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.