment | A | x | 10 ft. | WIS | Charmed |
| 5e - Guidance (Spell) | 0 | Divination | R | 10 ft. | — | Buff | |
| 5e - Hellfire Flare (Spell) | 0 | Evocation | A | 120 ft. | CHA | Fire, Necrotic | |
| 5e - Holy Ward (Spell) | 0 | Abjuration | R | 15 ft. | — | Debuff | |
| 5e - Light (Spell) | 0 | Evocation | A | Touch | DEX | Light | |
| 5e - Mending (Spell) | 0 | Transmutation | 1m | Touch | — | Utility | |
| 5e - Message (Spell) | 0 | Divination | A | 120 ft. | — | Communication, Utility | |
| 5e - Mind Sliver (Spell) | 0 | Enchantment | A | 60 ft. | INT | Psychic, Debuff | |
| 5e - Pestilence (Spell) | 0 | Conjuration | A | x | 60 ft. (10 ft. Sphere) | CON | Piercing |
| 5e - Resistance (Spell) | 0 | Abjuration | R | 10 ft. | — | Buff | |
| 5e - Sacred Flame (Spell) | 0 | Evocation | A | 60 ft. | DEX | Radiant | |
| 5e - Spare the Dying (Spell) | 0 | Necromancy | BA | 15 ft. | — | Healing | |
| 5e - Thaumaturgy (Spell) | 0 | Transmutation | A | 30 ft. | — | Control | |
| 5e - Toll the Dead (Spell) | 0 | Necromancy | A | 60 ft. | WIS | Necrotic | |
| 5e - Word of Radiance (Spell) | 0 | Evocation | A | Self (5 ft. Emanation) | CON | Radiant, AOE | |
| 5e - Bane (Spell) | 1 | Enchantment | A | x | 30 ft. | CHA | Debuff, Curse |
| 5e - Bless (Spell) | 1 | Enchantment | A | x | 30 ft. | — | Buff |
| 5e - Captivate Undead (Spell) | 1 | Necromancy | A | x | 60 ft. | CHA | Charmed |
| 5e - Ceremony (Spell) | 1 | Abjuration | 1h [R] | Touch | — | Buff, Ritual | |
| 5e - Clue (Spell) | 1 | Divination | A [R] | Self (30 ft. Emanation) | — | Exploration, Ritual | |
| 5e - Command (Spell) | 1 | Enchantment | A | 60 ft. | WIS | Control | |
| 5e - Compelled Duel (Spell) | 1 | Enchantment | BA | x | 30 ft. | WIS | Control, Taunted |
| 5e - Create or Destroy Water (Spell) | 1 | Transmutation | A | 30 ft. (15 ft. Sphere) | — | Creation | |
| 5e - Cure Wounds (Spell) | 1 | Abjuration | A | Touch | — | Healing | |
| 5e - Detect Evil and Good (Spell) | 1 | Divination | A [R] | x | Self (30 ft. Emanation) | Detection, Ritual | |
| 5e - Detect Magic (Spell) | 1 | Divination | A [R] | x | Self (30 ft. Emanation) | — | Detection, Ritual |
| 5e - Detect Poison and Disease (Spell) | 1 | Divination | A [R] | x | Self (30 ft. Emanation) | — | Detection, Ritual |
| 5e - Divine Favor (Spell) | 1 | Transmutation | BA | Self | — | Radiant | |
| 5e - Earth Tremor (Spell) | 1 | Transmutation | A | Self (10 ft. Emanation) | STR | Bludgeoning, Difficult Terrain, Prone | |
| 5e - Elevated Sight (Spell) | 1 | Divination | A | x | Self | — | Exploration |
| 5e - Find Familiar (Spell) | 1 | Conjuration | 1h [R] | 10 ft. | — | Summoning | |
| 5e - Furys Chorus (Spell) | 1 | Enchantment | A | x | 60 ft. (20 ft. Sphere) | CHA | Control |
| 5e - Guiding Bolt (Spell) | 1 | Evocation | A | 120 ft. | Ranged | Radiant, Exposed | |
