Dnd 5e paladin smite

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Let’s hack smites to reinvigorate Paladin spellcasting, discourage multiclassing for the sake of powergaming, and promote more dynamic play styles.

The Mechanic

The 5e Paladin’s Divine Smite feature keys off of spell slots. When you hit, you can burn a spell slot to deal extra radiant damage, with bigger damage rolls for higher spell slots.

The Problem

The primary problem this produces is that Paladins often skip casting spells so they can preserve their spell slots for smites. Why give Paladins spells if they’re not going to use them? When players get a new feature that keys off a resource they already have, they don’t feel like they’re getting as much. While this is not fatal design, it can be improved.

The secondary problem this produces is that it encourages players to multiclass into Sorcerer. The driving function of the multiclass is as a spell slot engine, fueled by the Sorcerer’s full spellcaster progression and Font of Magic (which can be used to create spell slots).

The Fix

If we divorce the smites from their cost, we can get the Paladin back to using their spells for actually casting spells! And Paladins can still multiclass into Sorcerer, but it will be a flavor-driven choice, not a siren song for single-mode powergaming.

If we’re separating smites from spell slots, we need to deal with two things: uses and scaling.

# of Uses

Since spell slots reset on a long rest (and Paladins don’t get any neat spell slot recovery tricks), we can start with the same long rest reset paradigm. We can always convert it to short rest later (by doing the opposite of what we did with the Agnostic Adventuring Day), but this also gives us more room to work with.

The next question is how many uses we give. In balancing this number, we need to consider the power we’re giving the class. Currently, the Paladin can use anywhere between 2 and 12 smites, depending on their available spell slots. But, we can’t use this as a benchmark. If we let the Paladin double-dip on smites and spell slots, we’re imparting a lot of power creep to a class that definitely doesn’t need it. Conversely, a Paladin’s power is balanced by their multiple ability score dependence (MAD).

We can lean on the Paladin’s MAD-ness to balance the number of smite uses. Give the Paladin a number of smite uses per long rest equal to their Charisma (CHA) modifier.

Another alternative is proficiency scaling. We’ve previously explored the benefits and drawbacks of proficiency scaling.

While these systems won’t let you use as many smites as you could before, there are always smite spells to supplement if you want more smites. While you can’t wait until you hit to cast smite spells, they can be stacked with the regular Divine Smite.

Damage Scaling

Since we can no longer peg damage to the spell level expended, we need another way to scale damage.

Using ability score modifiers again would be really convenient, because it emulates the range of d8s available under the present iteration of the Divine Smite feature (up to 5d8 vs. non-undead). However, it presents some problems if you’ve already used it for scaling the number of uses. You’d get a duplicative effect where your Charisma investment makes the damage go up as well as the number of uses.

It makes some sense to me that the smites should get more powerful as you level. So, we can use level scaling to accomplish this! Smite damage is a number of d8s equal to your Paladin level/4 (rounded up). This emulates the progression that we get from powering up smites with stronger spell levels. It also keeps our smites from being super powerful at low levels just because we pumped the right ability scores.

New Text

Here’s our Divine Smite rules hack all tidied up. I hope it gets your wheels turning about how to improve Divine Smite at your table!

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Sours: https://thinkdm.org/2020/08/29/smite/

Dungeons and Dragons: All the Paladin Smite Spells, Ranked

As the Paladin walks through the village's purportedly haunted graveyard in the twilight of dusk, the ground shifts beneath their feet. Hands covered in rotting flesh reach from the earth. In gleaming plate mail armor, the Paladin draws the greatsword passed through generations, kneels, and says a prayer to the Maimed God. The weapon glows with holy fire, and its weight comes crashing down on the first of the undead monsters and it cleaves the lost souls in twain.

RELATED: Dungeons and Dragons: 10 Best Caster Feats, Ranked

The biggest draw to playing the Paladin class is the unparalleled single strike damage capabilities of Smite spells. These tremendous amounts of single round punishment are referred to by much of the Dungeons & Dragons community as nova damage. Today, we'll take a look at each of the Smite options available to Paladins and distinguish which ones stand head and shoulders above the rest. The one-shot potential of the paladin class is something to be thoroughly enjoyed. Tempting though it may be, just try not to use up all your spell slots in one place. Every smite on this list is a concentration spell, save for Divine Smite.

Updated by Kristy Ambrose on February 5th, 2021: The image of the Paladin evokes passionate reactions, as most players and DMs either love them or hate them. They also tend to be difficult to play given the rules and protocol that govern their everyday lives, which is only 6% of players will roll a Paladin. Despite the rough road, this is one of the most rewarding classes to play when t comes to role-playing, gear, weapons, and abilities. The Smite spell school is exclusive to Paladins, with one being an innate ability that doesn't have the same requirements as regular spells.  

8 Searing Smite

Searing Smite is a first-level evocation spell that you can cast as a bonus action and causes your next successful weapon attack to deal 1d6 additional fire damage and ignite the target in flames. At the start of each of its turns, the target makes a Constitution saving throw against your spell save DC. On a failure, it takes 1d6 fire damage. On a save, it takes no damage and the effect ends. The flames can also be put out as an action or by the environment.

While a cool spell, searing smite is the antithesis of a smite: a spell that deals a ton of damage upfront. Fire is also a commonly resisted damage type. Furthermore, when cast at higher levels only the smite's initial damage increases, not the 1d6 fire damage the creature takes at the beginning of its turn.

