Paladin 5e

Sometimes faith in your Deity isn’t enough to keep you and your loved ones safe while adventuring. For those times, a strong sword arm and encasing yourself in armour is the key to success. Paladins in D&D marry the best elements of being a Cleric, with the best elements of being a Fighter. When choosing a Paladin, keep in mind that Fighters will edge you out with physical combat ability, while Clerics will definitely edge you out with spell casting. The Paladin treads the in between of those classes and it gives them a lot of flexibility and makes them incredibly fun to play. Before into the particulars, I will (as always) recommend you check out our tips for beginner roleplayers to build the foundation of your character and get an idea for them before you start rolling stats and choosing a Sacred Oath.



Statistics in D&D represent how your character interacts with the world and what they can (and cannot) accomplish. Work with your DM to ensure you are generating your statistics the same as the rest of your group and whatever method chosen, you will generate 6 different numbers; 1 for each attribute. When you have your numbers, it’s important to prioritize your statistics to get the most out of them.

For Paladins, the first thing to remember is that, while you can cast spells, you are going to be wearing heavy armour, getting hit, and swinging your sword most of the time. Strength should be your highest statistic with your second highest being Constitution. This should enable you to win any bar fights your party happens to start. Remember, being a Paladin means you follow your Sacred Oath in service to your God, it doesn’t mean you can’t have fun. Charisma is a Paladin’s spell casting attribute and this should be your 3rd highest statistic. Follow this template to prioritize your stats:

Strength -> Constitution -> Charisma -> Dexterity -> Wisdom -> Intelligence



Just like other classes, the type of Oath you choose at 3rd level, will start to define other choices (like your Fighting Style at 2nd level), so you should go into your Paladin with an idea of how this will play. The three options for your Sacred Oaths are the Oath of Devotion, Ancients or Vengeance. Each oath has a cool list of tenets that Paladins who take on that oath must aspire to live by, as well as a list of spells. Keep that chart handy because you can start roleplaying these tenets starting at level 1.

The Oath of Devotion is a typical white knight style character who is bound to the ideals of justice, virtue, and order. Their abilities focus on a Paladin’s fight against evil and their particular dislike of the unholy (like fiends or undead). The Oath of the Ancients gives your Paladin a nature bent, like a Green Knight, and has abilities and spells that share this bent with nature magic. The Oath of Vengeance is similar to a Black Knight and is a character who has suffered a grievous sin and has sworn to punish those who also sin. Basically, Paladin’s of the Oath of Vengeance are Batman. Abilities for Vengeance Paladins are very focused on offense and dealing damage.



Paladins are fighters first, and spell casters second. They can only cast spells starting at 2nd level and can only prepare a number of spells equal to their Charisma modifier (which, being your 3rd priority stat should only be a +1, maybe +2 unless you had some AMAZING stat rolls) plus half their Paladin level. This means a small number of spells, so Paladins need to get the most out of the ones they have. Because Paladin’s always have the Lay on Hands ability to provide healing, skip healing spells as none of them ever have a pool of healing available that is anywhere close to your Lay on Hands pool. Your spell slots are few and precious, don’t waste them on something you can already do.

The first spell you should always take is Thunderous Smite. It allows you to deal additional damage on your first melee attack (since casting the spell) increasing your combat melee damage and even has a chance to knock the target prone. Just keep in mind that it requires concentration and you can’t juggle two concentration spells at the same time.

The next thing I would recommend is a spell like Command. It doesn’t require concentration and can, if successful, force ranged enemies (like those bothersome archers or wizards) to approach you, giving you a better chance to hit them. If you have additional spells, I would recommend something that has some good group utility, like Shield of Faith. Odds are good, your party has someone squishy and a +2 AC buff that can be used as a bonus action will probably save their life.

Do you have any tips for new Paladins? Let us know in the comments!

Image Credits: Wizards of the Coast

Edit: Spells have been updated to generic Paladin, Player’s Handbook spells.