| 5e - Healing Word (Spell) | 1 | Abjuration | BA | 60 ft. | — | Healing | |
| 5e - Heroism (Spell) | 1 | Enchantment | A | x | Touch | — | Temp. HP, Immunity |
| 5e - Identify (Spell) | 1 | Divination | 1m [R] | Touch | — | Detection, Ritual | |
| 5e - Inflict Wounds (Spell) | 1 | Necromancy | A | Touch | CON | Necrotic | |
| 5e - Mark of Fate (Spell) | 1 | Abjuration | R | 30 ft. | — | ADV, Buff | |
| 5e - Neutralize Aura (Spell) | 1 | Abjuration | 1m | x | Touch | — | Buff |
| 5e - Protection from Evil and Good (Spell) | 1 | Abjuration | A | x | Touch | — | Buff |
| 5e - Purify Food and Drink (Spell) | 1 | Transmutation | A [R] | 10 ft. (5 ft. Sphere) | — | Utility, Ritual | |
| 5e - Sanctuary (Spell) | 1 | Abjuration | BA | 30 ft. | WIS | Buff | |
| 5e - Shield of Faith (Spell) | 1 | Abjuration | BA | x | 60 ft. | — | AC |
| 5e - Wardaway (Spell) | 1 | Abjuration | A | 60 ft. | CON | Force, Dazed | |
| 5e - Aid (Spell) | 2 | Abjuration | A | 30 ft. | — | Healing, Temp. HP | |
| 5e - Augury (Spell) | 2 | Divination | 1m [R] | Self | — | Foreknowledge, Ritual | |
| 5e - Battle Familiar (Spell) | 2 | Conjuration | A | 10 ft. | — | Summoning | |
| 5e - Blindness-Deafness (Spell) | 2 | Transmutation | A | 120 ft. | CON | Blinded, Deafened | |
| 5e - Borrowed Knowledge (Spell) | 2 | Divination | A | Self | — | Utility, Proficiency | |
| 5e - Calm Emotions (Spell) | 2 | Enchantment | A | x | 60 ft. (20 ft. Sphere) | CHA | Charmed, Frightened |
| 5e - Chain of Conviction (Spell) | 2 | Conjuration | BA | 30 ft. | STR | Force, Pulling, Tethered, ADV | |
| 5e - Chorus of the Lost (Spell) | 2 | Necromancy | A | x | 60 ft. (15 ft. Sphere) | WIS | Psychic, Frightened |
| 5e - Continual Flame (Spell) | 2 | Evocation | 1m | Touch | — | Light | |
| 5e - Dueling Ground (Spell) | 2 | Abjuration | 10m [R] | Touch | — | Social, Ritual | |
| 5e - Enhance Ability (Spell) | 2 | Transmutation | A | x | Touch | — | Buff, ADV |
| 5e - Find Steed (Spell) | 2 | Conjuration | A | 30 ft. | — | Summoning | |
| 5e - Find Traps (Spell) | 2 | Divination | A | 120 ft. | — | Detection | |
| 5e - Gentle Repose (Spell) | 2 | Necromancy | A [R] | Touch | — | Social, Ritual | |
| 5e - Grasping Ghost (Spell) | 2 | Necromancy | A | 60 ft. | STR | Necrotic, Pushing | |
| 5e - Helpful Homunculi (Spell) | 2 | Conjuration | A [R] | Self | — | Summoning, Utility, Ritual | |
| 5e - Hold Person (Spell) | 2 | Enchantment | A | x | 60 ft. | WIS | Paralyzed |
| 5e - Lesser Restoration (Spell) | 2 | Abjuration | BA | Touch | — | Healing | |
| 5e - Locate Object (Spell) | 2 | Divination | A | x | Self (300 m Emanation) | — | Detection |
| 5e - Magic Weapon (Spell) | 2 | Transmutation | BA | Touch | — | Buff | |
| 5e - Mockerys Snare (Spell) | 2 | Abjuration | BA | x | Touch | WIS | Necrotic, Restrained |
| 5e - Pinky Swear (Spell) | 2 | Abjuration | A | Touch | — | Social | |
