Secret Lesson 45
Paladin, the Paladin Spell List, and the Oath of Devotion
The Monk turns:
BODY
DISCIPLINE
SPEED
and:
FOCUS
into supernatural martial ability.
The Paladin follows another path.
A Paladin combines:
MARTIAL COMBAT
DIVINE MAGIC
HEALING
PROTECTIVE AURAS
and:
A SACRED OATH
The Paladin can stand on the front line in heavy armor, fight with Martial weapons, restore allies with Lay On Hands, cast divine spells, empower attacks with radiant energy, and protect nearby companions simply by standing beside them.
Its Primary Abilities are:
STRENGTH
and:
CHARISMA
Its SRD subclass is:
OATH OF DEVOTION
the classic sacred warrior devoted to:
JUSTICE
HONOR
COURAGE
and:
PROTECTING OTHERS
PART ONE — CORE PALADIN TRAITS
The Paladin's Primary Abilities are:
STRENGTH
and:
CHARISMA
Its Hit Point Die is:
D10 PER PALADIN LEVEL
Its Saving Throw Proficiencies are:
WISDOM
and:
CHARISMA
Choose two Skill Proficiencies from:
-
Athletics
-
Insight
-
Intimidation
-
Medicine
-
Persuasion
-
Religion
Weapon Proficiencies:
SIMPLE WEAPONS
and:
MARTIAL WEAPONS
Armor Training:
LIGHT ARMOR
MEDIUM ARMOR
HEAVY ARMOR
and:
SHIELDS
STARTING EQUIPMENT
A level 1 Paladin can choose:
OPTION A
-
Chain Mail
-
Shield
-
Longsword
-
6 Javelins
-
Holy Symbol
-
Priest's Pack
-
9 GP
or:
OPTION B
150 GP
MULTICLASSING INTO PALADIN
If Paladin isn't your first Class, you gain:
-
the Paladin Hit Point Die
-
proficiency with Martial weapons
-
training with Light armor
-
training with Medium armor
-
training with Shields
-
the Paladin's level 1 Class features
You do not gain Heavy Armor training from multiclassing into Paladin.
PART TWO — COMPLETE PALADIN PROGRESSION
| Paladin Level | PB | Class Features | Channel Divinity | Prepared Spells |
|---|---|---|---|---|
| 1 | +2 | Lay On Hands, Spellcasting, Weapon Mastery | — | 2 |
| 2 | +2 | Fighting Style, Paladin's Smite | — | 3 |
| 3 | +2 | Channel Divinity, Paladin Subclass | 2 | 4 |
| 4 | +2 | Ability Score Improvement | 2 | 5 |
| 5 | +3 | Extra Attack, Faithful Steed | 2 | 6 |
| 6 | +3 | Aura of Protection | 2 | 6 |
| 7 | +3 | Subclass Feature | 2 | 7 |
| 8 | +3 | Ability Score Improvement | 2 | 7 |
| 9 | +4 | Abjure Foes | 2 | 9 |
| 10 | +4 | Aura of Courage | 2 | 9 |
| 11 | +4 | Radiant Strikes | 3 | 10 |
| 12 | +4 | Ability Score Improvement | 3 | 10 |
| 13 | +5 | — | 3 | 11 |
| 14 | +5 | Restoring Touch | 3 | 11 |
| 15 | +5 | Subclass Feature | 3 | 12 |
| 16 | +5 | Ability Score Improvement | 3 | 12 |
| 17 | +6 | — | 3 | 14 |
| 18 | +6 | Aura Expansion | 3 | 14 |
| 19 | +6 | Epic Boon | 3 | 15 |
| 20 | +6 | Subclass Feature | 3 | 15 |
The Paladin therefore develops along several tracks simultaneously:
MARTIAL POWER
SPELLCASTING
HEALING
CHANNEL DIVINITY
and:
PROTECTIVE AURAS
PART THREE — PALADIN SPELL SLOT PROGRESSION
The Paladin is a spellcaster, but it doesn't reach level 9 spells.
Its spell progression ends at:
LEVEL 5 SPELLS
| Paladin Level | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|
| 1 | 2 | — | — | — | — |
| 2 | 2 | — | — | — | — |
| 3 | 3 | — | — | — | — |
| 4 | 3 | — | — | — | — |
| 5 | 4 | 2 | — | — | — |
| 6 | 4 | 2 | — | — | — |
| 7 | 4 | 3 | — | — | — |
| 8 | 4 | 3 | — | — | — |
| 9 | 4 | 3 | 2 | — | — |
| 10 | 4 | 3 | 2 | — | — |
| 11 | 4 | 3 | 3 | — | — |
| 12 | 4 | 3 | 3 | — | — |
| 13 | 4 | 3 | 3 | 1 | — |
| 14 | 4 | 3 | 3 | 1 | — |
| 15 | 4 | 3 | 3 | 2 | — |
| 16 | 4 | 3 | 3 | 2 | — |
| 17 | 4 | 3 | 3 | 3 | 1 |
| 18 | 4 | 3 | 3 | 3 | 1 |
| 19 | 4 | 3 | 3 | 3 | 2 |
| 20 | 4 | 3 | 3 | 3 | 2 |
The Paladin is therefore both:
A MARTIAL CHARACTER
and:
A SPELLCASTER
but its magical progression is more limited than that of Classes such as Wizard, Cleric, Druid, Bard, or Sorcerer.
PART FOUR — LEVEL 1: LAY ON HANDS
From level 1, the Paladin possesses a reserve of magical healing power called:
LAY ON HANDS
The size of the healing pool equals:
5 × PALADIN LEVEL
The entire pool replenishes when you finish:
A LONG REST
HEALING POOL
Level 1
5 × 1 =
5 HP
Level 5
5 × 5 =
25 HP
Level 10
5 × 10 =
50 HP
Level 20
5 × 20 =
100 HP
USING LAY ON HANDS
As a:
BONUS ACTION
you touch a creature.
