![[paladinClass.png|400]] ## What Is a Paladin? The Paladin is a warrior whose supernatural strength comes from an extraordinary commitment to a sacred oath. While Fighters develop their abilities through martial training and Clerics commonly channel divine power through religious devotion, Paladins combine martial discipline with the divine magic awakened by their convictions. At first glance, a Paladin might appear to be a heavily armoured knight who fights in the name of a god. Although many Paladins follow religious traditions, their powers do not necessarily require devotion to a particular deity. Their abilities are rooted in the supernatural significance of the oath they swear and the principles they dedicate themselves to upholding. Some Paladins become champions of justice who protect the innocent and confront dangerous enemies. Others pursue vengeance against those responsible for terrible crimes, preserve the beauty of the natural world, or defend civilisation against supernatural threats. Their oaths may lead them into the service of kingdoms, temples, military orders, or ancient organisations whose responsibilities have been preserved for generations. Other Paladins wander independently, following personal convictions that may place them at odds with established authorities. Unlike ordinary warriors, Paladins can channel divine energy through their weapons, heal injured companions, and protect nearby allies through supernatural auras. Their combination of martial skill, magical abilities, and physical resilience makes them among the most effective frontline combatants in Dungeons & Dragons. What defines a Paladin is not their armour, their weapon, or even the deity they may worship. It is the extraordinary power of a promise they have chosen to uphold. --- ## The Power of an Oath At the heart of every Paladin is a sacred oath. This oath represents a collection of beliefs, responsibilities, and principles that guide the character's actions throughout their life. Unlike an ordinary promise, a Paladin's oath carries supernatural significance. Their commitment becomes a source of divine power, allowing them to perform extraordinary acts through the strength of their convictions. The precise nature of an oath varies considerably. Some Paladins dedicate themselves to honesty, courage, compassion, and the protection of others. Others swear to punish dangerous enemies, preserve the natural world's beauty, uphold lawful authority, or defend mortal realms against extraplanar threats. An oath need not be sworn before a deity. A Paladin might make their promise before an ancient shrine, in the presence of nature spirits, or while standing among the ruins of a community they failed to protect. For some, the oath is a religious commitment. For others, it emerges from personal experiences that have permanently changed their understanding of responsibility. Although the Paladin formally chooses their Sacred Oath at third level, their devotion is already developing during the earliest stages of their training. The oath they eventually swear represents the culmination of that commitment rather than the sudden appearance of an entirely new belief. Upholding an oath can create difficult moral choices. A Paladin devoted to justice might discover that a legitimate ruler is responsible for serious wrongdoing. Another sworn to vengeance may struggle to determine whether an enemy deserves mercy. Such situations can test the Paladin's commitment and force them to confront the consequences of their decisions. Breaking an oath does not automatically transform a Paladin into an Oathbreaker. A character who violates their principles may seek repentance, undertake an act of atonement, or reconsider the responsibilities they have accepted. More serious consequences depend upon the circumstances and the Dungeon Master's interpretation. For many Paladins, their greatest struggle is not defeating enemies. It is remaining faithful to their ideals when doing so becomes difficult. --- ## Champions of Faith and Ideals Paladins may serve religious organisations, kingdoms, military orders, or causes that extend far beyond their personal ambitions. Their abilities are often associated with divine power, but their relationship with religion can differ considerably between individuals. A Paladin devoted to a deity of justice might become a travelling champion who investigates corruption and protects vulnerable communities. Another who serves a war god could lead soldiers into battle, believing that courage and discipline are sacred responsibilities. A Paladin sworn to the natural world may defend ancient forests and sacred groves, while one devoted to a kingdom might regard the protection of its people as more important than the ambitions of any individual ruler. Some Paladins work within established organisations. They may belong to knightly orders, religious brotherhoods, royal guards, or specialised groups entrusted with confronting dangerous supernatural threats. Others follow solitary paths. A wandering Paladin might travel between isolated communities, providing protection where conventional authorities possess little influence. The source of their conviction can also be deeply personal. Someone who survived a devastating attack might swear to prevent similar tragedies. Another could dedicate their life to redeeming past mistakes, while a former soldier may seek to replace blind obedience with a stronger commitment to justice. Not every Paladin is compassionate, honourable, or benevolent. Certain Sacred Oaths emphasise conquest, domination, or ruthless determination. Such characters may possess considerable supernatural power while pursuing goals that others regard as dangerous or morally questionable. What distinguishes Paladins is not that they all share the same beliefs. It is that they have dedicated themselves so completely to a set of principles that those convictions have become a source of supernatural strength. --- ## Divine Magic Paladins combine martial training with a limited but powerful form of divine spellcasting. They are **half-casters**, meaning their spellcasting develops more slowly than that of full spellcasters such as Clerics and Wizards. Under the revised rules, Paladins gain Spellcasting at first level rather than second level. A first-level Paladin begins with two prepared first-level spells and two first-level spell slots. As they gain experience, their spellcasting expands, eventually providing access to spells of fifth level. Their spellcasting uses **Charisma**, reflecting the conviction and supernatural authority through which they channel divine magic. Paladin spells frequently