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    Paladin 5e – class guide

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    Introduction to the Paladin 5e Class

    Paladins are one of the most beloved and versatile classes in Dungeons & Dragons 5e. They are warriors imbued with holy power, devoted to a sacred oath, and dedicated to vanquishing evil. In this guide, we’ll explore everything you need to know about playing a paladin, from their history and lore to their abilities, skills, and strategies.

    Introduction to Paladins in D&D 5e

    Paladins are powerful warriors who draw their strength from a combination of martial prowess and divine magic. They are sworn to uphold a sacred oath, which can take many forms, such as protecting the innocent, fighting evil, or serving a particular deity. Paladins are a popular choice for players who want to combine melee combat with magical abilities and play a hero who fights for a righteous cause.

    The History and Lore of Paladins

    Paladins have a rich history in fantasy literature and mythology. The word “paladin” comes from the Latin word “palatinus,” which means “a person of high rank.” In medieval Europe, paladins were knights who served as the right-hand men of the king or emperor. They were renowned for their courage, loyalty, and martial skill.

    In D&D, paladins first appeared in the game’s original edition, published in 1974. They were described as holy knights who fought against evil and had access to divine spells. Over the years, the concept of paladins has evolved and expanded, with different editions of the game introducing new subclasses, abilities, and lore.

    Class Features

    As a paladin, you gain the following class features.

    Hit Points

    Hit Dice: 1d10 per paladin level
    Hit Points at 1st Level: 10 + your Constitution modifier
    Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st

    Proficiencies

    Armor: All armor, shields
    Weapons: Simple weapons, martial weapons
    Tools: None
    Saving Throws: Wisdom, Charisma
    Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

    Equipment

    You start with the following equipment, in addition to the equipment granted by your background:

    • (a) a martial weapon and a shield or (b) two martial weapons
    • (a) five javelins or (b) any simple melee weapon
    • (a) a priest’s pack or (b) an explorer’s pack
    • Chain mail and a holy symbol

    The Paladin

    Level Proficiency Bonus Features —Spell Slots per Spell Level—
    1st 2nd 3rd 4th 5th
    1st +2 Divine SenseLay on Hands
    2nd +2 Fighting StyleSpellcastingDivine Smite 2
    3rd +2 Divine HealthSacred Oath 3
    4th +2 Ability Score Improvement 3
    5th +3 Extra Attack 4 2
    6th +3 Aura of Protection 4 2
    7th +3 Sacred Oath feature 4 3
    8th +3 Ability Score Improvement 4 3
    9th +4 4 3 2
    10th +4 Aura of Courage 4 3 2
    11th +4 Improved Divine Smite 4 3 3
    12th +4 Ability Score Improvement 4 3 3
    13th +5 4 3 3 1
    14th +5 Cleansing Touch 4 3 3 1
    15th +5 Sacred Oath feature 4 3 3 2
    16th +5 Ability Score Improvement 4 3 3 2
    17th +6 4 3 3 3 1
    18th +6 Aura improvements 4 3 3 3 1
    19th +6 Ability Score Improvement 4 3 3 3 2
    20th +6 Sacred Oath feature 4 3 3 3 2

    Divine Sense

    The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). 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 can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

    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 your paladin level × 5.

    As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

    Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

    This feature has no effect on undead and constructs.

    Fighting Style

    At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

    Defense

    While you are wearing armor, you gain a +1 bonus to AC.

    Dueling

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

    Great Weapon Fighting

    When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

    Protection

    When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

    Spellcasting

    By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.

    Preparing and Casting Spells

    The Paladin table shows how many spell slots you have to cast your spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

    You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

    For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

    You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

    Spellcasting Ability

    Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

    Spell save DC = 8 + your proficiency bonus + your Charisma modifier

    Spell attack modifier = your proficiency bonus + your Charisma modifier

    Spellcasting Focus

    You can use a holy symbol as a spellcasting focus for your paladin spells.

    Divine Smite

    Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.

    Divine Health

    By 3rd level, the divine magic flowing through you makes you immune to disease.

    Sacred Oath

    When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion, the Oath of the Ancients, or the Oath of Vengeance, all detailed at the end of the class description.

    Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

    Oath Spells

    Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.

    If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

    Channel Divinity

    Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

    When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

    Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

    Ability Score Improvement

    When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

    Extra Attack

    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

    Aura of Protection

    Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

    At 18th level, the range of this aura increases to 30 feet.

    Aura of Courage

    Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

    At 18th level, the range of this aura increases to 30 feet.

    Improved Divine Smite

    By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.

    Cleansing Touch

    Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

    You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.

    Sacred Oaths

    Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin’s training. Some characters with this class don’t consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin’s heart.

    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. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.

    Tenets of Devotion

    Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.

    Honesty. Don’t lie or cheat. Let your word be your promise.

    Courage. Never fear to act, though caution is wise.

    Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.

    Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.

    Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

    Oath Spells

    You gain oath spells at the paladin levels listed.

    Oath of Devotion Spells

    Paladin Level Spells
    3rd protection from evil and goodsanctuary
    5th lesser restorationzone of truth
    9th beacon of hopedispel magic
    13th freedom of movementguardian of faith
    17th communeflame strike
    Channel Divinity

    When you take this oath at 3rd level, you gain the following two Channel Divinity options.

    Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

    You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

    Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

    A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

    Aura of Devotion

    Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious.

    At 18th level, the range of this aura increases to 30 feet.

    Purity of Spirit

    Beginning at 15th level, you are always under the effects of a protection from evil and good spell.

    Holy Nimbus

    At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

    Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.

    In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.

    Once you use this feature, you can’t use it again until you finish a long rest.

    Paladin 5e Abilities and Features

    Paladins have a wide range of abilities and features that make them formidable combatants and versatile adventurers. Here are some of the most important ones:

    Oath Spells

    Paladins have access to a set of spells known as “oath spells,” which are associated with their chosen oath. These spells are always prepared and do not count against the paladin’s total number of spells known.

    Channel Divinity

    Paladins can use their channel divinity ability to perform powerful feats, such as turning undead, invoking a divine smite, or bolstering their allies’ defenses.

    Divine Smite

    Paladins can use their divine smite ability to deal extra damage on a successful melee attack. The damage increases with the paladin’s level and can be increased further by expending spell slots.

    Lay on Hands

    Paladins can use their lay on hands ability to heal themselves or others. They can restore a total number of hit points equal to their paladin level times five.

    Fighting Style

    Paladins can choose a fighting style, such as dueling or defense, which grants them unique combat bonuses.

    Spellcasting

    Paladins have the ability to cast spells, drawing from a limited list of spells known. They are a hybrid class, so their spellcasting ability is not as powerful as that of a dedicated spellcaster class like a wizard or sorcerer. However, their spells are often focused on enhancing their own combat abilities or protecting their allies.

    Aura of Protection

    At 6th level, paladins gain the ability to project an aura that grants their allies a bonus to saving throws against spells and other magical effects.

    Aura of Courage

    At 10th level, paladins gain the ability to project an aura that grants immunity to fear to themselves and their allies within 10 feet.

    Choosing a Paladin Oath

    Paladins swear to uphold a sacred oath that defines their character and abilities. There are several different oaths to choose from, each with its own tenets and flavor. Here are some of the most popular oaths:

    Oath of Devotion

    This oath is focused on the principles of honor, compassion, and duty. Paladins who swear this oath strive to embody the ideals of goodness and selflessness.

    Oath of the Ancients

    This oath is focused on protecting the natural world and preserving the balance of life. Paladins who swear this oath are often associated with druidic traditions and have a reverence for the natural world.

    Oath of Vengeance

    This oath is focused on hunting down and punishing evil. Paladins who swear this oath are often driven by a desire for revenge and have a more aggressive approach to combat.

    Oathbreaker

    This oath is a rare and unusual option that allows a paladin to break their sacred oath and become a fallen paladin. This can be a powerful character choice for players who want to explore the darker side of the paladin class.

    Other Oaths

    In addition to the above oaths, there are other options available in official D&D material and homebrew content. Some of these include the Oath of Glory, Oath of Redemption, Oath of the Crown, and Oath of the Watchers.

    paladin 5e class guide

    Building Your Paladin Character

    When creating a paladin character, there are several important decisions to make that will shape your play experience. Here are some key considerations:

    Race

    Paladins can be any race, but certain races have abilities and bonuses that make them particularly suited to the class. For example, half-elves have bonuses to charisma and can use their racial ability to gain proficiency in additional skills.

    Ability Scores

    Paladins rely on strength and charisma, so these should be your primary ability scores. Constitution is also important for hit points and survivability.

    Background

    Your character’s background can help define their personality and motivations. Paladins are often associated with noble or religious backgrounds, but any background can work.

    Equipment

    Paladins have a wide range of equipment options, but some key items include a heavy armor, a shield, a melee weapon, and holy symbols or relics.

    Multiclassing

    Paladins can benefit from multiclassing with other classes, such as sorcerer, fighter, or warlock. This can add new abilities and flavor to your character, but be aware that it can also slow down your progression in the paladin class.

    Playing Your Paladin Character

    Paladins are versatile characters who can fill many different roles in a party. Here are some tips for playing your paladin effectively:

    Combat Strategies

    Paladins are strong melee combatants, so you’ll want to focus on using your weapon and spellcasting abilities to deal damage and protect your allies. Your lay on hands ability can also be useful for healing yourself or others in a pinch.

    Roleplaying Tips

    Paladins are often associated with honor, righteousness, and a devotion to a higher power. Embodying these ideals can help you play your character more convincingly and create interesting roleplaying opportunities with other party members.

    Interacting with Other Characters

    Paladins can sometimes clash with characters who have different moral or ethical codes. It’s important to find a way to work together and find common ground, even if you don’t always agree on everything.

    Paladin 5e FAQs

    Can paladins use ranged weapons?
    Yes, paladins can use ranged weapons like bows or crossbows, but they are often better suited for melee combat.

    Can paladins be evil?
    Technically, yes, but it would require a special character backstory and a very specific approach to roleplaying. Most paladins are associated with goodness and righteousness.

    Can paladins use all types of armor?
    Paladins are proficient with all armor types, but some types, like heavy armor, provide more protection and are better suited for the class.

    Do paladins have to be religious?
    Not necessarily. While many paladins are associated with specific deities or religions, others may have a more secular or philosophical approach to their oath.

    Can paladins heal other characters?
    Yes, paladins can use their lay on hands ability to heal other characters, making them valuable party members in combat.

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