Paladin Class Features Hit Points Hit Dice: 1d10 per paladin level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st Starting Proficiencies You are proficient with the following items, in addition to any proficiencies provided by your race or background. Armor: Light Armor, Medium Armor, Heavy Armor, shields Weapons: simple Weapons, martial Weapons Tools: none Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion Starting Equipment You start with the following items, plus anything provided by your background. • (a) a martial weapon and a Shield or (b) two martial Weapons • (a) five javelins or (b) any simple melee weapon • (a) a Priest's Pack or (b) an Explorer's Pack • Chain Mail and a holy Symbol Alternatively, you may start with 5d4 x 10 gp to buy your own Equipment. Divine Sense The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). 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. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a Long Rest, you regain all expended uses. The Paladin Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th 1st +2 Divine Sense, Lay on Hands - - - - - 2nd +2 Fighting Style, Spellcasting, Divine Smite 2 - - - - 3rd +2 Divine Health, Sacred Oath 3 - - - - 4th +2 Ability Score Improvement 3 - - - - 5th +3 Extra Attack 4 2 - - - 6th +3 Aura of Protection 4 2 - - - 7th +3 Sacred Oath feature 4 3 - - - 8th +3 Ability Score Improvement 4 3 - - - 9th +4 - 4 3 2 - - 10th +4 Aura of Courage 4 3 2 - - 11th +4 Improved Divine Smite 4 3 3 - - 12th +4 Ability Score Improvement 4 3 3 - - 13th +5 - 4 3 3 1 - 14th +5 Cleansing Touch 4 3 3 1 - 15th +5 Sacred Oath feature 4 3 3 2 - 16th +5 Ability Score Improvement 4 3 3 2 - 17th +6 - 4 3 3 3 1 18th +6 Aura improvements 4 3 3 3 1 19th +6 Ability Score Improvement 4 3 3 3 2 20th +6 Sacred Oath feature 4 3 3 3 2

Lay on Hands Your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on Undead and constructs. Fighting Style At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Defense While you are wearing armor, you gain a +1 bonus to AC. Divine Smite Starting at 2nd level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each Spell Level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an Undead or a fiend. Spellcasting By 2nd level, you have learned to draw on Divine Magic through meditation and prayer to cast Spells as a Cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list. Preparing and Casting Spells The Paladin table shows how many Spell Slots you have to cast your Spells. To cast one of your paladin Spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest. You prepare the list of paladin Spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin Spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots. For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level Spell Slots. With a Charisma of 14, your list of prepared Spells can include four Spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells. You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of paladin Spells requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list. Spellcasting Ability Charisma is your spellcasting ability for your paladin Spells, since their power derives from the Strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when Setting the saving throw DC for a paladin spell you cast and when Making an Attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell Attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You can use a holy Symbol as a spellcasting focus for your paladin Spells. Divine Health By 3rd level, the Divine Magic flowing through you makes you immune to disease. Sacred Oath When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose an oath, such as the Oath of Devotion. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath Spells and the Channel Divinity feature. Oath Spells Each oath has a list of associated Spells. You gain access to these Spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath Spells don’t count against the number of Spells you can prepare each day. If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you. Channel Divinity Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or Long Rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn. Aura of Protection Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet. Aura of Courage Starting at 10th level, you and friendly creatures within 10 feet of you can't be Frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet. Improved Divine Smite By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an Attack, you add this damage to the extra damage of your Divine Smite. Cleansing Touch Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a Long Rest.

Sacred Oaths Oath of the Reaper When the paladin takes the Oath of the Reaper he makes a Pledge to Kelemvor, Lord of the Dead and Judge of the Damned. He is sworn to protect the innocent, to avenge those taken before their time, to rid the world of undead and punish those that create or use them. Often thought of as cold and detached, nothing is further from the truth. The Reaper is there to help shoulder the assist those passing from this life to the next. "A good death is its own reward." "I am here to see you keep your appointment with Kelemvor." "I will send you to the Fague Plane. Today you will face the Lord of the Dead, Judge of the Damned." Tenets of the Reapers Though the exact words and strictures of the Oath of the Reaper vary, paladins of this oath share these tenets. Honor the dead and help the dying, for their strivings in life brought Faerun to where it is now. Remember them and share the stories of their life so they are never truly gone. Avenge those that have died before their time. Find and punish those responsible. The undead are abominations and are to be sought out and destroyed. Punish those that would artificially prolong life or raise the dead. Oath Spells You gain oath spells at the paladin levels listed. Oath of the Reaper Spells Paladin Level Spell 3rd Protect the Dying, Guiding Bolt 5th Misty Step, Shatter Bone 9th Revivify, Spirit Guardians 13th Fear of Death, Death Ward 17th Antideath Shell, Commune Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Death's Grip. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause ghostly arms to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the apparitions vanish. Turn Undead. You can use your Channel Divinity to utter prayers to Kelemvor that are painful for undead. As an action, you present your holy symbol, and each undead within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space Within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned. Aura of Life Beginning at 7th level, life-preserving energy radiates from you in an aura with a 10-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can’t be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the arua with 0 hit points. At 18th level, the range of this aura increases to 30 feet. Increased Attack vs Undead Starting at 15th level, you add your charisma modifier to your attack roll when attacking the undead. Banish Undead At 20th level, you can call for the aid of Kelemvor when fighting a single powerful undead, banishing it to the Fague Plane to face judgement. If creature makes a ___ save it is not banished but loses ½ of its current HP.

Oath Spell 1-1 Protect the Dying Abjuration Level: 1 Casting time: 1 Bonus Action Range: 30 feet Components: V, S, M (a small silver mirror) Duration: 1 minute You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell gives the warded creature resistance from area effects, such as the explosion of a fireball. If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends. Oath Spell 1-2 Guiding Bolt Evocation Level: 1 Casting time: 1 Action Range: 120 feet Components: V, S Duration: 1 round A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. At higher level When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Oath Spell 2-1 Spiritual Weapon Evocation Level: 2 Casting time: 1 Bonus Action Range: 60 feet Components: V, S Duration: 1 minute You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon. At higher level When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd. Oath Spell 2-2 Shatter Bone Evocation Level: 2 Casting time: 1 Action Range: 60 feet Components: V, S, M (a chip of mica) Duration: Instantaneous A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. An undead creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area. At higher level When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Oath Spell 3-1 Revivify Necromancy Level: 3 Casting time: 1 Action Range: Touch Components: V, S, M (diamonds worth 300 gp, which the spell consumes) Duration: Instantaneous You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts. Oath Spell 3-2 Spirit Guardians Conjuration Level: 3 Casting time: 1 Action Range: Self (15-foot-radius) Components: V, S, M (a holy symbol) Duration: Concentration, up to 10 minutes You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At higher level When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Oath 4-1 Fear of Death Evocation Level: 4 Casting time: 1 Bonus Action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon pierces both body and mind, showing a vision of the targets death. The vision shown isn't guaranteed to come true but only the paladin is aware of this. The attack deals an extra 4d6 psychic damage and causees the target to be frightened. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, for 1 minute. Oath 4-2 Death Ward Abjuration Level: 4 Casting time: 1 Action Range: Touch Components: V, S Duration: 8 hours You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spells ends.