Beginner's Guide To D&D Character Building, D&D, Paladin, Wizards of the Coast


Paladin enemy 5e

Tums paladin enemy 5e An oathbreaker is a paladin who breaks their sacred oaths to pursue some dark ambition or serve an evil power. With both martial and spellcasting abilities . To play a demon hunter in Dungeons and Dragons 5e, consider this build: Choose drow race. If an enemy creature succeeds at its saving throw to ignore the sanctuary effect and inflicts damage, it suffers psychic damage equal to half your paladin level. May 19, 2020 · In a way, it’s a sister character to my Vampire Slayer Swordsman. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd- level slot. Jun 26, 2020 · Paladin 5e - There is a lot that this class veils from the gamers, which we are striving to reveal for you all. To that end, the paladin’s ability to drive fear into the heart of their enemy is something worth your divine faith. Or, since this is 5e, you can focus on the non-combat side of the game, and develop your character. This ability can tack on up to sixteen damage on to a melee weapon attack at Level Two, which makes a big difference. The paladin of tyranny is the opposite, a lawful evil villain bent on dominating those weaker than she. 3. Sentinel is by far the best Tank feat in the game. Dec 05, 2019 · What Happens When I Level Up – Ranger (D&D 5e) December 5, 2019. Sentinel. You can attack the Paladin’s rogue friend by using the disadvantage roll. Sep 02, 2021 · Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using your bonus action instead. Goldpact Knights. You can see the Paladin Class Features here. Zealous Barrage (Modal) – The paladin and all allies standing within 3m have their attack and ability speed increased. The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. paladin spell slots 5e. The Paladin class in D&D 5e is a true contender for most effective combat specialist. Whenever you see half-elves displayed in the media, you’ll find that they are designed to feel special, and D&D half-elves are no exception. For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. One point from the pool heals 1 hit point, 5 points removes a disease or poison, and any number of them can be expended in one action to achieve the desired effect. Aug 30, 2020 · The paladin is a half-caster, meaning they have spellcasting abilities, as well as martial prowess. At Level 6, you gain Aura of Protection, which grants allies within 10 feet of you a bonus to their Saving Throw Rolls equal to the Paladin’s Charisma Modifier, which in our case is +4. You end up loosing out on the kewl powers of the later levels. Jan 22, 2016 · Corrupted Paladin (Paladin/Warlock 5e multiclass) This build combines the tenacity of the Paladin with the power and versatility of the Warlock for a deadly and fluid combination. 5e, Classes, Rules Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Sorcerer, Warlock, Wizard. Paladins who dedicate themselves to this oath believe that any Aug 18, 2014 · Know Your Enemy: A Fighter's Handbook Optimized Polearm Master Fighter Template An Illustrated Manual for Inflicting Violence: A Guide to Fightering Monk Meditation, Meditation, Devastation: A Monk's Guide Avatar: The 4-Element Monk Mini-Guide The Good, the Bad, and the Monk a 5e Monk Guide Paladin Oathbound: The Paladin Guide They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster's command, or enhance a creature's innate healing abilities to rapidly recover from injury. The effects of different spells add together while the durations of those spells overlap. · 6y. Tabaxi Bard 5e: Charisma, the primary statistic of any bard, should be your top priority. Divine Smite is a paladin ability that allows you to spend a first level spell slot to deal an extra 2d8 radiant damage on a successful hit. Jun 16, 2021 · Overall, a really good choice for the paladin who is the first into a fight. Mark Bludiell – 5e Paladin. True Valkyrie When you achieve 20th level, as an action you can assume the brilliant, glowing form of a true valkyrie for up to one hour. As paragons of their beliefs, paladins were granted the ability to wield divine magic by deities or similar powers. Most Fear/Frighten effects in the game confer additional effects beyond what the condition itself says. Paladins are most likely to spawn in Dungeon areas made of Dungeon Brick Walls. Aug 31, 2021 · The enemy could attack the defender if they are not there. Featuring darkvision, resistance to magical sleep and charms, and a . The best paladin best spell is Divine Smite. The paladin can reach a quite impressive damage output. The Paladin is a rare, resilient Hardmode enemy who spawns in the Dungeon after Plantera has been defeated. Paladin is very much about converting your spell slots into bonus damage. So long as a paladin stayed true to their oath, they retained the ability to wield these powers. Read through our Paladin 5E class guide for Dungeons and Dragons to win your next campaign! Before you begin coming up with a game plan, check out our paladin dice set collection to get into character! After that, you can begin defeating your enemies. The different oaths they take at 3rd level gives them a lot of variety and flavor. Aug 18, 2014 · Know Your Enemy: A Fighter's Handbook Optimized Polearm Master Fighter Template An Illustrated Manual for Inflicting Violence: A Guide to Fightering Monk Meditation, Meditation, Devastation: A Monk's Guide Avatar: The 4-Element Monk Mini-Guide The Good, the Bad, and the Monk a 5e Monk Guide Paladin Oathbound: The Paladin Guide Apr 29, 2016 · In 5e fewer things provoke opportunity attacks than in previous editions. › Search www. Oct 05, 2020 · Paladin 101: Oath of Vengeance. Aug 27, 2021 · Best ways to build a Tabaxi Bard and Tabaxi Paladin is dnd 5e. Whenever an enemy that is frightened by the paladin starts its turn in the aura, it takes 4dl0 psychic damage. dnd 5e - How does Paladin's Abjure Enemy ability really . June 8, 2020. Feb 20, 2020 · This was the paladin in 4th edition — a divine defender — and it best resembles today’s 5th edition example PC for the There are many who want to play a bulwark of protection, a shield-bearing warrior who uses divine aid to guard allies from harm and punish enemies who attack anyone but the paladin. Law Details: Tenets of Conquest. For example, if you stand up from prone, an adjacent enemy does not get an opportunity attack. If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At 3rd level, a paladin gains the Sacred Oath feature. Players can almost completely recreate their favorite playable character or NPC from their own tabletop games, and it even works as a great crash course for those who have no experience with 5th Edition. Fighting Style: Defense Dnd 5e Paladin Subclasses Wikidot Freeonlinecourses. 1st-level Dnd5e. A paladin was a holy crusader, sworn to an oath to promote and fight for their beliefs and values. Great evil has touched your mind, body and soul. Party members include: A Cleric, Moon druid, Barbarian, Fighter and a Wizard. . Jul 19, 2020 · What is a Paladin in DDO? [While many may be familiar with the PnP Paladin, the DDO Paladin is a bit of a different beast. Paladin Warlock = Hexadin 5e D&D Character Build Adventurers League THe Hexadin a combination of Paladin and Hexblade An in-depth look at the Polearm Master feat in Dungeons and Dragons 5e. It is simply a 'boosted' effect added to the frightened condition. Today we’re going to look at how to play a paladin. Oaths also present a terrific opportunity to create a variety of anti-paladins, blackguards, and other villainous champions. Dungeons and Dragons 5th Edition HP Calculator D&D 5e HP Calculator Class and Level: Artificer Barbarian Bard Cleric Druid Fighter Monk Paladin Ranger Rogue Sorcerer Warlock Wizard May 07, 2021 · When playing a Paladin, there’s a lot to keep in mind though–you have great power but limited resources. The character progression is broken down per level to facilitate the tracking of any incremental changes that can be made. It has the following paladin spells prepared. (PHB pg. The life of a paladin more commonly attracted good persons to it than those with . Exhortations – Single target buffs. If the Glory paladin goes late in a round, then this feature works fine, buffing the speed of their allies before moving themself. Apr 20, 2021 · Barbarian: As much as I would love to put Reckless Attack on a paladin, the Barbarian’s class features often don’t function in heavy armor and going for light or medium armor means that your paladin suddenly needs four high ability scores, which is simply unattainable in DnD 5e. Enduring Flames - The paladin's Flames of Devotion leave behind a Burn DoT. 17 – Paladin 15: Scornful Rebuke D&D 5e: Half-Elf Paladin Guide. You can keep your enemies at bay with reach weapons. 1st level (4 slots): bane, divine favor, protection from evil and good, sanctuary, shield of faith. However, if the paladin goes first, the only one benefiting from this speed boost is themself, as . which points to Humans, Variant Humans, and Half-elves as possibilities. Nov 20, 2019 · Tier 1 5E D&D paladins. Mar 17, 2021 · The Paladin Class. Multi class with paladin. Hit Dice: 1d10 per paladin level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st Wound Point Advancement: High Armor: All armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: High: Wisdom, Charisma Low . D&D 5e - Players Handbook. Sep 15, 2014 · In 5th Edition D&D, paladins are pretty cool. Jan 22, 2019 · Tip 6: Flanking. Paladins are sacred knights that only fight for justice and goodness. The paladin of slaughter is a brutal champion of chaos and evil who leaves only destruction trailing in his wake. Paladins who dedicate themselves to this oath believe that any The paladin of freedom is chaotic good, dedicated to liberty and free thought. Leave a Reply Cancel reply Your email address will not be published. Paladin: Oath of Conquest - DND 5th Edition › Discover The Best law www. This guide presents the Traits, Feats, and additional Abilities that your character will acquire whenever they level up. Librarian Space Marine (Paladin) – Psyker Archetype The following is a list of paladin abilities in Pillars of Eternity. Guide You can know all about the paladin characteristics to its advantages. level 1. Jun 03, 2021 · Paladin Level 6 Aura of Protection. After a rite of confession and forgiveness, the Paladin starts fresh. DDO Paladins are, usually, front-line melee characters, with limited spell-casting for buffs, healing wand usage, and Lay on Hands for Emergency Healing. These scores can be used to power spells and class features or increase your armor class, initiative . This subclass is great at dealing damage, particularly against a single powerful enemy. Librarian Space Marine (Paladin) – Psyker Archetype Ensnaring Strike is a spell that's available as of level 1, with a castingtime of 1 Bonus Action for D&D 5e - Read up on all the spells on DND-Spells | Dungeons and Dragons 5e - Spells, Tools, Spell cards, Spellbooks' Jan 10, 2021 · Paladin: Cursed Warrior D&D 5E Sub-class. Wrath of Five Suns - Whenever the paladin uses Sworn Enemy, five orbs of flame leap from his or her hand and fly toward the target. Here is a playtest option for it: the Oath of Redemption. The Cursed Warrior swears to uphold justice and righteousness, to stand with the good things . Spell slots of higher-level deal an additional 1d8 radiant per level above first to a maximum of 5d8. The fallen paladin is a 12th-level spellcaster. Race: Half-elf (High Elf) HP: 84. Aug 16, 2015 · Spell Choices for the 4th-level paladin. The aura reduces any bright light in a 30-foot radius around the paladin to dim light. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). the party may also find a way to debilitate enemy numbers and use Sleep as an instant area-wide finisher. Aug 30, 2016 · Or even good. In the tabletop game Dungeons and Dragons (D&D), there are several character classes for the role-play. The Paladin might spend an all-­ night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-­denial. Their human/elven heritage has granted them the best parts of both worlds. #195) Jan 10, 2021 · Paladin: Cursed Warrior D&D 5E Sub-class. Choose demon slaying ranger spells. Aug 31, 2021 · With that said, if you do find something to use it on, it is incredibly satisfying to just veto the enemy’s plan. 2 hours ago For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots . Amongst the other character classes in D&D 5e, Paladin are characters that you can select for your role-play. Aug 26, 2021 · This aura is also hard to coordinate given its below average five-foot range and the turn-based structure 5E uses. Many D&D players and dungeon masters like to use the optional flanking rule in their game. I had just reached level 8 but I am torn between multiple choices between feats and ASI. Sage Gamers. The paladin is a rather unique class. And if you make a ranged attack, an adjacent enemy does not get an opportunity attack – however, you do have disadvantage on the attack roll. Your victory must be so overwhelming that your enemies’ will to fight is shattered . Its spellcasting ability is Charisma (spell save DC 15). Jan 27, 2018 · In 5E D&D, Lay on Hands allows a paladin to spend points from a pool to activate certain effects. For more information see the Paladin class page. This time, though, and with the different rolls I am using for the exercise in comparative offensive ability, I decided to go a slightly different way. Sep 29, 2019 · The enemy has disadvantage on attacks to everyone and the only way to end that condition is to attack the paladin, thus providing an incentive for the enemy to attack your paladin. Mar 19, 2015 · 2014-10-05 kentusrpg. The only D&D edition which made great . Mar 19, 2019 · This 5E Paladin optimisation guide covers the latest fighting styles, Oaths and subclasses from the Players Handbook to Xanathar’s Guide to Everything. Tabaxi begins with a bonus here, but the biggest is Dexterity, the 2nd priority of any bard. Unique ability types Zealous Auras – Modal buffs that affect all allies within 4 meters. It is one of the few entities that can be detected by the Lifeform . The spells must be of a level for which you have spell slots. Once you use this feature, you can’t use it again until you finish a long rest. It is not enough to merely defeat an enemy in battle. Aug 22, 2020 · The Ultimate D&D 5E Paladin Class Guide (2021) Paladins are holy warriors, called by their patron deities to carry out their divine will on earth. Devout, durable, and decidedly dominating, Paladins are an immediately gratifying class to play in D&D. Classes: Cleric, Paladin; . stackexchange. , that can imbue the Frightened condition on a character; and almost all of these features have specific stipulations about how the Frightened condition . 5e campaign with a group of players with whom I've previously played a 5e campaign. Dec 24, 2019 · Having come a long way since previous editions of Dungeons & Dragons, the paladin class is, in actuality, one of the best classes in the 5th edition. Take a Paladin Oath, pick a build, and read our D&D Paladin 5E class guide to get started on the road to righteousness. Paladin Level 7 Volcanic Aura Mar 17, 2021 · The Paladin Class. 5th Level - Extra Attack, Proficiency Bonus +3, +6 HP. Classes that access spell slots at Level 3 are third casters. 1. Their strength in this area comes from their spellcasting powers and ability to use Divine Smite. Feb 27, 2020 · This guide is meant as a deep dive into the DnD 5e Paladin. A typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. wikidot. The first thing you’ll want to do is figure out what you’ll be doing with the rest of your group, because paladins, more than many other classes, can anchor a party. 18 10 14 13 9 20. STR DEX CON INT WIS CHA. Beyond that, the paladin is hearty enough to sustain itself in combat. It forced the enemy to attack the tank in a certain sense. If you are looking for Paladin Guide 5e, simply will check out our article below : . Hence why its optional and not a core rule. The guide will color-code each separate item to help you identify, at a glance, how good that option will be for your Paladin. Douse the Flame of Hope. Most creatures have a 5-foot reach and can thus attack targets within 5 feet of them when . ~ Dreion. com. Yeah, yeah, I know. Whenever an enemy . 2nd level (3 slots): aid, lesser restoration, hold person, silence. pdf. com Best law Law Details: Sep 15, 2019 · Yes. Today I talk about our capstones. This is a strong Feature considering that all Saving Throws are included. May 13, 2019 · Enemy & Ally NPCs in D&D 5e May 13, 2019 July 13, 2019 ~ tsgoetze As I mentioned last week in my walkthrough for how to build a monster in 5e D&D , really getting into the process of designing enemies for the game taught me something important about 5e D&D that contrasts with other recent editions of the game. These knights are charged with protecting the weak, defending the ideals of law and peace, and hunting down evil wherever it rears its ugly head, and destroying it. If you are killed or your bond severed (through means at the discretion of the GM) it immediately attempts to flee or turn against you. If that wasn't enough you can also bonus action out sanctuary to further deter an enemy from attacking a specific ally. Sep 21, 2021 · Sentinel Protects the Paladin's Allies. At 20th-level, the paladin can, as an action, surround himself or herself with an aura of gloom that lasts for 1 minute. Take duelist fighting style. As for the Warlock. The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. . Aug 29, 2021 · Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead. Oath of Vengeance When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). About Paladin Guide 5e. Charm and Fear are both similar in this regard in that the 5th edition rules have a multitude of spells, class features, abilities, etc. 5 hours ago Free-onlinecourses. Strength will more than likely serve as the attacking stat and given that paladins have proficiency in all armor, shields, and weapons, they’ll be . A hell knight’s oath appears in Infernal runes, a brutal reminder of vows to the Lords of Hell. One of these players plays a 5th-level Paladin with the Oath of the Ancients . Jul 01, 2020 · The Paladin Class for D&D 5e. The true synergy power between the Paladin and Warlock is the Paladin's smite and the Warlock's ability to regain spell slots each short rest allowing the paladin to . A paladin actually needs 3 stats in order to really excel: Strength, Constitution, and Charisma. Reasoning: Paladin is one of the classes that has no built in versatility past choosing their . You can try to isolate one enemy. We’ve completed our second full rotation of the twelve classes in the Player’s Handbook, not to mention taken a deep dive into the first 5 levels of D&D’s thirteenth class, the inventive and arcane Artificer! This wave of the Class 101 series will appraise every subclass within the Player’s Handbook and . Oath of Redemption The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Details . However, in every location in the 5e rules, granted feats are explicitly called feats. Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves' guild grows too violent and powerful, when a dragon rampages through the countryside – at times . Choose monster slayer archetype at level 3. Jun 06, 2021 · One of the biggest draws of Tactical Adventures' Solasta: Crown of the Magister is that the game directly adapts its mechanics from 5th Edition Dungeons & Dragons. March 3, 2021. Alarm, Find Familiar. Dec 19, 2016 · A paladin who takes this oath has the tenets of conquest seared on the upper arm. 4th Level - Ability Score Improvement, Ritual Caster: Wizard, +6 HP. Keep them perfectly in place and let your magic users and melee allies drown them in damage. Therefore, read further to reach the truth and make an informed decision of choosing this class. A few spells also involve making a melee attack. All stats and HP are rolled. They just tend to it. The main problem is that multiclassing in 5e is usually a bad idea. A Paladin who has broken a vow typically seeks absolution from a Cleric who shares his or her faith or from another Paladin of the same order. So you can have an evil aligned paladin whos still upholding truth and justice. 6 hours ago Paladin DND 5th Edition. They can hold their own in combat, and hold up their . Dnd 5e All Paladin Subclasses (32 New Courses) Spells Newhotcourses. It is immune to knockback and attacks by rapidly throwing hammer projectiles which can pass through blocks and inflict extreme damage. Building a Better Paladin Sep 16, 2019 · The paladin is a soldier of faith. Seeing the darkness first hand, you have sworn to protect the light from the evil below; in so doing you seek to overcome the darkness that has tainted your soul. I have to convince my DM soonish haha. Search by name on the left, click spell name to display on the right. Oct 20, 2017 · This favored enemy is enslaved to you and does as you will it, commanded with a bonus action (as if it were a creature summoned by conjure elemental). The ability to lock down an enemy from moving is absolutely absurd. A capstone is a feature you gain when you reached the level cap, in D&D more specific the level cap in one class (means 20th level for now). Paladin Level 7 Volcanic Aura The paladin of freedom is chaotic good, dedicated to liberty and free thought. After a rite of confession and forgiveness, the paladin starts fresh. Hi! I am currently playing a Conquest Paladin. com Related Courses. The rule is: When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy’s space, they flank that enemy, and each of them has advantage on melee attack rolls against that enemy. When multiclassing in 5e, you want to take either 1 level or a number of levels that is a multiple . Feb 07, 2021 · The best Smite of all comes in your Paladin class kit package and doesn't require concentration to cast. Jul 06, 2021 · These 5e spells stand out as the best. A Paladin swears to uphold their Oath, their force of will on doing what is ‘right’ pushes them to strive forward. I'm working on starting a D&D 3. Combining Magical Effects. Aug 13, 2015 · 3rd Level - Divine Health, Sacred Oath: Vengeance, Channel Divinity, Abjure Enemy, Vow of Enmity +6 HP. Paladin Guide 5e. As a paladin, you gain the following class features. Fun fact: my first 5E D&D character was a tiefling paladin with a criminal background and I didn’t realize Divine Smite was a thing until after several game sessions. com Related Courses . The paladin is a 5th-level spellcaster. The basic abilities of the paladin do not need to change. These shrines are going to have decent effects and so are going to require 5 points . Part of our D&D 5E Basic Build Series, this Paladin uses the Oath of Devotion to add additional party protection in the form of charm immunity. Jul 02, 2021 · D&D: Paladin 5E class guide – kickin’ ass and takin’ Oaths. A paladin who takes this oath has the tenets of conquest seared on the upper arm. A foe who chooses not to focus on the spell’s caster will be subject to some penalties. The paladin has the following paladin spells prepared: 1st level (4 slots): bless*, cure wounds, detect evil and good, heroism*, protection from evil and good Paladin: Oath of Vengeance. Sign In. A melee attack typically uses a handheld weapon such as a sword, a warhammer, or an axe. Banishment targets a Charisma save which is highly unlikely to be resisted. The key attributes for a paladin are STR and CHA . D&D 5th Edition A Basic Wiki. Compelled Duel 5e Paladin d&d does precisely this. You can attempt to run past the brawlers, and hit the archers in the back. Whether the Paladin is the party's core tank or simply just a beneficent protector, the Sentinel feat is a surefire way to guarantee the safety of allies in need of a force between them and their enemies. For a quick overview on the Paladin Class, see our breakdown of the DnD 5e Classes. The paladin might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. Vielo Vidòrio - When the paladin uses Flames of Devotion, nearby allies gain increased Attack Speed. Unsight. Sentinel is designed to find weakness in enemy defenses and exploit them to the party's advantage . This is much more reliable than targeting Wisdom for many creatures. paladin enemy 5e


