Clad in plate armuor that gleams in the sunlight despite
the dust and grime of long travel, a Breton 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 Dunmer 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
ores are dead before they even realize he is there.
Silver fur shining in a shaft of light that seems to
illuminate only him, a Khajiit 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.
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
armor proficiencies:
All armour, shields
weapon proficiencies:
Simple weapons, martial weapons
tools:
None
saving throws:
Wisdom, Charisma
skills:
Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
starting 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
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 Close 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.
class features:
Divine Health
Your connection with the gods gives you resistance to disease and an immunity from lycanthropy and sanguinare vampiris, (the Path of the Warewolf and Vampiric Bloodline subclasses are closed to you). By 3rd level, the divine magic flowing through you makes you immune to all disease.
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 deadra or undead within 60 feet of you that is not behind total
cover. You know the type (deadra or undead) of
any being whose presence you sense, but not its identity.
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 x 5.
As an action, you can touch a creature and draw
power from the pool to restore a number of hit points
to that creature, up to the maximum amount remaining
in your pool. 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.
Defence
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 im pose disadvantage on the attack roll.
You must be wielding a shield.
Divine Smite
Starting at 2nd level, when you hit a creature with a
melee weapon attack, you can expend one paladin 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 deadra.
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 m elee w eapon strikes carry divine
pow er 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.
subclass options:
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.
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 of Devotion Spells
3rd: Protection, Sanctuary
5th: Lesser Restoration, Zone of Truth
9th: Beacon of Hope, Dispel Magic
13th: Freedom of Movement, Guardian of Faith
17th: Commune, Flame 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.
Oath of the Ancients
The Oath of the Ancients is as old as the race of elves
and the rituals of the druids, paladins who
swear this oath cast their lot with the side of the light
in the cosmic struggle against darkness because they
love the beautiful and life-giving things of the world,
not necessarily because they believe in principles of
honor, courage, and justice. They adorn their armour and
clothing with images of growing things—leaves, antlers,
or flowers—to reflect their commitment to preserving
life and light in the world.
Tenets of the Ancients
The tenets of the Oath of the Ancients have been
preserved for uncounted centuries. This oath
emphasizes the principles of good above any concerns
of law or chaos. Its four central principles are simple.
Kindle the Light. Through your acts of mercy,
kindness, and forgiveness, kindle the light of hope in the
world, beating back despair.
Shelter the Light. Where there is good, beauty, love,
and laughter in the world, stand against the wickedness
that would swallow it. Where life flourishes, stand
against the forces that would render it barren.
Preserve Your Own Light. Delight in song and
laughter, in beauty and art. If you allow the light to die in
your own heart, you can’t preserve it in the world.
Be the Light. Be a glorious beacon for all who live in
despair. Let the light of your joy and courage shine forth
in all your deeds.
Oath of the Ancients Spells
3rd: Ensnaring Strike, Speak with Animals
5th: Moonbeam, Misty Step
9th: Plant Growth, Protection from Energy
13th: Ice Storm, Stoneflesh
17th: Commune with Nature, Tree Stride
Channel Divinity:
When you take this oath at 3rd level, you gain the
following two Channel Divinity options.
Nature’s Wrath. You can use your Channel Divinity
to invoke primeval forces to ensnare a foe. As an action,
you can cause spectral vines to spring up and reach
for a creature within 10 feet of you that you can see.
The creature must succeed on a Strength or Dexterity
saving throw (its choice) or be restrained. While
restrained by the vines, the creature repeats the saving
throw at the end of each of its turns. On a success, it
frees itself and the vines vanish.
Turn the Faithless. You can use your Channel
Divinity to utter ancient words that are painful for elementals or deadra to hear. As an action, you present your holy symbol, and each elemental or deadra within 30 feet of you that can hear you must make a Wisdom saving throw. On a
failed save, the creature 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. If the creature’s true form is concealed by an illusion,
shapeshifting, or other effect, that form is revealed while
it is turned.
Aura of Warding
Beginning at 7th level, ancient magic lies so heavily
upon you that it forms an eldritch ward. You and friendly
creatures within 10 feet of you have resistance to
damage from spells. At 18th level, the range of this aura increases to 30 feet.
Undying Sentinel
Starting at 15th level, when you are reduced to 0 hit
points and are not killed outright, you can choose to
drop to 1 hit point instead. Once you use this ability, you
can’t use it again until you finish a long rest.