| 5e - Prayer of Healing (Spell) | 2 | Abjuration | 10m | 30 ft. | — | Healing, Short Rest | |
| 5e - Protection from Poison (Spell) | 2 | Abjuration | A | Touch | — | Resistance, Poison, Poisoned | |
| 5e - Searing Orb (Spell) | 2 | Evocation | A | 60 ft. (10 ft. Sphere) | Ranged/ CON | Radiant, Blinded | |
| 5e - Silence (Spell) | 2 | Illusion | A [R] | x | 120 ft. (20 ft. Sphere) | — | Silenced, Ritual |
| 5e - Spiritual Weapon (Spell) | 2 | Evocation | BA | 60 ft. | Melee | Force | |
| 5e - Warding Bond (Spell) | 2 | Abjuration | A | Touch | — | AC, Resistance | |
| 5e - Zone of Truth (Spell) | 2 | Enchantment | A [R] | 60 ft. (15 ft. Sphere) | CHA | Detection | |
| 5e - Stars Grace (Spell) | — | Abjuration | R | Self | — | Buff |
| Name | Level | School | Time | C | Range-Area | Save-Att | Effect |
|---|---|---|---|---|---|---|---|
| 5e - Brightlance (Spell) | 0 | Evocation | A | 120 ft. | Spell Attack | Lightning, Radiant | |
| 5e - Cleanse (Spell) | 0 | Abjuration | A | Touch | — | Healing | |
| 5e - Flare (Spell) | 0 | Evocation | A | 60 ft. | Ranged | Radiant, Exposed, Light | |
| 5e - Friends (Spell) | 0 | Enchantment | A | x | 10 ft. | WIS | Charmed |
| 5e - Guidance (Spell) | 0 | Divination | R | 10 ft. | — | Buff | |
| 5e - Hellfire Flare (Spell) | 0 | Evocation | A | 120 ft. | CHA | Fire, Necrotic | |
| 5e - Holy Ward (Spell) | 0 | Abjuration | R | 15 ft. | — | Debuff | |
| 5e - Light (Spell) | 0 | Evocation | A | Touch | DEX | Light | |
| 5e - Mending (Spell) | 0 | Transmutation | 1m | Touch | — | Utility | |
| 5e - Message (Spell) | 0 | Divination | A | 120 ft. | — | Communication, Utility | |
| 5e - Mind Sliver (Spell) | 0 | Enchantment | A | 60 ft. | INT | Psychic, Debuff | |
| 5e - Pestilence (Spell) | 0 | Conjuration | A | x | 60 ft. (10 ft. Sphere) | CON | Piercing |
| 5e - Resistance (Spell) | 0 | Abjuration | R | 10 ft. | — | Buff | |
| 5e - Sacred Flame (Spell) | 0 | Evocation | A | 60 ft. | DEX | Radiant | |
| 5e - Spare the Dying (Spell) | 0 | Necromancy | BA | 15 ft. | — | Healing | |
| 5e - Thaumaturgy (Spell) | 0 | Transmutation | A | 30 ft. | — | Control | |
| 5e - Toll the Dead (Spell) | 0 | Necromancy | A | 60 ft. | WIS | Necrotic | |
| 5e - Word of Radiance (Spell) | 0 | Evocation | A | Self (5 ft. Emanation) | CON | Radiant, AOE |
| Name | Level | School | Time | C | Range-Area | Save-Att | Effect |
|---|---|---|---|---|---|---|---|
| 5e - Bane (Spell) | 1 | Enchantment | A | x | 30 ft. | CHA | Debuff, Curse |
| 5e - Bless (Spell) | 1 | Enchantment | A | x | 30 ft. | — | Buff |
| 5e - Captivate Undead (Spell) | 1 | Necromancy | A | x | 60 ft. | CHA | Charmed |
| 5e - Ceremony (Spell) | 1 | Abjuration | 1h [R] | Touch | — | Buff, Ritual | |
| 5e - Clue (Spell) | 1 | Divination | A [R] | Self (30 ft. Emanation) | — | Exploration, Ritual | |
