| Level | Proficiency Bonus | Zeal Dice | Features |
|---|---|---|---|
| 1st | +2 | d4 | Fighting Style, Aura of Zeal, Divine Sense |
| 2nd | +2 | d4 | Spellcasting |
| 3rd | +2 | d4 | Sacred Oath, Channel Divinity |
| 4th | +2 | d4 | Ability Score Improvement, Resilient Zeal |
| 5th | +2 | d6 | Extra Attack |
| 6th | +3 | d6 | Aura of Protection |
| 7th | +3 | d6 | Sacred Oath feature |
| 8th | +3 | d6 | Ability Score Improvement |
| 9th | +3 | d6 | Abjure Foes |
| 10th | +4 | d6 | Aura of Courage |
| 11th | +4 | d8 | Improved Divine Smite, Relocate Aura |
| 12th | +4 | d8 | Ability Score Improvement |
| 13th | +4 | d8 | Cleansing Touch |
| 14th | +5 | d8 | Sacred Oath feature |
| 15th | +5 | d8 | Zeal Overflow |
| 16th | +5 | d8 | Ability Score Improvement |
| 17th | +5 | d10 | — |
| 18th | +6 | d10 | Aura Expansion |
| 19th | +6 | d10 | Ability Score Improvement |
| 20th | +6 | d10 | Sacred Oath Capstone |
Class Health Number: 6
Hit Points at 1st Level: 12 + your fighting style health bonus
Hit Points at Higher Levels: 6 + your fighting style health bonus per paladin level after 1st
Some of your abilities will require your Mental or Physical Modifier.
Your Physical Modifier is your Strength Modifier.
Your Mental Modifier is your Intelligence, Wisdom, or Charisma Modifier.
You adopt a particular style of fighting as your specialty. Choose one of the following options. Each Fighting style grants you a bonus at level 1, you must be wielding one of your fighting style’s respective item to gain this benefit. At level 7, your fighting style provides you with a Martial Feat, this feat does not count against your Feats known, and it does not require a slot when you use it. You must be wielding one of your fighting style’s respective item to use this feature, but you can use this feat regardless of your class.
The health bonus is added to your hit point maximum at 1st level and whenever you gain a level in this class.
You emanate a protective aura of divine conviction. Your aura extends 10 feet from you in all directions, growing in radius as you gain levels. While your aura is active (you are not incapacitated), enemies within it have a penalty to attack rolls against creatures other than you equal to your Mental Modifier.
Zeal Dice. You have a pool of Zeal Dice that fuel your divine abilities. Your Zeal Dice start as d4s, and they improve at higher levels. You can hold a maximum number of Zeal Dice equal to your proficiency bonus. They disappear when you finish a short or long rest.
At the start of each of your turns, you gain one Zeal Die for each hostile creature within your aura.
Divine Smite. When you hit a creature with a melee weapon attack, you can expend any number of Zeal Dice. The attack deals additional radiant damage equal to the total rolled.
Zealous Benediction. When you hit a creature with a melee weapon attack, you can expend any number of Zeal Dice to heal a creature you can see within your aura (including possibly yourself). That creature regains hit points equal to the total rolled.
As an action, you can detect celestials, fiends, and undead. For the next 10 minutes, you know the location of any creature of those types within 60 feet of you that is not behind total cover. You also know if there is a place or object within 30 feet that has been consecrated or desecrated.
This feature requires the expenditure of a Secondary Spell Slot.
You have sworn an oath that grants you the ability to cast spells.
Spell Slots. The Paladin Spellcasting table shows how many spell slots you have to cast your paladin spells. You regain all expended spell slots when you finish a long rest. Casting spells with a Primary Spell Slot requires one action, casting a spell with a Secondary Slot requires two actions.
Spells Known. You know three paladin spells of your choice from the paladin spell list. The Spells Known column of the Paladin Spellcasting table shows when you learn more paladin spells. Each of these spells must be at maximum level equal to your highest level spell slot.
Whenever you gain a level in this class, you can replace one paladin spell you know with another spell of your choice from the paladin spell list. The new spell must be of a level for which you have spell slots.