emphasise healing, protection, strengthening martial abilities, and confronting dangerous supernatural creatures. Their spell selection includes abilities such as Bless, Cure Wounds, Shield of Faith, Protection from Evil and Good, Aid, and various magical smites. At higher levels, their magic becomes increasingly powerful, allowing them to summon supernatural assistance, restore injured companions, and protect others against hostile magical effects. Paladins can change one prepared Paladin spell after completing a Long Rest, choosing another spell for which they have the appropriate spell slots. This provides some flexibility without granting the extensive daily spell preparation available to Clerics. Their chosen Sacred Oath also provides additional spells that remain prepared. These spells reflect the responsibilities and supernatural abilities associated with that particular tradition. A Paladin of Vengeance may gain magic suited to pursuing dangerous enemies, while one devoted to the Ancients can acquire spells associated with nature and the Feywild. Although Paladins possess fewer spell slots than full spellcasters, their magic complements their martial capabilities. They can strengthen themselves before a battle, protect companions during combat, or deliver extraordinary bursts of damage through Divine Smite. Their effectiveness depends upon understanding when a spell provides more value than conserving the resources needed for another supernatural ability. --- ## Lay on Hands One of the Paladin's most recognisable abilities is **Lay on Hands**. Through divine energy, a Paladin can restore vitality to themselves or another creature. Beginning at first level, they possess a pool of healing power equal to five times their Paladin level. This means that a first-level Paladin can restore a total of five Hit Points through Lay on Hands, while a tenth-level Paladin possesses a pool of fifty Hit Points. The healing pool replenishes after completing a Long Rest. Under the revised rules, Lay on Hands requires a Bonus Action rather than an action. The Paladin touches a creature, which can include themselves, and restores any chosen number of Hit Points up to the amount remaining in their healing pool. This makes the ability particularly valuable during combat. A Paladin can restore an injured companion without sacrificing their ordinary action, potentially allowing them to heal and continue attacking during the same turn. Lay on Hands also provides an additional form of supernatural restoration. By expending five Hit Points from the pool, the Paladin can remove the Poisoned condition from a creature. Those five points are expended to remove the condition and do not also restore Hit Points. Unlike the older version of the class, Lay on Hands no longer possesses a general ability to cure diseases through the same feature. At higher levels, Restoring Touch expands the conditions that can be removed. Lay on Hands makes Paladins valuable secondary healers even when they have not prepared conventional healing spells. However, using this ability does not automatically make them the party's primary healer. Their healing resources remain limited, and choosing when to restore vitality is an important part of managing their abilities. For a Paladin, healing represents another expression of their supernatural commitment to preserving or protecting others. --- ## Weapon Mastery and Fighting Styles Paladins are accomplished martial combatants trained to use a wide variety of weapons and armour. Their training includes Simple and Martial weapons, as well as Light, Medium, and Heavy armour and Shields. At first level, they gain **Weapon Mastery**. This feature allows the Paladin to choose two weapon types with which they are proficient and use the mastery properties associated with those weapons. The selected weapon types can be changed after completing a Long Rest. Different mastery properties provide different tactical benefits. A Longsword possesses **Sap**, which can impose Disadvantage on an enemy's next attack roll after the Paladin successfully strikes it. A Greatsword possesses **Graze**, allowing the wielder to inflict limited damage even when an attack misses. Other weapons offer properties that improve movement control, increase the reliability of subsequent attacks, or create opportunities for additional strikes. Weapon Mastery allows Paladins to influence combat through more than ordinary damage. A heavily armoured defender might choose weapons that weaken enemy attacks, while an aggressive warrior could favour equipment designed to inflict consistent damage. At second level, Paladins gain a **Fighting Style**. This allows them to select an eligible Fighting Style feat that complements their preferred approach to combat. **Defense** improves Armour Class while wearing armour, making the Paladin more resilient against incoming attacks. **Dueling** increases damage when fighting with a suitable melee weapon in one hand. **Great Weapon Fighting** improves the reliability of damage dealt using eligible heavy weapons. **Protection** allows a Paladin carrying a Shield to interfere with attacks against nearby companions. Other Fighting Styles support alternative martial techniques. Paladins can also select **Blessed Warrior** instead of a Fighting Style feat. This allows them to learn two Cleric cantrips, which count as Paladin spells and use Charisma for spellcasting. Blessed Warrior is particularly useful for characters who wish to emphasise divine magic while retaining their martial capabilities. Together, Weapon Mastery and Fighting Style establish the Paladin as a capable combatant even before their signature smiting and aura abilities become available. --- ## Divine Smite Perhaps the most recognisable offensive ability of the Paladin is **Divine Smite**. Through this supernatural technique, Paladins channel radiant divine energy into a successful attack, inflicting additional damage against their enemies. At second level, they gain **Paladin's Smite**, which ensures that Divine Smite is always prepared. They can also cast Divine Smite once without expending a spell slot, regaining this free casting after completing a Long Rest. Under the revised rules, Divine Smite is a first-level spell rather than the older class feature that directly expended a spell slot. It is cast using a Bonus Action immediately after the Paladin successfully strikes a creature with a Melee weapon or Unarmed Strike. The spell adds 2d8 Radiant damage to the triggering attack. This damage increases by 1d8 when the target is a Fiend or Undead. Casting Divine Smite using a higher-level spell slot increases the additional damage