Paladins are those that take sword and spell to fight in the name of their god. Paladins have sworn an oath that they will execute the will of their gods and that they will abide by the Tenets of their faith. Because of this, paladins take a more frontline role in combat and in conflicts than Clerics and are brutal up close. Clad in armour and wielding martial weapons Paladins usually share a commitment to righteousness and will fight the forces of evil with magic or steel.
A great example of a paladin would have to be Michael Carpenter, from one of my favourite book series: The Dresden Files.
Michael Carpenter swore an oath to be a knight of the cross, wielding the holy sword Amoracchius, which he uses to consistently fight the forces of evil, whilst sticking to his beliefs and the religious oath he swore to God. Michael Carpenter has always chosen to stick to his oath, even when it was difficult and even offered the worst of people salvation and forgiveness, when it could jeopardise his own personal safety.
The Mechanics of Paladin Spellcasting
Paladins can prepare a new set of spells every long rest, which you can choose from the list on page 208-209 of the Players handbook. Every time you change out your spells your Paladin must spend time spent in prayer and meditation, to reflect the divine nature of their spells.
Paladins have less spells available to them than other spellcasters like Druids and Clerics and have no cantrips available to them, however, some of the Paladins unique abilities are very strong (*cough cough* Divine Smite) and often boost the effectiveness of the Paladin’s melee attacks.
Paladin Abilities
At level 1 Paladins get the ability Divine Sense that lets them search the surrounding area within 60 feet, using their divine sense, for Celestials, Fiends and Undead. So long as they are not behind total cover, e.g. behind a wall, the spell will reveal their location and their type, be it Celestial, Fiend or Undead. The spell also detects any “consecrated” or “Desecrated” object or place. For example it would detect a church or a holy cross, or an unholy site such as land that has been used to complete an evil ritual.
Also at first level Paladins get a strong ability to heal their allies using a limited pool of hit points equal to their current level x 5. You can use these hit points to heal one or multiple creatures so long as you don’t go other the pool of hit points you are allowed. So for example at level 1 you have a pool of 5 hitpoints so you could heal one ally by 3 hit points and another by 2 hit points, but then you would have to complete a long rest to replenish your available pool of hitpoints.
Paladins can enhance their melee attacks with their ability Divine Smite allowing them to expend a spell slot whenever they hit an enemy with a melee weapon to do extra damage. If they expend a 1st level spell slot they do an extra 2d8 damage meaning they roll two 8 sided dice and add the result to their damage. If they expend a spell slot higher than 1st level they deal an extra 1d8 with each spell slot level above 1. E.g. if they give up a 3rd level spell slot they would roll 4d8 and add it to their damage.
At 3rd level paladins also become immune to all disease, because why not.
Fighting Styles
Paladins have been trained in the use of martial weapons, so at level 2 you must choose a fighting style that will give you different bonuses when in combat, you can only choose 1 fighting style.
Defense – Whilst wearing any armour you gain a +1 bonus to your Armour class basically making you harder to hit.
Dueling – when you wielding a melee weapon in one hand and no other weapons you gain a + 2 bonus to your damage roll with that weapon . This fighting style also allows you to carry a shield in your other hand as it is not considered a weapon.
Great Weapon Fighting – when you make a terrible damage roll of either a 1 or a 2, with a two-handed weapon, you get to re-roll the damage. You must use the re-roll even if it is worse than the original roll.
Protection – when an enemy makes an attack against any creature/ally within 5 feet of you, you can use your reaction to impose disadvantage on that enemies attack making them roll twice and take the lower of the two rolls, lowering their chance to hit your ally.
Swearing an Oath
At 3rd level is when your Paladin must decide which oath they are going to take and which tenets they will choose to abide by. Each oath will give the Paladin a different set of spells unique to that specific oath, called “Oath Spells”. Paladins also get access to the ability Channel divinity, which is used to cause different effects, based on which oath was sworn. Channel divinity can only be used once, regardless of which effect you activate with the ability. Once you use it you must take a short or long rest.
Oath of Devotion
The Oath of Devotion path is one of justice, honour and order, Paladins on this path tend to be good, but sometimes the tenets they have sworn can be at the detriment to innocent people, (think Batman locking the Joker up again instead of killing him, because of his own personal code, despite the fact that he will inevitably break out of prison and terrorise again) although some oath of devotion Paladins would exercise wisdom . These paladins could also get into conflict with morally gray heroes or heroes who bend or break the rules to help people. (Oath of devotion Paladins would likely have Robin Hood arrested, but not before giving him a 2 hour speech on why he should change his ways and pray for forgiveness.)