That creature can be:
AN ALLY
or:
YOURSELF
You choose how many points remaining in the pool to spend.
The creature regains that many:
HIT POINTS
EXAMPLE
Your Lay On Hands pool contains:
25 POINTS
An ally has lost 9 Hit Points.
You spend:
9 POINTS
The ally regains:
9 HP
Your pool now contains:
25 − 9 =
16 POINTS
You don't have to use the whole pool at once.
REMOVING POISONED
Lay On Hands can also remove:
THE POISONED CONDITION
To do so, spend:
5 POINTS
from the healing pool.
Those points:
DON'T ALSO RESTORE HIT POINTS
EXAMPLE
Your ally is Poisoned and missing 12 HP.
You could spend:
5 POINTS
to remove Poisoned
and then separately spend:
12 POINTS
to restore 12 HP.
Total cost:
5 + 12 =
17 POINTS
PART FIVE — LEVEL 1: SPELLCASTING
Unlike some older versions of the Paladin, the SRD 5.2.1 Paladin begins Spellcasting at:
LEVEL 1
The Paladin learns to cast spells through:
PRAYER
and:
MEDITATION
SPELL SLOTS
The Paladin Features table determines how many Spell Slots you have.
Expended Spell Slots return after:
A LONG REST
PREPARED SPELLS
At level 1, choose:
TWO LEVEL 1 PALADIN SPELLS
The SRD recommends:
HEROISM
and:
SEARING SMITE
As your Paladin level increases, your Prepared Spells total increases according to the Class table.
EXAMPLE — LEVEL 5 PALADIN
Prepared Spells:
6
At level 5, you possess level 1 and level 2 Spell Slots.
Your six prepared spells can therefore be any valid combination of:
LEVEL 1 PALADIN SPELLS
and:
LEVEL 2 PALADIN SPELLS
ALWAYS-PREPARED SPELLS
Several Paladin features give you spells that are:
ALWAYS PREPARED
These spells:
DON'T COUNT
against your normal Prepared Spells total.
But they otherwise count as:
PALADIN SPELLS FOR YOU
This becomes especially important with:
PALADIN'S SMITE
FAITHFUL STEED
and:
OATH OF DEVOTION SPELLS
CHANGING PREPARED SPELLS
Whenever you finish:
A LONG REST
you can replace:
ONE
spell on your prepared list with another Paladin spell for which you have Spell Slots.
This doesn't mean replacing your whole spell list.
You replace:
ONE SPELL
SPELLCASTING ABILITY
The Paladin's Spellcasting Ability is:
CHARISMA
Therefore:
SPELL SAVE DC
8 + Charisma modifier + Proficiency Bonus
and:
SPELL ATTACK BONUS
Charisma modifier + Proficiency Bonus
EXAMPLE
Charisma:
16
Charisma modifier:
+3
Proficiency Bonus:
+3
Spell Save DC:
8 + 3 + 3 =
DC 14
Spell Attack Bonus:
3 + 3 =
+6
SPELLCASTING FOCUS
A Paladin can use:
A HOLY SYMBOL
as a Spellcasting Focus for Paladin spells.
PART SIX — LEVEL 1: WEAPON MASTERY
At level 1, choose:
TWO KINDS OF WEAPONS
with which you have proficiency.
You can use the:
MASTERY PROPERTY
of those weapons.
The SRD gives:
LONGSWORDS
and:
JAVELINS
as examples.
Whenever you finish:
A LONG REST
you can change your two chosen weapon kinds.
EXAMPLE
Today your Paladin might have mastery with:
LONGSWORD
and:
JAVELIN
After a Long Rest, you could instead choose:
HALBERD
and:
FLAIL
provided you have proficiency with them.
Weapon Mastery itself will be covered completely in:
LESSON 63
PART SEVEN — LEVEL 2: FIGHTING STYLE
At level 2, the Paladin gains:
A FIGHTING STYLE FEAT
of your choice.
The Fighting Style Feats will be covered completely later in:
LESSON 59
But Paladin also has a special alternative:
BLESSED WARRIOR
BLESSED WARRIOR
Instead of choosing a Fighting Style Feat, learn:
TWO CLERIC CANTRIPS
The SRD recommends:
GUIDANCE
and:
SACRED FLAME
These Cantrips count as:
PALADIN SPELLS FOR YOU
and they use:
CHARISMA
as their Spellcasting Ability.
CHANGING THE CANTRIPS
Whenever you gain:
A PALADIN LEVEL
you may replace one of those Cantrips with:
ANOTHER CLERIC CANTRIP
WHY BLESSED WARRIOR MATTERS
A normal Paladin doesn't gain Cantrips through its standard Spellcasting feature.
Blessed Warrior therefore offers a different style of Paladin:
MORE MAGICAL
and potentially:
LESS DEPENDENT ON WEAPON ATTACKS
for certain situations.
PART EIGHT — LEVEL 2: PALADIN'S SMITE
At level 2:
DIVINE SMITE
becomes:
ALWAYS PREPARED
It doesn't count against the Paladin's normal Prepared Spells total.
FREE CASTING
You can also cast Divine Smite:
ONCE WITHOUT EXPENDING A SPELL SLOT
After using that free casting, you must finish:
A LONG REST
before you can do so again.
You can still cast Divine Smite normally by using Spell Slots.
HOW DIVINE SMITE WORKS
Divine Smite is a:
LEVEL 1 EVOCATION SPELL
Its Casting Time is:
BONUS ACTION
taken immediately after you hit a target with:
A MELEE WEAPON
or:
AN UNARMED STRIKE
The target takes:
2D8 EXTRA RADIANT DAMAGE
If the target is:
A FIEND
or:
AN UNDEAD
the damage increases by:
ANOTHER 1D8
A higher-level Spell Slot adds:
+1D8
for each slot level above level 1.