7 Branding Smite

A second level evocation spell with a casting speed of a bonus action, Branding Smite causes your next successful weapon attack to deal 2d6 additional radiant damage. This damage wreathes the target in dim light, making it visible if it's invisible and preventing the use of invisibility until the spell ends.

Branding Smite has some niche cases where the dim light clause is super relevant, but most of the time you'll be using this smite for the extra radiant damage. Radiant is among the best damage types available in the game. It ignores the undead fortitude of zombie mobs and is a common weakness of many evildoers.

6 Thunderous Smite

If radiant damage isn't relevant and you have no illusions of playing stealthily, Thunderous Smite is the superior branding smite. Its a first level evocation spell with a casting time of a bonus action that causes your next weapon attack to deal 2d6 thunder damage and ring with an audible thunder that anyone within 300 feet can hear. Additionally, the target must make a strength saving throw equal to your spell save DC or be pushed 10 feet away from you and knocked prone.

RELATED: Dungeons and Dragons: 10 Hilarious Magic Items

If the spell didn't cause an obnoxiously loud thunder effect, Thunderous Smite would almost always be strictly better than branding smite. It's a lower-level spell that deals just as much damage and has a chance to send the target reeling. Make use of it when you can, but don't announce the party's entrance into a dungeon by using it on your first encounter.

5 Blinding Smite

Blinding Smite is a third level evocation spell with a casting time of a bonus action that causes your next successful weapon strike to deal 3d8 bonus radiant damage. In addition, the target must make a constitution saving throw against your spell save DC or be blinded until the spell ends. A creature blinded by the spell can make the save again at the end of each of its turns, ending the condition on a success.

RELATED: Dungeons and Dragons: 10 Best Melee Feats, Ranked

The d8s that Blinding Smite provides are obviously bigger than the d6s most smites offer. On top of that, the blinded condition is a powerful one to inflict. The creature's attacks have disadvantage while you and your allies gain advantage on your attacks. The only drawback of Blinding Smite is the high-level slot it requires.

4 Staggering Smite

This fourth level evocation spell costs a bonus action to cast and infuses your next weapon attack with an additional 4d6 psychic damage. The target must also make a wisdom saving throw against your spell save DC. On a failure, it can't take reactions and has disadvantage on ability checks and attacks until the end of its next turn.

While it's true that Blinding Smite provides more damage than staggering smite, creatures generally have higher constitution than wisdom. Meaning that it's more likely your Staggering Smite condition goes into effect than the blind from your Blinding Smite. Moreover, preventing reaction usage is a strong mechanic against boss monsters who often have access to one, if not more.

3 Banishing Smite

Banishing Smite is the highest level smite available to paladins, costing a fifth level slot. In accordance with its high cost, the smite deals a devastating amount of damage. As a bonus action, your next weapon attack deals an additional 5d10 force damage. If this damage reduces the creature to 50 hit points or fewer, it is also banished. If it's native to a different plane of existence, it returns to its home plane. If not, it's incapacitated and sent to a harmless demiplane until the spell ends. The creature then reappears in the same space it previously occupied.

This is a great finisher for any combat encounter. It gives you the chance of ignoring the last 50 hit points belonging to a creature, which is no small sum. While the creature is banished your party can easily clean up whatever other threats are left.

2 Wrathful Smite

It may surprise you to learn that the second-best smite is a first level spell. While the main point of smites may be to deal tons of damage in a single turn, establishing a debilitating condition on the opponent is the best way to begin combat. Wrathful Smite costs one bonus action and causes your next successful weapon attack to deal an additional 1d6 psychic damage. The creature must then make a Wisdom saving throw against your spell save DC. On a failure, it is frightened until the spell ends.

RELATED: Dungeons and Dragons: 10 Ways To Quicken DM Prep

The only other way to end this condition is by using an action to make the save again, ending the effect on a success. Frightened creatures have disadvantage on attack rolls and ability checks and cannot willingly move closer to the source of their fear. The opponent's options are to lose an action to have a chance to end the effect or deal with disadvantage on pretty much everything. All for a first level slot. The only thing to take into account is that many creatures are immune to the frightened condition.

1 Divine Smite

The best Smite of all comes in your Paladin class kit package and doesn't require concentration to cast. Divine Smite is a paladin ability that allows you to spend a first level spell slot to deal an extra 2d8 radiant damage on a successful hit. Spell slots of higher-level deal an additional 1d8 radiant per level above first to a maximum of 5d8. In addition, divine smite deals another 1d8 radiant to undead and fiends.

The best part about Divine Smite is that you don't have to commit to using it until after you've learned that your attack is a success, unlike every other smite option on this list. You can also combine divine smite into the same strike as your other smites, resulting in the aforementioned unparalleled nova damage.

