Paladin (One)
This article is about Paladin, One D&D class. | |
For other uses of Paladin, see Paladin (disambiguation). |
Paladin class [1]
Class Group: Priest
Primary Abilities: Strength, Charisma
Contents
- 1 Design Notes: Paladin Updates
- 2 Creating a Paladin
- 3 Paladin Class Features
- 3.1 Lay on Hands
- 3.2 Spellcasting
- 3.3 Weapon Mastery
- 3.4 Fighting Style
- 3.5 Paladin's Smite
- 3.6 Channel Divinity
- 3.7 Paladin Subclass
- 3.8 Ability Score Improvement
- 3.9 Extra Attack
- 3.10 Faithful Steed
- 3.11 Aura of Protection
- 3.12 Abjure Foes
- 3.13 Aura of Courage
- 3.14 Radiant Strikes
- 3.15 Restoring Touch
- 3.16 Aura Expansion
- 4 Sources and Notes
Design Notes: Paladin Updates[edit]
+ Here are the main updates in this class since its last playtest version. survrey in 2021:
- Lay on Hands is now a Bonus Action.
- Spellcasting has three noteworthy changes: (1) spell preparation is no longer tied to the level of your spell slots, (2) the Paladin can change one prepared spell upon finishing a Long Rest, and (3) cantrips are no longer included; the Paladin instead gets Weapon Mastery at 1st level.
- Weapon Mastery is a new 1st-level feature.
- Paladin’s Smite, formerly called Divine Smite, now gives you a list of Paladin-exclusive smite spells that you always have prepared.
- Channel Divinity has a new rule in the multiclassing sidebar.
- Paladin Subclass levels now match the level progression in the 2014 Paladin, ensuring compatibility with subclasses already in print.
- Aura of Protection has returned to 6th level, and the aura is inactive if you’re Incapacitated.
- Abjure Foes now does nothing on a successful save.
- Aura of Courage has returned to 10th level.
- Radiant Strikes now works with melee weapons and Unarmed Strikes.
- Restoring Touch has moved to 14th level.
- Divine Condult has been removed in favor of Aura Expansion returning to 18th level.
Unofficial Description: Paladins are holy warriors who's devotionn, faith, and sacred oaths grants them a measure of divine power.
Level | Proficiency Bonus |
Class Features | Channel Divinity |
Prepared Spells |
—Prepared Spells per Spell Level— | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | ||||||||||
1st | +2 | Lay on Hands, Spellcasting, Weapon Mastery | — | 2 | 2 | — | — | — | — | |||||
2nd | +2 | Fighting Style, Paladin's Smite | — | 3 | 2 | — | — | — | — | |||||
3rd | +2 | Channel Divinity, Paladin Subclass | 2 | 4 | 3 | — | — | — | — | |||||
4th | +2 | Ability Score Improvement | 2 | 5 | 3 | — | — | — | — | |||||
5th | +3 | Extra Attack, Faithful Steed | 2 | 6 | 4 | 2 | — | — | — | |||||
6th | +3 | Area of Protection | 2 | 6 | 4 | 2 | — | — | — | |||||
7th | +3 | Subclass Feature | 2 | 7 | 4 | 3 | — | — | — | |||||
8th | +3 | Ability Score Improvement | 2 | 7 | 4 | 3 | — | — | — | |||||
9th | +4 | Abjure Foes | 2 | 9 | 4 | 3 | 2 | — | — | |||||
10th | +4 | Aura of Courage | 2 | 9 | 4 | 3 | 2 | — | — | |||||
11th | +4 | Radiant Strike | 3 | 10 | 4 | 3 | 3 | — | — | |||||
12th | +4 | Ability Score Improvement | 3 | 10 | 4 | 3 | 3 | — | — | |||||
13th | +5 | — | 3 | 11 | 4 | 3 | 3 | 1 | — | |||||
14th | +5 | Restoring Touch | 3 | 11 | 4 | 3 | 3 | 1 | — | |||||
15th | +5 | Subclass Feature | 3 | 12 | 4 | 3 | 3 | 2 | — | |||||
16th | +5 | Ability Score Improvement | 3 | 12 | 4 | 3 | 3 | 2 | — | |||||
17th | +6 | — | 3 | 14 | 4 | 3 | 3 | 3 | 1 | |||||
18th | +6 | Aura Expansion | 3 | 14 | 4 | 3 | 3 | 3 | 1 | |||||
19th | +6 | Ability Score Improvement | 3 | 15 | 4 | 3 | 3 | 3 | 2 | |||||
20th | +6 | Subclass Feature | 3 | 15 | 4 | 3 | 3 | 3 | 2 |
Creating a Paladin[edit]
[1] Class Group: Priests
Primary Ability: Strength, Charisma
To create a Paladin, consult the following lists, which provide Hit Points, Proficiencies, and Armor Training. If you’re making a 1st-level character, also consult the “Starting Equipment” section, and if you’re using the multiclassing rules, see the “Multiclassing and the Paladin” section.