BASIC EXAMPLE
The Paladin hits with a Longsword.
The weapon deals its normal damage.
The Paladin then casts:
DIVINE SMITE
The attack deals an additional:
2D8 RADIANT DAMAGE
AGAINST AN UNDEAD
The same Divine Smite against an Undead deals:
3D8 RADIANT DAMAGE
with a level 1 casting.
IMPORTANT
Paladin's Smite doesn't mean:
EVERY ATTACK AUTOMATICALLY SMITES
Instead, the Class feature gives you permanent access to the:
DIVINE SMITE SPELL
and one free casting between Long Rests.
PART NINE — LEVEL 3: CHANNEL DIVINITY
At level 3, the Paladin gains:
CHANNEL DIVINITY
This allows the Paladin to channel divine energy directly from:
THE OUTER PLANES
Different Paladin features provide different ways to spend this resource.
CHANNEL DIVINITY USES
At level 3:
2 USES
At level 11:
3 USES
RECOVERING USES
When you finish:
A SHORT REST
you regain:
ONE EXPENDED USE
When you finish:
A LONG REST
you regain:
ALL EXPENDED USES
CHANNEL DIVINITY SAVE DC
If one of your Channel Divinity options requires a Saving Throw, use:
YOUR PALADIN SPELL SAVE DC
PART TEN — DIVINE SENSE
Your first Channel Divinity option is:
DIVINE SENSE
Use it as:
A BONUS ACTION
For:
10 MINUTES
or until you become:
INCAPACITATED
you can detect certain supernatural creatures within:
60 FEET
CREATURES DETECTED
You know the location of:
CELESTIALS
FIENDS
and:
UNDEAD
within the radius.
You also know:
WHICH CREATURE TYPE THEY ARE
OTHER THINGS DETECTED
Within the same radius, you also detect the presence of:
CONSECRATED
or:
DESECRATED
places and objects, such as those affected by the Hallow spell.
WHAT DIVINE SENSE DOESN'T DO
It isn't a universal creature detector.
It doesn't simply reveal:
EVERY MONSTER
It specifically detects the creature types named by the feature.
PART ELEVEN — LEVEL 3: PALADIN SUBCLASS
At level 3, choose:
A PALADIN SUBCLASS
The SRD provides:
OATH OF DEVOTION
Subclass features then appear at Paladin levels:
3
7
15
and:
20
BREAKING YOUR OATH
The Paladin's oath has narrative importance.
A Paladin might sometimes fail to uphold one of their vows.
The SRD describes a Paladin who has broken a vow as normally seeking:
ABSOLUTION
This might involve acts of repentance such as:
A VIGIL
or:
FASTING
followed by a rite of forgiveness.
UNREPENTANT OATH BREAKING
If the Paladin repeatedly and deliberately violates the oath without repentance:
TALK TO THE GM
The character might need:
A DIFFERENT PALADIN SUBCLASS
or potentially:
A DIFFERENT CLASS
This is not presented as an automatic mechanical punishment every time the Paladin makes a mistake.
PART TWELVE — LEVEL 4: ABILITY SCORE IMPROVEMENT
At level 4, gain:
ABILITY SCORE IMPROVEMENT
or another Feat for which you qualify.
The Paladin gains this feature again at levels:
8
12
and:
16
For many Paladins, both:
STRENGTH
and:
CHARISMA
are important.
Strength commonly improves martial attacks.
Charisma improves:
SPELLCASTING
and later:
AURA OF PROTECTION
among other features.
PART THIRTEEN — LEVEL 5: EXTRA ATTACK
At level 5, whenever you take:
THE ATTACK ACTION
on your turn, you can attack:
TWICE
instead of once.
SIMPLE TURN
Before level 5:
ATTACK × 1
At level 5:
ATTACK × 2
This greatly increases both:
DAMAGE
and:
OPPORTUNITIES TO HIT
DIVINE SMITE INTERACTION
Because Divine Smite can be cast after a qualifying hit, Extra Attack gives the Paladin:
MORE CHANCES TO LAND A HIT
before deciding whether to use that spell.
PART FOURTEEN — LEVEL 5: FAITHFUL STEED
At level 5:
FIND STEED
becomes:
ALWAYS PREPARED
It doesn't count against your normal Prepared Spells total.
You may also cast Find Steed:
ONCE WITHOUT EXPENDING A SPELL SLOT
You regain this free casting after:
A LONG REST
The complete Find Steed spell will be studied later in the Spell Compendium.
For now, remember the central idea:
THE PALADIN CAN MAGICALLY CALL AN OTHERWORLDLY STEED
PART FIFTEEN — LEVEL 6: AURA OF PROTECTION
This is one of the Paladin's defining abilities.
At level 6, you radiate an invisible:
10-FOOT EMANATION
called:
AURA OF PROTECTION
EFFECT
You and your allies inside the aura gain a bonus to:
SAVING THROWS
equal to your:
CHARISMA MODIFIER
minimum:
+1
EXAMPLE
Paladin Charisma:
18
Modifier:
+4
A nearby ally makes a Dexterity Saving Throw with a normal modifier of:
+2
Inside Aura of Protection:
2 + 4 =
+6
THE PALADIN BENEFITS TOO
The feature applies to:
YOU
and:
YOUR ALLIES
inside the aura.
So the Paladin receives its own Charisma bonus to Saving Throws.
INCAPACITATED
The aura becomes inactive while the Paladin has:
THE INCAPACITATED CONDITION
MULTIPLE PALADINS
If several Paladins' Auras of Protection overlap, a creature can benefit from:
ONLY ONE
Aura of Protection at a time.
The creature chooses which aura applies.
