System	
  Reference	
   Document	
  5.1 	
   30	
  
Paladin 
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,	
  mart ial	
  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
The	
  Paladin	
  
Proficiency	
   Spell	
  Slots	
  per	
  Spell	
  Level 	
  
Level	
   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	
  
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	
  a ny	
  
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	
  t he	
  
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	
  feat ure	
  a	
  number	
  of	
  times	
  equal	
  
to	
  1	
  +	
  your	
  Charisma	
  modifier.	
  When	
  you	
  finish	
  a	
  
long	
  rest,	
  you	
  regain	
   all	
  expended	
  uses. 	
  