Oathkeepers Reforged: The 2014 vs. 2024 Paladin Core Class Comparison
1) Divine Smite
2014:
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Signature ability: expend a spell slot to deal radiant damage on a hit.
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No action requirement, unlimited per turn.
2024:
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Now a spell that requires a bonus action to activate after a hit — you decide to use it after you hit (same basic trigger) but it uses your limited bonus action economy.
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Limited to once per turn by design (even though you have Extra Attack).
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Radiant damage only applies to creatures you can see, tightening its power and preventing the old invisible-target exploits. ComicBook.com
Takeaway:
Still iconic, but much more constrained and tactical than 2014.
2) Lay on Hands
2014:
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Bonus pool of HP (5 × Paladin level).
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Action to heal, also cures disease.
2024:
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Now a bonus action, improving combat utility.

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Pool size still 5 × level.
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Does not cure disease by default, but gains condition removal options (Restoring Touch at higher levels). The Board Game Site
Takeaway:
Better action economy; less utility outside healing unless higher level features are present.
3) Spellcasting
2014:
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Prepare spells each day from the Paladin list.
2024:
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Paladin spellcasting begins at Level 1 (not Level 2 anymore).
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Spells are still prepared from your class list each day — there is not a known-spells list like a warlock or bard.
(The Nerdarchy article incorrectly stated “switches to spells known.” That appears to be a misunderstanding — official previews show paladins still prepare spells each day.) Reddit
Takeaway:
You still prepare spells each day, but you have access earlier and more often.
4) Channel Divinity
2014:
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Granted at Level 3 and tied to subclass oath.
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Only subclass options existed.
2024:
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Part of the core class, gained at Level 2 with the redesigned class chassis.
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Recharges on a short rest and can be used for abilities like Divine Sense. Reddit
Takeaway:
Available earlier and not limited strictly to oath features, but does not enhance spellcasting directly.
5) Aura of Protection
2014:
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At Level 6, add your CHA bonus to saving throws for you and friendly creatures close by.
2024:
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Similar function, but the aura’s range and specific wording are clarified.
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The aura does continue while incapacitated (this is explicitly called out in official rules summaries).
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There’s no reaction requirement inherent to the feature itself. Wargamer
Takeaway:
Same core effect with cleaner, more precise rules language; nothing more exotic like reactions.
6) Smite-Type Spells
2014:
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Smite spells (Searing Smite, Thunderous Smite, etc.) required casting them as a bonus action before attacking — which competed with Divine Smite for the same bonus action economy and required concentration.
2024:
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These smite spells have been reworked so they do not use concentration and many trigger after a hit, improving their action economy.
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However — they are bonus action-based (not reactions), and they do not stack with Divine Smite in the same turn because Divine Smite itself also uses your bonus action. Nerdarchy
Takeaway:
Smite spells are more useful than they used to be, but you still can’t do multiple bonus actions in one turn to activate both a spell and Divine Smite.
7) Fighting Style & Weapon Mastery

Hammer? Check. Smith’s tools? Check. Georg the Folk Hero is ready to roll!
2014:
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Choose a Fighting Style at Level 2.
2024:
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Still choose a Fighting Style (and you can switch choices at level-up steps).
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Weapon Mastery is introduced: choose weapons you’re proficient with and gain special effects. Nerdarchy
Takeaway:
More depth and flexibility in how you fight.
8) Level 20 Capstone
2014:
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Subclass-specific capstone at Level 20 (Your oath gave a unique 20th-level feature).
2024:
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No subclass capstone at 20. Instead, you choose an Epic Boon (a powerful ability you can swap between long rests).
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Epic Boons are still present as a separate system — they’re not removed, and they are not a character feature replaced with nothing; paladins do get this at high level instead of a capstone.
Takeaway:
Mechanically you do not miss out on something but the structure is modular rather than tied to your oath’s theme.
| Feature | 2014 | 2024 |
|---|---|---|
| Divine Smite | Unlimited per turn, no action | Once per turn, bonus action |
| Lay on Hands | Action + disease cure | Bonus action, no disease cure |
| Spellcasting | Prepare each day (starts Level 2) | Prepare each day (starts Level 1) |
| Channel Divinity | Level 3, subclass only | Level 2 core feature |
| Aura of Protection | +CHA to saves | Same effect, clarified wording |
| Smite Spells | Bonus action + concentration | Bonus action, no concentration |
| Fighting Style | Choose at Level 2 | Choose and can change when leveling |
| Weapon Mastery | N/A | New tactical system |
| Level 20 Capstone | Subclass capstone | Epic Boon |
🛡 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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