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Lay on Hands

  • casting timeBonus Action
  • rangeTouch

  • components—
  • durationInstantaneous

You have a pool of healing power that replenishes when you finish a Long Rest. The pool lets you restore a total number of Hit Points equal to five times your Paladin level. As a Bonus Action; you can touch a creature (including yourself) and draw from the pool to restore any number of Hit Points up to the maximum remaining. You can also expend 5 Hit Points from the pool to remove the Poisoned condition from the creature; those points don't also restore Hit Points. The pool refreshes on a Long Rest. (Lvl 1 Feature)

Paladin Class Feature

Weapon Mastery

  • casting time—
  • range—

  • components—
  • durationPassive

Your training lets you use the mastery properties of two weapon types of your choice with which you have proficiency (e.g. Longsword and Javelin). Whenever you finish a Long Rest; you can change the weapon types you chose. (Lvl 1 Feature)

Paladin Class Feature

Fighting Style

  • casting time—
  • range—

  • components—
  • durationPassive

At Level 2 you gain a Fighting Style feat of your choice. Common options: Defense (+1 AC in armor); Dueling (+2 damage with one-handed weapon and nothing in the other hand); Great Weapon Fighting (reroll 1s and 2s on damage dice with two-handed weapons); Protection (use Reaction to impose Disadvantage on an attack against an adjacent ally). Ask your DM which options are available. Choice not yet made. (Lvl 2 Feature)

Paladin Class Feature

Paladin's Smite

  • casting time—
  • range—

  • components—
  • durationPassive

You always have the Divine Smite spell prepared. Once per Long Rest; you can cast Divine Smite without expending a spell slot. After that free use; you must expend a spell slot to cast it again. (Lvl 2 Feature)

Paladin Class Feature

Channel Divinity

  • casting timeBonus Action (Divine Sense)
  • range—

  • components—
  • durationVaries

You can channel divine energy to fuel magical effects. You start with Divine Sense and gain additional options from your subclass. Uses: 2 per rest (1 regained on Short Rest; all on Long Rest). Divine Sense: As a Bonus Action; detect the location of any Celestials; Fiends; and Undead within 60 feet for 10 minutes (or until Incapacitated). Also detects consecrated or desecrated places in that radius. See Vow of Enmity card for your Oath of Vengeance Channel Divinity option. (Lvl 3 Feature)

Paladin Class Feature

Vow of Enmity

  • casting timeAttack Action + Channel Divinity
  • range30 feet

  • components—
  • duration1 minute

When you take the Attack action; you can expend one use of Channel Divinity to utter a vow of enmity against a creature you can see within 30 feet. You have Advantage on attack rolls against that creature for 1 minute or until you use this feature again. If the creature drops to 0 HP before the vow ends; you can transfer the vow to a different creature within 30 feet (no action required). (Lvl 3 Oath Feature)

Paladin Oath of Vengeance

Extra Attack

  • casting time—
  • range—

  • components—
  • durationPassive

Whenever you take the Attack action on your turn; you can attack twice instead of once. (Lvl 5 Feature)

Paladin Class Feature

Faithful Steed

  • casting timeAction (Find Steed)
  • range90 feet

  • componentsV; S; M (gem worth 10+ GP)
  • duration1 hour

You always have the Find Steed spell prepared. You can also cast it once without expending a spell slot; regaining this ability on a Long Rest. Find Steed summons a spirit that takes the form of a Large mount (warhorse; pony; camel; elk; or mastiff). The steed is intelligent; can communicate with you telepathically; and acts on your turn sharing your initiative. (Lvl 5 Feature)

Paladin Class Feature

Divine Smite

  • casting timeBonus Action (after hitting with Melee weapon or Unarmed Strike)
  • rangeSelf

  • componentsV
  • durationInstantaneous

The target takes an extra 2d8 Radiant damage from the attack. Damage increases by 1d8 if the target is a Fiend or Undead. Cast at Higher Levels: Damage increases by 1d8 per slot level above 1st. Note: Once per Long Rest you can cast this without a spell slot (from Paladin's Smite feature).

