Skills. Choose 2 from Athletics, Insight, Intimidation, Medicine, Persuasion, Religion.
Starting equipment. Choose A or B: (A) Chain Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priest’s Pack, and 9 GP; or (B) 150 GP
SRD 5.2.1, p.53 · CC BY 4.0
Paladin level table (D&D 2024)
Level
Proficiency bonus
What you gain
1
+2
WIS & CHA saves; choose 2 skills; Spellcasting (CHA, half-caster from L1); Lay on Hands (pool = 5 × Paladin level); Weapon Mastery (pick 2).
2
+2
Fighting Style, Paladin's Smite (Divine Smite)
3
+2
Channel Divinity (2 uses, regain 1 on short rest, all on long rest) — its base effect is Divine Sense. Subclass: Oath of Devotion.
4
+2
ASI: distribute +2 across abilities (or take a Feat).
5
+3
Extra Attack (attack twice when you take the Attack action). Faithful Steed (always have Find Steed prepared; cast it once per Long Rest without a slot).
6
+3
Aura of Protection (10-foot Emanation: you and your allies add CHA to saves, minimum +1; inactive while you have the Incapacitated condition)
7
+3
Devotion: Aura of Devotion (allies immune to charm)
8
+3
ASI: distribute +2 across abilities (or take a Feat).
9
+4
Abjure Foes (Channel Divinity)
10
+4
Aura of Courage
11
+4
Radiant Strikes (when you hit with an attack roll using a Melee weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage). Channel Divinity: 3 uses.
12
+4
ASI: distribute +2 across abilities (or take a Feat).
13
+5
-
14
+5
Restoring Touch (when you use Lay On Hands you can also remove Blinded, Charmed, Deafened, Frightened, Paralyzed or Stunned from the creature, expending 5 Hit Points from the Lay On Hands pool per condition; those points do not also restore Hit Points)
15
+5
Devotion: Smite of Protection (whenever you cast Divine Smite, you and your allies have Half Cover while in your Aura of Protection, until the start of your next turn)
16
+5
ASI: distribute +2 across abilities (or take a Feat).
17
+6
-
18
+6
Aura Expansion (30 ft)
19
+6
Epic Boon (gain an Epic Boon feat or another feat you qualify for).
20
+6
Devotion: Holy Nimbus (Bonus Action: for 10 minutes you have Advantage on saving throws you are forced to make by a Fiend or an Undead, an enemy that starts its turn in your Aura of Protection takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus, and the aura is filled with Bright Light that is sunlight; once per Long Rest, and you can restore the use by expending a level 5 spell slot)
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level.
As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.
You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those points don’t also restore Hit Points to the creature.
Fighting StyleLevel 2
Pick a style (Archery, Defense, Great Weapon Fighting, Two-Weapon Fighting, etc.).
Paladin's SmiteLevel 2
You always have the Divine Smite spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.
Channel DivinityLevel 3
Use channeled options (Turn Undead, Sacred Weapon, etc.). Regain 1 use on a short rest, all uses on a long rest.
Divine Sense. As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. 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.
Extra AttackLevel 5
You can attack twice instead of once whenever you take the Attack action on your turn.
Faithful SteedLevel 5
You can call on the aid of an otherworldly steed. You always have the Find Steed spell prepared.
You can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.
You radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated condition.
You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1).
If another Paladin is present, a creature can benefit from only one Aura of Protection at a time; the creature chooses which aura while in them.
Aura of CourageLevel 10
You and your allies have Immunity to the Frightened condition while in your Aura of Protection. If a Frightened ally enters the aura, that condition has no effect on that ally while there.
Radiant StrikesLevel 11
Your strikes now carry supernatural power. When you hit a target with an attack roll using a Melee weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage.
When you use Lay On Hands on a creature, you can also remove one or more of the following conditions from the creature: Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned. You must expend 5 Hit Points from the healing pool of Lay On Hands for each of these conditions you remove; those points don’t also restore Hit Points to the creature.
Spend Hit Point Dice. You can spend one or more of your Hit Point Dice to regain Hit Points. For each Hit Point Die you spend in this way, roll the die and add your Constitution modifier to it. You regain Hit Points equal to the total (minimum of 1 Hit Point). You can decide to spend an additional Hit Point Die after each roll.
When you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage.
The weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that.
You can end this effect early (no action required). This effect also ends if you aren’t carrying the weapon.
Aura of DevotionLevel 7
You and your allies have Immunity to the Charmed condition while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on that ally while there.
Smite of ProtectionLevel 15
Your magical smite now radiates protective energy. Whenever you cast Divine Smite, you and your allies have Half Cover while in your Aura of Protection. The aura has this benefit until the start of your next turn.
As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
Holy Ward. You have Advantage on any saving throw you are forced to make by a Fiend or an Undead.
Radiant Damage. Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus.
Sunlight. The aura is filled with Bright Light that is sunlight.
RollQuest ships the D&D 2024 SRD as a content pack, on a 5e character sheet that does the maths - roll from the sheet and let the numbers work themselves out. Free to start.