Paladin changes in D&D 5.5e: Comparison between the 2014 and 2024 Player’s Handbook

Paladin DND 5.5e 2024

With the revised D&D 5.5e Player’s Handbook, there were numerous adjustments to all classes in 2024. The paladin is one of those classes that had to accept profound changes. In this article, we focus on the most relevant differences for paladins, which primarily highlight the hybrid nature of this class. Since these changes are so extensive, we recommend taking a close look at the Player’s Handbook.

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More options for the paladin in the early game

Players of the divine warrior should get an early insight into the play style of their class. While in D&D 5e from 2014, the play style only really took shape at level 2 and became established at level 3, the paladin can now cast spells at level 1. The popular Lay on Hands is therefore also available at level 1 and now only requires a bonus action instead of an action. This has several advantages, but also one disadvantage that becomes apparent at level 2. More on that later. Lay on Hands can now also be used on undead and constructs, but no longer heals diseases.

At level 1, Weapon Mastery is added, which we already explained for the 2024 barbarian and the 2024 warrior. This ability allows the paladin to use special combat effects on selected weapons.

Divine Smite: Controversial Action Management

Divine Smite is available from level 2 onwards. This ability, which is firmly anchored to the Paladin, did not function as a real spell in the old Player’s Handbook, but rather as a feature: as long as there were enough spell slots available, the Paladin could use Smite on each of his attacks. Smite did not require a separate action or bonus action. This allowed the Paladin to burst massive damage in a single round – and thus potentially cause the most damage.

This is no longer possible, as Divine Smite now costs a bonus action. This prevents the paladin from stacking multiple Smites in a single round. Incidentally, this also means that you can no longer add Smite to opportunity attacks. However, Divine Smite can now be used once per day for free and can also be applied to unarmed attacks.

How do these changes affect the paladin’s combat style?

For the paladin, this ultimately means that resource and action management must be rethought. Attentive players will have noticed that lay on hands is now also a bonus action. The paladin must therefore consider what they want to do in combat: Do I use my bonus action for Smite? Or would I rather heal? Do I save Smite in case an enemy wants to get into my backline and I need to destroy them on the next turn?

In addition, the Paladin is no longer an all-purpose weapon. This has deprived him of the ability, so popular with players, to stand in the front row like God’s shield and sword and strike down the most dangerous opponent in a round with two Smite-enhanced attacks.

Spells, oaths, and auras: Stronger in support

The Paladin now has a fixed number of prepared spells at their disposal, which significantly simplifies the spell system. Auras also remain a central element and have been usefully expanded. Channel Divinity (from level 3) can now be used up to twice per long rest and includes automatic Divine Senses, which lasts for 10 minutes and allows you to sense the presence of celestial and undead creatures as well as fiends, among other things.

At higher levels, the paladin’s power as a supporter is significantly enhanced by control abilities and auras such as Abjure Foes and Aura of Courage. For more information, please refer to the D&D Player’s Handbook 2024.

The paladin’s subclasses: Oaths reduced to four

As with all classes, the paladin’s subclasses, called oaths, have been reduced to four:

  • Oath of Devotion
  • Oath of Glory
  • Oath of the Ancients
  • Oath of Vengeance

These have not changed fundamentally, but now include parts of the other oaths.

Conclusion: The nerf hammer has struck

While many classes have seen some improvements in the 2024 Player’s Handbook 🛒, most notably the monk, the paladin has been hit hard. Although the class has become much more interesting to play, fans of the classic burst-through-smite paladin are deeply disappointed by the changes, even though he still packs a punch. On the other hand, the paladin is now the ideal class for anyone who appreciates solid tank support.

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