D&D (2024) 2024 Player's Handbook Reveal #3: "New Paladin"

"the paladin who, if they were in a movie, would ... have impossibly white teeth".


New Paladin preview: here are some notes, focusing on what's new and changes from the playtest materials. Last time we saw the Paladin was in Playtest 6 [=PT6 below].
See also this comparison at D&D Beyond (by someone who saw the video before it was streamed!)

OVERVIEW
  • spellcasting starts at level 1, specifically called out as an advantage for multiclassing. (Same for Rangers).
  • Lay on Hands and Weapon mastery at 1
  • Paladin's smite at 2, along with fighting style.
  • NEW: Paladin fighting style restriction is removed (all are available). You may forego fighting style to learn cantrips. [The option to get cantrips was given in Tasha's. They're letting us have it, but it's not called a "fighting style". I suspect this ties to the decision that fighting styles are feats now, and this would be weaker than magic initiate (which also gives a level 1 spell).]
  • Paladin's smite gives you the spell Divine smite, with one free casting.
  • channel divinity [CD]: uses increase: start with 2, plus 1 on a short rest.
  • divine sense in CD option (as in PT6). duration lasts 10 minutes.
  • Find steed spell at level 5, cast 1/day with no slot. Redesigned so that spell can be upcast, with a unique steed statblock. [This strongly implies that it's a class-specific spell, not on others' lists. Awesome. (Will a Lore Bard be able to select it? I hope so, and the discussion of spell lists (see below) makes me think they might, since identifying class-specific spells is harder.)]
  • Abjure Foes a CD option (given at 9 in PT6)
  • Auras are single things, with a single radius, that gain abilities/functionality (not separate auras as in 2014).
SUBCLASSES

Oath of Devotion.
  • NEW: Sacred Weapon is part of the attack action. (PT required a Bonus action).
  • Smite of Protection (level 15 in PT6)
  • Holy Nimbus (level 20) is a bonus action (as in PT6).
Oath of Glory ("...this for me is the paladin who, if they were in a movie, would look at the camera, have impossibly white teeth, with a little sparkle on them as they smile")
  • Peerless athlete lasts an hour (as in PT6)
  • NEW: Aura of Alacrity affects allies if they enter your aura on their turn (they no longer need to start there)
  • Oath of Glory has a new spell at level 17: Yolan's Regal Presence. Created by the Queen of the Elves, and makes others kneel before you and take psychic damage. [It's said that others can cast this spell too -- if right, then it's a 5th level spell and Clerics (likely) will be getting this at level 9. Perhaps he misspoke, and it's a class-specific spell.]
Oath of the Ancients
  • Nature's wrath range "has been extended"
  • Aura of Warding as in PT6 (resistance to Necrotic, Psychic, and Radiant)
  • Undying Sentinel at 15 as in PT6 (you don't return with 1hp, but [?] 3x class level.
Oath of Vengeance
  • NEW: Vow of Enmity part of attack action (not Bonus action); can transfer (as in PT6)
  • NEW: Level 20 Avenging Angel activated as a Bonus Action, and lasts an hour (not 10 min as in PT6)

NEW RULES
  • new area of effect: it's been there since 2014, but hasn't been named. It's for AOE that emanate from a character or monster -- the Emanation.
  • new approach to spell lists. Spell list is part of the class description (as we saw with the Artificer). Entries give the school, whether it needs concentration, and required components. [I presume spell descriptions will still be at the back of the book: this is referring to the lists currently on PHB 207-11.]
  • oath spell lists, patron spell lists, etc. have all been vetted and updated throughout.
 

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If the '24 Paladin design goal was to reduce its power, and present a series of less interesting choices in a linear manner?

Its a success.

It certainly is not sparking joy with this career Paladin, and I wont be using it.
 


A lot of the "smite" spells did (Wrathful smite, Blinding smite, banishing smite, ect...)

You probably forgot they exsist because they where so crappy. But now they work.

Generally theme for 2024.
Less raw power, more options.

I typically chose utility spells for the actual spells.

Yeah, they were kinda crappy - especially compared to Divine Smite.

I liked that the paladin used spell slots in a different way and had a noticeably different identity than classes like the ranger, eldritch knight fighter, and other casters.
 

If the '24 Paladin design goal was to reduce its power, and present a series of less interesting choices in a linear manner?

Its a success.

It certainly is not sparking joy with this career Paladin, and I wont be using it.
Yea, the nice thing about these changes is that you're not boxed in. If you like the 2014 paladin better, use that one.

And be very wary of DMs who insist on only using one version.
 


Which is not what it provides. It forces you to play the character in a very staid and linear way, and will regularly GOTCHA new or untechnical players. Praising that as good design is appalling, imho. There's nothing "tactical" about it, and you've failed to explain why you think there is.
Appalling is a pretty strong word there, should we maybe try to turn the temperature of this conversation down a notch?

I like the change. I don’t see how discouraging using your bonus action until after you’ve attacked is any different than how rogues already play, and I find the way rogues play to be very fun. If you disagree, I’m sorry you feel that way. Hopefully it’s not a complete deal-breaker for you, and if it is, that sucks.
 
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