Leveling Guide: Paladin Level 1-5

LevelProficiency BonusFeatures1st2nd3rd4th5th
1st+2Divine Sense, Lay on Hands--
2nd+2Fighting Style, Spellcasting, Divine Smite2
3rd+2Divine Health, Sacred Oath3
4th+2New Feat3
5th+3Extra Attack42

1st Level

1st Level Paladin

  • Initial HP = 10 + Constitution (CON) Modifier
  • Armor Proficiency: All armor, shields
  • Weapon Proficiency: Simple Weapons, Martial Weapons
  • One (1) 1d10 Hit Die
  • +2 Proficiency Bonus
  • Proficiency Bonus added to WIS and CHA saving throws
  • Choice of Proficiency Bonus to Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion (Choose two)
  • Divine Sense
  • Lay on Hands
  • 2nd Level

    2nd Level Paladin

  • Max HP increase. Add 1d10 + CON Modifier to the current total Max HP
  • One (1) additional 1d10 Hit Die
  • Spellcasting Ability (CHA)
  • Two (2) 1st level spell slots
  • Access to the Paladin Spell List
  • Divine Smite
  • Fighting Style
  • 3rd Level

    3rd Level Paladin

  • Max HP increase. Add 1d10 + CON Modifier to the current total Max HP
  • One (1) additional 1d10 Hit Die
  • One (1) additional 1st level spell slot
  • Divine Health
  • Sacred Oath
  • 4th Level

    4th Level Paladin

  • Max HP increase. Add 1d10 + CON Modifier to the current total Max HP
  • One (1) additional 1d10 Hit Die
  • New Feat
  • 5th Level

    5th Level Paladin

  • Max HP increase. Add 1d10 + CON Modifier to the current total Max HP
  • One (1) additional 1d10 Hit Die
  • One (1) additional 1st level spell slot
  • Two (2) 2nd level spell slots
  • Extra Attack (can attack again if the Attack action was used)
  • Proficiency Bonus is increased by 1

  • 1st Level

    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 pow er 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.


    2nd Level

    Spellcasting

    Prepared Spells
    After a long rest you can prepare a number of 1st spells equal to your your CHA mod + 1 (half your level, rounded down), with a minimum of one, from the Paladin Spell list.
    Spell Slots
    You can cast two 1st level spells you have prepared between long rests.
    Spellcasting Ability
    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

    Divine Smite

    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.

    Fighting Style

    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.


    3rd Level

    Spellcasting

    Spellslots
    You can cast three 1st level spells you have prepared between Long Rests.

    Divine Health

    The divine magic flowing through you makes you immune to disease.

    Sacred Oaths

    You choose the Oath of Devotion, the Oath of the Ancients, or the Oath of Vengeance.
    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.

    Oath of Devotion

    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 minim um 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.

    Oath of Devotion Spells

    Paladin LevelSpells
    3rdProtection from Evil and Good, Sanctuary

    Oath of the Ancients

    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 fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend 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.

    Oath of the Ancients Spells

    Paladin LevelSpells
    3rdEnsnaring Strike, Speak with Animals

    Oath of Vengeance

    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. Fiends 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.

    Oath of Vengeance Spells
    Paladin LevelSpells
    3rdBane, Hunter's Mark


    4th Level

    Spellcasting

    Prepared Spells
    After a long rest you can prepare a number of 1st spells equal to your your CHA mod + 2 (half your level, rounded down), with a minimum of one, from the Paladin Spell list.

    New Feat

    Select a feature you meet the prerequisite for from the list Linked Here.


    5th Level

    Spellcasting

    Prepared Spells
    After a long rest you can prepare a number of spells equal to your your CHA mod + 2 (half your level, rounded down), with a minimum of one, from the Paladin Spell list, two of which can be 2nd Level Spells.
    Spell Slots
    You can cast four 1st level spells and two 2nd level spells you have prepared between long rests.

    Extra Attack

    You can attack twice, instead of once, whenever you take the Attack action on your turn.

    Oath of Devotion

    Oath of Devotion Spells

    Paladin LevelSpells
    3rdProtection from Evil and Good, Sanctuary
    5thLesser Restoration, Zone of Truth

    Oath of the Ancients

    Oath of the Ancients Spells

    Paladin LevelSpells
    3rdEnsnaring Strike, Speak with Animals
    5thMoonbeam, Misty Step

    Oath of Vengeance

    Oath of Vengeance Spells
    Paladin LevelSpells
    3rdBane, Hunter's Mark
    5thHold Person, Misty Step
     

    Paladin Spell List

    1st Level

    • Bless
    • Ceremony
    • Command
    • Compelled Duel
    • Cure Wounds
    • Detect Evil and Good
    • Detect Magic
    • Detect Poison and Disease
    • Divine Favor
    • Heroism
    • Protection from Evil and Good
    • Purify Food and Drink
    • Searing Smite
    • Shield of Faith
    • Thunderous Smite
    • Wrathful Smite

    2nd Level

    • Aid
    • Branding Smite
    • Find Steed
    • Gentle Repose
    • Lesser Restoration
    • Locate Object
    • Magic Weapon
    • Prayer of Healing
    • Protection from Poison
    • Warding Bond
    • Zone of Truth

    3rd Level

    • Aura of Vitality
    • Blinding Smite
    • Create Food and Water
    • Crusader's Mantle
    • Daylight
    • Dispel Magic
    • Elemental Weapon
    • Magic Circle
    • Remove Curse
    • Revivify
    • Spirit Shroud

    4th Level

    • Aura of Life
    • Aura of Purity
    • Banishment
    • Death Ward
    • Find Greater Steed
    • Locate Creature
    • Staggering Smite

    5th Level

    • Banishing Smite
    • Circle of Power
    • Destructive Wave
    • Dispel Evil and Good
    • Geas
    • Holy Weapon
    • Raise Dead
    • Summon Celestial

    Paladin Leveling Chart

    LevelProficiency BonusFeatures1st2nd3rd4th5th
    1st+2Divine Sense, Lay on Hands2--
    2nd+2Fighting Style, Spellcasting, Divine Smite2
    3rd+2Divine Health, Sacred Oath3
    4th+2New Feat3
    5th+3Extra Attack42
    6th+3Aura of Protection42
    7th+3Sacred Oath Feature43
    8th+3New Feat43
    9th+4432
    10th+4Aura of Courage432
    11th+4Improved Divine Smite433
    12th+4New Feat433
    13th+54331
    14th+5Cleansing Touch4331
    15th+5Sacred Oath Feature4332
    16th+5New Feat4332
    17th+643331
    18th+6Aura Improvements43332
    19th+6New Feat43332
    20th+6Sacred Oath Feature43332

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