NEXT: Dungeons and Dragons: 10 Best 5e Modules, Ranked


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Dnd 5e Divine Smite Recipes

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2018-09-03  · This video explains and demonstrates how the paladin's divine smite works in the game of Dungeons & Dragons 5e.Dungeons & Dragons (5e) Starter Set Amazon Aff...
From youtube.com
Author How to D&D
Views 13K
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2019-11-20  · Tier 1 5E D&D paladins. Yeah, yeah, I know. The best paladin best spell is Divine Smite.Fun fact: my first 5E D&D character was a tiefling paladin with a criminal …
From nerdarchy.com
Estimated Reading Time 6 mins
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2020-04-26  · Thunderous Smite 5e. Casting Time: 1 bonus action; Range: Self; Components: V; Duration: Concentration, up to 1 minute; Scales: No; Casters: …
From 5espells.com
Estimated Reading Time 3 mins
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2021-01-09  · Guide to playing a dragonborn character: 1200ft spellsniper 5e optimized character build preload DnD 5e Homebrew — Oath of the Hellsworn Paladin by Table of Contents Guide updated by tomfinn to match videos treantmonk on youtube a note …
From willdewitt.com
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From thegamer.com
Estimated Reading Time 8 mins
  • Divine Smite. The best Smite of all comes in your Paladin class kit package and doesn't require concentration to cast. Divine Smite is a paladin ability that allows you to spend a first level spell slot to deal an extra 2d8 radiant damage on a successful hit.
  • Wrathful Smite. It may surprise you to learn that the second-best smite is a first level spell. While the main point of smites may be to deal tons of damage in a single turn, establishing a debilitating condition on the opponent is the best way to begin combat.
  • Banishing Smite. Banishing Smite is the highest level smite available to paladins, costing a fifth level slot. In accordance with its high cost, the smite deals a devastating amount of damage.
  • Staggering Smite. This fourth level evocation spell costs a bonus action to cast and infuses your next weapon attack with an additional 4d6 psychic damage.
  • Blinding Smite. Blinding Smite is a third level evocation spell with a casting time of a bonus action that causes your next successful weapon strike to deal 3d8 bonus radiant damage.
  • Thunderous Smite. If radiant damage isn't relevant and you have no illusions of playing stealthily, Thunderous Smite is the superior branding smite. Its a first level evocation spell with a casting time of a bonus action that causes your next weapon attack to deal 2d6 thunder damage and ring with an audible thunder that anyone within 300 feet can hear.
  • Branding Smite. A second level evocation spell with a casting speed of a bonus action, Branding Smite causes your next successful weapon attack to deal 2d6 additional radiant damage.
  • Searing Smite. Searing Smite is a first-level evocation spell that you can cast as a bonus action and causes your next successful weapon attack to deal 1d6 additional fire damage and ignite the target in flames.
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Drain Smite (5e Spell) You imbue your weapon with your faith so that it leaches life from your target. The next time you hit a creature with a melee weapon attack during the spell's duration, life energy is sapped from the target, dealing an extra 1d6 necrotic damage to the target. Additionally, the target must succeed on a constitution saving ...
From dandwiki.com
Casting time 1 bonus action
Range Self
Duration Concentration, 1 minute
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2020-07-15  · Dungeons & Dragons vs. Rick and Morty Frozen Sick Ghosts of Saltmarsh ... Give him Green-Flame Blade, Holy Weapon, Banishing Smite, Divine Smite, Improved Divine Smite, Dueling Fighting style, Holy Avenger Longsword, Half-Orc Savage Attacks & Orcish Fury, and Strength modifier(+6, Manual of Exercise). You activate Holy Weapon as a bonus action when you hit and …
From dndbeyond.com
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2021-09-02  · The +2 AC from a shield is always welcome, and most Paladins won’t even give up all that much offense vs. using a great weapon, since the class’ greatest damage boosts (e.g. Divine Smite, Improved Divine Smite, smite spells, Divine Favor, Crusader’s Mantle, Oathbreaker’s Aura of Hate, etc.) add the same amount of damage regardless of the weapon you’re using. It’s versatile, too ...
From webnews21.com
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2021-10-12  · A divine strike is an excellent option for damage. Still, it is accompanied by the need for many good or spread-out statistics to be both smart in frontline materials. Since Twilight Cleric gets no multiattack and divine smite is not a bonus, it is more of a way to raise it higher to match the warrior’s average rather than increasing it to a high level. Also, Twilight Shroud may be a 2nd AC ...
From webnews21.com
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2021-03-21  · Today We Have Given One Of The Great Information Regarding Divine smite 5e Which are Most Famous Spell Among The DnD Lovers. Check This Full Compiled Information About This Spell With its Characteristics and Comparison and Other Lots of Information About This Spell. Name Divine Smite 5e Weight 35 LBS Subtype Martial Range 75 Feet … Read more. Categories 5e Spell Tags …
From roll20.us
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2020-12-26  · Welcome to wowhead's wow shadowlands paladin leveling guide! Check out other articles in the paladin 101 series, like our broad overview in paladin 101: ArtStation Dragonborn fighter, Bastien Aufrere Table of Contents This wow paladin leveling guide is dedicated to teaching beginners how to operate the paladin, masters of the holy light. This wow paladin […]
From willdewitt.com
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2015-07-08  · Divine Smite: Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon's damage. Divine Smite can only be applied on a melee attack. Note that it's phrased as being additional damage to the weapon's damage, rather than, for ...
From rpg.stackexchange.com
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2021-08-04  · Using Divine Smite in DnD 5e. by admin; August 4, 2021; Whilst spellcasters such as wizards and sorcerers, and those able to emulate their magical skills, gain their power by manipulating and controlling strands of raw magic that run unseen through the fabric of the universe, those of a religious nature receive their powers from the Gods themselves. The Gods exist, there is no question …
From yourdices.com
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Divine Smite 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, …
From roll20.net
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2016-04-29  · Re: 5e GWF and Divine Smite. Dueling gives a better than 17% break in Damage Taken compared to GWF, even after factoring in that fights take more rounds. That's a comparison of builds, not a comparison of Fighting Styles. Sword & Board takes …
From forums.giantitp.com
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2019-03-19  · Divine Smite. As a bonus action, the paladin can expend a spell slot to cause its melee weapon attacks to magically deal an extra 9 (2d8) radiant damage to a target on a hit.This benefit lasts until the end of the turn. If the paladin expends a spell slot of 2nd level or higher, the extra damage increases by 1d8 for. Paladin: Oathbreaker. An oathbreaker is a paladin who breaks their sacred ...
From mordarenayuda.com
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2021-02-02  · Shiny Armor and Smite: A Paladin 5e Class Guide. Paladins in D&D Fifth Edition (5e) are a class based on strength and the keeping of sacred oaths. If you want to play this divine class, our guide will help you understand how they work, the best races and feat choices, and what they're all about! An aura of gold envelops an injured soldier ...
From playandground.gg
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That's the current up-to-date full text for Divine Smite. Meaning at 5th level against a fiend it's 6d8+1d8+1d8, to 8d8 total. 1d8 from the sword, 1d8 from improved smite, 6d8 from the smite itself, and 1d8 for the target being a fiend or undead. 9d8 total. I don't think this is correct.
From reddit.com
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2017-11-07  · COMING SOON! -- Level Up: Advanced 5th Edition! Level up your 5E game! The standalone advanced 5E tabletop RPG adds depth and diversity to the game you love! log in or register to remove this ad . Home. Community. General Tabletop Discussion *Dungeons & Dragons. D&D 5E Paladin divine smithe, non magical weapons and damage immunities. Thread starter Ancalagon; …
From enworld.org
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Thunderous Smite - DND 5th Edition. Rentals Details: Thunderous Smite.The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target.Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet ...
From rentalsz.com
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You have to spend a spell slot every time you use Divine Smite. If you hit both targets, you'd have to spend two spell slots in addition to the one you used to cast booming blade to smite both. Twinning BB counts as casting 1 spell, it just has multiple targets. DS requires you to hit a melee weapon attack before you can trigger it.
From reddit.com
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Answer (1 of 5): Let’s break this down, shall we? Divine Smite states > … 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. Grappling states > When you want to grab a creature or wrestle...
From quora.com
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2021-03-03  · Divine Smite is an ability available to Paladins in Dungeons & Dragons 5e. Divine Smite. Starting at Level 2, whenever you successfully hit with a melee weapon, you may choose to expend a single spell slot. Doing so will deal additional radiant damage on the attack. The amount of damage for a 1st-level spell slot is 2d8. Using Divine Smite with a higher-level spell slot increased the damage by ...
From 5eguide.com
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Sours: https://www.tfrecipes.com/dnd-5e-divine-smite/