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Paladin (5e Creature)

Medium humanoid (any race), any lawful alignment

Armor Class 20 (plate, shield)
Hit Points 52 (8d8 + 16)
Speed 30 ft.

Saving ThrowsStr +5, Con +4, Cha +5
SkillsAthletics +5, Insight +2, Persuasion +5, Religion +4
Senses passive Perception 10
Languages Common plus any one other
Challenge 4 (1,100 XP)

Brave. The paladin has advantage on saving throws against being frightened.

Divine Smite. As a bonus action, the paladin can expend a spell slot to cause its melee weapon attacks to magically deal an extra 9 (2d8) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the paladin expends a spell slot of 2nd level or higher, the extra damage increases by 1d8 for each level above 1st. The damage increases by 1d8 if the target is an undead or a fiend.

Spellcasting. The paladin is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The paladin has the following paladin spells prepared:

1st level (4 slots): bless*, cure wounds, detect evil and good, heroism*, protection from evil and good
2nd level (2 slots): aid, lesser restoration, magic weapon*, protection from poison

*The paladin casts these spells on itself before combat.


Multiattack. The paladin can use its Turn Unholy. It then makes two melee attacks.

Greatsword.Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Warhammer.Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands.

Turn Unholy. Each fiend or undead that can see or hear the paladin within 30 feet of it must make a DC 13 Wisdomsaving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the paladin's Turn Unholy for the next 24 hours.


Parry. The paladin adds 2 to its AC against one melee attack that would hit it. To do so, the paladin must see the attacker and be wielding a melee weapon.

A paladin, the bulwark of all that is good and right, Source

Knights of their respective orders and conduits of their grand deity; paladins stand in front of the enemy of their religion without any fear or care for death. Every paladin holds a code of honor or ethics that is dear to them, to break this code is to lose everything they stand for in life.
A paladin is often chosen by other respectable members or leaders to lead a small group or a contingent of warriors on a holy quest. They are often the best chosen for such a task due to them being more responsible than others.



Hit Points

Hit Dice: 1d10

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Paladin level after 1st


Armor: light armor, medium armor, heavy armor, shields

Weapons: simple weapons, martial weapons

Tools: none

Saving Throws: Wisdom, Charisma

Skills: Choose 2 from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion.

Starting Equipment

You start with the following items, plus anything provided by your background.

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simple melee weapon
  • (a) a priest's pack or (b) an explorer's pack
  • Chain mail and a holy symbol

Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.


Ability Score Minimum: Strength 13, Charisma 13

When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.

Armor: light armor, medium armor, shields

Weapons: simple weapons, martial weapons

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Blessed Warrior

You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.

Blind Fighting (UA)

Being unable to see a creature doesn't impose disadvantage on your attack rolls against it, provided the creature isn't hidden from you.

Close Quarters Shooter (UA)

When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.


While you are wearing armor, you gain a +1 bonus to AC.


When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception (UA)

When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Mariner (UA)

As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.


When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Thrown Weapon Fighting (UA)

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.

Tunnel Fighter (UA)

As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Unarmed Fighting (UA)

our unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.

When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.


By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list.

Preparing and Casting Spells

The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your paladin spells.

Divine Health

By 3rd level, the divine magic flowing through you makes you immune to disease.

Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose from the list of available oaths.

Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

Oath Spells

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.

If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

Channel Divinity

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

Channel Divinity: Harness Divine Power (UA)

3rd-level paladin feature (enhances Channel Divinity)

You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended 1st-level spell slot.

Ability Score Improvement

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Proficiency Versatility (UA)

4th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

Sacred Oath feature

At 7th level, you gain a feature granted to you by your Sacred Oath.