by 1d8 for each slot level above first. This makes Divine Smite particularly effective when confronting powerful enemies. A Paladin who successfully strikes a dangerous monster can immediately decide whether the additional damage is worth expending a spell slot. However, Divine Smite now competes with other abilities requiring a Bonus Action. A Paladin cannot normally use Lay on Hands and Divine Smite during the same turn because both require that action. The revised spellcasting rules also prevent a character from expending multiple spell slots to cast different leveled spells during the same turn. These limitations make the timing of Divine Smite important. A Paladin who expends every spell slot upon smiting enemies may possess fewer resources for healing, protection, or other important spells. Nevertheless, Divine Smite remains one of the class's defining offensive abilities. For a Paladin, an ordinary weapon strike can become an extraordinary manifestation of divine judgement. --- ## Channel Divinity and Divine Sense At third level, Paladins gain **Channel Divinity**, allowing them to draw directly upon divine energy from the Outer Planes. Unlike their ordinary spells, Channel Divinity uses its own limited resource. Paladins initially gain two uses of Channel Divinity, recovering one expended use after a Short Rest and all expended uses after a Long Rest. At eleventh level, they gain a third use. Their Sacred Oath provides specialised Channel Divinity options that reflect the particular powers associated with their convictions. The class also gains **Divine Sense** through Channel Divinity. Under the revised rules, Divine Sense no longer operates through an independent pool of uses. Instead, the Paladin expends one use of Channel Divinity to activate it. Through a Bonus Action, the Paladin heightens their supernatural awareness for ten minutes. During this period, they can detect the presence and location of Celestials, Fiends, and Undead within sixty feet. They also recognise the creature type of those supernatural beings. Divine Sense can additionally reveal the presence of consecrated or desecrated places and objects within the same range, as defined by the feature. This makes it particularly useful when investigating supernatural threats. A Paladin might recognise that an apparently ordinary individual is actually an undead creature, identify the presence of fiends near an ancient shrine, or discover evidence that a location has been affected by sacred or profane magic. However, Divine Sense does not reveal every creature's identity, intentions, or alignment. Its abilities are limited to the particular supernatural information described by the feature. Channel Divinity becomes increasingly versatile as the Paladin develops. A Paladin of Devotion may use divine energy to empower a weapon, while a Paladin of Vengeance can focus supernatural determination upon a particular enemy. Other Sacred Oaths provide abilities associated with fear, healing, elemental power, or protection. Channel Divinity therefore represents one of the principal ways in which the Paladin's chosen oath influences their abilities during combat. --- ## Faithful Steed At fifth level, Paladins gain **Faithful Steed**, representing their ability to summon a supernatural mount. Through this feature, the Paladin always has Find Steed prepared. They can also cast the spell once without expending a spell slot, regaining that free casting after completing a Long Rest. Find Steed summons an **Otherworldly Steed**, a supernatural companion capable of assisting with travel and combat. Unlike an ordinary purchased horse, the steed is a magical creature associated with the Paladin's divine power. Its appearance can reflect the character's oath and personality. A Paladin devoted to traditional knightly ideals might summon a radiant warhorse, while another could call upon a more unusual mount appropriate to their supernatural traditions. The steed can possess a Celestial, Fey, or Fiend creature type, and its abilities are determined by the spell. This allows the mount to represent different supernatural influences without requiring every Paladin to follow the same religious or moral outlook. The steed becomes more capable when Find Steed is cast using higher-level spell slots. Its abilities can improve through the additional magical energy invested in the summoning. Faithful Steed is valuable both during combat and outside it. A mounted Paladin may travel more quickly through suitable environments, pursue fleeing enemies, or move between important positions during battle. The mount can also become an important part of the character's identity, developing into a trusted companion whose presence reflects the Paladin's calling. Although not every adventure takes place in an environment suited to mounted combat, Faithful Steed provides a useful and distinctive expression of supernatural power. --- ## Aura of Protection At sixth level, Paladins gain **Aura of Protection**, one of the most powerful defensive abilities available to the class. Through their supernatural conviction, Paladins radiate an invisible protective aura that strengthens the resilience of those nearby. The aura initially extends ten feet from the Paladin. While the Paladin is not Incapacitated, they and their allies within the aura gain a bonus to saving throws equal to the Paladin's Charisma modifier, with a minimum bonus of +1. This protection applies to a wide range of dangerous effects. A companion attempting to resist a hostile spell may benefit from the aura, while another could receive assistance against poison, fear, or other supernatural conditions. The ability becomes particularly valuable when several party members remain close to the Paladin. A heavily armoured warrior might provide physical protection against approaching enemies, but Aura of Protection strengthens the entire group's ability to withstand harmful effects that cannot simply be blocked with a shield. The aura also benefits the Paladin themselves. This makes Charisma important not only for spellcasting and certain subclass abilities, but also for the character's ability to protect nearby companions. Multiple Paladins cannot combine separate instances of Aura of Protection to provide several simultaneous bonuses. A creature within more than one such aura benefits from only one at a time. At eighteenth level, **Aura Expansion** increases the range of Aura of Protection from ten feet to thirty feet. This dramatically improves the Paladin's ability to protect companions who are spread across a battlefield. For many adventuring parties, Aura of Protection is one of the strongest reasons