The bonuses therefore:
DON'T STACK
PART SIXTEEN — LEVEL 9: ABJURE FOES
At level 9, the Paladin gains another Channel Divinity option:
ABJURE FOES
Use:
A MAGIC ACTION
and expend:
ONE CHANNEL DIVINITY USE
TARGETS
Choose creatures you can see within:
60 FEET
The number of targets equals your:
CHARISMA MODIFIER
minimum:
ONE TARGET
EXAMPLE
Charisma modifier:
+4
You can target up to:
FOUR CREATURES
SAVING THROW
Each target makes:
A WISDOM SAVING THROW
On failure, the creature gains:
THE FRIGHTENED CONDITION
for up to:
1 MINUTE
The effect ends early for that target if:
IT TAKES ANY DAMAGE
SPECIAL LIMITATION
A creature Frightened by Abjure Foes can do only one of these things on each of its turns:
MOVE
or:
TAKE AN ACTION
or:
TAKE A BONUS ACTION
It chooses only:
ONE
So an affected creature can't normally move, take an Action, and take a Bonus Action all during the same turn.
PART SEVENTEEN — LEVEL 10: AURA OF COURAGE
At level 10, Aura of Protection gains another benefit.
You and your allies inside it have:
IMMUNITY TO THE FRIGHTENED CONDITION
ALREADY FRIGHTENED?
Suppose an ally is already Frightened.
The ally enters your Aura of Protection.
While inside:
THE FRIGHTENED CONDITION HAS NO EFFECT
on that ally.
If the underlying condition hasn't ended when the ally leaves the aura, it can affect the ally again.
PART EIGHTEEN — LEVEL 11: RADIANT STRIKES
At level 11, the Paladin's attacks themselves become infused with supernatural power.
Whenever you hit a target with an Attack Roll using:
A MELEE WEAPON
or:
AN UNARMED STRIKE
the target takes:
+1D8 RADIANT DAMAGE
IMPORTANT
Radiant Strikes isn't described as:
ONCE PER TURN
It applies whenever you make a qualifying hit.
EXAMPLE — EXTRA ATTACK
Attack 1 hits:
Weapon damage +
1D8 RADIANT
Attack 2 hits:
Weapon damage +
1D8 RADIANT
RADIANT STRIKES + DIVINE SMITE
These are separate sources of extra damage.
Radiant Strikes is:
A CLASS FEATURE
Divine Smite is:
A SPELL
So a qualifying attack can potentially benefit from:
WEAPON DAMAGE
plus:
RADIANT STRIKES
plus:
DIVINE SMITE
when the relevant rules are satisfied.
PART NINETEEN — LEVEL 14: RESTORING TOUCH
At level 14, Lay On Hands becomes capable of removing additional harmful conditions.
When you use Lay On Hands on a creature, you can also remove:
BLINDED
CHARMED
DEAFENED
FRIGHTENED
PARALYZED
or:
STUNNED
COST
Each condition removed costs:
5 POINTS
from your Lay On Hands healing pool.
Those points:
DON'T ALSO RESTORE HIT POINTS
EXAMPLE
An ally is:
PARALYZED
and:
BLINDED
Removing Paralyzed:
5 POINTS
Removing Blinded:
5 POINTS
Total:
10 POINTS
MULTIPLE CONDITIONS
Restoring Touch explicitly allows you to remove:
ONE OR MORE
qualifying conditions when using Lay On Hands.
The limiting factor is the number of points remaining in your healing pool.
PART TWENTY — LEVEL 18: AURA EXPANSION
At level 18:
AURA OF PROTECTION EXPANDS
Its radius increases from:
10 FEET
to:
30 FEET
Because other Paladin and subclass features operate through Aura of Protection, this is more important than merely increasing one ability's radius.
It can expand the area benefiting from effects such as:
AURA OF COURAGE
and, for the Oath of Devotion:
AURA OF DEVOTION
PART TWENTY-ONE — LEVEL 19: EPIC BOON
At level 19, gain:
AN EPIC BOON FEAT
or another Feat for which you qualify.
The SRD recommends:
BOON OF TRUESIGHT
Epic Boon Feats will be studied in:
LESSON 59
PART TWENTY-TWO — THE COMPLETE PALADIN SPELL LIST
The Paladin Spell List contains spells from:
LEVEL 1
through:
LEVEL 5
The SRD uses the following markers:
C = CONCENTRATION
R = RITUAL
M = SPECIFIC MATERIAL COMPONENT
LEVEL 1 PALADIN SPELLS
| Spell | School | Special |
|---|---|---|
| Bless | Enchantment | C, M |
| Command | Enchantment | — |
| Cure Wounds | Abjuration | — |
| Detect Evil and Good | Divination | C |
| Detect Magic | Divination | C, R |
| Detect Poison and Disease | Divination | C, R |
| Divine Favor | Transmutation | — |
| Divine Smite | Evocation | — |
| Heroism | Enchantment | C |
| Protection from Evil and Good | Abjuration | C, M |
| Purify Food and Drink | Transmutation | R |
| Searing Smite | Evocation | — |
| Shield of Faith | Abjuration | C |
LEVEL 2 PALADIN SPELLS
| Spell | School | Special |
|---|---|---|
| Aid | Abjuration | — |
| Find Steed | Conjuration | — |
| Gentle Repose | Necromancy | R, M |
| Lesser Restoration | Abjuration | — |
| Locate Object | Divination | C |
| Magic Weapon | Transmutation | — |
| Prayer of Healing | Abjuration | — |
| Protection from Poison | Abjuration | — |
| Shining Smite | Transmutation | C |
| Warding Bond | Abjuration | M |
| Zone of Truth | Enchantment | — |
LEVEL 3 PALADIN SPELLS
| Spell | School | Special |
|---|---|---|
| Create Food and Water | Conjuration | — |
| Daylight | Evocation | — |
| Dispel Magic | Abjuration | — |
| Magic Circle | Abjuration | M |
| Remove Curse | Abjuration | — |
| Revivify | Necromancy | M |
LEVEL 4 PALADIN SPELLS
| Spell | School | Special |
|---|---|---|
| Aura of Life | Abjuration | C |
| Banishment | Abjuration | C |
| Death Ward | Abjuration | — |
| Locate Creature | Divination | C |
LEVEL 5 PALADIN SPELLS
| Spell | School | Special |
|---|---|---|
| Dispel Evil and Good | Abjuration | C |
| Geas | Enchantment | — |
| Greater Restoration | Abjuration | M |
| Raise Dead | Necromancy | M |
Their complete individual rules will be studied later in:
LESSONS 79–85
PART TWENTY-THREE — WHAT THE PALADIN SPELL LIST IS FOR
The Paladin's spells reinforce several different roles.