Ability Score Improvement

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Proficiency Versatility (UA)

8th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Aura of Courage

Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Improved Divine Smite

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.

Ability Score Improvement

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Proficiency Versatility (UA)

12th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Cleansing Touch

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.

Sacred Oath feature

At 15th level, you gain a feature granted to you by your Sacred Oath.

Ability Score Improvement

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Proficiency Versatility (UA)

16th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Aura improvements

At 18th level, the range of your Aura of Protection increases to 30 feet.

Ability Score Improvement

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Proficiency Versatility (UA)

19th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Sacred Oath feature

At 20th level, you gain a feature granted to you by your Sacred Oath.


5e paladin

Dungeons & Dragons: The Paladin Oaths, Ranked

The Paladins of Dungeons & Dragons take solid oaths to serve and protect the world around them from darkness, evil, cruelty and other threats. Their bond of service holds them accountable to their deities, the world and the people who depend on them to see justice laid out and stability maintained or restored. But while every Paladin is sworn to an oath that motivates their every action and grants them unique powers, not all oaths are the same.

Some oaths are more lenient, while others are so overpowering they all but consume the Paladin, who is more than happy to give their life to see that oath fulfilled. Some Paladins break their oaths, allying themselves with dark forces in a pact that drives and empowers them with the same ferocity and dedication. Regardless of the oath taken, these lawful party members will do everything in their power to uphold their tenets and beliefs -- even if it means making questionable sacrifices that make the rest of the party uncomfortable.

Related: Dungeons & Dragons: The Barbarian Primal Paths, Ranked

10. Oath of the Crown Is Common, but Unexciting

Paladins who swear an Oath to the crown offer their services to lawful deities who demand civilization remain upright and intact. They protect the realm they serve and follow strict tenets of law, loyalty, courage and responsibility, spending their lives ensuring that they and everyone else around them follows the law to its letter -- or take responsibility for their actions when they don't. This Oath is incredibly common, and the spells and attributes it offers are typical. While there's nothing wrong with that, there are definitely far more exciting options.

9. Oath of Devotion Paladins Are Righteous - And Not Much Else

These Paladins are the proverbial knights in shining armor that seem to ride straight out of a Bard's tale ready to serve and protect aback their lofty steeds. They hold the tenets and beliefs of their gods higher than all others and strive to be as worthy as the angels themselves. In fact, their dedication and devotion to the angels they long to imitate often appears in the form of wings on their helmets or armor.

Paladins of Devotion swear tenets of honesty, courage, compassion, honor and duty. In time, their righteousness is so powerful, they can even shine an aura of divine sunlight that causes radiant damage against enemies within 30 feet. Devotion Paladins have cool abilities, but like Oath of the Crown Paladins, their stereotypical, storybook presence isn't the most interesting or creative choice.

Related: Dungeons & Dragons: The Best Invocations for Any Warlock

8. Oath of Glory Paladins Are Noble and Disciplined

Paladins who swear the Oath of Glory are destined to be true heroes alongside those they travel with. They are driven by their tenets of action, challenge, bodily honing and discipline. These Paladins drive the people around them to strive to be the best, putting true acts of heroism and glory above petty wants and needs. While they have the potential to become epic, almost godlike athletes, the fact that they're so adamant about everyone else following their path can make Glory Paladins insufferable, no matter how noble their intent.

7. The Oath of Conquest Can Balance a Party - Or Tear It Apart

The Oath of Conquest drives a Paladin into furious battle bent on absolute order and subjugation. They will stop at nothing to bend chaos to their will, leaving behind absolute order in their wake no matter the cost. Some of these Paladins have even been known to ally themselves with the lawful evil forces of the Nine Hells simply because their desire for order demands it.

Conquest Paladins follow dark tenets that Douse the Flame of Hope, push them to Rule With An Iron Fist and ensure Strength above all. Their power hungry motivations put them mid-list because they have the absolute potential to become tyrannical, which isn't generally good for balance within the party.

Related: The Best D&D Feats for Druids

6. Critical Role's Oath of the Open Sea Offers Paladins Incredible Power

Technically, the Oath of the Open Sea it is not considered an official D&D Paladin Oath. Created by Critical Role Dungeon Master Matthew Mercer, followers of this oath take refuge in the natural beauty of the sea. They pay homage to deities like the Wild Mother and the Storm Lord, whose ever-changing nature is reminiscent of the sea that shapes every aspect of their lives.

The tenets these Paladins cling to include freedom, trust in the skies, being as adaptable as water and a willingness to explore the uncharted depths and endless waves. Open Sea Paladins gain abilities to shape, create and control water, as well as call upon aspects of the storm, such as lightning and maelstroms. Despite their incredibly powerful and dangerous nature, they aren't considered official, which means they can't be used in Adventurer's League events.

RELATED: The Best D&D Cantrip Isn't the Game's Most Powerful - and That's Important

5. Oath of the Watchers Paladins Have Lots of Story Potential

Paladins who bind themselves to the Oath of the Watchers are stalwart sentinels who stand between the mortal realms and extraplanar threats that would threaten their peace and stability. Their bodies, minds and spirits are align with detection and extermination of such threats, and they often run extensive spy networks to try and infiltrate cults that could bring dangerous enemies to the realm.

Watchers swear tenets of vigilance, loyalty and discipline, becoming powerful shields against threats from beyond the stars. These Paladins have plenty of potential for intrigue and mystery. Someone like this could work with a party for some time before their true nature is revealed, making them a dangerous but worthy ally.

4. Oath of the Ancients Paladins Are the Epitome of Light

One neat thing about Paladins who take the Oath of the Ancients is that this knightly order is as old as time itself. Sometimes called Fey Knights or Green Knights, these Paladins seek to preserve the very beauty of life and light. The tenets they swear prompt them to kindle, shelter and preserve the light, while also embodying every aspect of light. They have access to nature in ways similar to Druids, and they're capable of putting both fey and fiend in their place with little more than the utterance of an ancient phrase.

RELATED: How to Build the Perfect Beast Master Ranger in Dungeons & Dragons

3. Oathbreakers Are Uniquely Dark Paladins

A Paladin becomes an Oathbreaker if they cut ties with their sacred bond to pursue their own desires and ambitions. Many Oathbreakers swear allegiance to a dark entity or power, sort of like a Warlock and their Patron, and what light once lived within them becomes overpowered by the darkness. What's most interesting about these Paladins is how similar their power is to those who still cling to the light.

Oathbreakers can't break their oaths until they reach level three, at which time they can replace their original oath with darker and more ambitious powers, like Hellish Rebuke, Darkness, Crown of Madness and Bestow Curse. They also gain access to some really awesome features at later levels, like Aura of Hate and Dread Lord.

2. Oath of Redemption Paladins Are Perfect for Role-Players

One thing that makes Redemption Paladins interesting is that they work tirelessly to maintain balance and bring redemption -- even to those others might consider unworthy -- using minimal violence. Following tenets of peace, innocence, patience and wisdom, they do everything in their power to redeem those they come in contact with in hopes of restoring balance. On the other hand, they don't waste time or effort on what they know in their hearts to be lost causes, like undead, demons, devils and other inherently evil supernatural entities.

RELATED: How to Make D&D's Strongest Pets the Goodest Boys and Girls

With plenty of options to protect and preserve through the radiance of their oath, they can shelter the innocent while restoring the wicked to righteousness. Redemption Paladins come with tons of potential for amazing role-playing, especially in a world of darkness that feels absolutely irredeemable.

1. Oath of Vengeance Paladins Are Terrifying Avengers

Those who swear an Oath of Vengeance seek to punish the most grievous of sins. They will avenge the downtrodden, the desolate, the helpless and the meek, putting the forces who brought ill circumstances down upon them in their place. They abhor suffering and will do anything in their power to put a stop to it. While other Paladins seek glory and honor, these heroes act because everyone should get what they deserve -- especially the wicked.

Vengence Paladins are relentless in their pursuit, and their special abilities allow them to track and hold onto enemies with spells like Hunter's Mark and Hold Person. They also gain the power to become literal avenging angels that sprout wings and emanate a terrifying aura of fear. The fact that they can grow wings and actually use them to fly makes the Oath of Vengeance the best Paladin Oath.

KEEP READING: Dungeons & Dragons: How to Use Spell Concentration to Your Advantage


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Devout, durable, and decidedly dominating, Paladins are an immediately gratifying class to play in D&D. They can hold their own in combat, and hold up their party with supportive abilities. Your companions will rely on you to soak up hits and dish out bursts of offensive damage, while your divine connection to your patron deity imbues you with unmatched potential to buff and debuff the battle around you.

Often appealing to new players for their recognisable roleplaying touchstones, and enviable combat prowess, Paladins are also a favourite of D&D veterans. A multitude of class features, distinct Paladin Oaths, and the potential to serve a variety of party roles combine to make their complexity addictive. You could play several Paladins back-to-back, and emerge with a startlingly different character each time.

Our guide will walk you through D&D’s most righteous class. We'll offer an insight into character creation, survey the various Paladin Oaths and subclasses on offer, and highlight the best and worst Paladin spells. We'll even outline a few ready-made builds that you might like to test during a campaign of your own.

If you’re just looking for a quicker snapshot of the Paladin and all the other classes, read our D&D 5E classes guide. But if depth and devotion is no enemy of yours, read on.

Paladin 5E a Knight stood before a floating fortress

Paladin STATS 5e

Hit Dice1d10 per level
HP at Lvl Up1D10 (or 6) + Constitution modifier
Primary ability scoresDexterity or Strength and Constitution
Armour proficiencyAll Armour, Shields
Weapon proficiencySimple Weapons, Martial Weapons
Tool proficiencyNone
Saving throwsWisdom, Charisma

While Paladins are useful spellcasters, their key aptitude lies in muscular might. Prioritise Strength (Str) so you can come out swinging your best in any fight, and continue to pile into the stat for your first few levels. Charisma (Cha) is the usual go-to second favourite, but if you’re into tanking, and keen to let magical duties fall to the cleric or wizard of your party, consider bolstering Constitution (Con) instead.