to remain near a Paladin during dangerous encounters. Their presence becomes a source of supernatural resilience for everyone fighting beside them. --- ## Aura of Courage At tenth level, Paladins gain **Aura of Courage**, strengthening the supernatural protection provided by their presence. Through this ability, the Paladin and allies within their Aura of Protection gain Immunity to the Frightened condition. This makes them particularly effective when confronting enemies that rely upon terror, supernatural intimidation, or frightening magical effects. Powerful dragons, undead creatures, fiends, and other dangerous opponents may possess abilities capable of overwhelming ordinary adventurers through fear. Aura of Courage allows the Paladin to protect nearby companions from those effects. The revised feature also helps allies who are already Frightened. If such a creature enters the aura, the Frightened condition has no effect upon it while it remains within the protected area. This does not necessarily end the underlying condition permanently, but it suppresses its effects while the creature benefits from the aura. At eighteenth level, Aura Expansion also increases the effective area associated with this protection. An experienced Paladin can therefore shield a considerable portion of the adventuring party against supernatural fear. Aura of Courage reflects an important aspect of the Paladin's identity. Their conviction strengthens more than their own determination. It gives others the courage to stand against threats that might otherwise force them to retreat. --- ## Abjure Foes At ninth level, Paladins gain **Abjure Foes**, allowing them to overwhelm enemies through a manifestation of divine authority. This ability provides a specialised use of Channel Divinity. By presenting their Holy Symbol or weapon, the Paladin can target several creatures within sixty feet. The number of targets is determined by their Charisma modifier, with a minimum of one creature. Each target must succeed on a Wisdom saving throw or become Frightened for up to one minute. The effect ends early if the affected creature takes damage. Unlike ordinary fear effects, Abjure Foes also restricts what an affected creature can accomplish during its turn. While suffering the feature's effects, the creature must choose between moving, taking an action, or taking a Bonus Action rather than freely combining these options. This makes Abjure Foes particularly useful when confronting several dangerous enemies simultaneously. A Paladin may be able to disrupt an approaching group, force opponents to reconsider their movements, or create an opportunity for companions to escape a dangerous position. The feature also provides a way to influence the battlefield without immediately inflicting damage. Although Paladins are primarily martial combatants, Abjure Foes demonstrates that their supernatural authority can be used to control enemies as well as defeat them. --- ## Radiant Strikes and Restoring Touch As Paladins gain experience, their divine power becomes increasingly integrated into their ordinary combat abilities. At eleventh level, they gain **Radiant Strikes**. This feature causes successful attacks made with Melee weapons or Unarmed Strikes to inflict an additional 1d8 Radiant damage. Unlike Divine Smite, Radiant Strikes does not require a spell slot or Bonus Action. The additional damage is applied automatically whenever the qualifying attack hits. This improves the Paladin's consistent offensive capabilities, allowing them to inflict supernatural damage even when conserving spellcasting resources. Radiant Strikes can also operate alongside Divine Smite, creating particularly powerful attacks when the Paladin decides that additional damage is necessary. At fourteenth level, they gain **Restoring Touch**. This ability expands the restorative effects of Lay on Hands. When using Lay on Hands upon a creature, the Paladin can expend five additional Hit Points from their healing pool to remove one of several specified conditions. These include Blinded, Charmed, Deafened, Frightened, Paralyzed, and Stunned. Multiple conditions can be removed through the same use if sufficient points remain in the healing pool. However, points expended to remove conditions do not also restore Hit Points. Restoring Touch makes Paladins particularly valuable when confronting creatures whose attacks impose debilitating supernatural effects. A companion who becomes Paralyzed or Stunned may be unable to participate effectively in combat, while a Frightened ally may struggle to approach an important enemy. Through Restoring Touch, the Paladin can remove those conditions without relying entirely upon conventional restorative spells. Together, Radiant Strikes and Restoring Touch strengthen the Paladin's ability to deal damage and protect companions during difficult encounters. --- ## The Paladin's Role in an Adventuring Party Paladins are among the most resilient and versatile frontline combatants available to an adventuring party. Their combination of Heavy armour, Martial weapons, divine spellcasting, and supernatural protective abilities allows them to fulfil several different responsibilities. Their most recognisable role is that of a defender. A Paladin can position themselves between dangerous enemies and vulnerable companions, using their armour and weapons to discourage opponents from advancing. Aura of Protection strengthens nearby allies, making it more difficult for hostile creatures to overwhelm the party through saving throw effects. Aura of Courage provides additional protection against supernatural fear. However, Paladins are not limited to defending others. Through Extra Attack, Divine Smite, and Radiant Strikes, they can inflict substantial damage against dangerous enemies. A Paladin may choose to concentrate upon a particularly powerful opponent, delivering enhanced strikes while companions support them through spells or tactical positioning. Their healing abilities also provide valuable support. Lay on Hands can restore injured companions without expending spell slots, while Restoring Touch can remove several dangerous conditions. Depending upon their prepared spells, Paladins may also strengthen allies through magical blessings or provide additional protective effects. Their chosen Sacred Oath further influences their preferred role. A Paladin of Devotion can strengthen the protection offered to companions, while one sworn to Vengeance may specialise in pursuing and defeating dangerous targets. A Paladin of Redemption can protect others through personal sacrifice, while a Paladin of Conquest may use supernatural fear to restrict enemy