5e '24 vs '14 - Class: Paladin

There are a lot of differences between the 2014 and 2024 Paladin classes, and I’m going to try to capture them here as objectively as possible. Opinions and commentary should go in the replies.

The base Paladin class is differentiated from other classes by a few core features: Smites, and Fighting Style, and Divine Sense.

Core Features

Divine Smite

Now a spell that is available at Level 1. At Level 2 it becomes permanently prepared and the Paladin gets one free use per Long Rest that doesn’t expend a spell slot.

The 2014 rules allowed for a multi-attacking Paladin to use Divine Smite on each attack, and even to stack it with other Smite spells (Branding, Searing, Wrathful, etc.) on the same attack. Clever use of those combinations allowed the Paladin to dole out tremendous amounts of damage in a single turn. The '24 changes to Divine Smite prevent those situations, as each of the Smite spells now requires Concentration and cannot be held concurrently.

Paladins pick up the ability to cast spells at Level 1 now (previously 2), so a starting Paladin gets two Smites right off the bat now.

Fighting Style

Check out the Fighting Style topic for changes to that mechanic. Paladins may choose to forego those options in favor of learning two Cleric cantrips.

Divine Sense

This used to be a class feature with a number of uses tied to the character’s Charisma modifier. PHB24 makes it a Channel Divinity option instead. This has two effects: Divine Sense becomes available at Level 3 (previously 1), and it shares the same pool of uses as Channel Divinity. Activating Divine Sense is now a Bonus Action, rather than an Action.

The mechanics of Divine Sense are otherwise the same as before.

Channel Divinity

This feature still comes online when selecting a subclass at Level 3 and its effects are determined by the chosen subclass. The number of uses between rests has increased to 2 (from 1), and a third use becomes available at Level 11.

The subclass-specific effects of Channel Divinity have changed from 2014; those will be covered with each of the subclass options.

Additional Core Features

Paladins still gain multi-attack, Aura of Protection, and Aura of Courage as they did in 2014.

The following are new class features:

  • Weapon Mastery - Paladins at Level 1 select two weapon categories for the new Weapon Mastery feat.
  • Faithful Steed - Level 5, Find Steed is always prepared and does not expend a spell slot on casting once per Long Rest.
  • Abjure Foes - Level 9, Channel Divinity, Bonus Action: impose Frightened on enemies who fail a Wisdom saving throw. PHB14 had this as an Oath of Vengeance Channel Divinity, but has moved it into the base class.
  • Epic Boon - Level 19, gain any qualifying Feat, but it specifically satisfies the prerequisites for the new Epic Boons.

Changes to base class features (not covered elsewhere):

  • Lay on Hands - Level 1, works the same as in 2014 but is now a Bonus Action, rather than an Action.
  • Improved Divine Smite becomes Radiant Strikes - Level 11, applies the same 1d8 Radiant bonus as '14 and now includes both Melee weapon attacks and Unarmed Strikes.
  • Cleansing Touch becomes Restoring Touch - Level 14, this used to end a spell affecting the target, now it uses 5 points of Lay on Hands to remove one condition of: Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned. Each condition costs 5 HP from the LoH pool, removing the condition does no healing, but multiple conditions may be removed as part of the same LoH Bonus Action
  • Aura Expansion - Level 18, Aura of Protection expands from 10’ to a 30’ Emanation. At first blush, this seems to omit Aura of Courage but the description of that feature indicates that works as an enhancement to Aura of Protection and is therefore included. Likewise with all Aura enhancements granted by Paladin subclasses.

Subclass Options (Sacred Oaths)

The presentation of the Oath tenets is pared down to 3 tenets (previously 4) and the language is more terse than before. This isn’t a mechanical change, but it’s always possible someone previously ruled out a subclass because of one particular tenet conflicting with them. It could be relevant to note this change for story purposes relating to Oathbreaker status.

The Channel Divinity options for each subclass have been reduced from 2 to 1.

Oath of Devotion

Returning from PHB14.

  • The always-prepared spells have changed at levels 3 and 5:
    • Shield of Faith replaces Sanctuary at level 3
    • Aid replaces Lesser Restoration at level 5
  • Turn the Unholy is no longer a Channel Divinity option.
  • Sacred Weapon has been changed slightly:
    • runs for 10 minutes, up from 1
    • can be activated when taking the Attack action (previously required separate Action)
    • player’s choice to deal either the weapon’s normal damage, or Radiant
  • The Level 15 feature Purity of Spirit has been completely replaced with Smite of Protection.
    • Casting Divine Smite provides Half Cover to allies within Aura of Protection until the start of the paladin’s next round.
  • Holy Nimbus, the Level 20 capstone feature:
    • was an Action, is now a Bonus Action
    • damages enemies starting their turn in it with Radiant equal to the Paladin’s Charisma modifier + Proficiency Bonus, rather than a flat 10 Radiant.
    • is explicitly specified as sunlight

Oath of Glory

Imported from Tasha’s Cauldron of Everything.