Bear in mind that you don’t need Cha to use your Lay on Hands healing ability, or your unholy-monster-detecting Divine Sense. These class features will see you through the first few levels, and you may want to only pay heed to magic later on, when you unlock the more effective Paladin Oath spells. In either case, it’s best not to totally ignore Cha, but you can get away with leveling it alongside Constitution, if your adventure calls for hard-nosed brutality over creative spellcasting.

Intelligence and Wisdom can be forgotten as dump stats, while Dexterity is unlikely to ever be of use, given the heavy armour you’ll be wearing.

Paladin 5E two warriors sparring in a courtyard


Right from the get-go, Paladins are given access to some envious class features. Divine Sense prevents any undead, fiendish, or celestial troublemaker sneaking up on you within a 60-foot radius, and Lay on Hands provides a pool of HP that you may draw from to cure the wounds of party members.

Hit the right notes: Read our tuned-up D&D 5E Bard class guide

But early customisability comes in the form of your Fighting Style. Chosen at level two, this option significantly impacts your combat capabilities and your role within the party. Choose carefully, and preferably have a class build in mind when making your pick.

Defence: The turtliest of all Fighting Styles, Defence grants +1 AC bonus when you’re wearing armour. Permanently applicable, as you’re likely to havesome plate armour or chain mail on at all times, it’s a little redundant for a class that can buff its tanking abilities more effectively through other means – but is useful at low levels.

Dueling: If you imagine your Paladin will be grasping a sword in one hand and shield in the other, pick this style. When wielding a single melee weapon in one hand, you gain +2 to that weapon’s damage rolls, making for some hefty meat cleaving.

Paladin 5E A human knight fighting goblins

Great Weapon Fighting: If swinging two-metre-long greatswords in lumbering attacks is more your thing, go for this Style. Giving you a redo to all one- and two-damage rolls made with two-handed and versatile weapons, it helps ensure you’ll be consistently dishing out pernicious blows.

Finessed fighting: Read our D&D Fighter 5E guide

Protection: For supportive builds, this Style lets you use your reaction to impose disadvantage on any enemy attack made within a five-foot radius. Particularly useful in a melee-heavy party that will cluster together during fights – although you’ll have to be wielding a shield to leverage its effect.

Paladin 5E a suit of shining armour

(The following fighting styles are the most recent additions from Tasha’s Cauldron of Everything)

Blind Fighting: Granting blindsight, this Style lets your character perceive everything around them, regardless of darkness, invisible enemies, fog, or anything else that might block their vision. Very situational; when it’s employed, it works wonderfully, but will sit idly by the rest of the time. Consider whether your DM is likely to throw lots of vision-impairing situations your way.

Blessed Warrior: Merging class lines, Paladins following this Style take two cantrips from the Cleric spell list. The lack of melee cantrips on offer doesn’t sit well with the Paladin’s Divine Smite class feature, but the evocation spells and offensive cantrips will serve you well if you’re leaning into spellcasting.

Interception: Functionally similar to Protection, you can use your Reaction to reduce the damage dealt to a targeted creature within 5 feet of you by 1d10 + your proficiency bonus. You’ll have to be wielding a simple or martial weapon, or a shield, to apply this Style’s effect.

A Paladin 5E human holding the reins of a Pegasus


Playing a Paladin means being devout and uncompromising, so it’s best to pick a race that’s strong and charismatic. High Strength will enhance your melee capabilities, while a Charisma boost will improve your spellcasting, increasing the power of your magic as you better channel the divine inspiration of your chosen deity – as well as assisting you in being the ‘face’ of the party, if you so choose.

Dragonborn: Prime Paladin material. Their natural +2 Strength and +1 Charisma, alongside the innate damage resistance of their Draconic Ancestry, makes for a fantastic baseline. Pay attention to your Constitution to enhance the effectiveness of your Breath Weapon, increasing the saving throw that any creatures in the vicinity must make to escape your destructive exhalation.

Triton: +1 Strength, +1 Constitution, and +1 Charisma suit Tritons (sourced in Volo’s Guide to Everything) to slightly tankier builds, without sacrificing spellcasting. Their innate Charisma-driven magical abilities pair nicely with Paladins’ divine spellcasting, and lead onto some useful, albeit not supremely impressive, combat-manipulation spells. Their tendency towards lawful-good alignments is perfect for roleplaying an ardent, religious zealot, and amphibious abilities, like breathing underwater, aren’t too bad, either.

Magical pact: Check out our D&D Warlock 5E class guide

Half-Elf: A versatile choice, their +2 Charisma makes for fantastic spellcasting potential, while +1 in two ability scores of your choice provides scope for weird and wonderful creations. Multiclassing, and strange, but creatively rewarding, builds are perfect for Half-Elves. Proficiency in two skills of your choice also grants a level of customisability not seen in other races.

Aasimar: A +2 Charisma buff and Celestial Resistance make Aasimar a fine fit for support and restorative roles, alongside their Healing Hands ability, which lets you restore party members’ HP. If you want to fully lean into the magical capabilities of a Paladin, choose a Scourge Aasimar for an extra +1 Con and an offensive radiant spell, or a Fallen Aasimar, for a Str boon. Plus, being divine beings, Aasimar’s narratively align with Paladins’ noble ideals, so creating a character background is easy.

Paladin 5E an oath mask

Paladin Oaths: Subclasses 5e

You’ll swear a Sacred Oath upon reaching level three, committing yourself to a righteous path that grants specific features and a bespoke spell list. Each subclass immediately grants two Channel Divinity options (divine spells that act as the staple abilities of each Oath), alongside more sublcass featues at higher levels, and broader specialisties that are pivotal in the role and progression of your Paladin. Choose wisely.

Paladin 5E a human paladin on a horse


Found in: Player’s Handbook

LevelSubclass abilities
3Sacred Weapon, Turn the Unholy
7Aura of Devotion
15Purity of Spirit
20Holy Nimbus

The standard Paladin incarnation, this subclass is the closest to a knight in shining armour that you’re likely to get within D&D; all gracious chivalry, angelic righteousness, and honourable justice in service of the gods. Alongside that comes a distinct lack of speciality, and a mixed bag of abilities.

The Oath of Devotion spell list is an assortment of powerful, but situational offerings, and a couple of restorative spells, which prove a little redundant next to Paladins’ Lay on Hands ability. If you are one of the few to progress your Paladin to level 19, Commune, which allows you to contact your deity and ask up to three yes-or-no questions, is an extraordinarily powerful roleplaying and trap-navigating tool. But you’ll need the wherewithal to ask the right questions .

The level three Sacred Weapon Channel Divinity option solidly buffs your attacks, adding your Charisma modifier to attack rolls for one minute, and makes for a nicely scalable boon. This is the subclass to pick if you’re after a ‘typical’ Paladin experience, or new to D&D and chasing a rewarding, but straightforward role.


Found in: Player’s Handbook

LevelSubclass abilities
3Nature’s Wrath, Turn the Faithless
7Aura of Warding
15Undying Sentinel
20Elder Champion

Ambitious and portentous, Paladins of this subclass throw themselves into the cosmic struggle of light versus dark, receiving some splendid druid-like powers to show for it.

Much of their spell list focuses on restraining enemies, immobilising them to cut down in your next attack. At level three, Ensnaring Strike lets you trap any struck creatures in a thorny cage, and deals a tasty 1d6 piercing damage, which scales up with higher-level spell slots. At level 13, you gain the brilliant area-of-effect spell Ice Storm, to wail pounds of frozen water in a 20-foot radius.

Some highly situational abilities aside, this subclass lets you embrace creativity within your damage dealing, lining up a chain of boons and debuffs to decimate enemy creatures under a single blow. With some magical resistance, too, it makes for a forgiving, and rewarding subclass.

A Paladin 5E Oath of Vengeance character


Found in: Player’s Handbook

LevelSubclass abilities
3Abjure Enemy, Vow of Enmity
7Relentless Avenger
15Soul of Vengeance
20Avenging Angel

When violent retribution is the order of the day, this subclass stands tall above the rest. Headstrong, and worryingly keen to hand out justice in the form of vicious attacks, it suits simple offensive builds that forgo protective tactics in favour of quick melee kills.

Its class features and spell list focus primarily on persistent damage dealing. Third level Abjure Enemy imposes Disadvantage on enemies, and Vow of Enmity provides Advantage to your own attack rolls for a full minute, letting you slice and dice through creatures with ease. At level five, Misty Step is a neat way to teleport around the battlefield and coordinate group attacks, while ninth-level spells Haste and Protection from Enemy are a potent pair of supportive buffs.

Straightforward and effective, this subclass is best played with speed and aggression. Rush into the fray of combat, whack on some buffs, and get bludgeoning.


Found in: Xanathar’s Guide to Everything

LevelSubclass abilities
3Conquering Presence, Guided Strike
7Aura of Conquest
15Scornful Rebuke
20Invincible Conqueror

Glory in battle and total domination of the enemy are the hallmarks of this subclass, and its array of crowd control abilities lend it nicely to large encounters. Wade boldly through multiple foes, and strike down swarms of smaller enemies as you go.

This Oath really shines through its features. Although both its Channel Divinity options are formidable, try combining Conquering Presence, which frightens a creature for one minute, with seventh-level Aura of Conquest, which incapacitates and damages all frightened enemies within a 10-foot radius, for easy kills. Mix in the ninth-level Fear spell, letting you frighten every creature in a 30-foot radius on a failed Wisdom saving throw, and you’ve got a powerhouse of attrition.