DnD 5e – Paladin Spell List Breakdown

Last Updated: September 13, 2021


Paladin spells are primarily buffs, healing, and support options, many of which are borrowed from the Cleric’s spell list. However, they have numerous powerful and unique options, including Smite spells, Compelled Duel, and Find Steed.

Table of Contents


RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks, which is simple to understand and easy to read at a glance.

  • Red: Bad, useless options, or options which are extremely situational. Nearly never useful.
  • Orange: OK options, or useful options that only apply in rare circumstances. Useful sometimes.
  • Green: Good options. Useful often.
  • Blue: Fantastic options, often essential to the function of your character. Useful very frequently.

I will not include 3rd-party content, including content from DMs Guild, even if it is my own, because I can’t assume that your game will allow 3rd-party content or homebrew. I also won’t cover Unearthed Arcana content because it’s not finalized, and I can’t guarantee that it will be available to you in your games.

The advice offered below is based on the current State of the Character Optimization Meta as of when the article was last updated. Keep in mind that the state of the meta periodically changes as new source materials are released and this article will be updating accordingly as time allows.

RPGBOT is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Paladin Spells

Optional spells are marked below with (Optional) following the spell’s name. These spells are considered optional rules, as described in Tasha’s Cauldron of Everything. Consult your DM before deciding to use these spells.

1st-Level Spells

  • BlessPHB: If you don’t have something else on which to use your Concentration, use Bless. +1d4 to attack rolls is huge in 5e.
  • CeremonyXGtE: This is a weird spell. The fact that it exists implies that clerics perform burial rites, wedding ceremonies, and rites of passage magically at a cost of 25gp each, placing a heavy financial burden on poor commoners, and removing the possibility of non-magical clergy performing these functions. It certainly feels cool for a cleric to have a decicated mechanic for performing these functions, but I don’t know why this isn’t just a Religion check or something.

    Regardless of all of that, the spell provides weird incentives to do things like getting married before a dungeon crawl or a boss fight. As a DM I would discourage players from abusing these options.