  • The always-prepared spells have changed at Level 17:
    • Legend Lore replaces Commune
    • Yolande’s Regal Presence replaces Flame Strike
  • Peerless Athlete, Level 3, Channel Divinity as a Bonus Action
    • 1 hour duration, up from 10 minutes
    • No longer improves carry and push capacities
  • Aura of Alacrity, Level 7
    • Area of effect is tied to Aura of Protection
    • Living Legend
      • The duration is extended to 10 minutes (from 1)

Oath of the Ancients

Returning from PHB14.

  • Turn the Faithless is removed from the Channel Divinity options.
  • Nature’s Wrath Channel Divinity:
    • Range is extended to 15’ (from 10’)
    • Requires Strength saving throw, no longer allows Dexterity, to avoid
    • Aura of Warding in '14 granted Resistance to “magical damage” - this is clarified as Necrotic, Psychic, and Radiant damage
  • Elder Champion, at Level 20:
    • shares its range of effect with Aura of Protection, not 10’ as previous
    • loses the “flavor” of the Paladin assuming some “force of nature” form on their person

Oath of Vengeance

Returning from PHB14.

  • Abjure Enemy is renamed to Abjure Foes as a core class feature.
  • Vow of Enmity, Level 3, Channel Divinity
    • area is increased to 30’ (from 10’)
    • Bonus Action to transfer to another target when the current is defeated
  • Relentless Avenger, Level 7
    • Opportunity Attacks still allow for additional movement of half the character’s Speed, and Movement does not provoke Opportunity Attacks, now also reduce target’s Speed to 0
  • Avenging Angel, Level 20 capstone
    • Duration is decreased to 10 minutes, from one hour
    • Flying Speed now allows for hover
    • Frightful Aura is explicitly tied to Aura of Protection

Now for my opinion on all of this:

The Paladin was notoriously adept at handing out massive amounts of damage in a single turn under the 2014 rules. Combined with Heavy Armor, Martial proficiency, and the second highest hit die in the game, Paladins were also well-equipped to absorb a lot of damage without flinching.

I don’t see that 2024 really takes anything away from that formula.

Paladin damage has always derived from Divine Smite. Despite that class feature becoming a leveled spell, its damage has not changed. The rate limit enforced by action economy and spellcasting conditions doesn’t reduce the Paladin’s damage output, it just distributes it over time. In actuality, the one-per-long-rest free casting of Divine Smite actually increases the per-combat damage potential.

The wider availability of Fighting Styles (and some of the tweaks to them), the increased use-limit on Channel Divinity, and the reclassifying of Lay on Hands as a Bonus Action open up more tactical choices for the Paladin and improve its survival against sustained heavy attacks.

There is some hand-wringing over the changes to Find Steed, mainly that the Paladin can’t shunt a hostile spell into the steed (and some that other classes can upcast it better :roll_eyes:). The ability to cast that spell for free once a day, as well as the further enumeration of mounted combat goes a long way to making up for the differences - unless the player used to somehow convince the GM to let them take an overpowered beast as their mount.

Overall, I see these changes as a net rebalancing that doesn’t really improve or degrade the Paladin, just slows them down a little bit to let the rest of the party freakin’ do something. I hate to see the Turn options removed, especially since “Immune to Frightened” is a common condition, but getting a second Channel Divinity is a fair trade.

OH!
Here’s a question that hit my brain about those “cast without expending a spell slot” features:

Is the “free” casting restricted to a Level 1 slot?

I assume yes, but haven’t dug in to verify. If so, then upcasting a Divine Smite or Find Steed doesn’t benefit from that feature, making it of questionable value at higher-level play

According to the rules for Ritual casting, a spell cast in that way cannot be cast at a higher level because it does not expend a spell slot.

Similarly, the DMG24 states that magic items capable of casting spells do so at the lowest possible level.

Unfortunately, the same condition is not anywhere (that I have found, please prove me wrong!) stated for class features.

That’s probably fine, as there are two other instances of “casting that does not expend a spell slot” that limit the spell’s level - easy enough to consider those as precedent and apply that restriction to all slot-less castings.