Leveraging collective fear in your enemies is very much the focus of this subclass, but even the third-level Armour of Agathys spell, which grants five additional HP, and fifth-level Spiritual Weapon spell – which creates a floating weapon to freely move and attack enemies – will make you useful outside of swarm encounters.

A Paladin 5E Oath of Conquest character


Found in: Mythic Odysseys of Theros / Tasha’s Cauldron of Everything

LevelSubclass abilities
3Peerless Athlete, Inspiring Smite
7Aura of Alacrity
15Glorious Defense
20Living Legend

Heroism and bravery, mixed with a sense of camaraderie and passion for bodybuilding, this subclass is about buffing the physical abilities of you and your party, both offensively and defensively.

Its Channel Divinity options are undoubtedly the standout qualities of this class. Peerless Athlete grants Advantage on Athletics and Acrobatics checks for 10 minutes, while Inspiring Smite lets you distribute temporary hit points to your party after a successful hit. And /both/ can be used as Bonus Actions.

But the subclass falters in its spell list. With most of its worthwhile spells requiring Concentration, you’ll be severely limited in how often you can successfully leverage your otherwise powerful collection. It’s particularly irritating for a subclass that doesn’t boast a notably high Con score, so can’t bank on succeeding Concentration saving throws, letting their spellcasting go to waste.


Found in: Xanathar’s Guide to Everything

LevelSubclass abilities
3Emissary of Peace, Rebuke the Violent
7Aura of the Guardian
15Protective Spirit
20Emissary of Redemption

Probably the most unusual of all the Paladin subclasses, those who take the Oath of Redemption are pacifists at heart, begrudgingly pursuing conflict only when all non-violent options have been exhausted. It makes for a fantastic, spell-focused support character, better suited to helping others and dissuading enemies from attacking, than to bonking things on the head.

Its third-level Emissary of Peace Channel Divinity option lets you effectively discourage violence, granting yourself a +5 Persuasion bonus. But even when the fists inevitably come out, you won’t be left on the sidelines. Seventh-level Aura of the Guardian lets you take damage instead of any creature within 10 feet, and can be combined with Protective Spirit at level 15 to heal 1d6 + half your Paladin level mid-combat.

Throw in the third-level spell Sleep, and you’ve got yet another way to avoid getting into fights, and ninth-level Counterspell can block incoming magic targeting you or your party. The Oath of Redemption subclass is not only a thematically fun choice, but one of persistent utility.

A Paladin 5E Oath of Redemption character


Found in: Sword Coast Adventurer’s Guide

LevelSubclass abilities
3Champion Challenge, Turn the Tide
7Divine Allegience
15Unyielding Spirit
20Exalted Champion

Exemplars of lawful warriors that fight for the preservation of natural, divine order, those who take the Oath of the Crown excel as party defenders and tanks. Soak up enemy attacks directed towards your compatriots for the sake of your less-armoured allies.

At level three, Champion Challenge lets Paladins prevent all creatures within a 30-foot radius from moving away from them – particularly useful to keep enemies where you want them, in open areas, as well as preventing them dashing towards your squishier party members. On reaching level seven, Divine Allegiance lets you use your reaction to substitute your own HP for that of any ally within a 5-foot radius.

And this Oath’s spell list is a trove of treasures. Aura of Vitality will have you healing individual party members for 2d6 HP, including yourself. Act as a meat shield in combat, and revitalise yourself after the blows have stopped. Oath of the Crown is a subclass that can easily act as the linchpin of an entire party.


Found in: Tasha’s Cauldron of Everything

LevelSubclass abilities
3Watcher’s Will, Abjure the Extraplanar
7Aura of the Sentinel
15Vigilant Rebuke
20Mortal Bulwark

Another strongly thematic, but markedly narrow subclass, those you take the Oath of the Watchers dedicate themselves to warding off extraplanar threats. If the campaign you’re playing is likely to sweep you across the planes, or bring you face-to-face with otherworldly enemies, then this subclass will be of great use. Otherwise, much of its glorious potential will be wasted.

Their third-level Watcher’s Will feature grants Advantage on Int, Wis, and Cha saving throws for a number of creatures equal to your Charisma modifier. It’s nicely scalable, and a particularly useful defence against the mind-bending effects of outerplanar creatures. At level seven, Aura of the Sentinel boosts the initiative of all party members within a ten-foot radius, which comes in particularly handy when you want to run down an enemy’s HP at lightning speed.

Early-level spells, including Detect Magic and Alarm, are solid, if unremarkable in their uniqueness, but higher-level abilities give fantastic magic resistance and debuffs. Make sure to invest heavily in Cha to get the most out of this magic-oriented subclass.

A Paladin 5E Oathbreaker character


Found in: Dungeon Master’s Guide

LevelSubclass abilities
3Control Undead, Dreadful Aspect
7Aura of Hate
15Supernatural Resistance
20Dread Lord

A fallen Paladin who has broken their code, they question their beliefs – but retain a strength of conviction. Darkness has crept into their mind, contorting their faith and estranging them from the divination they once espoused. This twist on the classic Paladin formula translates into a suite of aberrant abilities that centre on high damage, and the undead.

The best Channel Divinity option is Dreadful Aspect, frightening all creatures within a 30-foot radius. The alternative, Control Undead, lets you bring any undead creature under your mental control. But if you’ll be playing your Paladin for a while, it’s made a little redundant by the ninth-level spell Animate Dead, letting you summon an undead servant. Iif nothing else, these starter-necromancy spells are fun to play around with.

At level 15, Supernatural Resistance grants permanent protection from bludgeoning, piercing, and slashing damage dealt by non-magical weapons, seriously boosting your defences. Later on, higher-level spells like Blight and Contagion can really help you pile on damage. If you’re looking for a melee-focused, damage-competent subclass that fits with darker Paladin roleplay, Oathbreaker is the clear choice.

Paladin 5E a group of adventurers fighting


Although most at home in the thick of battle, swinging a greatsword and relying on thick plate armour to glance incoming blows, Paladins have a powerful spell list open to them. At second level, you’ll gain two spell slots, and a generous abundance of support, buffs, and restorative options to fill them. The rapid growth of spell slots that Paladins gain as they level makes them formidable defensive spellcasters, that can challenge the utility of any half-baked Cleric.

When picking spells, bear two things in mind: Concentration and Charisma. Many of your spells will require Concentration, and therefore be of little use if you’re charging to the frontline of a fray to soak up enemy hits (since, as Jules Winnfield demonstrates, any damage received will break your concentration). Similarly, make sure to inflate Charisma if you’re banking on spellcasting. Your Cha modifier dictates how many spells you may prepare after each long rest and, in several cases, their effectiveness.

Paladin 5E an armoured warrior fighting a Hydra

As for picking spells, Paladins have it easy. Every option listed in their spell list is available for preparation (so there’s no need to spend ages choosing which spells to learn each time you level up, like a Wizard ). When Paladins gain access to an Oath spell, they always have it prepared (and Oath spells don’t count against the number of spells preparable each day). Use this freedom to experiment with the many options available, and test out creative combinations. You’ll soon find particular spells trump the benefits of others, or are incompatible with one another.

Here are some of the best Paladin spells to sniff out:

Shield of Faith (first level) – As a Bonus Action, cast a shield granting +2 AC to any creature within 60 feet. Combined with heavy armour and a hand shield, low-level attackers won’t be able to touch you – and it can save a fellow party member when they’re in a tough spot.

Find Steed (second level) – Summon a loyal animal to fight by your side, whether a horse, mastiff, camel, or anything else you can wrangle out of your DM. Even if not used as a mount, it’s invaluable for storing equipment, or sending into battle. Anything you summon will stick around until it drops to zero HP.

Revivify (third level) – A classic. Revive any creature that’s died in the last minute to 1 HP. You can never have too many spellcasters ready to use it, and it’s essential if nobody else has learned resurrection spells.

Death Ward (fourth level) – If a target creature would die, they’re spared from death, and instead fall to 1 HP. Outrageously useful, its eight-hour duration means you don’t even need to carefully plan for its use. Cast it at the beginning of your session if you think you’re likely to meet any insta-killers.

Destructive Wave (fifth level) – Create a burst of divine energy that deals 5d6 damage, plus 5d6 radiant or necrotic damage, to every creature 30 feet in front of you that fails on a Con saving throw. Its potential to impair whole swathes of enemies is remarkable in itself, but particularly useful for Paladins that struggle with area-of-effect attacks.

Paladin 5E the Frostmaiden stalking through the snow

These are the worst Paladin spells, which are best avoided:

Purify food and drink (1st level) – remove poison and disease from any non-magical drink or foodstuff. Novel and weirdly endearing, it doesn’t make for much practical use, and is clearly surpassed by other first-level spells.

Locate Object (2nd level) – Sense the location of any named object that you’ve previously seen, or is familiar to you. Very situational, it can ruin the treasure hunt your DM has meticulously planned – but that’s about it. Also, don’t do that.

Daylight (3rd level) – Creating a sphere of bright light to illuminate a 60-foot radius isn’t bad, but will more often than waste your precious spell slots. Prepare this if you know a dark dungeon lies ahead. Otherwise, leave it alone.

A Dragonborn Paladin 5E


Now you’re well acquainted with the Paladin and their righteous remit, check out these builds to get started on your own character.


A classic build that offers all the Paladin quirks in a simple but effective package. Become the tank of your party, soaking up hits, protecting squishier companions, and taking the Oath of the Crown to gain a generous slew of party buffs and defensive abilities. Paired with the right weapon and fighting style, you’ll not only act as a meat shield, but will be dishing out some effective hits and harries on the side. Vital to your party in combat, you’ll forever be in the thick of the fight, and regularly the star of the show.