movement. Other Oaths provide abilities associated with nature, extraplanar threats, elemental power, or battlefield leadership. Outside combat, Paladins can serve as diplomats, religious representatives, military commanders, investigators, or protectors of important communities. Their reliance upon Charisma often makes them effective in social encounters, particularly when combined with Persuasion, Intimidation, or Insight. The Paladin's greatest strength is the ability to combine physical resilience with supernatural protection and powerful individual attacks. They are especially effective when their abilities support the entire party rather than concentrating exclusively upon their own damage. --- ## Sacred Oaths As Paladins develop their supernatural abilities, they commit themselves to a specialised tradition known as a **Sacred Oath**. Each oath represents a different collection of principles and responsibilities that shape the character's relationship with divine power. At third level, a Paladin chooses a Sacred Oath, gaining abilities that reflect their particular convictions. Different Oaths emphasise different aspects of the Paladin's capabilities. Some focus upon protection, justice, and compassion, while others pursue vengeance, conquest, the preservation of nature, or the defence of mortal existence against supernatural threats. Each oath also grants additional spells and specialised abilities through Channel Divinity. As the Paladin becomes more experienced, they develop increasingly powerful features associated with their chosen tradition, culminating in an extraordinary transformation or supernatural capability at twentieth level. ### Oath of Devotion The Oath of Devotion represents the traditional ideal of the honourable Paladin. Its followers dedicate themselves to principles such as honesty, courage, compassion, justice, and the protection of those who cannot defend themselves. Many serve deities associated with goodness and law, although the oath itself does not require devotion to a particular god. These Paladins frequently become guardians, wandering champions, or members of knightly orders whose responsibilities involve confronting injustice and protecting vulnerable communities. At third level, they gain **Sacred Weapon**, allowing them to expend Channel Divinity when taking the Attack action to empower a Melee weapon with divine energy. For ten minutes, the weapon gains a bonus to attack rolls based upon the Paladin's Charisma modifier. Its attacks can also inflict Radiant damage instead of their ordinary damage type. This makes the Paladin particularly effective when confronting dangerous enemies. At seventh level, **Aura of Devotion** grants protection against the Charmed condition to the Paladin and allies within their Aura of Protection. This is especially valuable when confronting creatures capable of manipulating thoughts and emotions. At fifteenth level, **Smite of Protection** strengthens the defensive properties of Divine Smite. Whenever the Paladin casts Divine Smite, they and their allies within Aura of Protection gain Half Cover until the beginning of the Paladin's next turn. At twentieth level, **Holy Nimbus** allows them to manifest a powerful aura of divine light. This supernatural radiance damages nearby enemies and provides additional protection during combat. The Oath of Devotion is particularly suitable for players who enjoy honourable knights, divine champions, and characters whose abilities emphasise justice and the protection of others. ### Oath of Vengeance The Oath of Vengeance represents Paladins who dedicate themselves to punishing those responsible for terrible wrongdoing. Unlike Paladins who attempt to protect every individual equally, those sworn to Vengeance frequently concentrate upon eliminating dangerous enemies whose actions threaten entire communities. Their convictions may emerge from personal tragedy, a desire to confront overwhelming evil, or the belief that certain threats must be destroyed before they can cause further suffering. At third level, these Paladins gain **Vow of Enmity**, a specialised use of Channel Divinity. When taking the Attack action, they can declare a particular creature as their sworn enemy, gaining Advantage on attacks against that target for a limited period. The vow can also be transferred to another enemy when the original target is defeated. This makes Vengeance Paladins particularly effective at concentrating their attacks upon dangerous opponents. Their additional spells include magic associated with pursuit, supernatural movement, and disabling powerful enemies. At seventh level, **Relentless Avenger** improves their ability to prevent enemies from escaping. When they successfully strike a creature with an Opportunity Attack, they can reduce its Speed to zero and move without provoking Opportunity Attacks as part of the same Reaction. At fifteenth level, **Soul of Vengeance** allows them to retaliate against enemies affected by Vow of Enmity, creating additional opportunities to attack their chosen quarry. At twentieth level, **Avenging Angel** transforms the Paladin into a terrifying supernatural champion. They gain spectral wings and the ability to frighten nearby enemies through an aura of divine vengeance. The Oath of Vengeance is particularly suitable for players who enjoy relentless monster hunters, determined avengers, and characters whose abilities focus upon defeating dangerous individual opponents. ### Oath of the Ancients The Oath of the Ancients represents Paladins who dedicate themselves to preserving life, beauty, hope, and the enduring light of the natural world. Its traditions are associated with ancient beliefs that predate many established kingdoms and religious organisations. Some followers protect sacred forests, ancient groves, and places where the influence of the Feywild remains strong. Others devote themselves to defending joy, kindness, and the experiences that make mortal life worth preserving. Unlike Paladins whose oaths emphasise legal authority or religious discipline, those sworn to the Ancients often place greater importance upon protecting the beauty and vitality of existence. At third level, they gain **Nature's Wrath**, allowing them to use Channel Divinity to summon supernatural vines that attempt to restrain selected creatures nearby. This provides valuable battlefield control, allowing the Paladin to interfere with enemy movement. At seventh level, **Aura of Warding** grants Resistance to Necrotic, Psychic, and Radiant damage to the Paladin and allies within their Aura of Protection. This differs from the older version, which provided broader protection against