| 5e - Command (Spell) | 1 | Enchantment | A | 60 ft. | WIS | Control | |
| 5e - Compelled Duel (Spell) | 1 | Enchantment | BA | x | 30 ft. | WIS | Control, Taunted |
| 5e - Create or Destroy Water (Spell) | 1 | Transmutation | A | 30 ft. (15 ft. Sphere) | — | Creation | |
| 5e - Cure Wounds (Spell) | 1 | Abjuration | A | Touch | — | Healing | |
| 5e - Detect Evil and Good (Spell) | 1 | Divination | A [R] | x | Self (30 ft. Emanation) | Detection, Ritual | |
| 5e - Detect Magic (Spell) | 1 | Divination | A [R] | x | Self (30 ft. Emanation) | — | Detection, Ritual |
| 5e - Detect Poison and Disease (Spell) | 1 | Divination | A [R] | x | Self (30 ft. Emanation) | — | Detection, Ritual |
| 5e - Divine Favor (Spell) | 1 | Transmutation | BA | Self | — | Radiant | |
| 5e - Earth Tremor (Spell) | 1 | Transmutation | A | Self (10 ft. Emanation) | STR | Bludgeoning, Difficult Terrain, Prone | |
| 5e - Elevated Sight (Spell) | 1 | Divination | A | x | Self | — | Exploration |
| 5e - Find Familiar (Spell) | 1 | Conjuration | 1h [R] | 10 ft. | — | Summoning | |
| 5e - Furys Chorus (Spell) | 1 | Enchantment | A | x | 60 ft. (20 ft. Sphere) | CHA | Control |
| 5e - Guiding Bolt (Spell) | 1 | Evocation | A | 120 ft. | Ranged | Radiant, Exposed | |
| 5e - Healing Word (Spell) | 1 | Abjuration | BA | 60 ft. | — | Healing | |
| 5e - Heroism (Spell) | 1 | Enchantment | A | x | Touch | — | Temp. HP, Immunity |
| 5e - Identify (Spell) | 1 | Divination | 1m [R] | Touch | — | Detection, Ritual | |
| 5e - Inflict Wounds (Spell) | 1 | Necromancy | A | Touch | CON | Necrotic | |
| 5e - Mark of Fate (Spell) | 1 | Abjuration | R | 30 ft. | — | ADV, Buff | |
| 5e - Neutralize Aura (Spell) | 1 | Abjuration | 1m | x | Touch | — | Buff |
| 5e - Protection from Evil and Good (Spell) | 1 | Abjuration | A | x | Touch | — | Buff |
| 5e - Purify Food and Drink (Spell) | 1 | Transmutation | A [R] | 10 ft. (5 ft. Sphere) | — | Utility, Ritual | |
| 5e - Sanctuary (Spell) | 1 | Abjuration | BA | 30 ft. | WIS | Buff | |
| 5e - Shield of Faith (Spell) | 1 | Abjuration | BA | x | 60 ft. | — | AC |
| 5e - Wardaway (Spell) | 1 | Abjuration | A | 60 ft. | CON | Force, Dazed |
| Name | Level | School | Time | C | Range-Area | Save-Att | Effect |
|---|---|---|---|---|---|---|---|
| 5e - Aid (Spell) | 2 | Abjuration | A | 30 ft. | — | Healing, Temp. HP | |
| 5e - Augury (Spell) | 2 | Divination | 1m [R] | Self | — | Foreknowledge, Ritual | |
| 5e - Battle Familiar (Spell) | 2 | Conjuration | A | 10 ft. | — | Summoning | |
| 5e - Blindness-Deafness (Spell) | 2 | Transmutation | A | 120 ft. | CON | Blinded, Deafened | |
| 5e - Borrowed Knowledge (Spell) | 2 | Divination | A | Self | — | Utility, Proficiency | |
| 5e - Calm Emotions (Spell) | 2 | Enchantment | A | x | 60 ft. (20 ft. Sphere) | CHA | Charmed, Frightened |
| 5e - Chain of Conviction (Spell) | 2 | Conjuration | BA | 30 ft. | STR | Force, Pulling, Tethered, ADV | |
