barbarian image
barbarian image

paladin

Role
Melee, Tank
Primary Ability Score
Strength, Charisma

Paladins are noble and devout warriors, driven by a code of ethics and a commitment to righteousness. They serve as both frontline warriors and divine spellcasters, blending martial prowess with the power of their sacred oaths. Paladins are often associated with ideals of justice, honor, and protecting the innocent.

Hit Points

Hit Dice

Hit Points
at 1st Level

1d10 per paladin level

10 + your Constitution modifier

Proficiencies

Weapons
Simple Weapons
Martial Weapons
Armors
All Armor
Shields
Tools
None
Saving
Throws
Wisdom
Charisma
Skills
Choose two
Athletics
Insight
Intimidation
Medicine
Persuasion
Religion

Choose a Skill

Description

Ability Score

Equipments

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
holy symbol
1 Chain Mail
LevelProficiency
Bonus
FeaturesSpell Slots Per Spell Level
1st2nd3rd4th5th
1st+2
Divine Sense,
Lay on Hands
00000
2nd+2
Fighting Style,
Spellcasting: Paladin,
Divine Smite
20000
3rd+2
Divine Health,
Sacred Oath,
Oath Spells,
Channel Divinity
30000
4th+2
Ability Score Improvement
30000
5th+3
Extra Attack
42000
6th+3
Aura of Protection
42000
7th+3
---
43000
8th+3
Ability Score Improvement
43000
9th+4
---
43200
10th+4
Aura of Courage
43200
11st+4
Improved Divine Smite
43300
12nd+4
Ability Score Improvement
43300
13rd+5
---
43310
14th+5
Cleansing Touch
43310
15th+5
---
43320
16th+5
Ability Score Improvement
43320
17th+6
---
43331
18th+6
Aura improvements
43331
19th+6
Ability Score Improvement
43332
20th+6
---
43332

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.

Class Features

features images

Divine Sense

Lay on Hands

Divine Smite

Fighting Style: Defense

Fighting Style: Dueling

Fighting Style: Great Weapon Fighting

Fighting Style: Protection

Fighting Style

Spellcasting: Paladin

Channel Divinity

Channel Divinity: Sacred Weapon

Channel Divinity: Turn the Unholy

Divine Health

Oath Spells

Sacred Oath

Ability Score Improvement

Extra Attack

Aura of Protection

Aura of Devotion

Ability Score Improvement

Aura of Courage

Improved Divine Smite

Ability Score Improvement

Cleansing Touch

Purity of Spirit

Ability Score Improvement

Aura improvements

Ability Score Improvement

Holy Nimbus

Subclasse : Devotion

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.
Channel Divinity: Sacred WeaponChannel Divinity: Turn the Unholy
Level 3
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.
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
Level 7
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
Level 15
Beginning at 15th level, you are always under the effects of a protection from evil and good spell.
Level 18
Holy Nimbus
Level 20
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.
subclasse images

Spell List

Lvl 0
Lvl 1
Lvl 2
Lvl 3
Lvl 4
Lvl 5
Lvl 6
Lvl 7
Lvl 8
Lvl 9