One D&D Preview/UA

Paladins are united by their oaths to stand against the forces of annihilation and corruption. Whether sworn before a god’s altar, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witnesses, a Paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.


The PaladinSpell Slots per Spell Level
Level   Proficiency Bonus   FeaturesChannel DivinityPrepared Spells1st2nd3rd4th5th
1st+2Lay on Hands, Spellcasting, Weapon Mastery (One D&D)-22----
2nd+2Fighting Style, Paladin's Smite-32----
3rd+2Channel Divinity, Paladin Subclass 243----
4th+2Ability Score Improvement253----
5th+3Extra Attack, Faithful Steed2642---
6th+3Aura of Protection2642---
7th+3Subclass Feature2743---
8th+3Ability Score Improvement2743---
9th+4Abjure Foes29432--
10th+4Aura of Courage29432--
11th+4Radiant Strikes310433--
12th+4Ability Score Improvement310433--
13th+5 3114331-
14th+5Restoring Touch3114331-
15th+5Subclass Feature3124332-
16th+5Ability Score Improvement3124332-
17th+6 31443331
18th+6Aura Expansion31443331
19th+6Ability Score Improvement31543332
20th+6Subclass Feature31543332

Multiclassing and the Paladin: You must have a Charisma score and a Strength score of 13 or higher in order to multiclass in or out of this class.

Creating a Paladin

To create a Paladin, consult the following lists, which provide your Primary Ability, Hit Points, and proficiencies. If you’re making a level 1 character, also consult the “Starting Equipment” section, and if you’re using the multiclassing rules, see “Multiclassing and the Paladin” above.

Then look at the Paladin table to see the class features you get at each level in this class. The descriptions of those features appear in the “Paladin Class Features” section.

Primary Ability

Your primary abilities are Dexterity and Charisma or Strength and Charisma. When you choose this class at 1st level, you can either increase your Dexterity, Charisma, or Strength by 2.

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) six javelins or (b) any simple melee weapon
  • (a) a priest's pack or (b) an explorer's pack
  • Chain mail and a holy symbol

Alternatively, you can forgo this starting equipment and spend 150 GP on equipment of your choice.

Paladin Class Features

As a Paladin, you gain the following class features when you reach the specified levels in this class. These features are listed on the Paladin table.

Level 1: Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level.

As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.

In addition, you can expend 5 Hit Points from the pool of healing to remove the Poisoned condition from the creature, rather than using those points to restore Hit Points.

Level 1: Spellcasting

You have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.

Spell Slots

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

Prepared Spells of Level 1+

You prepare the list of spells of 1st level and higher that are available for you to cast with this feature. To start, choose two 1st-level spells from the Paladin spell list. Rather than choosing, you may start with Heroism and Searing Smite.

The number of spells on your list increases as you gain Paladin levels, as shown in the Prepared Spells column of the Paladin table. Whenever that number increases, choose additional spells from the Paladin spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a 5th-level Paladin, your list of prepared spells can include six Paladin spells of 1st or 2nd level, in any combination.

If another Paladin feature gives spells that you always have prepared, those spells don’t count against the number of spells on the list you prepare with this Spellcasting feature, but those spells otherwise follow the rules in this feature.

Changing Your Prepared Spells

Whenever you finish a Long Rest, you can replace one spell on your list with another Divine spell for which you have spell slots.

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 the spells you prepare for this class.

Level 1: Weapon Mastery (One D&D)

Your training with weapons allows you to use the Mastery property of two kinds of Weapons of your choice with which you have proficiency, such as Longswords and Javelins.

Whenever you finish a Long Rest, you can practice weapon drills and change one or both of those weapon choices.

Using Weapon Mastery

If you’re wielding a Weapon and have learned its Mastery Property, you are able to use that mastery property every time you make an attack with the weapon, no action required.

Different mastery properties have different triggers. For example, Cleave requires you to hit a creature with a melee attack roll while Graze triggers when you miss a creature with an attack roll.

Level 2: Fighting Style

You adopt a particular 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.

  • Blessed Warrior. You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.
  • Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • 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, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
  • 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.
  • Close Quarters Shooter (UA: Ask GM before taking). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
  • Mariner (UA: Ask GM before taking). As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.

Level 2: Paladin's Smite

You have mastered smiting your targets with divine energy; You always have the Divine Smite spell prepared.

Level 3: Channel Divinity

You can channel divine energy directly from the Outer Planes, using that energy to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this Channel Divinity, you choose which effect to create from among those you have from this class.

You can use Channel Divinity twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Paladin levels, as shown in the Channel Divinity column of the Paladin table.

If a Channel Divinity effect requires a saving throw, the DC equals the Spell Save DC from this class’s Spellcasting feature.

Divine Sense. As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

Level 3: Paladin Subclass

You gain a Paladin subclass of your choice, choosing from the Paladin Subclasses table below.

A subclass is a specialization that grants you special abilities at certain Paladin levels. For the rest of your career, you gain each of your subclass’s features that are of your Paladin level and lower.