  • CommandPHB: Difficult for the Paladin to use with few spell slots and relatively low save DC.
  • Compelled DuelPHB: Forcing a foe into single combat with you is extremely helpful. You are your party’s Defender, and while much of the time that only requires you to stand in the right place, sometimes you will need to actively force enemies to attack you instead of your allies.
  • Cure WoundsPHB: Use lay on hands. You don’t get enough spell slots to spend them on healing.
  • Detect Evil and GoodPHB: Situationally useful, and you can use it to find invisible enemies or detect enemies through thin walls.
  • Detect MagicPHB: Someone in the party needs this, and ideally it should be someone with the ability to cast rituals.
  • Detect Poison and DiseasePHB: Very situational, and unless you can also cast Protection From Poison there’s little you can do about it anyway. Fortunately, this can be cast as a ritual, but you can’t do that so leave it to someone who can.
  • Divine FavorPHB: More damage than you’ll get from Divine Smite, and it’s especially effective if you have Polearm Master and Extra Attack.
  • HeroismPHB: A truly fantastic buff for a 1st-level spell, but you’re going to be the one taking damage and Concentration will make the spell difficult to rely upon. Shield of Faith may be more effective, especially if your AC is already high.
  • Protection from Evil and GoodPHB: A fantastic defensive buff, and even though it requires Concentration it will be reliable between Disadvantage on attacks against you and your high AC while stomping around in heavy armor.
  • Purify Food and DrinkPHB: Cast this as a ritual and you’ll never need to worry about spoiled food again. One of many reasons that Dungeons and Dragons makes a terrible wildernesss survival game.
  • Searing SmitePHB: A great way to deal ongoing damage to an enemy with poor Constitution saves which you’re having trouble hitting (like a spellcaster with defensive buffs), but if you just want damage you’ll get more consistent results from Divine Smite or Divine Favor.
  • Shield of FaithPHB: Not very exciting, and it takes Concentration, but a paladin with full plate, a shield, Defense fighting style, and Shield of Faith has an AC of 23, which will keep you very safe for a very long time.
  • Thunderous SmitePHB: You only lose 2 damage on average compared to Divine Smite, and knocking enemies prone is easily worth the lost damage.
  • Wrathful SmitePHB: Many big tough creatures like beasts and giants have poor Wisdom saves, which which makes this an easy way to debuff them. Once the spell is in place, the target needs to pass a wisdom check as an Action to remove the effect. Not only is that a horrifyingly high Action cost, but few creatures will be able to reliably beat the DC even if they’re built around Wisdom simply because your save DC will scale better than their Wisdom modifier even with the Paladin’s relatively poor spell save DC compared to full spellcasters.

2nd-Level Spells

  • AidPHB: Not essential, but a good way to pad your party’s hit points throughout the day. Just be careful; if the spell ends while you’re below 5 hit points you’ll fall to 0 and fall unconscious.

    Aid’s casting time allows it to be used in combat, which is unusual but offers an interesting option. With three targets and a 30-foot range, you can cast it to both buff and heal your allies during combat. Targets current hit points and hit point maximum both increase, so allies at 0 hit points are healed in addition to having their hit point maximum raised, thereby allowing Aid to serve a similar function to Mass Healing Word. However, since spells don’t stack with themselves, it’s hard to repeat this trick. You’ll need to cast Aid again using higher-level spell slots, which can get expensive quickly, so Mass Healing Word is probably better if Aid is already running and if Mass Healing Word is an option for your party.

  • Branding SmitePHB: You need to hit an invisible enemy to use this meaningfully, and that’s hard to do unless you already have a way to make them visible. If you already have a way to make invisible foes visible, why do you need this spell?
  • Find SteedPHB: Exclusive to the Paladin spell list, Find Steed gives you a magical horse. While this steed doesn’t get anything to make it more durable than a normal horse, it’s smarter than a typical animal and has some cool abilities. Among them, you can share the effect on any spell that you cast which targets only yourself. That means many buffs like Protection From Evil and Good, but you can also use spells like Cure Wounds to heal yourself and your mount at the same time. Unfortunately, you can’t do this with spells like Branding Smite because the target of the spell is the creature which you attack.
  • Gentle ReposePHB (Optional): Very situational, but it solves some interesting problems. Normally you can cremate a body to prevent it from becoming undead, but cremating a body takes an alarmingly large amount of fuel which you probably don’t have laying about. You can multilate the body, but that’s gross and in many campaign settings the gods vew that sort of thing as evil. So if you need to maintain a body until you can give it a real burial, this is your best bet. Fortunately, you can cast it as a ritual.

    Gentle Repose also pauses the timer on effects which raise the dead. While this is specifically called out as working with Raise Dead, it works with anything that raises creatures from the dead. That includes Revivify. So if you keep this prepared, you can haul your allies around until you can cast 3rd-level spells and until you can scrape together enough diamond dust to raise them.

    Remember that while spells don’t stack, their durations can overlap so if you cast Gentle Repose early to avoid gaps in spell duration you can keep bodies preserved indefinitely.

  • Lesser RestorationPHB: Situational, but a situation that comes up often. If you don’t have a cleric in the party you may be the only one with access to this spell, so you’ll want to take it at some point.
  • Locate ObjectPHB: Too situational, and too easy to counter. Anyone with any knowledge of magic that’s trying to hide something will wrap it in lead.
  • Magic WeaponPHB: If your game uses magic items, skip this. If it doesn’t, someone in your party needs to have this available. I hope that it’s not you, but it needs to be someone.
  • Prayer of HealingPHB (Optional): Essentially a Short Rest worth of hit points in 10 minutes. Fine, but not especially important since Hit Dice exist.
  • Protection From PoisonPHB: Situational, but poison is common across the full CR range, so this is a fantastic defensive option at any level. The 1-hour duration means that you can get a lot of mileage out of a single spell slot even if you cast it ahead of time.
  • Warding BondPHB (Optional): Few characters are so well-suited to use this spell as the Paladin. With d10 hit dice and Lay on Hands you have a huge well of hit points, and using this provides a great deal of protection to comparably fragile allies. This also doesn’t require Concentration, so you can combine it with options like Heroism to further mitigate damage.
  • Zone of TruthPHB: Situational and much less reliable than you would hope. Creatures are aware that they’re under the effect, and they can choose to “be evasive”, which means that they could give you true but useless answers or simply not answer. Creatures other than the caster also don’t know who passed or failed the save, so unless they already trust you other creatures might not believe you when you tell them that a creature is telling the truth.