Paladin Evocation

Feature Feature
Feature Feature
Feature Feature
Feature Feature
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1st 1st

Cure Wounds

  • casting timeAction
  • rangeTouch

  • componentsV; S
  • durationInstantaneous

A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. Cast at Higher Levels: Healing increases by 2d8 per slot level above 1st.

Paladin Abjuration

Bless

  • casting timeAction
  • range30 feet

  • componentsV; S; M (Holy Symbol worth 5+ GP)
  • durationConcentration up to 1 minute

You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends; the target adds 1d4 to the roll or save. Cast at Higher Levels: Target one additional creature per slot level above 1st.

Paladin Enchantment

Shield of Faith

  • casting timeBonus Action
  • range60 feet

  • componentsV; S; M (a prayer scroll)
  • durationConcentration up to 10 minutes

A shimmering field surrounds a creature of your choice within range; granting it a +2 bonus to AC for the duration.

Paladin Abjuration

Divine Favor

  • casting timeBonus Action
  • rangeSelf

  • componentsV; S
  • duration1 minute

Until the spell ends; your attacks with weapons deal an extra 1d4 Radiant damage on a hit.

Paladin Transmutation

Heroism

  • casting timeAction
  • rangeTouch

  • componentsV; S
  • durationConcentration up to 1 minute

A willing creature you touch is imbued with bravery. Until the spell ends; the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns. Cast at Higher Levels: Target one additional creature per slot level above 1st.

Paladin Enchantment

Wrathful Smite

  • casting timeBonus Action (after hitting with Melee weapon or Unarmed Strike)
  • rangeSelf

  • componentsV
  • duration1 minute

The target takes an extra 1d6 Necrotic damage; and must succeed on a Wisdom saving throw or be Frightened until the spell ends. At the end of each of its turns; the Frightened target repeats the save; ending the spell on a success. Cast at Higher Levels: Damage increases by 1d6 per slot level above 1st.

Paladin Necromancy

Searing Smite

  • casting timeBonus Action (after hitting with Melee weapon or Unarmed Strike)
  • rangeSelf

  • componentsV
  • duration1 minute

The target takes an extra 1d6 Fire damage. At the start of each of its turns; the target takes 1d6 Fire damage and makes a Constitution saving throw. On a failed save; the spell continues. On a success; the spell ends. Cast at Higher Levels: All damage increases by 1d6 per slot level above 1st.

Paladin Evocation

Bane

  • casting timeAction
  • range30 feet

  • componentsV; S; M (a drop of blood)
  • durationConcentration up to 1 minute

Oath of Vengeance — always prepared from Lvl 3

Up to three creatures you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or saving throw; it must subtract 1d4 from the result. Cast at Higher Levels: Target one additional creature per slot level above 1st.

Paladin Enchantment

Hunter's Mark

  • casting timeBonus Action
  • range90 feet

  • componentsV
  • durationConcentration up to 1 hour

(Oath of Vengeance — always prepared from Lvl 3) You magically mark one creature you can see as your quarry. Until the spell ends; you deal an extra 1d6 Force damage whenever you hit it with an attack roll. You also have Advantage on Wisdom (Perception or Survival) checks to find it. If the target drops to 0 HP; you can use a Bonus Action to move the mark to a new creature. Cast at Higher Levels: Concentration up to 8 hours (slot 3-4) or 24 hours (slot 5+).

Paladin Divination

1st 1st
1st 1st
1st 1st
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1st 1st
1st 1st
1st 1st
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1st 1st

Hold Person

  • casting timeAction
  • range60 feet

  • componentsV; S; M (a straight piece of iron)
  • durationConcentration up to 1 minute

Oath of Vengeance — always prepared from Lvl 5

Choose a Humanoid you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns; the target repeats the save; ending the spell on a success. Cast at Higher Levels: Target one additional Humanoid per slot level above 2nd.

Paladin Enchantment

Misty Step

  • casting timeBonus Action
  • rangeSelf

  • componentsV
  • durationInstantaneous

(Oath of Vengeance — always prepared from Lvl 5) Briefly surrounded by silvery mist; you teleport up to 30 feet to an unoccupied space you can see.

Paladin Conjuration

2nd 2nd
2nd 2nd