MARTIAL OFFENSE
Examples include:
DIVINE FAVOR
DIVINE SMITE
SEARING SMITE
SHINING SMITE
These can increase the Paladin's effectiveness in battle.
HEALING AND RESTORATION
Examples include:
CURE WOUNDS
PRAYER OF HEALING
LESSER RESTORATION
GREATER RESTORATION
REVIVIFY
and:
RAISE DEAD
DEFENSE
Examples include:
BLESS
HEROISM
SHIELD OF FAITH
PROTECTION FROM EVIL AND GOOD
AID
WARDING BOND
and:
DEATH WARD
DETECTION AND UTILITY
Examples include:
DETECT EVIL AND GOOD
DETECT MAGIC
DETECT POISON AND DISEASE
LOCATE OBJECT
and:
LOCATE CREATURE
The Paladin therefore isn't simply:
A WARRIOR WHO CAN SMITE
It can also provide:
HEALING
DEFENSE
SUPPORT
DETECTION
and:
SUPERNATURAL UTILITY
PART TWENTY-FOUR — OATH OF DEVOTION
Now we reach the Paladin subclass included in the SRD:
OATH OF DEVOTION
The Oath of Devotion embodies the traditional image of:
THE HONORABLE SACRED KNIGHT
Its Paladins dedicate themselves to ideals of:
JUSTICE
and:
ORDER
They hold themselves to high standards of conduct.
THE THREE CENTRAL TENETS
The SRD presents three principles.
In practical terms:
KEEP YOUR WORD
A promise should have meaning.
PROTECT THE WEAK
Fear shouldn't stop you from acting when others require protection.
LEAD BY EXAMPLE
Your honorable actions should demonstrate the ideals you claim to represent.
OATH OF DEVOTION PROGRESSION
| Paladin Level | Feature |
|---|---|
| 3 | Oath of Devotion Spells |
| 3 | Sacred Weapon |
| 7 | Aura of Devotion |
| 15 | Smite of Protection |
| 20 | Holy Nimbus |
PART TWENTY-FIVE — OATH OF DEVOTION SPELLS
The subclass gives additional spells that are:
ALWAYS PREPARED
They don't count against your normal Paladin Prepared Spells total.
| Paladin Level | Always-Prepared Spells |
|---|---|
| 3 | Protection from Evil and Good, Shield of Faith |
| 5 | Aid, Zone of Truth |
| 9 | Beacon of Hope, Dispel Magic |
| 13 | Freedom of Movement, Guardian of Faith |
| 17 | Commune, Flame Strike |
IMPORTANT
Some of these spells don't normally appear on the standard Paladin Spell List.
The subclass gives you access to them anyway.
Once granted by this feature, they remain:
ALWAYS PREPARED
PART TWENTY-SIX — LEVEL 3: SACRED WEAPON
At level 3, the Oath of Devotion gains a new way to use:
CHANNEL DIVINITY
called:
SACRED WEAPON
ACTIVATION
When you take:
THE ATTACK ACTION
you may spend:
ONE CHANNEL DIVINITY USE
Choose one:
MELEE WEAPON
you are holding.
It becomes infused with:
POSITIVE ENERGY
DURATION
The effect lasts:
10 MINUTES
unless it ends earlier.
It ends if:
-
you use Sacred Weapon again
-
you choose to end it
-
you stop carrying the weapon
Ending it voluntarily requires:
NO ACTION
ATTACK BONUS
While Sacred Weapon is active, add your:
CHARISMA MODIFIER
to Attack Rolls made with that weapon.
Minimum bonus:
+1
EXAMPLE
Strength:
18
Strength modifier:
+4
Proficiency Bonus:
+3
Normal attack bonus:
4 + 3 =
+7
Charisma:
18
Charisma modifier:
+4
Sacred Weapon adds another:
+4
New attack bonus:
7 + 4 =
+11
IMPORTANT
Sacred Weapon adds Charisma to:
ATTACK ROLLS
It doesn't say to add Charisma again to:
DAMAGE ROLLS
DAMAGE TYPE
Whenever you hit with the Sacred Weapon, you can cause it to deal:
ITS NORMAL DAMAGE TYPE
or:
RADIANT DAMAGE
LIGHT
The weapon emits:
BRIGHT LIGHT
for:
20 FEET
and:
DIM LIGHT
for another:
20 FEET
SACRED WEAPON + EXTRA ATTACK
Because Sacred Weapon activates when you take:
THE ATTACK ACTION
it doesn't replace the entire Attack action.
At level 5+, you can still make your attacks from:
EXTRA ATTACK
while activating the feature.
PART TWENTY-SEVEN — LEVEL 7: AURA OF DEVOTION
At level 7, your Aura of Protection gains another benefit.
You and allies inside the aura have:
IMMUNITY TO CHARMED
ALREADY CHARMED
If a Charmed ally enters the aura:
THE CONDITION HAS NO EFFECT
on that ally while they remain inside.
LEVEL 10 DEVOTION PALADIN AURA
By level 10, an Oath of Devotion Paladin's aura can provide:
CHARISMA MODIFIER TO SAVING THROWS
through Aura of Protection,
plus:
IMMUNITY TO CHARMED
through Aura of Devotion,
plus:
IMMUNITY TO FRIGHTENED
through Aura of Courage.
