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Paladin Feats

Feat Level ASI Prereqs Description
Battle Clarity 5 After initiative, choose one foe. You have adv. on attacks against them for 1st turn.
Blessed Surge 5 Cast a paladin spell with a 1-action casting time as a bonus action. Usable 1/SR.
Blinding Light 5 Wis or Cha able to deal radiant damage with a spell or ability When you deal radiant damage with a spell or Divine Smite, take damage penalty = 2× PB, can force target to make a Wisdom saving throw or be blinded until start of your next turn. Usable PB/LR.
Bulwark of Conviction 5 Str or Dex Have adv. on checks to resist being shoved or grappled, or to escape a grapple. If the foe fails, deal radiant damage = 1/2 level + Cha mod. Also +1 ASI to Str or Dex.
Invigorating Spell 3 When casting a spell on ally/allies, pick one target, they gain temp hp = Bard level + Cha mod. Usable PB/LR.
Protective Echoes 1 Wis or Cha If you cast a defensive spell on yourself or another, while you concentrate you may take the Dodge action as a bonus action.
Shared Spell 3 Wis or Cha When you cast a single-target spell on yourself, can share casting with ally if also valid target. Usable 1/SR.
Smiting Shove 1 When attacking, may make a Smite-fueled shove attempt. Add Cha mod to Athletics check. If shove succeeds, deal 1d8 + 1d8 per spell level radiant damage.
Step Between Life and Death 5 Wis or Cha When ally within 30 ft. drop to 0 hp, as reaction can move your speed to them w/o opp.atks. If you reach ally, can cast touch spell or use Lay on Hands.
Warcaster's Instincts 3 Int, Wis, or Cha After making Str/Dex/Con save against spell, retaliate against caster, deal force dmg = level + spell mod. Usable 1/SR.
Battle Clarity

You have honed your awareness into a razor-sharp discipline, allowing you to act with absolute clarity in moments of danger.

Prerequisites: Level 5+; Barbarian, Fighter, Ranger, or Paladin

Benefits: When you roll initiative and are not surprised, you can choose one creature you can see. You have advantage on attack rolls against that creature until the end of that turn.

You can use this feature a number of times equal to your proficiency bonus per long rest.

Blessed Surge

Your divine magic flows swiftly through you in moments of urgency.

Prerequisites: Level 5+, Paladin

Benefits: Once per short or long rest, when you cast a paladin spell that normally requires an action to cast, you can cast it as a bonus action instead.

Blinding Light

You've learned to wield divine light with precision— moderating its intensity to dazzle as well as destroy.

Prerequisites: Level 5+; Cleric or Paladin; able to deal radiant damage with a spell or ability

Benefits:

  • Increase your Wisdom or Charisma score by 1, to a maximum of 20.

  • When you deal radiant damage to a creature with a spell of 1st level or higher (or Divine Smite), you can choose to reduce the damage by twice your proficiency bonus. If you do, the target must make a Wisdom saving throw (DC = 8 + your Wisdom modifier + your proficiency bonus). On a failed save, the creature is blinded until the start of your next turn. You must choose to use this ability before you roll damage. You can use this feature a number of times equal to your proficiency bonus per long rest.

Bulwark of Conviction

Resolute and unyielding, you stand your ground against any force that seeks to move you— or those you protect.

Prerequisites: Level 5+, Paladin

Benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.

  • You have advantage on Strength (Athletics) and Dexterity (Acrobatics) ability checks and saving throws made to resist being shoved or grappled, or escape a grapple. When a creature fails to shove or grapple you, you can use your reaction to deal radiant damage equal to 1/2 your level + your Charisma modifier.

Invigorating Spell

You have mastered the rhythmic incantations and measured battle-chants of ancient Dhakaani war-mages.

Prerequisites: Level 3+; Bard, Cleric, Druid, or Paladin

Benefits: When you cast a spell that targets only allies, one target of your choice gains temporary hit points equal to your proficiency bonus per long rest. If you use this feature again while any temporary hit points granted by it are still active, those earlier temporary hit points are lost. You can do this a number of times equal to your proficiency bonus per long rest. At 11st level this feature can affect two targets of your choice.

Protective Echoes

Your magic is guided by ancestral intuition and subtle cues from unseen forces, shielding your body while your mind shapes the arcane.

Prerequisites: Paladin

Benefits:

  • Increase your Wisdom or Charisma score by 1, to a maximum of 20.

  • If you cast a spell on yourself or another creature that grants an AC bonus, damage resistance, or causes enemy attacks to be made at disadvantage, while you concentrate on it, you may take the Dodge action as a bonus action each round.

Shared Spell

Your protective magic extends instinctively to those beside you, and your presence reinforces the resolve of allies when they falter.

Prerequisites: Level 3+; Bard, Cleric, Druid, or Paladin

Benefits:

  • Increase your Wisdom or Charisma score by 1, to a maximum of 20.

  • Once per short or long rest, when you cast a single-target spell on yourself, you can also target one willing creature within 5 ft. with the same spell, provided they are a valid target and the spell has no costly material component.

Smiting Shove

You can channel the force of your divine smite into a shove to drive your foes back or bring them low.

Prerequisites: Paladin

Benefits: When you take the Attack action, you can replace one of your attacks with a special shove fueled by divine power. As part of the shove attempt, you may expend a spell slot. If you do:

  • You add your Charisma modifier to the Strength (Athletics) check for the shove.

  • If the shove succeeds, the target takes radiant damage equal to 1d8, plus 1d8 for each spell slot level above 1st that you expended.

  • You must declare the use of this feature before making the Athletics check.

Step Between Life and Death

When allies fall, you move with unwavering purpose to bring them back from the brink.

Prerequisites: Level 5+; Cleric or Paladin

Benefits:

  • Increase your Wisdom or Charisma score by 1, to a maximum of 20.

  • You can use this feature once per short or long rest. When a creature you can see within 30 ft. of you drops to 0 hit points, you can use your reaction to move up to your speed toward that creature, without provoking opportunity attacks. If you end this movement within 5 ft. of the creature, you can immediately use one of the following as part of the same reaction:

    • Cast a spell with a casting time of 1 action and a range of touch from the cleric or paladin spell list, or

    • Use your Lay on Hands feature to restore hit points to the fallen creature.

Warcaster's Instincts

You've been burned, frozen, and disintegrated— but you're still standing. You've learned not just to endure magic, but to turn it against your enemies.

Prerequisites: Level 3+; Cleric, Druid, Sorcerer, Bard, Paladin, or Wizard

Benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

  • Once per short rest, when you succeed on a Strength, Dexterity, or Constitution saving throw against a spell of 1st level or higher, you can use your reaction to retaliate with disruptive force. The caster must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your spellcasting ability modifier) or take force damage equal to your level + your spellcasting ability modifier. They take no damage on a successful save.