Paladin 5e

Holy warriors bound by sacred oaths who combine martial prowess with divine magic. Paladins are frontline fighters who smite enemies and protect allies with powerful auras.

At a Glance

Hit Die
d10
Primary Ability
Strength, Charisma
Saving Throws
Wisdom, Charisma
Armor
All armor, shields
Weapons
Simple weapons, martial weapons
Spellcasting
Half caster (Charisma)

Key Features

FeatureLevelDescription
Lay on Hands1stHeal up to 5 HP per paladin level per long rest as an action. Can also cure diseases or poison for 5 HP.
Divine Smite2ndExpend spell slot when you hit with melee weapon to deal 2d8 (+1d8 per slot level) radiant damage. +1d8 against undead/fiends.
Fighting Style2ndChoose Defense, Dueling, Great Weapon Fighting, or Protection (Blessed Warrior in Tasha's for cantrips).
Channel Divinity3rdSacred Oath feature usable once per rest. Most oaths grant offensive or defensive options.
Extra Attack5thAttack twice when taking the Attack action.
Aura of Protection6thYou and allies within 10 ft (30 ft at 18th) gain bonus to saves equal to your CHA modifier.

Subclasses

SubclassSourceFocus
Oath of DevotionPlayer's HandbookClassic holy knight with Sacred Weapon and protection from charm
Oath of the AncientsPlayer's HandbookNature-themed with resistance to spell damage aura
Oath of VengeancePlayer's HandbookAggressive hunter with advantage on attacks against marked target
OathbreakerDungeon Master's GuideEvil paladin controlling undead with aura boosting fiends/undead
Oath of ConquestXanathar's Guide to EverythingFear-based control reducing enemy speed to 0 in aura
Oath of RedemptionXanathar's Guide to EverythingPacifist protector reflecting damage and taking hits for allies
Oath of GloryTasha's Cauldron of EverythingAthletic hero with speed boosts and legendary athletics
Oath of the WatchersTasha's Cauldron of EverythingAnti-extraplanar with initiative bonuses and mental save aura

Common Mistakes

Common Mistake
Smiting before confirming the hit actually lands - declare Divine Smite after rolling damage
Common Mistake
Forgetting Aura of Protection affects all saves, making the party incredibly resilient
Common Mistake
Not managing spell slots between smites and utility spells like Bless or Find Steed
Common Mistake
Missing that you can smite on opportunity attacks and critical hits (double smite dice on crits)

DM Tips

DM Tip
Aura of Protection is incredibly powerful - +3 to +5 on all saves for the party
DM Tip
Paladins nova hard with multiple smites but burn resources quickly
DM Tip
Their spell slots are limited but impactful - expect Bless, Shield of Faith, Find Steed
DM Tip
Smite damage makes them excellent against single big targets but less effective against swarms

Frequently Asked Questions

Sources & Further Reading