Class guide

Paladin guide for the 2024 rules

d10 hit dieHalf casterStrength + Charisma

The 2024 Paladin is a heavily armored half caster who adds burst damage to an attack and a bonus to every ally's saves. Here's every feature from level 1 to 20 and how to build one.

CABy Corin Ashdown · Updated · 10 min read

Verdict

A strong, forgiving class. Heavy armor, a d10 hit die and Aura of Protection make you hard to kill and make everyone near you harder to kill too. Paladin's Smite now costs a bonus action, so you smite once per turn rather than stacking several.

Damage4/5
Toughness5/5
Support4/5
Out of combat3/5
Ease for beginners4/5

Class basics

Hit died10
Primary abilitiesStrength and Charisma
Saving throwsWisdom and Charisma
ArmorLight, medium and heavy armor; shields
WeaponsSimple and martial
SpellcastingHalf caster, Charisma-based, prepared spells

Features by level

LevelFeatures
1Lay on Hands, Spellcasting, Weapon Mastery
2Fighting Style, Paladin's Smite
3Channel Divinity, Paladin subclass
4Ability Score Improvement
5Extra Attack, Faithful Steed
6Aura of Protection
7Subclass feature
8Ability Score Improvement
9Abjure Foes
10Aura of Courage
11Radiant Strikes
12Ability Score Improvement
13—
14Restoring Touch
15Subclass feature
16Ability Score Improvement
17—
18Aura Expansion
19Epic Boon
20Subclass feature

The features that matter

Lay on Hands (level 1)

A pool of healing equal to five times your Paladin level. In the 2024 rules it's a bonus action, so you can heal and still attack in the same turn. You can also spend 5 points to remove the Poisoned condition.

Weapon Mastery (level 1)

You unlock the mastery property of two weapon types. Pairing a weapon with Topple or Vex with your attacks is an easy early win.

Paladin's Smite (level 2)

You always have Divine Smite prepared, and you can cast it once per long rest without a spell slot. It's cast as a bonus action after you hit, which caps you at one smite a turn.

Aura of Protection (level 6)

Every save made by you or a friend standing within 10 feet gets a bonus equal to your Charisma modifier. This is the reason Charisma is worth pushing high, and it grows to 30 feet with Aura Expansion at level 18.

Abjure Foes (level 9)

A Channel Divinity option that can frighten several enemies at once. Useful crowd control for a class that otherwise focuses on single targets.

Radiant Strikes (level 11)

Your melee weapon and unarmed strikes deal an extra 1d8 radiant damage on every hit, with no resource to spend.

Subclasses

You swear your Oath at level 3.

OathPlays likePick it if
DevotionThe classic holy knight: accuracy and protection against charmYou want a reliable all-rounder
GloryAn athletic champion who speeds up allies and hands out temporary hit points with smitesYou like moving fast and leading from the front
the AncientsA nature-tied guardian whose aura resists necrotic, psychic and radiant damageYour campaign has a lot of enemies that deal those damage types
VengeanceA relentless hunter who locks onto one enemyYou want the most single-target damage

Building one

  • Ability scores: Strength first, Charisma second, Constitution third.
  • Fighting Style: Defense for a sword-and-board tank, Great Weapon Fighting for a two-handed damage build.
  • Spells: keep Bless and Shield of Faith ready early; they're cheap and help the whole party.
  • Feats: take the Ability Score Improvement to max Strength or Charisma before chasing feats.
Source: paraphrased from the 2024 Player's Handbook and the System Reference Document 5.2 (CC-BY-4.0). New to the game? Start with how to start playing D&D.
CA
Corin Ashdown · Editor

Corin Ashdown is the pen name of the editor who writes and checks every guide on Vorbelutrioperbir. How we write and check guides.