Tenets of the Oath of Dovotion Paladin
Honesty – Never lie or cheat and stick to your promises.
Courage – Never be afraid to act, but caution is sometimes wise.
Compassion – Help others and protect the weak from those who would try to harm them. Give your enemies a fair chance for redemption but temper it with wisdom.
Honour – Do what is right towards others and stick to your word.
Duty – Hold personal responsibility for your actions, protect those you are responsible for and obey those who have authority over you, within reason.
Oath of Devotion spells
At 3rd level your paladin gains the spells: Protection from Good and Evil and Sanctuary.
At 5th level your paladin gains the spells: Lesser Restoration and Zone of Truth.
At 9th level your paladin gains the spells: Beacon of Hope and Dispel Magic.
At 13th level your paladin gains the spells: Freedom of Movement and Guardian of Faith.
At 17th level your paladin gains the spells: Commune and Flame Strike.
You can find these spells along with their descriptions listed in alphabetical order on pages 211- 289 of the Players Handbook.
Oath of Devotion Channel Divinity Effects
Oath of Devotion Paladins can use their channel divinity to activate these following effects.
Sacred weapon
Sacred weapon allows paladins to imbue energy into their weapon to add their charisma modifier to their attacks, making them more likely to hit an enemy. The weapon also glows with light, illuminating a 20 ft area in bright light around the sword and a further 20 ft in dim light. As well as this during the 1 minute this effect lasts for, the weapon damage changes to magical, this means if an enemy is resistant to blunt or slashing damage a hammer and a sword effected by the spell would still do full damage as the damage type is now magical.
Turn the Unholy
You speak a prayer and all fiends and undead creatures that you can see and hear must make a wisdom saving throw meeting or beating your paladins spell save DC (which is 8+ your proficiency bonus + your charisma modifier). On a failed saving throw the creature becomes “turned” for 1 minute meaning they must move as far away from you as fast as it can whilst using the dash ability to gain extra movement on its turn. The creature cannot also willingly move within 30ft of the paladin. If the creature has nowhere to move too i.e. is backed into a corner. It must take the dodge action to try and avoid an incoming attack. The creature snaps out of the effect at the end of the 1 minute duration or when the creature takes damage.
Oath of devotion paladins also get a few other abilities such as
Aura of Devotion
At 7th level which makes you and friendly creatures within 10ft of you immune to being charmed. This increases to 30ft at 18th level.
Purity of Spirit
At 15th level you gain Purity of Spirit, which means aberrations, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls made against the paladin, meaning they are less likely to successfully hit. Also this gives the added effect that these creatures cannot “Charm” “Frighten” or “Possess” you.
Holy Nimbus
At 20th level the ability Holy Nimbus, which allows the paladins armour and skin to shine with bright sunlight for 1 minute illuminating 30ft in bright light and a further 30ft in dim light. If a creature is caught in the bright light (30ft) when the spell was activated they take 10 radiant damage. During the 1 minute you also have advantage on saving throws against enemy spells cast by Fiends or undead, making you harder to hit.
Oath of the Ancients
An Oath of the Ancients Paladin has the job of protecting and spreading beautiful things like natural environments, light or joy. Some Oath of the Ancients Paladins are similar to druids, protecting sacred groves.
Tenets for the Oath of the Ancients Paladin
Kindle the Light – Through your actions and words grow and preserve hope, happiness and all things good in people and the world.
Shelter the Light – Protect all things beautiful, like hope joy and laughter from forces that would wish to destroy it and spread evil.
Preserve Your Own Light – Whilst you protect all things good make sure to preserve it in yourself by joining in laughter song and merriment.
Be the Light – Embody light and joy, acting as an example to others.
Oath of the Ancients spells:
At 3rd level you gain the spells: Ensnaring Strike and Speak With Animals
At 5th level you gain the spells: Misty Step and Moonbeam
At 9th level you gain the spells: Plant Growth and Protection from Energy
At 13th level you gain the spells: Ice Storm and Stoneskin
At 17th level you gain the spells: Commune with Nature and Tree Stride
Oath of the Ancients Channel Divinity Effects
Natures Wrath
One of the effects you can choose to activate when you use channel divinity is Natures wrath, this lets you summon up spectral vines from the ground which will attempt to entangle creatures within 10ft of you that you can see. If the creature fails on either a strength or dexterity saving throw (its choice) against you spell save DC or be restrained. The creature must attempt a saving throw at the end of each turn it is still entangled. When a creature is restrained it can’t move and attacks mad against the creature have advantage.