damage inflicted by spells. At fifteenth level, **Undying Sentinel** improves their ability to survive otherwise fatal injuries. When reduced to zero Hit Points without being killed outright, the Paladin can instead recover Hit Points equal to three times their Paladin level. At twentieth level, **Elder Champion** allows them to assume an extraordinary supernatural form associated with the ancient powers of nature. This transformation improves their resilience and strengthens their spellcasting capabilities. The Oath of the Ancients is particularly suitable for players who enjoy nature-themed champions, guardians of sacred places, and characters dedicated to preserving hope and beauty. ### Oath of Glory The Oath of Glory represents Paladins who seek to achieve extraordinary deeds through courage, discipline, and heroic accomplishment. Its followers believe that greatness is achieved through action and that individuals should strive to become examples capable of inspiring others. Unlike Paladins whose oaths emphasise obedience to established laws or religious traditions, those sworn to Glory frequently pursue personal excellence and the achievement of legendary deeds. Some become celebrated champions, accomplished athletes, or wandering heroes whose reputations grow through extraordinary adventures. At third level, they gain **Peerless Athlete**, allowing them to expend Channel Divinity to improve their physical capabilities. This grants supernatural advantages associated with Athletics, Acrobatics, carrying capacity, and physical movement. They also gain **Inspiring Smite**, allowing them to distribute Temporary Hit Points to selected creatures after casting Divine Smite. This creates a distinctive relationship between their offensive abilities and the protection they provide to companions. At seventh level, **Aura of Alacrity** increases the movement speed of the Paladin and allies within their Aura of Protection. This allows the party to reposition more effectively during dangerous encounters. At fifteenth level, **Glorious Defense** allows the Paladin to intervene when they or another nearby creature is struck by an attack. They can improve the target's Armour Class, potentially causing the attack to miss, and retaliate when circumstances permit. At twentieth level, **Living Legend** allows the Paladin to assume an extraordinary heroic state, enhancing their capabilities for a limited duration. The Oath of Glory is particularly suitable for players who enjoy heroic champions, inspiring leaders, and characters determined to achieve extraordinary deeds worthy of remembrance. ### Oath of Conquest The Oath of Conquest represents Paladins who believe that strength, discipline, and overwhelming authority are necessary to establish order. Its followers frequently regard fear as a useful weapon, believing that opponents should be defeated so completely that they lose the will to resist. Some seek to impose harsh laws upon chaotic societies, while others pursue domination for personal ambition or in service to powerful organisations. Unlike Paladins who emphasise mercy or compassion, those sworn to Conquest often regard hesitation as a weakness that dangerous enemies will exploit. At third level, they gain **Conquering Presence**, a specialised use of Channel Divinity that allows them to frighten nearby creatures. They also gain **Guided Strike**, allowing them to channel divine power into an attack and receive a substantial bonus to its attack roll. At seventh level, **Aura of Conquest** surrounds them with supernatural terror. Enemies Frightened of the Paladin have their Speed reduced to zero while within the aura and suffer Psychic damage at the beginning of their turns. This makes Conquest Paladins particularly effective at controlling the movement of opponents through fear. At fifteenth level, **Scornful Rebuke** causes enemies who successfully strike the Paladin to suffer Psychic damage in retaliation. At twentieth level, **Invincible Conqueror** allows the Paladin to assume an extraordinary state of martial dominance. This grants Resistance to all damage, improves their ability to make additional attacks, and increases the likelihood of scoring Critical Hits with melee weapons. The Oath of Conquest remains a legacy subclass from Xanathar's Guide to Everything. For players who enjoy intimidating warriors, battlefield control through fear, and characters who believe that order must be enforced through strength, the Oath of Conquest offers a formidable martial tradition. ### Oath of Redemption The Oath of Redemption represents Paladins who believe that violence should be used only when peaceful solutions have failed. Its followers seek to resolve conflict through compassion, negotiation, and the belief that individuals may possess the capacity to change. Unlike Paladins who immediately seek the destruction of dangerous opponents, those sworn to Redemption frequently attempt to understand the reasons behind hostility. However, their commitment to peace does not mean they refuse to fight. When confronted by enemies who cannot be reasoned with, Redemption Paladins remain capable of protecting others through force. At third level, they gain **Emissary of Peace**, allowing them to use Channel Divinity to improve their ability to persuade others. They also gain **Rebuke the Violent**, allowing them to punish a creature that harms someone else by reflecting Radiant damage upon the attacker. At seventh level, **Aura of the Guardian** allows them to intercept damage intended for another nearby creature. Through this ability, the Paladin can use their Reaction to take the damage in place of the original target. This makes Redemption Paladins particularly effective at protecting vulnerable allies through personal sacrifice. At fifteenth level, **Protective Spirit** improves their ability to recover from injuries. When seriously wounded, the Paladin can regain Hit Points during combat, allowing them to continue protecting companions. At twentieth level, **Emissary of Redemption** provides extraordinary protection against creatures the Paladin has not attacked or harmed through other means. It grants Resistance to their damage and reflects some of that damage back upon them. The Oath of Redemption remains a legacy subclass from Xanathar's Guide to Everything. For players who enjoy diplomacy, compassion, protecting companions, and characters who believe that even dangerous enemies may deserve an opportunity to change, the Oath of Redemption offers a distinctive defensive approach. ### Oath of the Crown The Oath of the Crown represents Paladins who dedicate themselves to preserving civilisation, protecting