The Paladin becomes a powerful defensive center for the party.
POSITIONING MATTERS
These benefits depend on:
BEING INSIDE THE AURA
So where the Paladin stands becomes tactically important.
If allies spread too far apart, the Paladin might be unable to protect everyone simultaneously.
At level 18, Aura Expansion makes this much easier.
PART TWENTY-EIGHT — LEVEL 15: SMITE OF PROTECTION
At level 15, Divine Smite gains a defensive interaction through the Oath of Devotion.
Whenever you cast:
DIVINE SMITE
you and your allies gain:
HALF COVER
while inside:
YOUR AURA OF PROTECTION
DURATION
The Half Cover benefit lasts until:
THE START OF YOUR NEXT TURN
HALF COVER
As learned earlier in the course, Half Cover provides:
+2 AC
and:
+2 TO DEXTERITY SAVING THROWS
against effects for which the cover applies.
Smite of Protection therefore transforms Divine Smite from pure offense into:
OFFENSE
plus:
GROUP DEFENSE
EXAMPLE
The Paladin hits an enemy.
The Paladin casts:
DIVINE SMITE
Until the start of the Paladin's next turn, the Paladin and qualifying allies inside Aura of Protection receive:
HALF COVER
The Paladin has therefore attacked an enemy while simultaneously improving nearby allies' defenses.
LEVEL 18 INTERACTION
At level 18, Aura Expansion increases the Aura of Protection to:
30 FEET
Smite of Protection can therefore benefit allies throughout that larger aura.
PART TWENTY-NINE — LEVEL 20: HOLY NIMBUS
The final Oath of Devotion feature is:
HOLY NIMBUS
At level 20, the Paladin can fill Aura of Protection with:
HOLY POWER
Activate it as:
A BONUS ACTION
DURATION
Holy Nimbus lasts:
10 MINUTES
or until you choose to end it.
Ending it requires:
NO ACTION
USES
After activating Holy Nimbus, you normally can't use it again until:
A LONG REST
However, you can restore the feature by expending:
ONE LEVEL 5 SPELL SLOT
Restoring it requires:
NO ACTION
HOLY WARD
While Holy Nimbus is active, you have:
ADVANTAGE
on any Saving Throw you are forced to make by:
A FIEND
or:
AN UNDEAD
RADIANT DAMAGE
Whenever an enemy starts its turn inside your Aura of Protection:
IT TAKES RADIANT DAMAGE
equal to:
CHARISMA MODIFIER + PROFICIENCY BONUS
LEVEL 20 EXAMPLE
Charisma modifier:
+5
Proficiency Bonus:
+6
Damage:
5 + 6 =
11 RADIANT DAMAGE
An enemy that starts its turn inside the aura takes:
11 RADIANT DAMAGE
IMPORTANT
This damage doesn't require:
AN ATTACK ROLL
The trigger is simply the enemy:
STARTING ITS TURN INSIDE THE AURA
SUNLIGHT
While Holy Nimbus is active, Aura of Protection is filled with:
BRIGHT LIGHT
That light counts as:
SUNLIGHT
This distinction can matter whenever another rule specifically interacts with sunlight.
PART THIRTY — HOW THE PALADIN PLAYS
The Paladin is fundamentally a combination of:
WARRIOR
SPELLCASTER
HEALER
and:
PROTECTOR
Its abilities constantly reinforce one another.
THE FRONT LINE
With:
HEAVY ARMOR
SHIELDS
MARTIAL WEAPONS
and:
D10 HIT DICE
the Paladin can operate effectively in close combat.
OFFENSE
The Paladin combines:
WEAPON MASTERY
FIGHTING STYLE
EXTRA ATTACK
DIVINE SMITE
and later:
RADIANT STRIKES
DEFENSE
The Paladin protects itself and nearby allies with:
AURA OF PROTECTION
and:
DEFENSIVE SPELLS
HEALING
The Paladin can restore allies through:
LAY ON HANDS
without spending Spell Slots.
It can also prepare healing spells such as:
CURE WOUNDS
CONDITION REMOVAL
Lay On Hands begins by being able to remove:
POISONED
Restoring Touch later expands this to:
BLINDED
CHARMED
DEAFENED
FRIGHTENED
PARALYZED
and:
STUNNED
SUPPORT
A Paladin standing near allies can dramatically increase their resistance to dangerous effects through:
AURA OF PROTECTION
The Oath of Devotion strengthens this role further with:
AURA OF DEVOTION
and:
SMITE OF PROTECTION
PART THIRTY-ONE — A LEVEL 11 PALADIN IN COMBAT
Imagine a level 11 Paladin with:
STRENGTH 18
Strength modifier:
+4
Charisma:
18
Charisma modifier:
+4
Proficiency Bonus:
+4
ATTACK BONUS
With a proficient Strength-based melee weapon:
4 + 4 =
+8 TO HIT
EXTRA ATTACK
The Paladin takes the Attack action:
ATTACK 1
and:
ATTACK 2
RADIANT STRIKES
Each qualifying hit also deals:
+1D8 RADIANT DAMAGE
DIVINE SMITE
After one qualifying hit, the Paladin may cast:
DIVINE SMITE
adding its spell damage.
AURA OF PROTECTION
Nearby allies also receive:
+4 TO SAVING THROWS
while inside the aura.
The same character is therefore contributing:
DAMAGE
and:
PARTY DEFENSE
at the same time.
This combination is central to understanding Paladin gameplay.