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.
Hit Points[edit]
Hit Dice: 1d10 per Paladin level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points per Level after 1st: 1d10 (or 6) + your Constitution modifier
Proficiencies[edit]
Saving Throws: Wisdom, Charisma.
Skills: Choose 2 from Athletics, Insight, Intimidation, Medicine, Persuasion, Religion.
Weapons: Simple Weapons, Martial Weapons
Tools:
Armor Training[edit]
Light Armor, Medium Armor, Heavy Armor, Shields
Starting Equipment[edit]
As a 1st-level character, you start with the following equipment, or you can forgo it and spend 150 GP on equipment of your choice. Chain Mail (Holy Symbol), Javelin (6), Longsword, Priest's Pack, Shield, 9 GP
Multiclassing and the Paladin[edit]
If your group uses the multiclassing rules in the Player's Handbook, here’s what you need to know if you choose Paladin as one of your Classes.
Ability Score Minimum. 13+ Strength and Charisma
Proficiencies. Martial Weapons
Armor Training. Light Armor, Medium Armor, and Shields.
Spell Slots. Add half your Paladin levels (rounded up).
Channel Divinity. By class
Paladin Class Features[edit]
Lay on Hands[edit]
1st level
Summary: You gain a pool of healing points. Using a Magic action, you can restore Hit Points to a creature. You can also spend from this pool instead to remove the Poisoned condition. The healing pool refills after a Long Rest.
Spellcasting[edit]
Also see: Paladin (One)/Spell |
1st level
Summary: You gain the ability to cast spells.
- Spell Slots. Gain a number of spell slots to cast spells (see Paladin overview table).
- Prepared Spells of 1st+ Level. You can prepare a number of spells (see Paladin overview table).
- Changing Your Prepared Spells. After a finish a Long Rest, you can replace one spell.
- Spellcasting Ability. Charisma is your Spellcasting Ability.
- Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus.
Weapon Mastery[edit]
1st Level
Summary: You gain use of the Mastery property of 2 weapons. Your choice of weapons may be changed after a Long Rest.
Fighting Style[edit]
2nd Level
Summary: You choose one Fighting Style: Defense, Dueling, Great Weapon Fighting, or Protection.
Paladin's Smite[edit]
2nd Level
Summary: You always have certain "smite spells" prepared. This list increases with Paladin level. Once per Long Rest you can cast one of these without expending a spell slot.
Channel Divinity[edit]
3rd Level
Summary: Twice per Long Rest, you can channel Divine energy to produce an effect. Save is for your Spell Save. You regain one use after a Short Rest. You start with one effect, but may gain others (through Paladin or subclass features).
- Divine Sense. Use a Bonus Action and Channel Divinity to detect nearby Celestials, Fiends, and Undead or a period of time. While active this sense can also detect consectrated or desececrated objects or places.
Paladin Subclass[edit]
3rd Level (features at 3rd, 7th, 15th, 20th)
Summary: You choose a Paladin subclass.
List of Paladin Subclasses[edit]
4 official and unofficial Paladin subclasses.