lawful authority, and maintaining the institutions that allow communities to survive. Its followers commonly serve kingdoms, governments, royal families, or other organisations whose authority they regard as important to the welfare of society. Unlike Paladins whose convictions are primarily personal, those sworn to the Crown frequently place considerable importance upon duty, loyalty, and public responsibility. A Paladin of the Crown might become a royal guardian, military commander, or knight entrusted with defending the laws and traditions of a particular realm. However, service to an established authority can create difficult conflicts when rulers act unjustly or political obligations contradict personal morality. At third level, they gain **Champion Challenge**, allowing them to use Channel Divinity to prevent affected enemies from willingly moving too far away from the Paladin. They also gain **Turn the Tide**, which allows them to restore Hit Points to nearby injured creatures through a supernatural rallying effect. These abilities make Crown Paladins effective at keeping enemies close while supporting companions. At seventh level, **Divine Allegiance** allows them to use their Reaction to take damage that would otherwise be suffered by another creature nearby. This reinforces their role as protectors who willingly place themselves in danger for others. At fifteenth level, **Unyielding Spirit** provides Advantage on saving throws against becoming Paralyzed or Stunned. At twentieth level, **Exalted Champion** transforms the Paladin into an extraordinary defender, granting additional resistance and benefits to nearby allies. The Oath of the Crown remains a legacy subclass from Sword Coast Adventurer's Guide. For players who enjoy royal knights, military guardians, and characters whose abilities are centred upon loyalty and public duty, the Oath of the Crown provides a defensive and leadership-focused tradition. ### Oath of the Watchers The Oath of the Watchers represents Paladins who dedicate themselves to protecting the Material Plane from hostile extraplanar influences. Its followers recognise that creatures from distant planes can threaten mortal civilisations through invasion, corruption, manipulation, or supernatural conquest. Unlike Paladins who concentrate primarily upon ordinary criminals or monsters, Watchers specialise in confronting dangerous beings whose origins lie beyond the mortal world. Their enemies may include fiends, aberrations, hostile fey, elementals, and other extraplanar creatures. However, the oath is not necessarily associated with indiscriminate hatred of every creature from another plane. Its purpose is to defend mortal existence against dangerous supernatural interference. At third level, these Paladins gain **Watcher's Will**, allowing them to use Channel Divinity to strengthen the mental saving throws of selected companions. They also gain **Abjure the Extraplanar**, allowing them to repel certain extraplanar creatures through a supernatural manifestation of divine authority. At seventh level, **Aura of the Sentinel** grants a bonus to Initiative rolls for the Paladin and nearby allies. This makes the party more capable of reacting quickly when dangerous encounters begin. At fifteenth level, **Vigilant Rebuke** allows the Paladin to punish supernatural creatures that attempt to overwhelm their allies through mental saving throw effects. At twentieth level, **Mortal Bulwark** grants extraordinary abilities suited to confronting extraplanar enemies. These include supernatural perception, improved attacks against certain creatures, and the ability to banish appropriate enemies back to their native planes. The Oath of the Watchers remains a legacy subclass from Tasha's Cauldron of Everything. For players who enjoy planar mysteries, defending the world against extraplanar threats, and confronting dangerous supernatural beings, the Oath of the Watchers offers a specialised protective tradition. ### Oath of the Noble Genies The Oath of the Noble Genies represents Paladins whose power is connected to the majestic elemental forces associated with the genies. Its traditions draw upon the supernatural authority of dao, djinn, efreet, and marids, powerful beings associated with earth, air, fire, and water. In the Forgotten Realms, many of these Paladins originate from Calimshan, a region whose history and culture have been profoundly influenced by geniekind. Unlike Paladins whose abilities focus entirely upon Radiant damage or conventional defensive magic, those sworn to the Noble Genies can channel different elemental powers through their attacks. At third level, they gain **Elemental Smite**, allowing them to expend Channel Divinity after casting Divine Smite to produce one of four additional effects. **Dao's Crush** uses elemental earth to restrain an enemy, preventing it from moving freely. **Djinni's Escape** grants supernatural teleportation and temporary protection against physical damage. **Efreeti's Fury** channels destructive fire into a smite, inflicting additional damage and threatening a nearby opponent. **Marid's Surge** releases a wave of elemental power that can push enemies away and knock them Prone. These techniques allow the Paladin to adapt their smites to different combat situations. They also gain **Genie's Splendor**, providing an alternative form of defence when fighting without armour. This allows them to calculate their Armour Class using Dexterity and Charisma, supporting more agile fighting styles. At seventh level, **Aura of Elemental Shielding** provides Resistance to a selected elemental damage type for the Paladin and allies within their Aura of Protection. The chosen protection can change, allowing them to adapt to enemies that employ different elemental attacks. At fifteenth level, **Elemental Rebuke** allows them to reduce incoming damage and retaliate against the attacker through elemental power. At twentieth level, **Noble Scion** grants extraordinary supernatural abilities associated with genies, including flight and the power to influence important rolls through a limited form of magical wish. The Oath of the Noble Genies was introduced in Forgotten Realms: Heroes of Faerûn in 2025. For players who enjoy elemental magic, supernatural bargains, and Paladins whose powers reflect the majesty of genies, this oath offers a versatile approach to divine martial combat. ### Oathbreaker The Oathbreaker represents a Paladin who has turned away from their sacred commitments in pursuit of dark ambition or the service of an evil power. Unlike other Sacred Oaths, this tradition was originally presented as an option for villainous