Primary Briefing
Imported Mechanics
Species, birthright, background, class, subclass, and feat entries already uploaded to Shivath are pulled in here automatically for quick reference.
🧬HumansSpeciesExpand ▼
Core Traits
- Creature Type: Humanoid
- Size: Medium (about 4-7 feet tall) or Small (about 2-4 feet tall), chosen when you select this species
- Speed: 30 feet
Resourceful
You gain Heroic Inspiration whenever you finish a Long Rest.
Skillful
You gain proficiency in one skill of your choice.
Versatile
You gain an Origin feat of your choice.
§NobleBackgroundExpand ▼
- Ability Scores:. Strength, Intelligence, Charisma
- Feat:. Skilled
- Skill Proficiencies:. History, Persuasion
- Tool Proficiency:. Choose one kind of Gaming Set
- Equipment:. Choose A or B: (A) Gaming Set (same as above), Fine Clothes, Perfume, 29 GP; or (B) 50 GP
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Paladin
Source: Player's Handbook (2024) (2024-09-17)
Class Progression
| Level | PB | Features | Channel Divinity | Prepared Spells |
|---|---|---|---|---|
| 1st | +2 | Lay on Hands; Spellcasting; Weapon Mastery | — | 2 |
| 2nd | +2 | Fighting Style; Paladin's Smite | — | 3 |
| 3rd | +2 | Channel Divinity; Paladin Subclass | 2 | 4 |
| 4th | +2 | Ability Score Improvement | 2 | 5 |
| 5th | +3 | Extra Attack; Faithful Steed | 2 | 6 |
| 6th | +3 | Aura of Protection | 2 | 6 |
| 7th | +3 | Subclass Feature | 2 | 7 |
| 8th | +3 | Ability Score Improvement | 2 | 7 |
| 9th | +4 | Abjure Foes | 2 | 9 |
| 10th | +4 | Aura of Courage | 2 | 9 |
| 11th | +4 | Radiant Strikes | 3 | 10 |
| 12th | +4 | Ability Score Improvement | 3 | 10 |
| 13th | +5 | — | 3 | 11 |
| 14th | +5 | Restoring Touch | 3 | 11 |
| 15th | +5 | Subclass Feature | 3 | 12 |
| 16th | +5 | Ability Score Improvement | 3 | 12 |
| 17th | +6 | — | 3 | 14 |
| 18th | +6 | Aura Expansion | 3 | 14 |
| 19th | +6 | Epic Boon | 3 | 15 |
| 20th | +6 | Subclass Feature | 3 | 15 |
Spell Slots per Spell Level
| Level | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|
| 1st | 2 | — | — | — | — |
| 2nd | 2 | — | — | — | — |
| 3rd | 3 | — | — | — | — |
| 4th | 3 | — | — | — | — |
| 5th | 4 | 2 | — | — | — |
| 6th | 4 | 2 | — | — | — |
| 7th | 4 | 3 | — | — | — |
| 8th | 4 | 3 | — | — | — |
| 9th | 4 | 3 | 2 | — | — |
| 10th | 4 | 3 | 2 | — | — |
| 11th | 4 | 3 | 3 | — | — |
| 12th | 4 | 3 | 3 | — | — |
| 13th | 4 | 3 | 3 | 1 | — |
| 14th | 4 | 3 | 3 | 1 | — |
| 15th | 4 | 3 | 3 | 2 | — |
| 16th | 4 | 3 | 3 | 2 | — |
| 17th | 4 | 3 | 3 | 3 | 1 |
| 18th | 4 | 3 | 3 | 3 | 1 |
| 19th | 4 | 3 | 3 | 3 | 2 |
| 20th | 4 | 3 | 3 | 3 | 2 |
Features
Level 1: Lay on Hands
Your blessed touch can heal . You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level.
As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.
You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those points don't also restore Hit Points to the creature.
Level 1: Spellcasting
You have learned to cast spells through prayer and meditation. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Paladin spells, which appear in the Paladin spell list later in the class's description.
Spell Slots
The Paladin Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+
You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Paladin spells. Heroism and Searing Smite are recommended.
The number of spells on your list increases as you gain Paladin levels, as shown in the Prepared Spells column of the Paladin Features table. Whenever that number increases, choose additional Paladin spells until the number of spells on your list matches the number in the Paladin Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Paladin, your list of prepared spells can include six Paladin spells of level 1 or 2 in any combination.
If another Paladin feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Paladin spells for you.
Changing Your Prepared Spells
Whenever you finish a Long Rest, you can replace one spell on your list with another Paladin spell for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your Paladin spells.
Spellcasting Focus
You can use a Holy Symbol as a Spellcasting Focus for your Paladin spells.
Level 1: Weapon Mastery
Your training with weapons allows you to use the weapon mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longsword and Javelin.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the weapon mastery properties of Halberd and Flail.
Level 2: Fighting Style
You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.
Level 2: Paladin's Smite
You always have the Divine Smite spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.
Level 3: Channel Divinity
You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this class's Channel Divinity, you choose which effect from this class to create.
You can use this class's Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use when you reach Paladin level 11.
If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class's Spellcasting feature.
Divine Sense
As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.
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Oath of Devotion (Paladin)
Source: Player's Handbook (2024) (2024-09-17)
Subclass Progression
| Level | Features | Source |
|---|---|---|
| 3rd | Oath of Devotion; Oath of Devotion Spells; Sacred Weapon | XPHB |
| 7th | Aura of Devotion | XPHB |
| 15th | Smite of Protection | XPHB |
| 20th | Holy Nimbus | XPHB |
Level 3: Oath of Devotion
Uphold the Ideals of Justice and Order
The Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet the archetype of the knight in shining armor. 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 personal devotion. Others hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms.
These paladins share the following tenets:
- Let your word be your promise.
- Protect the weak and never fear to act.
- Let your honorable deeds be an example.
Oath of Devotion Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Protection from Evil And Good, Shield of Faith |
| 5th | Aid, Zone of Truth |
| 9th | Beacon of Hope, Dispel Magic |
| 13th | Freedom of Movement, Guardian of Faith |
| 17th | Commune, Flame Strike |
Sacred Weapon
When you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage.
The weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that.
You can end this effect early (no action required). This effect also ends if you aren't carrying the weapon.