    If a creature is willing to talk, they can prove that they are saying what they believe to be true, and you can know whether or not they believe it to be true. But if the creature is incorrect, if you’re lying to other creatures (which they might believe that you are), or if any other number of other things go wrong, this spell simply fails to meet its intended purpose.

    In short, this helps honest creatures prove to you that they are being honest. Nothing else. If you want to get answers from an unwilling or unhelpful subject, cast Detect Thoughts.

3rd-Level Spells

  • Aura of VitalityPHB: Never use this in combat, but 20d6 healing for a 3rd-level spell is very efficient. Even Healing Spirit can’t match this amount of healing at the same spell level (with the 2020 errata and a +5 spellcasting mod, 6 uses, 2d6 healing when cast at 3rd level, total 12d6 healing).
  • Blinding SmitePHB: Compared to burning the spell slot for Divine Smite you lose 1d8 damage, but you can blind the target. That’s a really good trade even if the blindness only lasts for one round.
  • Create Food and WaterPHB: Rations are cheap, but it’s good that you can prepare this if you somehow find yourself somewhere without food for extended periods. This also lets you create 30 gallons of water, which is enough for a nice bath but not enough to fill a 5-foot cube.
  • Crusader’s MantlePHB: Divine Favor, but for yourself and all of your allies within 30 ft. It gets better in larger parties, especially if you have allies who make lots of attacks using Two-Weapon Fighting or Crossbow Expert.
  • DaylightPHB: Useful, but you get very few spell slots to throw around so it may be hard to justify if you have other ways to get light.
  • Dispel MagicPHB: Useful, but you get this so much later that your party should have access to this from a full spellcaster.
  • Elemental WeaponPHB: Divine Favor will get you the same amount of extra damage, so the only appeal is the +1 to attacks. If you need the +1 to attacks, cast Magic Weapon.
  • Magic CirclePHB: With a 1-minute casting time, you can’t use this in combat unless you have time to prepare and your enemies are coming to you. Even then, using this in combat isn’t reliable protection because it doesn’t mitigate the effects of spells and abilities which don’t require attack rolls like breath weapons or fireballs. The best use case is generally to invert the effects and use a spell to summon a creature so that you can bargain with it without risk of the creature escaping. Even then, the 1-hour duration may not be enough to guarantee your safety. If you want similar effects in combat, Protection From Evil and Good will do the trick.
  • Spirit ShroudTCoE (Optional): With a 1-minute duration and Extra Attack, you can get a lot of damage out of this. But, like any good paladin, you need to consider if this is going to be worth on your precious few smite slots. At 1d8 damage per attack, two attacks per turn, and one minute duration, you can deal at most 20d8 damage (avg. 90). Adjusting for the expected 65% miss chance, that’s 58.5 damage, provided that you do nothing else with your Action and that combat last long enough. If you use the same slot on a critical hit (the best time to smite) at any point in that full minute, you’ll get 8d6 damage (avg. 36). You’ll score a critical hit once in those 20 attacks made over the course of a minute of combat, so it’s a fair comparison.

    So Spirit Shroud will deal more total damage, especially if you have a way to make more attacks, such as Haste or Polearm Master. However, that depends on combat being lengthy. A typical combat last 3 to 5 rounds, so you can expect to get half of that 58.5 damage. Things tip more toward Spirit Shroud when you upcast it to 5th level, doubling the damage from Spirit Shroud but only adding 4d8 additional damage to your Divine Smite on a critical hit.

    To summarize: this is good if you have more than two attacks and/or if you upcast it to 5th level, but it’s not much better than Divine Smite when cast at 3rd level with just two attacks per turn, and you need to deal with the risks imposed by Concentration.

  • Remove CursePHB: Situational, but irreplaceable. Fortunately, you can usually wait a day to prepare this.
  • RevivifyPHB: Too good to forgo. Everyone who can get this should take it.

4th-Level Spells

  • Aura of LifePHB: Generally only useful if you know that you’re facing the types of undead which reduce your hit point maximum (there are several), but the healing is also very efficient for the spell slot: 100 hit points to as many living creatures as you can fit into the 30-foot radius for the spell’s 10-minute duration.
  • Aura of PurityPHB: Technically situational, but the defenses are broad enough that you can cover a wide variety of situations. In most encounters it’s unlikely that you’ll be hit with more than one or two negative status conditions, but Aura of Purity provides broad enough protection that you’ll be able to common many of the most common conditions with the same spell.
  • BanishmentPHB: Useful, but drop it once you can cast Banishing Smite.
  • Death WardPHB: This will absolutely save your life, and with an 8 hour duration you can cast it at the beginning of the day before you go do anything dangerous.
  • Find Greater SteedXGtE: A linear improvement to Find Steed, cast this on a day when you’re not adventuring and get an awesome new mount. Flight is a massive tactical advantage, so unfortunately cool options like dire wolf and rhinoceros aren’t a good idea unless you spend most of your time riding around in dungeons with weirdly wide rooms but low ceilings.
  • Locate CreaturePHB: More effective than mundane tracking, but the 1,000-foot range can be a problem if the target is actively fleeing from you. If you’re going to use this, be sure that you’re moving faster than your target.
  • Staggering SmitePHB: This would be much better if the effect lasted more than one round.