Ability Scores
A two-handed martial fighter, your character will need all the Str they can get. Follow it up with a high Cha to leverage your defensive spells, and rely on Lay on Hands to bolster your HP pool, rather than sacrificing Str or Cha for a high Con score.


  • Pick Dragonborn for +2 Str and +1 Cha. Access to their Breath Weapon will serve some use for crowd control, and damage resistance (dependent upon your chosen Draconic Ancestry) can kickstart your tanking career.
  • Take a Greatsword. This will pair nicely with your second-level class feature Divine Smite, as well as the extra attack Paladin’s gain at level five, to produce massive bursts of damage.
  • Unsurprisingly, Great Weapon Fighting should be your pick of Fighting Style, ensuring any damage dealt is bumped up high.
  • At level three, swear the Oath of the Crown, and choose Champion Challenge as your Channel Divinity option if you’re leaning more into a traditional tank role. Or opt for Turn of the Tide, if party healing has become your responsibility.
  • At level four, split your ability score improvement between Str and Cha, as both will still be essential.
  • At level eight, bump up your Str to make sure you’re not flagging in the damage department.
  • Going forward, it’s a case of balancing your Str and Cha improvements to align with your party’s needs. It’s likely a cleric may nab your role as party healer, or a Barbarian may start to take on tanking duties. Build accordingly. Or, consider picking the Sentinel Feat, to improve your opportunity and reaction attacks.

An Aasimar Paladin 5E


For times when a cleric is nowhere to be found, and your party tends to come away from fights looking more like a band of broken stragglers than heroic adventurers, check out this build. Paladin defenders built around the Oath of Redemption specialise less in direct restorative abilities, and more in redirecting damage to themselves, or avoiding fighting altogether. A highly effective class, but also a stressful one, as you see your HP will bob up and down dramatically mid-fight.

Ability Scores
Cha should be top priority, to enhance your Oath spells and persuasion skill – followed by Con, so you can withstand the onslaught of damage you’re likely to face. Str shouldn’t be forgotten, but is the least important of these main three.


  • Pick Aasimar for their natural +2 Charisma and Healing Hands ability. Scourge will be your best bet for a subrace, given their +1 Con will prepare you well for withstanding blows.
  • For weapons, take a battleaxe and shield. Your choice of martial weapon is less important, but the shield will provide an essential AC boon.
  • The protection Fighting Style pairs nicely with the previous weapon choices, but Blessed Warrior should be taken if there’s no Cleric accompanying you.
  • At third level, pick the Oath of Redemption. Both Channel Divinity options are stellar picks, and your choice between them should be guided by the style of your DM. If they like to throw monster after monster at you, Rebuke the Violent will be essential to mirror the blows dealt to your party. But if creative roleplay better suits your campaign, Emissary of Peace allows you to avoid even the most certain of conflicts.
  • Upon reaching fourth level, take the Tough feat. Increasing your maximum HP by a number equal to twice your current level, and two HP for each level thereafter, it prepares you for soaking up the damage you’ll be redirecting onto yourself at higher levels.
  • At level eight, increase your Cha score so you can make better use of your absolutely excellent spell list, and put your Oath spells to maximum use.
  • From here, your Paladin should be set up to use the Aura of the Guardian class feature efficiently. Keep plugging Cha and Con, letting damage dealing fall to other party members.

Paladin 5E a Mastiff dog


For a slightly sillier, and outright peculiar playstyle, consider building your Paladin as a mounted lancer, harrying the enemy with recurring charges. Rather than specialising in one party role, this build leverages the class’s broad strengths into an effective fighting force based around a single concept – mounts.

Playing a mounted character can be tricky, although Paladins get around the most persistent problems using their Find Steed spell. Employed correctly, mounts grant mobility improvements, as well as combat advantages, such as letting you disengage without provoking an attack of opportunity. Your party members might not shower the same gratitude upon you that they would a tank, defender, or strong melee build, but you’ll be having a whale of a time.

Ability Scores
Nothing fancy here. Prioritise Str, since you’ll be a melee-focused character, and follow it up with Cha. Con should be next, but don’t worry about bumping this up until you’ve maxed the other two.


  • Pick Gnome as your race. Their +2 intelligence will be wasted on you, but it’s their size that’s important. As small creatures, they can ride medium mounts, including mastiffs, ponies, hippogriffs, and other tamable creatures, letting you enter dungeons or cramped spaces with (relative) ease. Opt for a Rock Gnome for +1 Con.
  • Be sure to pick a lance for your weapon, as its the highest damage-dealing martial option, and pad yourself with plate armour.
    Opt for the Dueling Fighting Style to get +2 on damage rolls for one-handed weapons, which the Lance, despite its enormous size, is.
  • At third level, choose the Oath of Devotion. Its Sacred Weapon subclass feature lets you add your Charisma modifier to attack rolls with a single weapon (you won’t be putting this lance down). Its list of protective and condition spells is reliable, if unremarkable.
  • At fourth level, be sure to have the Find Steed spell prepared, so you can summon a mount wherever you like, and take the Mounted Combatant Feat. Handing you advantage on all attack rolls against unmounted creatures that are smaller than your mount, it’s essential.
  • At level eight, improve your Str, which will likely be lagging at this point.
  • From here, you’re sorted. Up your Str and Cha, but otherwise, lay back in appreciation of your devout Gnome cantering expertly across the dungeon floor.

Now discussing:

paladin 5e

Ah, the paladin. Covered in armor, swinging a giant sword, and even casting spells. There’s a lot to like about this class in the 5th Edition of Dungeons and Dragons. In fact, its subclass options may be the strongest top to bottom of any class. Below, we take a deep dive into the class, its subclass options, and how to optimize your paladin in the next campaign. Focus on your oath and step into our Paladin 5E Handbook!

Updated for Tasha’s Cauldron of Everything

Paladin 5E Guide

Paladins are the ultimate champion of righteousness. While it is common for paladins to be devout, the do not draw their power from their faith the way a cleric would. Instead, paladins find power in the oaths that they take.

Similar to certain types of clerics, paladins manage to balance strong combat skills with potent spellcasting. In fact, they do it as well as any other class. While they don’t get magic until level 2 and have fewer slots overall, their spell options are potent.

Paladins are great given the range of roles they can play. There are several options to be DPS monsters, but they can also focus on defense, utility, and spellcasting. Don’t have a bard in your party to do the talking? There are plenty of paladin builds that make great faces for the party.

Paladin Chart

LevelProficiency BonusFeatures1st2nd3rd4th5th
1st+2Divine Sense, Lay on Hands
2nd+2Fighting Style, Spellcasting, Divine Smite2
3rd+2Divine Health, Sacred Oath3
4th+2Ability Score Improvement3
5th+3Extra Attack42
6th+3Aura of Protection42
7th+3Sacred Oath feature43
8th+3Ability Score Improvement43
10th+4Aura of Courage432
11th+4Improved Divine Smite433
12th+4Ability Score Improvement433
14th+5Cleansing Touch4331
15th+5Sacred Oath feature4332
16th+5Ability Score Improvement4332
18th+6Aura improvements43331
19th+6Ability Score Improvement43332
20th+6Sacred Oath feature43332

Class Features

These are the features that are common across the class. We will discuss the subclass features in another section.

Hit Points

Hit Dice: 1d10 per paladin level
HP  at 1st Level: 10 + your Constitution modifier
HP at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st


Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simple melee weapon
  • (a) a priest’s pack or (b) an explorer’s pack
  • Chain mail and a holy symbol

Divine Sense (Level 1)

Divine Sense lets you use an action to detect powerful good or evil creatures in the vicinity. Specifically, it allows you to detect the location of any celestial, fiend, or undead within 60 feet of you unless it is behind total cover. You can also identify the presence of consecrated or desecrated items. Divine Sense is available a number of times equal to 1 plus your charisma modifier each long rest.

Lay on Hands (Level 1)

Lay on Hands is one of the best healing features around, and it scales well as you level up. For this feature, you can heal any creature using an action to touch a creature. You can then either heal up to 5 hp per level of paladin, or you can spend five of the available hp to cure a disease or poison.

This is great, as you have total control over how many hp you spend. It’s also a nice fix for irritating poisons or diseases your party wasn’t prepared for. Your hp refreshes after a long rest.

Fighting Style (Level 2)

At level 2, you get to select a fighting style. Some are more fitting than others. Your four options are:

  • Defense: This is a strong option, especially if you are not focused on melee damage or if you select the Oath of Redemption. You get +1 to AC when wearing armor, which is nice given how scaling your AC can be tough.
  • Dueling: Dueling is arguably the best, assuming you use a single weapon. It works even if you wield a shield, and gives you +2 to damage rolls.
  • Great Weapon Fighting: This style lets you re-roll damage rolls of 1 or 2 when you wield a weapon with both hands. It generally works out to a 1 damage increase per attack. There are probably better options unless you are set on a two-handed weapon anyway.
  • Protection: If you are wielding a shield, you can give any hostile attacking a creature within 5 feet of you disadvantage on their attack roll. Cool but situational, albeit nice if you ride a mount.

Spellcasting (Level 2)

All in all, spellcasting as a paldin is pretty balanced. You get a lot of nice buffs and healing spells, but you can also deal damage through an array of smite spells. However, your spell slots top out at 5th level unlike full casters.

Paladins must prepare a list of spells. The Paladin Table above highlights the number of spell slots available at each level. The paladin must select a number of spells equal to their charisma modifier plus half of their paladin level, rounded down. Your spells can a mix of any level you have access to, but you cannot use a lower-level spell slot to case a higher-level spell. You can change your list after a long rest.

Spellcasting Ability

All paladins use charisma as their spellcasting ability. This is due to their powers emanating from the strength of their convictions. You will use your charisma modifier for both spell attack rolls and to sett spell saving throw DC.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use your holy symbol as a spellcasting focus for your paladin spells.