Subclass | Summary | Canon | Source |
---|---|---|---|
Oath of Devotion | This paladin subclass focuses on compassion and honor. | false | UA 2023 Player's Handbook Playtest 6, "Varied" |
Oath of Glory | This paladin subclass focuses on heroism and glory. | false | UA 2023 Player's Handbook Playtest 6, "Varied" |
Oath of Vengeance | This paladin subclass vows to punish evil acts and creatures. | false | UA 2023 Player's Handbook Playtest 6, "Varied" |
Oath of the Ancients | This paladin Oath is to protect nature and the balance. | false | UA 2023 Player's Handbook Playtest 6, "Varied" |
Ability Score Improvement[edit]
4th, 8th, 12th, 16th, 19th Levels
You gain the Ability Score Improvement Feat or another Feat of your choice for wich you qualify.[1]
Extra Attack[edit]
5th Level
You can attack twice, instead of once, whenever you take the Attack action on your turn.[1]
Faithful Steed[edit]
5th Level
Summary: You always have the Find Steed spell prepared. Once per Long Rest, this spell may be cast without expending a spell slot.
Aura of Protection[edit]
6th Level
Summary: Buff saving throws of yourself and nearby allies.
Abjure Foes[edit]
9th Level
Summary: Use a Magic action and Channel Divinity to inflict the Dazed and Frightened conditions on foes for 1 minute (Wisdom save to avoid).
Aura of Courage[edit]
10th Level
Summary: Aura of Protection now grants immunity to being Frightened.
Radiant Strikes[edit]
11th Level
Summary: Cause bonus Radiant damage to your Melee Weapon and Unarmed Strikes.
Restoring Touch[edit]
14th Level
Summary: Lay on Hands can also remove the following conditions: Blinded, Charmed, Dazed, Deafened, Frightened, Paralyzed, or Stunned.
Aura Expansion[edit]
18th Level
Summary: Aura of Protection now extends further.
Sources and Notes[edit]
- ↑ 1.0 1.1 1.2 1.3 Jeremy Crawford, WotC Development Team (29 June 2023). UA 2023 Player's Handbook Playtest 6. (Dungeons and Dragons One D&D) Wizards of the Coast. Licensed: © Wizards of the Coast (used under 'fair use' clause).
- A deprecated version of this class was published in UA 2023 Druid and Paladin.
One D&D is Playtest Material Only These game mechanics are in draft form, usable in your D&D campaign but not refined by full game development and editing. They aren’t officially part of the game and aren’t permitted in D&D Adventurers League events, nor are they available for use on D&D Beyond. |
— D&D Beyond One D&D Playtest material |
Unearthed Arcana The material in Unearthed Arcana is not Official Material. It is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by final game development and editing. They are not officially part of the game. For these reasons, material in this column is not legal in D&D Adventurers League events. |
—Notice on most 5e Unearthed Arcana PDFs |
Armor Type | Light Armor, Medium Armor, Heavy Armor, Shields + |
Author | UA 2023 Player's Handbook Playtest 6 + and "Varied" + |
Canon | false + |
Class Ability | Strength + and Charisma + |
Class Group | Priests + |
Equipment | Chain Mail (Holy Symbol), Javelin (6), Longsword, Priest's Pack, Shield, 9 GP + |
Equipment Cost | 150 + |
Features | Wisdom, Charisma + and Lay on Hands, Spellcasting, Weapon Mastery … Lay on Hands, Spellcasting, Weapon Mastery, Fighting Style, Paladin's Smite, Channel Divinity, Paladin Subclass, Ability Score Improvement, Extra Attack, Faithful Steed, Aura of Protection, Abjure Foes, Aura of Courage, Radiant Strikes, Restoring Touch, Aura Expansion t Strikes, Restoring Touch, Aura Expansion + |
Hit Dice | 1d10 + |
Is Class | true + |
Length | 20 + |
MC Ability | 13+ Strength and Charisma + |
MC Armor | Light Armor, Medium Armor, and Shields. + |
MC Channel Divinity | By class + |
MC Proficiencies | Martial Weapons + |
MC Spell Slots | Add half your Paladin levels (rounded up). + |
Name | Paladin + |
OneDnD Playtest | true + |
Publication | UA 2023 Player's Handbook Playtest 6 + and "Varied" + |
Save | Wisdom, Charisma + |
Skill | Athletics, Insight, Intimidation, Medicine, Persuasion, Religion + |
SortText | Paladin One + |
Summary | Paladins are holy warriors tapping into Divine power. + |
Unearthed Arcana | true + |
Weapon | Simple Weapons, Martial Weapons + |