5th-Level Spells

  • Banishing SmitePHB: 5d10 damage (avg. 27.5) matches the average damage of burning a 5th-level spell slot on Divine Smite (6d8, avg. 27), and the rider effect doesn’t allow a saving throw. 50 hit points is a reasonably large window, and banishing the target could dramatically affect the outcome of an encounter.
  • Circle of PowerPHB: Technically situational, but spellcasting enemies are common at such high level.
  • Destructive Smite / Destructive WavePHB: This is a fantastic AOE for a class that otherwise struggles to handle groups of foes. 10d6 damage is a big pile, and the damage types are very rarely resisted.
  • Dispel Evil and GoodPHB: In most cases, Protection from Evil and Good will do the trick, but Dispel Evil and Good has two additional effects. You can prematurely end the spell to end a charm/frighten/possession effect, or to attempt to banish creatures from other planes. They do still get a saving throw, and if the creatures are native to the plane they’re on, nothing happens.

    It’s very important to note that the banishment effect isn’t limited by the spell’s duration: creatures banished this way are sent to another plane and must return by normal means. However, since the banishment effect doesn’t effect creatures on their home plane, the banishment may not be as appealing as spells like Banishment which can affect creatures native to your current plane.

  • GeasPHB: This spell is situational by design. It has a 1-minute casting time and Verbal components, so you’re not going to break this out in combat or while sneaking around in a dungeon. You’re going to restrain the subject, and stand around chanting for a full minute and hope that they fail the save. Once that’s done, you need to give them a suitable command (read the spell description). Generally you’ll want it to be something that benefits you, but will also take the target most of the duration to keep them from becoming a problem for you. Also remember that the base effect of the Charmed condition makes it easier for you to talk the creature into doing things with Charisma checks, so a Geased creature may be a useful ally for the duration of the effect even if the original order isn’t directly related to what you want them to do.

    Increasing the spell level extends the duration, but weirdly the damage doesn’t increase. 5d10 is a nice pile of damage, but it doesn’t scale with spell level and at some point the target will get smart enough to wake up, trigger the 5d10 damage, take a short rest, then go about their business. If the damage scaled this would be less of a problem, but damage is so easily repaired in 5e outside of combat that without further penalties Geas is more a tax on hit dice than the magical shackles it’s intended to be. If you want a homebrew fix, add a level of fatigue each day that the target is out of compliance, or make the damage impossible to heal until they go a day without taking it. Neither of those is a perfect solution, but they’re miles better than an average of 27.5 damage.

  • Holy WeaponXGtE: This spell is amazing. +2d8 radiant damage on hit means that you’re doing as much damage as you would do by burning a low-level spell slot to use Holy Smite. Your weapon becomes a magic weapon so you can bypass many creatures’ damage reduction. You get all of this for an hour with Concentration, and you can cast it as a Bonus Action. You can also dismiss the spell for a cool burst of damage, but that’s probably not going to see a lot of use unless the duration happens to run out while you’re fighting.
  • Raise DeadPHB: Essential, but by this level you should have access to Raise Dead already from other spellcasters in the party.
  • Summon CelestialTCoE (Optional): A really great spell, but it works much better on a full caster. You get this far too late to enjoy the full benefits of the spell, and for the same spell slot you could cast Holy Weapon.

    For more help, see my Practical Guide to Summoning Spells.

Sours: https://rpgbot.net/dnd5/characters/classes/paladin/spells/

Paladin smite 5e dnd

D&D 5th Edition

Paladin Spells by Name
Paladin Spells by Level

As a Paladin, you gain the following Class Features.

Hit Points

Hit Dice: 1d10 per Paladinlevel
Hit Points at 1st Level: 10 + your Constitutionmodifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitutionmodifier per Paladinlevel after 1st

Starting Proficiencies

You are proficient with the following items, in addition to any Proficienciesprovided by your race or Background.

Armor: Light Armor, Medium Armor, Heavy Armor, Shields
Weapons: simple Weapons, martial Weapons
Tools: none
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Starting Equipment

You start with the following Equipment, in addition to the Equipmentgranted by your background:

• (a) a martial weapon and a Shieldor (b) two martial Weapons
• (a) five javelins or (b) any simple melee weapon
• (a) a Priest's Packor (b) an Explorer's Pack
• ChainMail and a holy Symbol

Divine Sense

The presence of strong evil registers on your Senseslike 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 Locationof any Celestial, fiend, or Undeadwithin 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 VampireCount Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallowspell.

You can use this feature a number of times equal to 1 + your Charismamodifier. When you finish a Long Rest, you regain all expended uses.

Lay on Hands

Your blessed touch can heal wounds. You have a pool of Healingpower that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Pointsequal to your Paladinlevel x 5.

As an action, you can touch a creature and draw power from the pool to restore a number of Hit Pointsto that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 Hit Pointsfrom your pool of Healingto cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseasesand neutralize multiple Poisonswith a single use of Lay on Hands, expending Hit Pointsseparately for each one.

This feature has no Effecton Undeadand Constructs.

Fighting Style

At 2nd Level, you adopt a style of Fightingas your specialty. Choose one of the following options. You can’t take a FightingStyle option more than once, even if you later get to choose again.


While you are wearing armor, you gain a +1 bonus to AC.


When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rollswith that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an Attackyou make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handedor Versatileproperty for you to gain this benefit.


When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reactionto impose disadvantage on the Attackroll. You must be wielding a Shield.

Divine Smite

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 Levelhigher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an Undeador a fiend.


By 2nd Level, you have learned to draw on Divine Magicthrough meditation and prayer to cast Spellsas a Clericdoes. 

Preparing and Casting Spells

The Paladintable shows how many Spell Slotsyou have to cast your Spells. To cast one of your PaladinSpellsof 1st Levelor higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slotswhen you finish a Long Rest.

