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Nerdarchy > At The Gaming Table  > Oathkeepers Reforged: The 2014 vs. 2024 Paladin Core Class Comparison

Oathkeepers Reforged: The 2014 vs. 2024 Paladin Core Class Comparison

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The Paladin has always stood tall as a hybrid of divine warrior and party protector, wielding both sword and spell in service of their sacred oaths. In 2014, Paladins were lauded for their Paladin with a Magic Swordburst potential (Divine Smite), strong saves, and survivability—but also criticized for limited spell flexibility and awkward action economy.

Enter the 2024 Paladin: redesigned for smoother gameplay, stronger early levels, and broader tactical options. Let’s dive deep into what’s changed mechanically, and how the Paladin now plays differently across the table. You can see more Paladin discussion over on YouTube. Or you can see paladin content here.


1. Divine Smite: Still Mighty, Now Modular

2014:

  • Divine Smite was a signature burst: expend a spell slot when you hit with a melee weapon to deal radiant damage.

  • No action required, no cap on uses per turn, and damage scaled with slot level.

  • Could be stacked with critical hits for devastating results.

2024:

  • Still core to the class, but tightened:

    • Now limited to once per turn, and must be declared on hit.

    • Radiant damage only applied to creatures you can see, preventing abuse with invisible targets.

    • Can now be used with unarmed strikes, opening up niche builds.

    • Certain Smites (like Improved Divine Smite) now tied to features like “Radiant Strikes,” keeping the feel but managing power.

🧠 Takeaway: Divine Smite remains iconic, but it’s no longer an infinite crit-fishing nuke—tactical instead of explosive.


2. Lay on Hands: Simpler, Streamlined, Smarterwesley burt fiendslayer paladin

2014:

  • Pool of healing = 5 × Paladin level.

  • Action to heal any amount or cure disease (5 points).

  • Extremely efficient, but action cost made it hard to use mid-fight.

2024:

  • Now a Bonus Action, allowing better in-combat utility.

  • Pool still = 5 × level.

  • No longer cures disease, but gains condition removal options at higher levels.

  • Supports more tactical uses mid-combat and better fits the Paladin’s “protector” role.

🧠 Takeaway: A much more flexible tool, especially for party support in tense moments.


3. Spellcasting: More Agile and Accessible

2014:

  • Full caster progression, but spells known were limited.

  • Had to prepare spells daily from the Paladin list.

2024:

  • Switches to known spells model—you always have your chosen spells ready, simplifying prep.

  • The spell list is refined with stronger thematic alignment (no more odd picks like Destructive Wave overshadowing everything else).

  • New utility from features like Channel Divinity enhancing spellcasting power.

🧠 Takeaway: Spells are less burdensome to manage and more integrated into play.


4. Channel Divinity: No Longer Just for Clerics5E D&D Tasha's Cauldron of Everything oath of glory

2014:

  • Channel Divinity was subclass-specific and arrived at Level 3.

  • Only one use per rest, only subclass-based effects.

2024:

  • Now a core Paladin feature, gained at Level 1.

  • Recharges on a Short Rest.

  • Universal option: Divine Sense uses Channel Divinity now and is more powerful (targets fiends, undead, celestials, shapechangers, and reveals consecrated/desecrated areas).

🧠 Takeaway: Channel Divinity is now a core power, with both utility and subclass depth.


5. Aura of Protection: Slightly Trimmed, Still Essential

2014:

  • Starting at Level 6, Paladins add their CHA bonus to all saves, and so does anyone within 10 feet.

  • The range expands at higher levels.

2024:

  • Same overall mechanic, but:

    • Range starts at 10 feet, expands more gradually.

    • Applies to yourself and allies, but may now use a reaction in some contexts (depending on interactions).

    • Works even while Incapacitated, a buff over previous wording in some versions.

🧠 Takeaway: Largely unchanged, but cleaned up to prevent rules exploits and confusion.


6. Smite Spells: Revamped and Rewritten

2014:

  • Smite spells like Searing Smite, Thunderous Smite, etc., had concentration and required bonus actions to cast before attacking.

  • Rarely used due to competing with Divine Smite and bonus action economy.

2024:

  • Most Smite spells are now reaction-based: trigger them after a successful hit, without prepping them first.

  • Some even stack with Divine Smite to create new combo opportunities.

  • Greatly improves action economy and makes them feel unique and potent.

🧠 Takeaway: Smite spells now matter more—no longer obsolete next to Divine Smite.


7. Fighting Style and Weapon Mastery: Updated Tools of War

2014:

  • Choose a Fighting Style at Level 2.

  • Weapon versatility limited to what was granted via style or feats.

2024:

  • Still choose a Fighting Style, but can change it during level-ups.

  • Weapon Mastery introduced: Paladins can now select weapon-specific special effects (like Cleave, Topple, Vex) based on weapons known.

  • Adds new tactical depth to weapon choices and encourages build diversity.

🧠 Takeaway: Paladins can customize their martial playstyle more than ever.


8. Capstone: Goodbye Sacred Apex, Hello Epic Boonpaladin

2014:

  • Level 20 granted subclass-specific capstones, often thematically flavorful but mechanically swingy or narrow.

2024:

  • At Level 20, choose an Epic Boon, many of which give universal power boosts (extra damage, mobility, etc.).

  • More modular and future-proof for One D&D.

🧠 Takeaway: Capstones are now scalable, modular, and balanced across tables.


⚖️ Side-by-Side Summary Table

Feature 2014 Paladin 2024 Paladin
Divine Smite Unlimited per turn, on hit Once per turn, works with unarmed strikes
Lay on Hands Action to use Bonus Action, no disease cure
Spellcasting Prepared list Known spells, more streamlined
Channel Divinity Subclass-only Core feature, utility-enhanced
Aura of Protection +CHA to saves, allies nearby Same, with slight wording cleanups
Smite Spells Bonus action + concentration Reactions, no concentration
Fighting Style Fixed at Level 2 Can change when leveling
Weapon Mastery N/A New—adds special effects to attacks
Capstone (Level 20) Subclass-based Epic Boon system

🛡 Final Thoughts: A Paladin Reforged for Play

The 2024 Paladin keeps the soul of its predecessor—divine champion, party protector, martial spellcaster—but trims away the awkward mechanics and rigid design. By giving Paladins better bonus action economy, more relevant spell options, and a fairer Smite mechanic, the new edition opens up the class to more diverse and rewarding gameplay.

Whether you’re smiting evil in radiant justice or shielding your allies with holy conviction, the 2024 Paladin delivers what many players have long hoped for: a balanced and flexible divine warrior that still hits like a truck.

Thanks for reading. Until Next Time, Stay Nerdy!!

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Ted Adams

The nerd is strong in this one. I received my bachelors degree in communication with a specialization in Radio/TV/Film. I have been a table top role player for over 30 years. I have played several iterations of D&D, Mutants and Masterminds 2nd and 3rd editions, Star wars RPG, Shadowrun and World of Darkness as well as mnay others since starting Nerdarchy. I am an avid fan of books and follow a few authors reading all they write. Favorite author is Jim Butcher I have been an on/off larper for around 15 years even doing a stretch of running my own for a while. I have played a number of Miniature games including Warhammer 40K, Warhammer Fantasy, Heroscape, Mage Knight, Dreamblade and D&D Miniatures. I have practiced with the art of the German long sword with an ARMA group for over 7 years studying the German long sword, sword and buckler, dagger, axe and polearm. By no strecth of the imagination am I an expert but good enough to last longer than the average person if the Zombie apocalypse ever happens. I am an avid fan of board games and dice games with my current favorite board game is Betrayal at House on the Hill.

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