Rules edition: This guide covers the 2014 Paladin class and Sacred Oaths. Options published in later 2014-era books are named with their sources. The 2024 Paladin has a revised progression and feature rules; use that class as a complete version rather than blending individual features.
A 2014 Paladin combines weapon attacks, prepared spells, healing, and support. The class can spend spell slots on spells or Divine Smite, but each resource has different rules. Decide whether your character leans toward Strength or Dexterity for attacks, then support that choice with Charisma for spells and Aura of Protection and Constitution for durability.
Core Paladin features
The Paladin has a d10 Hit Die, proficiency with all armor, shields, simple weapons, and martial weapons, and saving throw proficiency in Wisdom and Charisma. At level 2, you choose a Fighting Style and gain Spellcasting and Divine Smite. Extra Attack arrives at level 5. Sacred Oath arrives at level 3, and later oath features unlock at the Paladin levels listed in the class table.
Paladins prepare spells after a long rest. The number of prepared Paladin spells is your Charisma modifier plus half your Paladin level, rounded down, with a minimum of one; choose spells of levels for which you have slots. You can change the prepared list after another long rest. Sacred Oath spells are always prepared and do not count against this number. Charisma sets your Paladin spell attack modifier and save DC.
Divine Smite is a class feature, not a spell. After you hit with a melee weapon attack, you can expend a spell slot to add radiant damage; the extra damage increases with slot level, with an additional die against fiends and undead. The feature does not take a bonus action and does not require concentration. You can still maintain a concentration spell while using Divine Smite, but the spell slot is spent either way.
Lay on Hands uses an action to restore hit points from a pool equal to five times your Paladin level. You can spend 5 points from the pool to end one disease or neutralize one poison. Aura of Protection begins at level 6: while conscious, you add your Charisma modifier (minimum +1) to your saving throws and those of friendly creatures within 10 feet. The radius increases to 30 feet at level 18. Position with allies in mind, while leaving room to reach the enemies you need to fight.
Choose an oath and fighting role
The 2014 Player’s Handbook includes Oaths of Devotion, the Ancients, and Vengeance. Xanathar’s Guide to Everything adds Conquest and Redemption. Each oath grants features at specific Paladin levels, including oath spells and Channel Divinity options. Oath spells stay prepared; read the oath’s exact action, range, and use limits before planning a turn around them.
Choose a Fighting Style at level 2 to fit your weapon plan. Defense grants +1 AC while wearing armor; Dueling improves damage when wielding one melee weapon in one hand and no other weapons; Great Weapon Fighting and Protection support their own specified equipment and reaction conditions. Fighting Styles do not make a weapon attack a spell or remove a feature’s normal action cost.
Plan spell slots and turn actions
Prepare a mix of spells you expect to use and options that solve campaign problems. Bless and shield of faith require concentration, so you cannot maintain both together. Smite spells also require concentration and may use a bonus action; choose between setting up one of those effects and using another bonus-action feature. The 2014 bonus-action spell rule limits another spell cast on the same turn to an action cantrip. Divine Smite is not affected by that spellcasting rule because it is a class feature, though it still uses a spell slot.
Decide when to spend slots. Divine Smite can add damage after a melee weapon hit, while a prepared spell may prevent damage, improve an ally’s roll, or solve a noncombat problem. Do not treat spell slots as reserved for smiting or assume that every hit needs a slot. Check each spell’s concentration, casting time, target, and duration before choosing it for the day.
Build through the campaign
Charisma improves spellcasting and Aura of Protection, while Strength or Dexterity supports your chosen attacks and armor plan. Constitution helps with hit points and concentration saves. Ability Score Improvements arrive at Paladin levels 4, 8, 12, 16, and 19. If your table uses feats, they are optional and replace an Ability Score Improvement as allowed by the 2014 rules. A multiclass requires Strength 13 and Charisma 13 to leave or enter Paladin, and it delays features tied to Paladin level.
At the table, coordinate before using an area spell or a feature that needs a bonus action or reaction. Stay close enough for Aura of Protection when it matters, but do not assume allies will always remain in range. Use Lay on Hands when its action and touch range fit the situation, and save Divine Smite slots for hits or encounters where the extra damage is useful.