| 5e - Chorus of the Lost (Spell) | 2 | Necromancy | A | x | 60 ft. (15 ft. Sphere) | WIS | Psychic, Frightened |
| 5e - Continual Flame (Spell) | 2 | Evocation | 1m | Touch | — | Light | |
| 5e - Dueling Ground (Spell) | 2 | Abjuration | 10m [R] | Touch | — | Social, Ritual | |
| 5e - Enhance Ability (Spell) | 2 | Transmutation | A | x | Touch | — | Buff, ADV |
| 5e - Find Steed (Spell) | 2 | Conjuration | A | 30 ft. | — | Summoning | |
| 5e - Find Traps (Spell) | 2 | Divination | A | 120 ft. | — | Detection | |
| 5e - Gentle Repose (Spell) | 2 | Necromancy | A [R] | Touch | — | Social, Ritual | |
| 5e - Grasping Ghost (Spell) | 2 | Necromancy | A | 60 ft. | STR | Necrotic, Pushing | |
| 5e - Helpful Homunculi (Spell) | 2 | Conjuration | A [R] | Self | — | Summoning, Utility, Ritual | |
| 5e - Hold Person (Spell) | 2 | Enchantment | A | x | 60 ft. | WIS | Paralyzed |
| 5e - Lesser Restoration (Spell) | 2 | Abjuration | BA | Touch | — | Healing | |
| 5e - Locate Object (Spell) | 2 | Divination | A | x | Self (300 m Emanation) | — | Detection |
| 5e - Magic Weapon (Spell) | 2 | Transmutation | BA | Touch | — | Buff | |
| 5e - Mockerys Snare (Spell) | 2 | Abjuration | BA | x | Touch | WIS | Necrotic, Restrained |
| 5e - Pinky Swear (Spell) | 2 | Abjuration | A | Touch | — | Social | |
| 5e - Prayer of Healing (Spell) | 2 | Abjuration | 10m | 30 ft. | — | Healing, Short Rest | |
| 5e - Protection from Poison (Spell) | 2 | Abjuration | A | Touch | — | Resistance, Poison, Poisoned | |
| 5e - Searing Orb (Spell) | 2 | Evocation | A | 60 ft. (10 ft. Sphere) | Ranged/ CON | Radiant, Blinded | |
| 5e - Silence (Spell) | 2 | Illusion | A [R] | x | 120 ft. (20 ft. Sphere) | — | Silenced, Ritual |
| 5e - Spiritual Weapon (Spell) | 2 | Evocation | BA | 60 ft. | Melee | Force | |
| 5e - Warding Bond (Spell) | 2 | Abjuration | A | Touch | — | AC, Resistance | |
| 5e - Zone of Truth (Spell) | 2 | Enchantment | A [R] | 60 ft. (15 ft. Sphere) | CHA | Detection |
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.
| Subclass | Description |
|---|---|
| (Legacy) 5e - Oath of Conquest | The 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 Devotion | 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. |
| (Legacy) 5e - Oath of Glory | Paladins 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 Redemption | The 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 Ancients | The 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 Crown | The 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 Sea | The 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 Watchers | The 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 Vengeance | The 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 - Oathless | Not 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