PART THIRTY-TWO — COMPLETE PALADIN LEVEL-BY-LEVEL SUMMARY
LEVEL 1
Gain:
LAY ON HANDS
SPELLCASTING
WEAPON MASTERY
Prepared Spells:
2
Spell Slots:
2 LEVEL 1 SLOTS
LEVEL 2
Gain:
FIGHTING STYLE
PALADIN'S SMITE
Divine Smite becomes:
ALWAYS PREPARED
plus:
ONE FREE CAST PER LONG REST
LEVEL 3
Gain:
CHANNEL DIVINITY
Uses:
2
Base option:
DIVINE SENSE
Gain:
PALADIN SUBCLASS
Oath of Devotion gains:
OATH SPELLS
and:
SACRED WEAPON
LEVEL 4
Gain:
ABILITY SCORE IMPROVEMENT
Prepared Spells:
5
LEVEL 5
Proficiency Bonus:
+3
Gain:
EXTRA ATTACK
FAITHFUL STEED
Find Steed becomes:
ALWAYS PREPARED
plus:
ONE FREE CAST PER LONG REST
Gain:
LEVEL 2 SPELL SLOTS
LEVEL 6
Gain:
AURA OF PROTECTION
Radius:
10 FEET
Saving Throw bonus:
CHARISMA MODIFIER
minimum +1.
LEVEL 7
Oath of Devotion gains:
AURA OF DEVOTION
Immunity to:
CHARMED
inside Aura of Protection.
LEVEL 8
Gain:
ABILITY SCORE IMPROVEMENT
LEVEL 9
Proficiency Bonus:
+4
Gain:
ABJURE FOES
Gain:
LEVEL 3 SPELL SLOTS
LEVEL 10
Gain:
AURA OF COURAGE
Immunity to:
FRIGHTENED
inside Aura of Protection.
LEVEL 11
Channel Divinity:
3 USES
Gain:
RADIANT STRIKES
Qualifying hits deal:
+1D8 RADIANT DAMAGE
LEVEL 12
Gain:
ABILITY SCORE IMPROVEMENT
LEVEL 13
Proficiency Bonus:
+5
Gain access to:
LEVEL 4 SPELL SLOTS
LEVEL 14
Gain:
RESTORING TOUCH
Lay On Hands can remove additional conditions.
LEVEL 15
Oath of Devotion gains:
SMITE OF PROTECTION
Casting Divine Smite grants:
HALF COVER
to you and allies inside Aura of Protection until the start of your next turn.
LEVEL 16
Gain:
ABILITY SCORE IMPROVEMENT
LEVEL 17
Proficiency Bonus:
+6
Gain access to:
LEVEL 5 SPELL SLOTS
LEVEL 18
Gain:
AURA EXPANSION
Aura of Protection becomes:
30 FEET
LEVEL 19
Gain:
EPIC BOON
Recommended:
BOON OF TRUESIGHT
LEVEL 20
Oath of Devotion gains:
HOLY NIMBUS
providing:
HOLY WARD
RADIANT DAMAGE
and:
SUNLIGHT
COMMON BEGINNER MISTAKES
MISTAKE 1 — THINKING PALADINS USE WISDOM FOR SPELLCASTING
Paladin Spellcasting uses:
CHARISMA
MISTAKE 2 — THINKING LAY ON HANDS USES AN ACTION
It uses:
A BONUS ACTION
MISTAKE 3 — THINKING YOU MUST SPEND THE ENTIRE LAY ON HANDS POOL
You choose:
HOW MANY POINTS TO SPEND
up to the amount remaining.
MISTAKE 4 — THINKING THE 5 POINTS USED TO REMOVE POISONED ALSO HEAL
They don't.
Removing Poisoned costs:
5 POINTS
and those points:
DON'T RESTORE HP
MISTAKE 5 — THINKING PALADINS START SPELLCASTING AT LEVEL 2
In SRD 5.2.1:
SPELLCASTING BEGINS AT LEVEL 1
MISTAKE 6 — CHANGING EVERY PREPARED SPELL AFTER A LONG REST
Normally, the Paladin can replace:
ONE PREPARED SPELL
after finishing a Long Rest.
MISTAKE 7 — COUNTING ALWAYS-PREPARED SPELLS AGAINST YOUR PREPARED SPELL LIMIT
They:
DON'T COUNT AGAINST IT
MISTAKE 8 — THINKING PALADIN'S SMITE AUTOMATICALLY ADDS DIVINE SMITE TO EVERY ATTACK
The feature gives you:
DIVINE SMITE ALWAYS PREPARED
and:
ONE FREE CAST PER LONG REST
The spell must still actually be cast.
MISTAKE 9 — FORGETTING DIVINE SMITE USES A BONUS ACTION
Its Casting Time is a Bonus Action taken immediately after a qualifying hit.
MISTAKE 10 — THINKING DIVINE SENSE DETECTS EVERY MONSTER
It detects:
CELESTIALS
FIENDS
and:
UNDEAD
plus consecrated and desecrated places or objects.
MISTAKE 11 — THINKING CHANNEL DIVINITY RETURNS COMPLETELY ON A SHORT REST
A Short Rest restores:
ONE EXPENDED USE
A Long Rest restores:
ALL EXPENDED USES
MISTAKE 12 — THINKING EXTRA ATTACK GIVES TWO ACTIONS
It doesn't.
You still take:
ONE ATTACK ACTION
but that Action allows:
TWO ATTACKS
MISTAKE 13 — THINKING AURA OF PROTECTION STACKS FROM MULTIPLE PALADINS
A creature can benefit from:
ONLY ONE
Aura of Protection at a time.
MISTAKE 14 — FORGETTING THE PALADIN BENEFITS FROM ITS OWN AURA
Aura of Protection applies to:
YOU
and:
YOUR ALLIES
MISTAKE 15 — THINKING AURA OF PROTECTION WORKS WHILE THE PALADIN IS INCAPACITATED
The aura becomes:
INACTIVE
while the Paladin is Incapacitated.
MISTAKE 16 — THINKING ABJURE FOES ONLY CAUSES FRIGHTENED
It also limits the affected creature to only one of:
MOVE
ACTION
or:
BONUS ACTION
on each turn.
MISTAKE 17 — THINKING RADIANT STRIKES IS ONCE PER TURN
The feature applies whenever you make a qualifying hit.
