Paladin

Core Progression

LevelFeaturesChannel DivinityMax Spell LvlPrepared Spells
1Divine Seal, Weapon Mastery, 2/long restCha + 1
2Aṣé Smite, Fighting Style2/long rest1stCha + 1
3Oath Signature, Oath Channel2/long rest1stCha + 2
4Aṣé Surge, ASI2/long rest1stCha + 2
5Extra Attack, Faithful Steed2/long rest2ndCha + 3
6Aura of Resolve2/long rest2ndCha + 3
7Oath Feature2/long rest2ndCha + 4
8ASI2/long rest2ndCha + 4
9Restoring Touch2/long rest3rdCha + 5
10Aura of Warding2/long rest3rdCha + 5
11Radiant Cascade (Smite Upgrade)2/long rest3rdCha + 6
12ASI2/long rest3rdCha + 6
13Divine Beacon2/long rest4thCha + 7
14Aura Mastery2/long rest4thCha + 7
15Ultimate Oath Revelation2/long rest5thCha + 8

(1st Level)

Divine Seal

Your soul has been marked by a metaphysical calling. This is the spiritual source of your divine magic. It grants you the following:

Divine Spellcasting:

You channel Aṣé through Roll to Cast divine spells. You are a half-caster (see table).

  • Spellcasting Ability: Charisma
  • Spellcasting Focus: Holy Symbol
  • Prepared Spells: You prepare a number of Paladin spells = Cha mod + 1/2 Paladin level (rounded up).
  • Change Prepared Spells: When you finish a long rest, you can replace one spell with another Paladin spell you can cast.

Channel Divinity (2/long rest):

You can invoke sacred force through divine acts. Starting at 1st level, you can use two Channel Divinities per long rest.

At 3rd level, your chosen Oath grants unique Channel options.

At level 1, you gain:

  • Sacred Weapon: Infuse your weapon with Aṣé. For 1 minute, add Cha modifier to attack rolls, and weapon sheds radiant light.
  • Turn the Unholy: As an action, force fiends and undead within 30 ft to make a Wis save or be turned for 1 minute.

Weapon Mastery

You gain two weapon mastery properties of your choice. You may change one of your weapon masteries when you finish a long rest, as long as you have the corresponding weapon on hand.

(2nd Level)

Aṣé Smite

When you hit with a melee weapon attack, you can channel a spell slot to deal radiant damage:

  • +2d8 radiant for 1st-level, +1d8 per level above.
  • Extra 1d8 vs Undead/Fiends.
  • No Roll to Cast required, but the divine power still flares visibly.

Also at 2nd:

  • Fighting Style (Defense, Dueling, Protection, or Great Weapon)

(3rd Level)

Oath Signature

Choose your Sacred Oath.

Divine Seal

You carry a Divine Seal, a symbol or internalized brand of your sacred path. Choose a guiding ideal:

  • Divine Sense: Infuse your weapon with Aṣé. For 1 minute, add Cha modifier to attack rolls, and weapon sheds radiant light.
  • Lay on Hands: Pool = 5 × Paladin level. Heals HP, cures one disease/poison for 5 points.

(4th Level)

Aṣé Surge

When you smite or cast a divine spell, you can radiate holy force in a 10 ft aura until end of turn:

  • Enemies have disadvantage on opportunity attacks against allies
  • Allies gain +1d4 radiant damage on their first weapon hit

Uses = Cha mod/long rest.

(5th Level)

Extra Attack + Void Resistance

  • You can attack twice.
  • You gain resistance to necrotic or void damage (your choice), signifying your divine resilience.

Faithful Steed

You can summon a spiritual mount that embodies your divine ideal. Choose a steed form: celestial warhorse, radiant direwolf, spectral raptor, or a creature linked to your Oath.

  • Casting Find Steed doesn't count as a prepared spell.
  • Your steed gains temporary HP = your Paladin level each time you finish a long rest.
  • It can understand your speech and obey telepathic commands within 100 ft.

(6th Level)

Aura of Resolve

  • Allies within 10 ft gain +Cha mod to saving throws against fear and charm.
  • Always active, as long as you’re conscious.

(7th Level)

Oath Feature

Your Sacred Oath grants a new feature based on your divine path.
Examples:

  • Vengeance: Mist Step-like burst after slaying a foe
  • Justice: Radiant bind zone
  • Glory: Temporary flight surge

(8th Level)

Ability Score Improvement (or feat)

(9th Level)

Restoring Touch

As an action, you may touch a creature and restore their Aṣé. You may choose one:

  • Cure 1 condition: blinded, deafened, paralyzed, poisoned, stunned
  • Remove 1 level of exhaustion
  • Remove charm or fright effect

You may use this feature Cha mod times per long rest.

(10th Level)

Aura of Warding

You and allies within 10 ft gain resistance to spell damage.
The divine aura now extends your soul’s protective field.

(11th Level)

Radiant Cascade (Smite Upgrade)

Your smites now deal 1d8 radiant splash to all enemies within 5 ft of the target (except you). You may choose to expend a second spell slot to cause a blindness save (Con, DC = Spell Save DC) on hit enemies.

(12th Level)

ASI or Feat

(13th Level)

Divine Beacon

Your body glows with holy force during battle:

  • While below half HP, you shed bright light in 10 ft and regain 1d4 HP when you smite.
  • Allies who start their turn within 10 ft gain temporary HP = Cha mod (1/turn).

(14th Level)

Aura Mastery

All your auras increase to 30 ft. In addition, your Aura of Resolve now also grants immunity to charm/fear (instead of just advantage).

(15th Level)

Ultimate Oath Revelation

You gain the apex gift of your Oath, a powerful divine miracle or battle transformation.

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

Primary Ability

Charisma & Strength

Proficiencies

Armor: All armor, shields

Weapons: Any 4 simple and/or martial weapons

Tools: None

Saving Throws: Wisdom, Charisma

Skills: Choose two from:
Athletics, Insight, Intimidation, Medicine, Persuasion, Religion, Survival

Equipment

You start with the following equipment, in addition to any equipment granted by your background:

Choose (A) or (B):
(A):

A martial weapon and a shield

A holy symbol (focus of your Oath)

A priest’s pack

(B):

Two martial weapons

A holy symbol

An explorer’s pack

Or:
Start with 75 gp to purchase your own equipment.


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