Paladin Changes
Relevant Universal Character Changes
Changes for all classes
Martial General Changes
Spellcaster General Changes
Class Changes
Divine Smite
2nd-level Paladin feature
Starting at 2nd level, you gain the ability to imbue your divine energy into an object, then explosively release this energy when you attack. At the start of each of your turns, you can choose to expend a spell slot and select an object within reach to imbue it with power. This object is your relic, once imbued. So long as your relic is on your person, the next time you hit a creature or object with a melee weapon attack, you deal radiant damage to the target in addition to the attack’s damage, and the relic is no longer imbued. 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.
When a relic is imbued in this way, it produces bright light in a 10 foot radius, and dim light for another 10 feet. When you imbue a relic using a spell slot of 2nd level or higher, the range of this bright and dim light both increase by 10 feet for each slot level above 1st.
Imbuing a relic with power this way lasts for one minute unless the object chosen holds significance to you (like a memento or heirloom), in which case it lasts for 10 minutes instead. You can also dismiss your imbuement as a bonus action on your turn.
You can only imbue one relic at a time, and attempting to imbue a new relic causes the imbuement on the old relic to immediately end.
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.
Fighting Style
2nd-level Paladin feature
At 2nd level, 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.
- Unarmed Fighting
- Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
- For the purposes of using maneuvers, your unarmed strikes count as “weapon attacks”.
- At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
- If you make unarmed strikes –or deal damage at the start of each of your turns to grappled targets using this fighting style– while wearing magical armor, your unarmed strikes and grappling damage count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
Paladin Subclass Changes
Paladin – Oath of the Crown
- Oath Spells
- 3rd-level Oath of the Crown feature
- You gain oath spells at the paladin levels listed.
| Paladin Level | Oath Spells |
| 3rd | Command, Compelled Duel |
| 5th | Warding Bond, See Invisibility |
| 9th | Aura of Vitality, Spirit Guardians |
| 13th | Banishment, Guardian of Faith |
| 17th | Circle of Power, Geas |
- Divine Allegiance
- 7th-level Oath of the Crown feature
- Starting at 7th level, when a creature within your Aura of Protection
5 feet of youtakes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can’t be reduced or prevented in any way.
- Starting at 7th level, when a creature within your Aura of Protection
- Unyielding Spirit
- 15th-level Oath of the Crown feature
- Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed, petrified, or stunned, as do creatures in your Aura of Protection.
Paladin – Oath of Devotion
- Oath Spells
- 3rd-level Oath of Devotion feature
- You gain oath spells at the paladin levels listed.
| Paladin Level | Oath Spells |
| 3rd | Bless |
| 5th | Lesser Restoration, Prayer of Healing |
| 9th | Beacon of Hope, Dispel Magic |
| 13th | Freedom of Movement, Guardian of Faith |
| 17th | Commune, Flame Strike |
- Aura of Angelic Devotion
- 7th-level Oath of the Devotion feature
- Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed or knocked prone while you are conscious. In addition, friendly creatures that start their turn within this aura have resistance to fall damage.
- At 18th level, the range of this aura increases to 30 feet.
Paladin – Oath of Glory
- Oath Spells
- 3rd-level Oath of Glory feature
- You gain oath spells at the paladin levels listed.
| Paladin Level | Oath Spells |
| 3rd | Guiding Bolt, Heroism |
| 5th | Enhance Ability, Chad’s Rad Disk |
| 9th | Haste, Protection from Energy |
| 13th | Compulsion, Freedom of Movement |
| 17th | Commune, Flame Strike |
- Aura of Alacrity
- 7th-level Oath of the Glory feature
- You emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren’t incapacitated, the walking speed of any ally who starts their turn or comes within 10
5feet of you increases by 10 feet until the end of that turn. This bonus movement speed is consumed first once it is added to a character’s movement speed mid-turn. - When you reach 18th level in this class, the range of the aura increases to 30
10feet.
- You emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren’t incapacitated, the walking speed of any ally who starts their turn or comes within 10
Paladin – Oath of Vengeance
- Oath Spells
- 3rd-level Oath of Vengeance feature
- You gain oath spells at the paladin levels listed.
| Paladin Level | Oath Spells |
| 3rd | Cause Fear |
| 5th | Hold Person, Mind Spike |
| 9th | Haste, Bestow Curse |
| 13th | Banishment, Locate Creature |
| 17th | Hold Monster, Scrying |
Paladin – Oath of the Watchers
- Oath Spells
- 3rd-level Oath of the Watchers feature
- You gain oath spells at the paladin levels listed.
| Paladin Level | Oath Spells |
| 3rd | Gift of Alacrity |
| 5th | Moonbeam, See Invisibility |
| 9th | Counterspell, Magic Circle |
| 13th | Arcane Eye |
| 17th | Hold Monster, Scrying |
- Aura of the Sentinel
7th-level Oath of the the Watchers feature
- You emit an aura of alertness while you aren’t incapacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain advantage on
bonus toinitiative and perception checksequal to your proficiency bonus. - At 18th level, the range of this aura increases to 30 feet.
New Class-Unique Maneuvers
- Paladin Level 5:
- Paladin Level 8:
- Paladin Level 11:
Spell Changes
New Spells
- 2nd-level Spells
Relevant Spell Changes
- Cantrips
- 2nd-level Spells
- 5th-level Spells
Removed Spells
- 2nd-level Spells
- Zone of Truth