MISTAKE 18 — THINKING SACRED WEAPON ADDS CHARISMA TO DAMAGE
Sacred Weapon adds Charisma to:
ATTACK ROLLS
not to the weapon's damage roll.
MISTAKE 19 — THINKING SACRED WEAPON REPLACES THE ATTACK ACTION
It activates:
WHEN YOU TAKE THE ATTACK ACTION
It doesn't replace that Action's attacks.
MISTAKE 20 — THINKING AURA OF DEVOTION ENDS THE CHARMED CONDITION
The feature gives:
IMMUNITY TO CHARMED
while the creature is inside the aura.
If a creature enters while already Charmed, the condition has:
NO EFFECT
while it remains there.
That wording doesn't necessarily mean the underlying condition itself has ended.
MISTAKE 21 — THINKING SMITE OF PROTECTION LASTS FOR THE ENTIRE COMBAT
It lasts only until:
THE START OF YOUR NEXT TURN
after you cast Divine Smite.
MISTAKE 22 — THINKING HOLY NIMBUS IS PERMANENT
It lasts:
10 MINUTES
MISTAKE 23 — THINKING HOLY NIMBUS CAN ONLY RETURN AFTER A LONG REST
Normally it does.
But you can also restore its use by spending:
A LEVEL 5 SPELL SLOT
LESSON 45 — KEY TAKEAWAYS
The Paladin combines:
MARTIAL COMBAT
DIVINE MAGIC
HEALING
and:
PARTY PROTECTION
Its Primary Abilities are:
STRENGTH
and:
CHARISMA
Its Hit Die is:
D10
LAY ON HANDS
Healing pool:
5 × PALADIN LEVEL
Used as:
BONUS ACTION
Can remove:
POISONED
and later additional conditions through:
RESTORING TOUCH
SPELLCASTING
Begins at:
LEVEL 1
Uses:
CHARISMA
and reaches:
LEVEL 5 SPELLS
WEAPON MASTERY
Begins with:
TWO WEAPON KINDS
PALADIN'S SMITE
At level 2:
DIVINE SMITE ALWAYS PREPARED
plus:
ONE FREE CAST PER LONG REST
CHANNEL DIVINITY
Begins at:
LEVEL 3
Uses:
2
then:
3 AT LEVEL 11
The first option is:
DIVINE SENSE
EXTRA ATTACK
At level 5:
TWO ATTACKS
whenever you take the Attack action on your turn.
FAITHFUL STEED
At level 5:
FIND STEED ALWAYS PREPARED
plus:
ONE FREE CAST PER LONG REST
AURA OF PROTECTION
At level 6:
CHARISMA MODIFIER TO SAVING THROWS
for the Paladin and nearby allies.
Radius:
10 FEET
later:
30 FEET
ABJURE FOES
Uses Channel Divinity to:
FRIGHTEN
and severely restrict enemies.
AURA OF COURAGE
Provides:
IMMUNITY TO FRIGHTENED
inside Aura of Protection.
RADIANT STRIKES
At level 11:
+1D8 RADIANT DAMAGE
whenever a qualifying melee weapon or Unarmed Strike attack hits.
RESTORING TOUCH
Expands Lay On Hands into powerful:
CONDITION REMOVAL
OATH OF DEVOTION
Its ideals center on:
KEEPING YOUR WORD
PROTECTING THE WEAK
and:
LEADING BY HONORABLE EXAMPLE
OATH OF DEVOTION FEATURES
Level 3
OATH OF DEVOTION SPELLS
SACRED WEAPON
Level 7
AURA OF DEVOTION
Level 15
SMITE OF PROTECTION
Level 20
HOLY NIMBUS
SACRED WEAPON
Adds:
CHARISMA MODIFIER TO ATTACK ROLLS
and can transform weapon damage into:
RADIANT DAMAGE
AURA OF DEVOTION
Provides:
IMMUNITY TO CHARMED
SMITE OF PROTECTION
Divine Smite temporarily provides:
HALF COVER
to you and allies inside Aura of Protection.
HOLY NIMBUS
Transforms the aura with:
ADVANTAGE AGAINST SAVES FORCED BY FIENDS AND UNDEAD
AUTOMATIC RADIANT DAMAGE TO NEARBY ENEMIES
and:
SUNLIGHT
THE PALADIN'S CENTRAL GAMEPLAY IDEA
The Paladin doesn't have to choose between being:
A WARRIOR
or:
A SUPPORT CHARACTER
Its defining strength is doing both.
It can stand beside its allies while:
ATTACKING ENEMIES
HEALING WOUNDS
CASTING SPELLS
IMPROVING SAVING THROWS
BLOCKING FEAR
BLOCKING CHARM
and:
DELIVERING RADIANT POWER
The Oath of Devotion pushes that philosophy even further.
The Paladin becomes not merely:
A POWERFUL HERO
but:
A PROTECTIVE CENTER FOR THE ENTIRE PARTY
NEXT LESSON
LESSON 46 — RANGER, THE RANGER SPELL LIST, AND THE HUNTER
The Paladin combines:
MARTIAL POWER
with:
DIVINE MAGIC
The Ranger combines:
MARTIAL SKILL
with:
NATURE MAGIC
EXPLORATION
MOBILITY
and:
HUNTING
Lesson 46 will cover the complete SRD Ranger, including:
SPELLCASTING
FAVORED ENEMY
HUNTER'S MARK
WEAPON MASTERY
DEFT EXPLORER
FIGHTING STYLE
EXTRA ATTACK
ROVING
EXPERTISE
TIRELESS
RELENTLESS HUNTER
NATURE'S VEIL
PRECISE HUNTER
FERAL SENSES
FOE SLAYER
the complete:
RANGER SPELL LIST
and the SRD subclass:
HUNTER
SRD 5.2.1 ATTRIBUTION
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.