Paladin: The Sacred Warrior of Divine Oaths

Few heroes stand as boldly against darkness as the Paladin. Bound by sacred oaths and empowered by divine magic, these holy warriors serve as protectors, champions, and symbols of hope in a dangerous world. Whether sworn to justice, vengeance, glory, or ancient ideals, every Paladin carries a conviction powerful enough to shape both their destiny and the fate of those around them.


By Revenant Foundry
10 min read

Paladin: The Sacred Warrior of Divine Oaths

Among the many adventurers who travel the roads of fantasy worlds, few possess the unwavering dedication of a Paladin. While warriors train for battle and mages pursue arcane mastery, Paladins devote themselves to ideals greater than themselves. Their power stems from sacred oaths, solemn promises that bind them to a cause, deity, philosophy, or calling. These vows transform ordinary mortals into champions capable of standing against fiends, undead, tyrants, and countless other threats.

A Paladin's oath can be sworn beneath the gaze of a god, within an ancient forest sacred to nature spirits, or even in a moment of desperation when no witness remains but the dead. Regardless of how the oath is made, its power is real. Through faith, discipline, and conviction, Paladins gain the ability to heal the wounded, shield their allies, and strike down evil with radiant force.

Unlike many heroes, Paladins often find themselves on the front lines of the world's greatest struggles. They are defenders of the innocent and living symbols of the beliefs they uphold. While their methods and philosophies may differ, every Paladin shares a commitment to stand firm when others falter.

What Makes the Paladin So Powerful?

The Paladin has long been one of the most versatile classes in Dungeons & Dragons, combining martial prowess, divine magic, and exceptional durability into a single package. Clad in heavy armor and armed with powerful weapons, Paladins are capable of holding the line while still providing meaningful support to their allies.

One of the class's defining features is Lay On Hands, a reservoir of healing energy that allows a Paladin to restore health or cure poisons through touch. This ability ensures that even in the midst of battle, a Paladin can help keep companions standing when defeat seems imminent.

As they grow in power, Paladins gain access to divine spellcasting. While they cannot match the raw magical versatility of a wizard or cleric, their spell list offers a valuable mix of healing, protection, utility, and offensive options. Signature spells such as Bless, Shield of Faith, and Divine Smite allow a Paladin to enhance both their own effectiveness and that of their allies.

The class truly shines when it comes to supporting a party. Aura of Protection grants nearby allies a bonus to saving throws based on the Paladin's Charisma, making entire groups more resilient against dangerous effects. Later abilities such as Aura of Courage and Aura Expansion further reinforce the Paladin's role as a beacon of protection amid chaos.

Offensively, few moments are as satisfying as unleashing a devastating smite against a powerful enemy. Combined with Extra Attack and Radiant Strikes, Paladins can deliver tremendous burst damage while maintaining their defensive capabilities. This balance between offense, defense, and support is what has made the class a favorite among players for decades.

Walking the Path of an Oath

Playing a Paladin is about more than selecting abilities and spells. At its heart, the class revolves around conviction and purpose. A Paladin's oath influences how they view the world, respond to challenges, and interact with allies and enemies alike.

This does not mean a Paladin must be flawless. The class itself acknowledges that even the most devoted champions can stumble. Mistakes happen. Vows may be broken. What matters is how a Paladin responds to those failures. Some seek redemption through acts of penance, while others embrace a new path entirely.

For new players, the Paladin offers one of the most approachable and rewarding experiences in the game. Strong defenses, reliable healing, straightforward combat options, and meaningful roleplaying opportunities make it an excellent choice for nearly any campaign. Veteran players often appreciate the class for the same reasons, finding endless ways to explore different oaths, personalities, and motivations.

Whether charging into battle against a horde of fiends, protecting companions from certain doom, or standing alone against impossible odds, the Paladin embodies one of fantasy's most enduring ideals: the hero whose faith and conviction are stronger than any darkness they face.

Level 1: Lay on Hands PHB'24 p109

Your blessed touch can heal wounds. 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 PHB'24 p109

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 PHB'24 p110

Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins.

Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.

Level 2: Fighting Style PHB'24 p110

You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.

Blessed Warrior. You learn two Cleric cantrips of your choice. Guidance and Sacred Flame are recommended. The chosen cantrips count as Paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a Paladin level, you can replace one of these cantrips with another Cleric cantrip.

Level 2: Paladin's Smite PHB'24 p110

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 PHB'24 p110

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.

Level 3: Paladin Subclass PHB'24 p111

You gain a Paladin subclass of your choice. A subclass is a specialization that grants you features at certain Paladin levels. For the rest of your career, you gain each of your subclass's features that are of your Paladin level or lower.

Breaking Your Oath

A Paladin tries to hold to the highest standards of conduct, but even the most dedicated are fallible. Sometimes a Paladin transgresses their oath.

A Paladin who has broken a vow typically seeks absolution, spending an all-night vigil as a sign of penitence or undertaking a fast. After a rite of forgiveness, the Paladin starts fresh.

If your Paladin unrepentantly violates their oath, talk to your DM. Your Paladin should probably take a more appropriate subclass or even abandon the class and adopt another one.

No Subclass Selected

Select a subclass to view its feature(s) here.

Level 4: Ability Score Improvement PHB'24 p111

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Paladin levels 8, 12, and 16.

Level 5: Extra Attack PHB'24 p111

You can attack twice instead of once whenever you take the Attack action on your turn.

Level 5: Faithful Steed PHB'24 p111

You can call on the aid of an otherworldly steed. You always have the Find Steed spell prepared.

You can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.

Level 6: Aura of Protection PHB'24 p111

You radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated condition.

You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1).

If another Paladin is present, a creature can benefit from only one Aura of Protection at a time; the creature chooses which aura while in them.

Level 7: Subclass Feature PHB'24 p111

You gain a feature from your Paladin Subclass.

No Subclass Selected

Select a subclass to view its feature(s) here.

Level 8: Ability Score Improvement PHB'24 p111

You gain the Ability Score Improvement Feat or another feat of your choice for which you qualify.

Level 9: Abjure Foes PHB'24 p111

As a Magic action, you can expend one use of this class's Channel Divinity to overwhelm foes with awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. While Frightened in this way, a target can do only one of the following on its turns: move, take an action, or take a Bonus Action.

Level 10: Aura of Courage PHB'24 p111

You and your allies have Immunity to the Frightened condition while in your Aura of Protection. If a Frightened ally enters the aura, that condition has no effect on that ally while there.

Level 11: Radiant Strikes PHB'24 p111

Your strikes now carry supernatural power. When you hit a target with an attack roll using a Melee weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage.

Level 12: Ability Score Improvement PHB'24 p111

You gain the Ability Score Improvement Feat or another feat of your choice for which you qualify.

Level 14: Restoring Touch PHB'24 p111

When you use Lay On Hands on a creature, you can also remove one or more of the following conditions from the creature: Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned. You must expend 5 Hit Points from the healing pool of Lay On Hands for each of these conditions you remove; those points don't also restore Hit Points to the creature.

Level 15: Subclass Feature PHB'24 p111

You gain a feature from your Paladin Subclass.

No Subclass Selected

Select a subclass to view its feature(s) here.

Level 16: Ability Score Improvement PHB'24 p111

You gain the Ability Score Improvement Feat or another feat of your choice for which you qualify.

Level 18: Aura Expansion PHB'24 p111

Your Aura of Protection is now a 30-foot Emanation.

Level 18: Subclass Feature PHB'24

Depending on your choice of subclass, you may gain certain subclass features—or meet prerequisites for acquiring them—at this level.

No Subclass Selected

Select a subclass to view its feature(s) here.

Level 19: Epic Boon PHB'24 p111

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Truesight is recommended.

Level 20: Subclass Feature PHB'24 p111

You gain a feature from your Paladin Subclass.

No Subclass Selected

Select a subclass to view its feature(s) here.

Artist: Michael Broussard



Leave a comment

Please note, comments need to be approved before they are published.