Paladin

Feat Name Action Contents
Divine Sense The presence of strong evil registers on {name}’s senses like a noxious odor, and powerful good rings like heavenly music in their ears. As an action, they can open their awareness to detect such forces. Until the end of their next turn, they know the location of any celestial, fiend, or undead within {"60 feet"} of them that is not behind total cover. They know the type (celestial, fiend, or undead) of any being whose presence they sense, but not its identity. Within the same radius, they also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
They can use this feature a number of times equal to {1 + ChaMod}. When they finish a long rest, they regain all expended uses.
Lay on Hands {name}’s blessed touch can heal wounds. They have a pool of healing power that replenishes when they take a long rest. With that pool, they can restore a total number of hit points equal to their paladin level × 5.
As an action, they 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 their pool.
Alternatively, they can expend {"5 hit points"} from their pool of healing to cure the target of one disease or neutralize one poison affecting it. They 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, {name} adopts a style of fighting as their specialty. Choose one of the following options. They can’t take a Fighting Style option more than once, even if they later get to choose again.
_ Defense: While they are wearing armor, they gain a {"+1"} bonus to AC.
_ Dueling: When they are wielding a melee weapon in one hand and no other weapons, they gain a {"+2"} bonus to damage rolls with that weapon.
_ Great Weapon Fighting: When they roll a {1} or {2} on a damage die for an attack they make with a melee weapon that they are wielding with two hands, they can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for them to gain this benefit.
_ Protection: When a creature they can see attacks a target other than them that is within {"5 feet"} of them, they can use their reaction to impose disadvantage on the attack roll. They must be wielding a shield.
Spellcasting By 2nd level, {name} has learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.
Divine Smite Starting at 2nd level, when {name} hits a creature with a melee weapon attack, they 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 {name} makes them immune to disease.
Sacred Oath When {name} reaches 3rd level, they swear the oath that binds them as a paladin forever. Up to this time they have been in a preparatory stage, committed to the path but not yet sworn to it.
Their choice grants them features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.
Extra Attack Beginning at 5th level, {name} can attack twice, instead of once, whenever they take the Attack action on their turn.
Aura of Protection Starting at 6th level, whenever {name} or a friendly creature within {"10 feet"} of them must make a saving throw, the creature gains a bonus to the saving throw equal to {max(ChaMod,1)}. {name} 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, {name} and friendly creatures within {"10 feet"} of them can’t be frightened while they are conscious.
At 18th level, the range of this aura increases to {"30 feet"}.
Improved Divine Smite By 11th level, {name} is so suffused with righteous might that all their melee weapon strikes carry divine power with them. Whenever they hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If they also use their Divine Smite with an attack, they add this damage to the extra damage of their Divine Smite.
Cleansing Touch Beginning at 14th level, {name} can use their action to end one spell on themselves or on one willing creature that they touch.
They can use this feature {max(ChaMod,1)} number of times. They regain expended uses when they 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.paladin

Oath of Devotion

Feat Name Action Contents
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 {name} gains oath spells at the paladin levels listed.
3rd: Protection from Evil and Good, 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 {name} takes this oath at 3rd level, they gain the following two Channel Divinity options.
- Sacred Weapon: As an action, they can imbue one weapon that they are holding with positive energy, using their Channel Divinity. For {"1 minute"}, they add their Charisma modifier ({max(ChaMod,1)}) to attack rolls made with that weapon. 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.
They can end this effect on their turn as part of any other action. If they are no longer holding or carrying this weapon, or if they fall unconscious, this effect ends.
- Turn the Unholy. As an action, they present their holy symbol and speak a prayer censuring fiends and undead, using their Channel Divinity. Each fiend or undead that can see or hear them within {"30 feet"} of them 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 them as it can, and it can’t willingly move to a space within {"30 feet"} of them. 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, {name} and friendly creatures within {"10 feet"} of them can’t be charmed while they are conscious.
At 18th level, the range of this aura increases to {"30 feet"}.
Purity of Spirit Beginning at 15th level, {name} is always under the effects of a protection from evil and good spell.
Holy Nimbus At 20th level, as an action, {name} can emanate an aura of sunlight. For {"1 minute"}, bright light shines from them 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, they have advantage on saving throws against spells cast by fiends or undead.