Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1 2 Divine Sense, Lay on Hands - - - - -
2 2 Fighting Style, Spellcasting, Divine Smite 2 - - - -
3 2 Paladin Archetype, Divine Health 3 - - - -
4 2 Ability Score Improvement 3 - - - -
5 3 Extra Attack 4 2 - - -
6 3 Aura of Protection 4 2 - - -
7 3 Paladin Archetype Feature 4 3 - - -
8 3 Ability Score Improvement 4 3 - - -
9 4 - 4 3 2 - -
10 4 Aura of Courage 4 3 2 - -
11 4 Improved Divine Smite 4 3 3 - -
12 4 Ability Score Improvement 4 3 3 - -
13 5 - 4 3 3 1 -
14 5 Cleansing Touch 4 3 3 1 -
15 5 Paladin Archetype Feature 4 3 3 2 -
16 5 Ability Score Improvement 4 3 3 2 -
17 6 - 4 3 3 3 1
18 6 Aura of Protection, Aura of Courage 4 3 3 3 1
19 6 Ability Score Improvement 4 3 3 3 2
20 6 Paladin Archetype Feature 4 3 3 3 2

Hit Points

Hit Dice: 1d10 per your Paladin level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d (or 6) + 'your Constitution modifier per Paladin level after 1st


Armor: Simple weapons, martial weapons
Weapons: All armor, shields
Saving Throws: Wisdom, Charisma
Skills: Choose two of the following: Athletics, Religion, Persuasion, Medicine, Intimidation, and Insight

Divine Sense Level: 1

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.

Lay on Hands Level: 1

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 × 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 Level: 2

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.


While you are wearing armor, you gain a +1 bonus to AC.


When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.


When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Spellcasting Level: 2

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.

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 Spells 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 Smite Level: 2

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.

Paladin Archetype Level: 3

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, which are detailed in the official source material, as well as below.

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.

Divine Health Level: 3

By 3rd level, the divine magic flowing through you makes you immune to disease.

Extra Attack Level: 5

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Aura of Protection Level: 6

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 Level: 10

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 Level: 11

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 Level: 14

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.

Spell List

  • 1st Level
    • Bless
    • Command
    • Cure Wounds
    • Detect Evil and Good
    • Detect Magic
    • Detect Poison and Disease
    • Divine Favor
    • Heroism
    • Protection from Evil and Good
    • Purify Food and Drink
    • Shield of Faith
  • 2nd Level
    • Aid
    • Find Steed
    • Lesser Restoration
    • Locate Object
    • Magic Weapon
    • Protection from Poison
    • Zone of Truth
  • 3rd Level
    • Create Food and Water
    • Daylight
    • Dispel Magic
    • Magic Circle
    • Remove Curse
    • Revivify
  • 4th Level
    • Banishment
    • Death Ward
    • Locate Creature
  • 5th Level
    • Dispel Evil and Good
    • Geas
    • Raise Dead
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The Oath of the Drowned is an oath which is taken by the desperate, which may turn reluctant. When a person dies to the oceans from drowning, they may bag and plead the gods for mercy. These people may be revived as drowned paladins. Their personalities shifted, and their life restored. Now, these paladins fight the monsters of the ocean and try to prevent others from the same fate as them. Despite this, most adore water and especially the open sea.

Tenets of the Drowned

The tenets of the drowned are moral guides that are ingrained into a drowned paladin upon their reincarnation. They simply have strong feelings towards these things, as the gods must have forced them into the person. Some say this is proof that the drowned paladins have given up free will for another life, and as such, they will always die to the sea once more.

  • Save the Drowning. The worst death a person can experience, I would never wish it upon even the most vile of villains.
  • Allegiance to Friends. A crew is nothing without honesty and loyalty. I will place the well being of my crew higher than even my own.
  • Never Stagnate. As the waters flow endless, so too will I. To stop and never change is proof that I will never improve.
  • Parlay. No person, however vile, should be deprived the act of parlay. Conflicts can be resolved through words instead of weapons.
  • Never Maroon. To be left alone and abandoned is perhaps the most tragic of situations. To leave a person alone without any hopes is the most vile of actions any person can do.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin LevelSpells
3rdThunderous Smite, Heroism
5thGust of Wind, Misty Step
9thWater Breathing, Aura of Vitality
13thControl Water, Freedom of Movement
17thCone of Cold, Raise Dead

Channel Divinity Level: 3

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Turn the Sea. As an action, you present your holy symbol and speak a prayer censuring aquatic and amphibious creatures, using your Channel Divinity. Each aquatic or amphibious creature that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it 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.

Conquer the Water. As an action you can cause swirling water to launch out from your holy symbol and latch onto 4 creatures, which can include yourself. All creatures chosen can choose to gain a swim speed of 40 feet. This effect lasts for an amount of hours equal to your Charisma modifier.

Aura of Humidity Level: 7

Beginning at 7th level, you have an aura of humidity around you. The area within 10 feet of you in considered to be difficult terrain. You can choose to exclude specific creatures from this effect.

In addition to this, you feel comfortable in temperatures as high as 125 degrees Fahrenheit, and are unaffected by humidity.

At 18th level, the range of this aura increases to 30 feet.

Dancing Water Weapon Level: 15

Beginning at 15th level, you can harvest water to extend your reach. As a bonus action you can have pillars of swirling water grab onto one or two melee weapons from your hands and carry them away. Your reach with those melee weapons is increased by 20 feet. In addition to the extra reach, the water carrying the weapons assists in the fight. When you make an attack with a dancing weapon it deals an additional 1d6 bludgeoning damage as the water jets out at the creature as well.

The weapons will dance for an amount of rounds equal to your Charisma modifier, after which the weapons will return to your hands. If your hands are full, they fall at your feet.

Once you use this feature, you can’t use it against until you finish a short or long rest.

Stormy Waters Level: 20

Beginning at 20th level, as an action you can cause the ground within 30 feet of you to bubble and flow with water. For 1 minute you gain the following benefits:

  • When a creature moves within 30 feet of you, you can cause a geyser to erupt under their feet as a reaction. They must make a Dexterity saving throw or be flung 30 feet into the air.
  • You can use your action to cause watery weapons to attack all creatures of your choice within 30 feet. You make a spell attack roll against all creatures in the area, and on a success you deal 1d8 + your Charisma modifier in bludgeoning damage.

Once you use this feature, you can’t use it against until you finish a long rest.

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