You prepare the list of PaladinSpellsthat are available for you to cast, choosing from the Paladinspell list. When you do so, choose a number of PaladinSpellsequal to your Charismamodifier + half your Paladinlevel, rounded down (minimum of one spell). The Spellsmust be of a level for which you have Spell Slots.

For example, if you are a 5th-level Paladin, you have four 1st-level and two 2nd-level Spell Slots. With a Charismaof 14, your list of prepared Spellscan include four Spellsof 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.

You can change your list of prepared Spellswhen you finish a Long Rest. Preparing a new list of PaladinSpellsrequires time spent in prayer and meditation: at least 1 minute per Spell Levelfor each spell on your list.

Spellcasting Ability

Charismais your Spellcastingability for your PaladinSpells, since their power derives from the Strengthof your convictions. You use your Charismawhenever a spell refers to your Spellcastingability. In addition, you use your Charismamodifier when setting the saving throw DC for a Paladinspell you cast and when making an Attackroll with one.

Spell save DC = 8 + your Proficiency Bonus + your Charisma modifier
Spell Attack modifier = your Proficiency Bonus + your Charisma modifier

Spellcasting Focus

You can use a holy Symbolas a Spellcastingfocus for your PaladinSpells.

Divine Health

By 3rd Level, the Divine Magicflowing through you makes you immune to disease.

Sacred Oath

When you reach 3rd Level, you swear the oath that binds you as a Paladinforever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose an oath, such as the Oath of Devotion.

Your choice grants you features at 3rd Leveland again at 7th, 15th, and 20th level. Those features include oath Spellsand the Channel Divinityfeature.

Oath Spells

Each oath has a list of associated Spells. You gain access to these Spellsat the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath Spellsdon’t count against the number of Spellsyou can prepare each day.
If you gain an oath spell that doesn’t appear on the Paladinspell list, the spell is nonetheless a Paladinspell for you.

Channel Divinity

Your oath allows you to channel divine energy to fuel magical Effects. Each Channel Divinityoption provided by your oath explains how to use it.

When you use your Channel Divinity, you choose which option to use. You must then finish a short or Long Restto use your Channel Divinityagain.

Some Channel DivinityEffectsrequire Saving Throws. When you use such an Effectfrom this class, the DC equals your Paladinspell save DC.

Ability Score Improvement

When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scoresof your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.


Beginningat 5th Level, you can Attacktwice, instead of once, whenever you take the Attackaction on Your Turn.

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charismamodifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

Aura of Courage

Starting at 10th level, you and friendly creatures within 10 feet of you can't be Frightenedwhile you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Improved Divine Smite

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smitewith an Attack, you add this damage to the extra damage of your Divine Smite.

Cleansing Touch

Beginningat 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

You can use this feature a number of times equal to your Charismamodifier (a minimum of once). You regain expended uses when you finish a Long Rest.

Sacred Oaths

Becoming a Paladininvolves taking vows that commit the Paladinto the cause of righteousness, an active path of Fightingwickedness. The final oath, taken when he or she reaches 3rd Level, is the culmination of all the paladin’s Training. Some Characterswith this class don’t consider themselves true paladins until they have reached 3rd Leveland made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin’s heart.

Oath of Devotion

The Oath of Devotionbinds a Paladinto the loftiest Idealsof justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the Knightin shining armor, Actingwith honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards.

Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their Ideals, and incorporate images of angelic wings into their helmets or coats of arms.

Tenets of Devotion

Though the exact words and strictures of the Oath of Devotionvary, paladins of this oath share these tenets.

  • Honesty: Don’t lie or cheat. Let your word be your promise.
  • Courage: Never fear to act, though caution is wise.
  • Compassion: Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with Wisdom.
  • Honor: Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
  • Duty: Be responsible for your Actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

Oath Spells

You gain oath Spellsat the Paladinlevels listed.

Channel Divinity

When you take this oath at 3rd Level, you gain the following two Channel Divinityoptions.

Sacred Weapon: As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charismamodifier to Attackrolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the Duration.

You can end this Effecton Your Turnas part of any other action. If you are no longer holding or carrying this weapon, or if you fall Unconscious, this Effectends.

Turn the Unholy.As an action, you present your holy Symboland speak a prayer censuring Fiendsand Undead, using your Channel Divinity. Each fiend or Undeadthat can see or hear you within 30 feet of you must make a Wisdomsaving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take Reactions. For its action, it can use only the Dashaction or try to Escapefrom an Effectthat prevents it from moving. If there’s nowhere to move, the creature can use the Dodgeaction.

Aura of Devotion

Starting at 7th level, you and friendly creatures within 10 feet of you can’t be Charmedwhile you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Purity of Spirit

Beginningat 15th level, you are always under the Effectsof a Protection from evil and goodspell.

Holy Nimbus

At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.

In addition, for the Duration, you have advantage on Saving Throwsagainst Spellscast by Fiendsor Undead.

Once you use this feature, you can’t use it again until you finish a Long Rest.

Breaking Your Oath

A Paladintries to hold to the highest standards of conduct, but even the most virtuous Paladinis fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a Paladinto transgress his or her oath.

A Paladinwho has broken a vow typically seeks absolution from a Clericwho shares his or her faith or from another Paladinof the same order. The Paladinmight spend an all-­ night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-­denial. After a rite of confession and forgiveness, the Paladinstarts fresh.

If a Paladinwillfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the GM’s discretion, an impenitent Paladinmight be forced to abandon this class and adopt another.

Spellcasting Ability

Subclass Name

Suggested Abilities

Sours: https://roll20.net/compendium/dnd5e/Paladin
Jocat Paladin Smite

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