characters rather than an ordinary heroic Paladin. Becoming an Oathbreaker involves more than simply failing to uphold a particular promise. A Paladin might violate their oath through a moment of weakness, abandon an organisation because its leaders have become corrupt, or reconsider their beliefs without necessarily acquiring the supernatural powers associated with an Oathbreaker. The Oathbreaker subclass specifically represents the corruption of the divine power that once sustained the character's sacred commitments. Its published rules originally required an evil Paladin of at least third level, making its availability dependent upon Dungeon Master approval. Oathbreakers develop abilities associated with fear, necromancy, and the manipulation of undead creatures. At third level, they gain **Control Undead**, allowing them to use Channel Divinity to attempt to command an undead creature. They also gain **Dreadful Aspect**, which allows them to frighten nearby enemies through a manifestation of supernatural terror. At seventh level, **Aura of Hate** strengthens the damage inflicted through melee weapon attacks by the Oathbreaker and nearby Fiends and Undead. This benefit does not automatically distinguish between friendly and hostile creatures, meaning the aura can sometimes strengthen dangerous enemies as well as the Paladin. At fifteenth level, **Supernatural Resistance** provides protection against certain forms of physical damage. At twentieth level, **Dread Lord** allows the Oathbreaker to manifest an aura of supernatural darkness that frightens and damages enemies while granting additional shadow-based attacks. These abilities make Oathbreakers formidable opponents whose presence can transform a battlefield into a region of terror and necromantic energy. The Oathbreaker remains a legacy subclass from the 2014 Dungeon Master's Guide rather than a revised 2024 Player's Handbook oath. For campaigns exploring corruption, villainy, or the consequences of pursuing forbidden power, the Oathbreaker provides a distinctly sinister alternative to conventional Paladin traditions. --- ## What It Feels Like to Play a Paladin Playing a Paladin is about combining powerful martial abilities with supernatural protection and a strong sense of personal purpose. Unlike Fighters, whose abilities focus heavily upon weapon techniques and repeated attacks, Paladins combine martial combat with divine spellcasting and abilities that influence nearby companions. Their Heavy armour and d10 Hit Die allow them to withstand considerable punishment, while Lay on Hands provides a reliable source of healing. Divine Smite offers opportunities to deliver powerful attacks when confronting dangerous enemies. However, the revised class rewards more careful decisions about resource management. You must consider whether a spell slot is better spent on Divine Smite, a protective spell, or another magical ability. Lay on Hands also requires a Bonus Action, creating situations where healing a companion may prevent you from using Divine Smite during the same turn. Channel Divinity introduces additional tactical options that depend upon your chosen Sacred Oath. A Paladin of Devotion might strengthen a weapon before attacking, while a Paladin of Vengeance can focus their attacks upon a particularly dangerous target. A Paladin of Redemption may place themselves in danger to protect companions, while a Paladin of Conquest uses supernatural fear to restrict enemies. Other Oaths provide abilities associated with elemental magic, defending the boundaries between planes, preserving nature, or inspiring companions through heroic accomplishment. The class also rewards positioning. Aura of Protection becomes particularly valuable when allies remain nearby, while Aura of Courage protects the group against supernatural fear. A Paladin who charges too far ahead may lose the opportunity to protect companions through these abilities. Outside combat, the character's oath provides considerable opportunities for roleplaying. You might play a noble champion who believes that justice must always prevail, a wandering protector seeking to correct past mistakes, or a relentless avenger whose convictions sometimes conflict with the needs of their companions. Not every Paladin must be solemn, inflexible, or devoted to a particular religious institution. They might be compassionate, humorous, uncertain, ambitious, or deeply conflicted about the responsibilities they have accepted. What matters is that their convictions influence their decisions. A Paladin's greatest challenges are often those that force them to choose between competing responsibilities, personal desires, and the principles they have sworn to defend. --- ## Should You Play a Paladin? The Paladin is an excellent choice for players who enjoy martial combat combined with divine magic, strong defensive abilities, and characters defined by important personal commitments. You may enjoy the class if you like: - Frontline combat and Heavy armour - Martial weapons and Weapon Mastery - Delivering powerful attacks through Divine Smite - Healing companions through Lay on Hands - Protecting allies through supernatural auras - Fighting dangerous enemies through divine magic - Characters associated with knights, champions, and sacred orders - Developing a character around a personal code or sacred oath - Combining spellcasting with melee combat - Exploring themes of justice, vengeance, redemption, duty, and conviction - Supporting companions while remaining an effective warrior You may prefer another class if you are looking for extensive high-level spellcasting, a character focused primarily upon ranged combat, or a fighting style that requires very little resource management. Paladins are relatively straightforward martial combatants at lower levels, but their abilities become more demanding as they acquire spells, Channel Divinity, and specialised features associated with their oath. Their effectiveness often depends upon balancing different responsibilities. A Paladin must decide when to attack, when to heal, and when their presence will provide the greatest protection to nearby companions. The class also places considerable emphasis upon character identity. Choosing a Sacred Oath provides more than a collection of supernatural abilities. It establishes principles that can influence the character's relationships, ambitions, and decisions throughout a campaign. For players who want to stand against overwhelming danger, protect their companions, wield divine power, and pursue a cause with unwavering determination, the Paladin remains one of the most iconic and rewarding classes in Dungeons & Dragons.