Official Subclasses
Subclass Source
Ancients
PHB
Conquest
XGE
Crown
SCAG
Devotion
PHB
Glory
TCE
Redemption
XGE
Vengeance
PHB
Watchers
TCE
Oathbreaker
DMG
Unofficial Subclasses
Pestilence
3rd Party

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.

Level 4: 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.

Level 5: Extra Attack

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

Level 5: Faithful Steed

You can easily call on the aid of an otherworldly steed. You always have the Find Steed spell prepared.

You can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.

Level 6: Aura of Protection

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.

Level 9: Abjure Foes

As an action, you can expend one use of your Channel Divinity to overwhelm foes with divine awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself.

Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. While frightened in this way, they can only do one of the following on their turns: use movement, use an Action, or use a Bonus Action.

Level 10: Aura of Courage

You and your allies are immune to the Frightened condition while in your Aura of Protection. If a Frightened ally enters the aura, that condition has no effect on that ally while there.

Level 11: Radiant Strikes

You are so suffused with divine might that your weapon strikes carry supernatural power with them. When you hit a target with an attack roll using a melee weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage.

Level 14: Restoring Touch

When you use Lay on Hands on a creature, you can also remove one or more of the following conditions from the creature: Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned. You must expend 5 Hit Points from the healing pool of Lay on Hands for each of these conditions you remove; those points don’t also restore Hit Points to the creature.

Level 18: Aura Expansion

Your Aura of Protection now extends 30 feet from you rather than 10 feet.

Paladin (PHB)

Player's Handbook

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.

The PaladinSpell Slots per Spell Level
Level   Proficiency Bonus   Features1st2nd3rd4th5th
1st+2Divine Sense, Lay on Hands, Weapon Mastery (One D&D)-----
2nd+2Fighting Style, Spellcasting, Divine Smite2----
3rd+2Divine Health, Sacred Oath, Harness Divine Power   3----
4th+2Ability Score Improvement, Martial Versatility3----
5th+3Extra Attack42---
6th+3Aura of Protection42---
7th+3Sacred Oath feature43---
8th+3Ability Score Improvement, Martial Versatility43---
9th+4 432--
10th+4Aura of Courage432--
11th+4Improved Divine Smite433--
12th+4Ability Score Improvement, Martial Versatility433--
13th+5 4331-
14th+5Cleansing Touch4331-
15th+5Sacred Oath feature4332-
16th+5Ability Score Improvement, Martial Versatility4332-
17th+6 43331
18th+6Aura improvements43331
19th+6Ability Score Improvement, Martial Versatility43332
20th+6Sacred Oath feature43332

Multiclassing and the Paladin: You must have a Charisma score and a Strength score of 13 or higher in order to multiclass in or out of this class.

Creating a Paladin

To create a Paladin, consult the following lists, which provide your Primary Ability, Hit Points, and proficiencies. If you’re making a level 1 character, also consult the “Starting Equipment” section, and if you’re using the multiclassing rules, see “Multiclassing and the Paladin” above.

Then look at the Paladin table to see the class features you get at each level in this class. The descriptions of those features appear in the “Paladin Class Features” section.

Primary Ability

Your primary abilities are Dexterity and Charisma or Strength and Charisma. When you choose this class at 1st level, you can either increase your Dexterity, Charisma, or Strength by 2.

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

Paladin Class Features

As a Paladin, you gain the following class features when you reach the specified levels in this class. These features are listed on the Paladin table.

Level 1: 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.

Level 1: Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to 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.

Level 1: Weapon Mastery (One D&D)

Your training with weapons allows you to use the Mastery property of two kinds of Weapons of your choice with which you have proficiency, such as Longswords and Javelins.

Whenever you finish a Long Rest, you can practice weapon drills and change one or both of those weapon choices.

Using Weapon Mastery

If you’re wielding a Weapon and have learned its Mastery Property, you are able to use that mastery property every time you make an attack with the weapon, no action required.

Different mastery properties have different triggers. For example, Cleave requires you to hit a creature with a melee attack roll while Graze triggers when you miss a creature with an attack roll.

Level 2: Fighting Style

You adopt a particular 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.

  • Blessed Warrior. You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.
  • Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • 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, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
  • 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.
  • Close Quarters Shooter (UA: Ask GM before taking). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
  • Mariner (UA: Ask GM before taking). As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.

Level 2: Spellcasting

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.

Level 2: Divine Smite

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, to a maximum of 6d8.

Level 3: Divine Health

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

Level 3: Sacred Oath

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. 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.

Official Subclasses
Oath Source
Ancients
PHB
Conquest
XGE
Crown
SCAG
Devotion
PHB
Glory
TCE
Redemption
XGE
Vengeance
PHB
Watchers
TCE
Oathbreaker
DMG
Unofficial Subclasses
Pestilence
3rd Party

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.

Level 3: Harness Divine Power (Optional)

You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.

Level 4: 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.

Level 4: Martial Versatility (Optional)

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.

Level 5: Extra Attack

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

Level 6: Aura of Protection

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.

Level 10: Aura of Courage

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.

Level 11: Improved Divine Smite

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.

Level 14: Cleansing Touch

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.

Notes