Additionally, you suffer none of the drawbacks of old
age, and you can’t be aged magically.
Elder Champion
At 20th level, you can assume the form of an ancient
force of nature, taking on an appearance you choose.
For example, your skin might turn green or take on a
bark-like texture, your hair might become leafy or mosslike, or you might sprout antlers or a lion-like mane.
Using your action, you undergo a transformation.
For 1 minute, you gain the following benefits:
• At the start of each of your turns, you regain 10 hit
points.
• Whenever you cast a paladin spell that has a casting
time of 1 action, you can cast it using a bonus action
instead.
• Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and
Channel Divinity options.
Once you use this feature, you can’t use it again until
you finish a long rest.
Oath of Vengeance
The Oath of Vengeance is a solemn commitment to
punish those who have committed a grievous sin. When
evil forces slaughter helpless villagers, when an entire
people turns against the will of the gods, when a thieves’
guild grows too violent and powerful, when a dragon
rampages through the countryside—at times like these,
paladins arise and swear an Oath of Vengeance to set
right that which has gone wrong. To these paladins—
sometimes called blades or dark knights—their own
purity is not as important as delivering justice.
Tenets of Vengence
The tenets of the Oath of Vengeance vary by paladin, but
all the tenets revolve around punishing wrongdoers by
any means necessary. Paladins who uphold these tenets
are willing to sacrifice even their own righteousness to
mete out justice upon those who do evil, so the paladins
are often neutral or lawful neutral in alignment. The
core principles of the tenets are brutally simple.
Fight the Greater Evil. Faced with a choice of fighting
my sworn foes or com bating a lesser evil. I choose the
greater evil.
No Mercy for the Wicked. Ordinary foes might win
my mercy, but my sworn enem ies do not.
By Any Means Necessary. My qualms can’t get in the
way of exterminating my foes.
Restitution. If my foes wreak ruin on the world, it is
because I failed to stop them. I must help those harmed
by their misdeeds.
Oath of Vengence Spells
3rd: Bane, Hunter's Mark
5th: Hold Person, Misty Step
9th: Haste, Protection from Energy
13th: Banishment, Oblivion Door
17th: Hold Monster, Scrying
Channel Divinity:
When you take this oath at 3rd level, you gain the
following two Channel Divinity options.
Abjure Enemy. As an action, you present your holy
symbol and speak a prayer of denunciation, using your
Channel Divinity. Choose one creature within 60 feet
of you that you can see. That creature must make a
Wisdom saving throw, unless it is immune to being
frightened. Dragons and undead have disadvantage on
this saving throw.
On a failed save, the creature is frightened for 1
minute or until it takes any damage. While frightened,
the creature’s speed is 0, and it can’t benefit from any
bonus to its speed.
On a successful save, the creature’s speed is halved
for 1 minute or until the creature takes any damage.
Vow of Enmity. As a bonus action, you can utter a vow
of enmity against a creature you can see within 10 feet
of you, using your Channel Divinity. You gain advantage
on attack rolls against the creature for 1 minute or until
it drops to 0 hit points or falls unconscious.
Relentless Avenger
By 7th level, your supernatural focus helps you close
off a foe’s retreat. W hen you hit a creature with an
opportunity attack, you can move up to half your
speed immediately after the attack and as part of
the same reaction. This movement doesn’t provoke
opportunity attacks.
Soul of Vengence
Starting at 15th level, the authority with which you
speak your Vow of Enmity gives you greater power over
your foe. When a creature under the effect of your Vow
of Enmity makes an attack, you can use your reaction to
make a melee weapon attack against that creature if it is
within range.
Avenging Angel
At 20th level, upon your characters death. You may fight on in spectral form, your avenging ghost will have your full hit points, AC, spells, spell slots, armour and any equiped weapons or items you were carrying upon your death. Though all in spectral form, you will persist until your ghost is reduced to 0 hp. While in this form, you cannot pick up/use phyical, items or equipment. While in this form, you cannot gain xp or level up, though you may still rest and long rest. At any time while in this form, you may choose to 'move on' at which point your ghost will cease to exist.
In this form you also emanate an aura of menace in a 30-foot radius.
The first time any enemy creature enters the aura or
starts its turn there during a battle, the creature must
succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage.
Attack rolls against the frightened creature have
advantage.
Once you use this feature, your mortal body will be reduced to ash.