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Paladin - DND 5th Edition

The document summarizes the Paladin class for the 5th edition of Dungeons & Dragons. It provides an overview of class features including hit points, proficiencies, equipment, divine sense, lay on hands, fighting style options, and spellcasting abilities. The paladin gains additional abilities at higher levels including aura effects, improved divine smite, and sacred oath features.

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0% found this document useful (0 votes)
839 views5 pages

Paladin - DND 5th Edition

The document summarizes the Paladin class for the 5th edition of Dungeons & Dragons. It provides an overview of class features including hit points, proficiencies, equipment, divine sense, lay on hands, fighting style options, and spellcasting abilities. The paladin gains additional abilities at higher levels including aura effects, improved divine smite, and sacred oath features.

Uploaded by

Maria Luz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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DND 5th Edition (/) Sign in

a pretty basic wiki 

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Paladin
Whether sworn before a god's altar and the witness of a priest, in a sacred glade before nature spirits and fey
beings, or in a moment of desperation and grief with the dead as the only witness, a paladin's oath is a
powerful bond.

You must have a Charisma score and a Strength score of 13 or higher in order to multiclass in or out of this class.
The Paladin Spell Slots per Spell Level

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


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Class Features
As a paladin, you gain the following 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

Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Equipment
You start with the following equipment, in addition to the equipment granted 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

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 (http://dnd5e.wikidot.com/spell: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
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
You adopt a particular 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.

• Close Quarters Shooter (UA)


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attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the
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attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You
have a +1 bonus to attack rolls on ranged attacks.

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

• Dueling
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, even if the new roll is a 1 or a 2. The weapon must have the
two-handed or versatile property for you to gain this benefit.

• Mariner (UA)
As long as you not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to
your normal speed, and you gain a +1 bonus to armor class.

• Protection
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.

• Tunnel Fighter (UA)


As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive
stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee
attack against a creature that moves more than 5 feet while within your reach.

Spellcasting
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 spell list
(http://dnd5e.wikidot.com/spells:paladin). 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 (http://dnd5e.wikidot.com/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


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Spell attack modifier = your proficiency bonus + your Charisma modifier
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Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your paladin spells.

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, to a maximum of 6d8.

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 one of the following oaths:
• Ancients (http://dnd5e.wikidot.com/paladin:ancients)
• Conquest (http://dnd5e.wikidot.com/paladin:conquest)
• Crown (http://dnd5e.wikidot.com/paladin:crown)
• Devotion (http://dnd5e.wikidot.com/paladin:devotion)
• Treachery (UA) (http://dnd5e.wikidot.com/paladin:treachery)
• Vengeance (http://dnd5e.wikidot.com/paladin:vengeance)
• Oathbreaker (http://dnd5e.wikidot.com/paladin:oathbreaker)
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
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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.

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.

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