Mental Modifier. Intelligence, Wisdom, or Charisma is your Mental Modifier for your paladin spells. The DC for your spell saving throws equals your Mental DC (8 + your proficiency bonus + your Mental Modifier).
| Level | Spells Known | Primary Slots | Primary Level | Secondary Slots | Secondary Level |
|---|---|---|---|---|---|
| 2nd | 3 | 3 | 1st | 0 | - |
| 3rd | 4 | 3 | 1st | 1 | 1st |
| 4th | 4 | 3 | 1st | 1 | 1st |
| 5th | 5 | 3 | 1st | 2 | 2nd |
| 6th | 5 | 3 | 1st | 2 | 2nd |
| 7th | 6 | 3 | 1st | 2 | 2nd |
| 8th | 6 | 4 | 1st | 2 | 2nd |
| 9th | 7 | 4 | 2nd | 2 | 3rd |
| 10th | 7 | 4 | 2nd | 2 | 3rd |
| 11th | 8 | 4 | 2nd | 2 | 3rd |
| 12th | 8 | 4 | 2nd | 3 | 3rd |
| 13th | 9 | 5 | 2nd | 3 | 4th |
| 14th | 9 | 5 | 2nd | 3 | 4th |
| 15th | 10 | 5 | 2nd | 3 | 4th |
| 16th | 10 | 5 | 3rd | 3 | 4th |
| 17th | 11 | 5 | 3rd | 3 | 5th |
| 18th | 11 | 5 | 3rd | 3 | 5th |
| 19th | 12 | 5 | 3rd | 3 | 5th |
| 20th | 12 | 5 | 3rd | 3 | 5th |
You swear an oath that binds you as a paladin. Your oath grants you features at 3rd level, and then again at 7th, 14th, and 20th level. It also grants you additional Channel Divinity options.
You can channel divine power by expending 3 Zeal Dice. You have the following option, plus any granted by your Sacred Oath.
Divine Sense. As an action, you gain the effects of your Divine Sense feature for 10 minutes without expending a use of a spell slot.
At 4th, 8th, 12th, 16th, and 19th level, you can increase an ability score by 1
Your conviction hardens as you protect others. When an ally within your aura takes damage from a hostile creature, you gain one Zeal Die. This can happen only once per turn.
Additionally, when you use Zealous Benediction to heal an ally, you gain hit points equal to your Mental Modifier (minimum 1).
When taking the attack action you do not suffer any penalties from the fatigued condition.
While your aura is active, you and friendly creatures within it add your Mental Modifier (minimum +1) to all saving throws.
You gain an additional Channel Divinity option:
Abjure Foes. As an action, you present your holy symbol and target a number of creatures equal to your Mental Modifier (minimum 1) that you can see within 60 feet. Each must succeed on a Mental DC Wisdom saving throw or be frightened of you for 1 minute. While frightened in this way, a creature cannot take reactions. A frightened creature can repeat the save at the end of each of its turns, ending the effect on a success.
While your aura is active, you and friendly creatures within it are immune to the frightened condition.
You are so suffused with divine might that your melee weapon strikes carry supernatural power. Whenever you hit a creature with a melee weapon, the target takes an extra 1d8 radiant damage. This does not require spending Zeal Dice.
As an action, you can cause your aura to emanate from a point you can see within 30 feet instead of from yourself. You must concentrate on this effect as if concentrating on a spell. If your concentration ends, the aura returns to you immediately. While the aura is relocated, you do not gain its benefits unless you are also within its radius.
Your Channel Divinity option Cleanse improves. When you expend 2 Zeal Dice to touch a creature, you can end one of the following conditions: blinded, charmed, deafened, frightened, paralyzed, or poisoned. Alternatively, you can end one spell affecting the creature (no save, but the spell must be 5th level or lower).
When you would gain a Zeal Die and are already at your maximum, you roll that zeal die and heal one creature of your choice within your aura.
At the start of your turn you gain one zeal die for each friendly creature within your aura, your maximum zeal dice increases by your mental modifier
Your aura radius increases to 30 feet.
At 20th level, you gain the ultimate expression of your sworn oath, as detailed in your Sacred Oath description.