Turn the Faithless
You utter ancient words or present your holy symbol causing any fey or fiend immense pain, forcing them to make a wisdom saving throw equal or higher than your spell save DC. If they fail the save, the creature is “turned” for 1 minute meaning they must use all of their movement and actions in order to get as far away from you as possible, it cannot willingly move into a space within 30ft of you and if it has nowhere to run it can use the dodge action instead.
Oath of the ancients Paladins also gain access to these abilities:
Aura of Warding
At 7th level you and you allies within 10 ft of you have resistance to damage from spells. At 18th level the range increases to 30ft.
Undying Sentinel
At 15th level when you are reduced to 0 hit points but not dead, you can choose to drop to 1 hit point instead allowing you to keep fighting. You can only use this ability once per long rest.
Elder Champion
At 20th level you gain the ability Elder Champion which lets you assume change your appearance for 1 minute to appear closer to nature/ plants and animals, this could mean growing antlers or tusks or moss for hair, it sounds lame but it also comes with great effects like regaining 10 hit points at the start of each turn during the duration of the ability. It also lets you cast all paladin spells as a bonus action instead of a regular action. On top of that it also gives enemy creatures disadvantage on saving throws from your paladin spells and you Channel Divinity, making those abilities more likely to successfully hit.
Oath of Vengeance
Oath of Vengeance hunt down the forces of evil and are ruthless towards evildoers, giving no second chances. Despite this they still offer to help the good and innocent but may place more importance in defeating evil when the threat is still at large.
Oath of Vengeance Tenets
Fight the greater evil – When given the choice between destroying a lesser evil or a greater one Oath of Vengeance Paladins would choose the greater evil. For
example, they would work with corrupt nobles to stop an evil necromancer.
No mercy for the wicked – There are no second chances for evildoers vengeance/justice is more important than redemption and forgiveness.
By any means necessary – The ends justify the means and the paladins personal opinion can not get in the way of delivering vengeance
Restitution – An oath of devotion recognises that it was in their failing to defeat evil, that good and innocent people came to harm, because of this
they will try to help those harmed by evil and help them recover and rebuild.
Oath of Vengeance Spells
At 3rd level you gain access to the spells: Bane and Hunter’s Mark
At 5th level you gain access to the spells: Hold Person and Misty Step
At 9th level you gain access to the spells: Haste and Protection from Energy
At 13th level you gain access to the spells: Banishment and Dimension Door
At 17th level you gain access to the spells: Hold Monster and Scrying
Oath of Vengeance Channel Divinity Effects
Abjure Energy
Using your channel divinity you can gain the effect to present your holy symbol (e.g. a cross) and speak a prayer, choosing 1 creature within
60ft of you to affect. That creature must make a wisdom saving throw higher than your spell save DC (fiends and undead have disadvantage), if they fail
they will become “frightened” for 1 minute, meaning there movement is reduced to 0. On a successful save the creatures movement is halved for 1 minute or until
it takes damage. This costs 1 action in combat.
Vow of Enmity
As a bonus action, you can choose 1 creature within 10ft of you and you will gain advantage on all your attack rolls made against that target for
1 minute or until the creature drops to 0 hit points or falls unconscious.
Oath of Devotion Paladins also gain the following abilities
Relentless Avenger
gained at 7th level, this ability allows you to move half of tour movement speed of you make a successful opportunity attack against an enemy. An
opportunity attack is when a creature, on it’s turn, moves out of your weapons reach without taking the disengage action. This represents them turning their back on you to run away, whereas the disengage action represents them backing away slowly. Because they moved away hastily you get a free attack against it is when the attack
hits and does damage that this ability comes into play. When you hit on an opportunity attack you get to move a total of half your speed immediately after the attack you can choose to move anywhere and this movement does not provoke opportunity attacks for your enemies.
Soul of Vengeance
at 15th level your channel effect Vow of Enmity (seen previously) gets even more powerful. Now when you target an enemy with Vow of Enmity not only
will you still gain advantage on attacks made against the creature, but now whe the creature you targeted makes an attack against anyone, you can use your reaction to
make an attack against them, providing they are within your weapons reach.
Avenging Angel
Finally, at 20th level you can morph into the shape of an angel for 1 hour, appearing as such to enemies and allies alike. Whilst in this form you gain
the following buffs: you are granted the ability to fly at a speed of 60ft, due to your newly sprouted wings. As well as this if any enemy enters within 30ft of you or
started it’s turn within it, that enemy must succeed on a wisdom saving throw rolling equal to or higher than your spell save DC, or else become frightened for 1
minute or until they take damage. This means they cannot move whilst in the frightened state but they may still take an action, although they will have disadvantage on attack rolls made against you while frightened. Whilst they are frightened you also gain advantage on attack rolls making you more likely to successfully it that enemy. You can only use this ability once per long rest.