Divine Smite (Level 2)

Divine Smite is incredible – just resist the temptation to burn through your spell slots with this. This feature lets you expend a spell slot to deal radiant damage to a creature when you succeed with a melee attack against it.

The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

This can result in major damage on a single attack, even at lower levels. You have to be careful not to blow through your spell slots, though.

Divine Health (Level 3)

Divine Health makes you permanently immune to disease. Pretty lackluster for a few reasons. First, diseases are uncommon in many campaigns. Second, you already have the ability to cure any disease with Lay on Hands.

Sacred Oath (Level 3)

At level three you will choose your sacred oath, which is the name of paladin subclasses. We go into detail on each subclass below. However, there are aspects of all subclasses that are important to understand.

Oath Spells

Each sacred oath has its own list of oath spells. These are different than normal paladin spells in that they are always prepared and do not count against your total prepared spell limit. These spells are always treated as paladin spells even if they don’t appear on the class spell list.

Channel Divinity

Like a cleric, you can channel divine energy for your own purposes. Every subclass has its own Channel Divinity ability. You can use Channel Divinity once, and it returns after a short or long rest.

Ability Score Improvement (Level 4)

You can improve an ability by two points, or two abilities by one point each. You can increase your ability score again at levels 8, 12, 16, and 19.

Extra Attack (Level 5)

When you hit level five, you can attack twice when making an attack action instead of once. Obviously, this is a huge boost to your ability to deal damage and your opportunity to couple a critical hit with divine smite.

Aura of Protection (Level 6)

Another excellent feature, Aura of Protection grants you or every friendly creature within 10 feet of you a saving throw bonus equal to your Charisma modifier. This is in addition to any other bonuses you might get from magical items. You do not have to take an action, and the Aura never needs to be recharged with a short or long rest. The only exception is if you are unconscious, as it will not work then.

Aura of Courage (Level 10)

You and friendly creatures within 10 feet of you cannot become frightened as long as you remain conscious. This aura extends to 30 feet at level 18. Situational, but a nice way to rid yourselves of a lingering annoyance in some fights.

Improved Divine Smite (Level 11)

You gain 1d8 radiant damage on top of all successful melee weapon attacks. This does not require a spell slot and stacks with regular Divine smite. Not bad at all.

Cleansing Touch (Level 14)

Using Cleansing Touch, you can remove the effects of one spell on one willing creature by touching them. You can do this once per the number of your charisma modifier. They all recharge per long rest.

Optional Class Features

Like with every class, Tasha’s Cauldron of Everything offers optional class features for the Paladin. These optional features are intended to be in addition to the existing features unless noted otherwise.

Expanded Spell List

As is the case with all casters, Paladins added a few spells to their list. The include:

  • Gentle Repose
  • Prayer of Healing
  • Warding Bond
  • Spirit Shroud
  • Summon Celestial

Fighting Style Options

the Paladin picks up three new fighting style options to choose from. They include:

  • Blessed Warrior. You gain two cantrips with this fighting style, using Charisma as your spellcasting ability when one is called for.
  • Blind Fighting. You gain 10 feet worth of blindsight. WIthin that range, you can “see” even if you are blinded or are in darkness.
  • Interception. When a creature you see other hits a target other than you that is within 5 feet of you, you can use a reaction to reduce the damage taken by 1d10 + your proficiency bonus. You can only use this when wearing a shield or carrying martial weapon.

Harness Divine Power (Level 3)

This lets you power spells with your Channel Divinity. As a bonus action, you regain an expended spell slot by using Channel Divinity. The level of spell you can recover is half your proficiency bonus, rounded up.

Martial Versatility (Level 4)

When you reach level 4, you can swap out one fighting style for another.

paladin 5e

Art by 000Fesbra000 Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License

Oaths – Paladin Subclasses

For some classes, a series of strong subclass options adds a lot of depth and flavor to an already strong character option. For other classes – like the monk – an otherwise fun class is largely bogged down by weak archetypes. The paladin definitely falls into the first group. In fact, there is not a bad option in the bunch. Below, we’ll review all of the oaths available to the paladin.

Oath of Conquest

See Our Complete Oath of Conquest Guide

The Oath of Conquest was first introduced in Xanathar’s Guide to Everything. While the Oath Spells are weak, the rest of this subclass is great. These paladins are sworn to power and order, with many going so far as to worship archdevils of the Nine Hells. When it comes to their mechanics, they are capable at crowd control and deal strong damage.

  • Oath Spells. The issue with these spells is not that they are bad, but that they are a bad fit. Most of them are offensive, and many require saving throws. Realistically, if you are investing enough ability points in charisma to make these spell DCs high, why not just be a full caster? Still, Armor of Agathys, Spiritual Weapon, and Stoneskin are all great fits.
  • Channel Divinity (Level 3). Conquering Presence lets you frighten a creature for one minute if they fail a wisdom saving throw. Guided Strike
  • Aura of Conquest (Level 7). This feature is great. All creatures that are frightened of you have their speed reduced to zero if they are within 10 feet of you and not behind full cover. Additionally, they suffer psychic damage equal to half your paladin level at the start of each turn. The range increases to 30 feet at Level 18.
  • Scornful Rebuke (Level 15). Characters that strike you suffer psychic damage equal to your charisma modifier.
  • Invincible Conqueror (Level 20). Become an avatar of conquest! For one minute you get resistance to all damage, an additional attack, and critical hits on a roll of 19 for melee attacks.

Oath of Devotion

See Our Complete Oath of Devotion Guide

Considered the “Vanilla option” by some, this is essentially a subclass that merely enhances the class traits of a paladin. While not a bad option, it is arguably the least interesting.

  • Oath Spells. Outside of a few gems, there is not much to get excited about here. Protection from Evil and Good and Flame Strike are great, but other options are pretty situational. Zone of Truth and Sanctuary don’t have a lot of uses, while dispel magic is not a great use of limited spell slot.
  • Channel Divinity (Level 3). Two nice options. Sacred Weapon adds your charisma modifier to attack rolls made with a chosen weapon for one minute. This can offset the penalty from great weapon master nicely. Turn the Unholy lets you turn fiends or undead upon a wisdom saving throw.
  • Aura of Devotion (Level 7). This prevents hostiles from charming you or friends within 10 feet. At level 18, this protection reaches 30 feet.
  • Purity of Spirit (Level 15). With Purity of Spirit, you get a permanent benefit of a Protection from Evil and Good spell. Getting this benefit permanently is amazing.
  • Holy Nimbus (Level 20). This lets you emanate sunlight in a 60-foot radius. The light is dim in the outer 30 feet. The bright light deals 10 radiant damage at the start of each hostile creatures turn. You also get advantage on saving throws against spells cast by undead or fiends.

Oath of Glory

See our Complete Oath of Glory Guide

The Oath of Glory is straight out of Mythic Odyssey of Theros. It fits well thematically with the Theros book given that the concept centers on Epic heroism in the line of Hercules. This subclass has some decent options but they either rely heavily on Concentration or don’t stand out compared to other subclasses.

  • Oath Spells. Some good options here, but half of them require concentration. That can be tough for paladins that are wading into battle and don’t have a great CON modifier.
  • Channel Divinity (Level 3). You get two options here, Peerless Athlete and Inspiring Smite. Peerless Athlete gives you 10 minutes of advantage on strength or dexterity checks plus boosts to carrying weight and jump distance. Inspiring Smite gives allies temporary HP after using Divine Smite.
  • Aura of Alacrity (Level 7). This boosts your walking speed and the speed of allies that start their turns within 5 feet of you by 10. It increases again at Level 18. The radius is too small to be that useful.
  • Glorious Defense (Level 15). This is one of my favorite defender features. You can add your Charisma modified to the AC of any creature within 10 feet of you that is hit with an attack, potentially causing it to miss. Great stuff.
  • Living Legend (Level 20). As a bonus action, you get one minute of bonus to charisma checks, causing a missed attack to hit once per turn, and using your reaction to reroll a saving throw. These are all great, but 1 minute isn’t a lot of time.

Oath of Redemption

See our Complete Oath of Redemption Guide

The Oath of Redemption provides one of the best role-playing options in 5E. True pacifists, the subclass eschews offense for utility spells and options for preventing violence. A lot of fun, if you can stay alive.

  • Oath spells. Redemption paladins have a lot of strong spell options. Sleep, hold person, and counterspell are all strong options that fit the theme.
  • Channel Divinity (Level 3). Emissary of Peace gives you +5 to persuasion checks for a 10 minute span. Rebuke the Violent can be used any time a creature deals damage to someone other than you within 30 feet of you. You can make the attacker face a wisdom saving throw; a failure means they take the same mount of radiant damage they just dealt. A successful throw halves the damages.
  • Aura of the Guardian (Level 7). You can absorb damage meant for any creature within 10 feet of you as a reaction. You can’t reduce the damage, and effects that come with it cannot be reduced in any way. The aura increases to 30 feet at level 18.
  • Protective Spirit (Level 15). At the end of each turn that you have less than half of your hit points and are not incapacitated, you will gain 1d6 plus half your paladin level in HP.
  • Emissary of Redemption (Level 20). Become an avatar of peace! You get resistance to all damage, and creatures that damage you get that same amount of damage back as radiant damage.

Oath of the Ancients

See Our Complete Oath of the Ancients Guide

This is essentially a paladin-druid hybrid. So-called “green knights” side with the light due to their love all things natural. All things considered, this is one of the weaker subclasses due to sub-optimal oath spells and some situational features.

  • Oath Spells. Speak with Animals, Moonbeam, and Plant Growth are as situational as it gets. Many spells like Tree Stride are useless in campaigns that situated outside of forests or jungles. There are some nice options though, especially with Ensnaring Strike.
  • Channel Divinity (Level 3). Nature’s Wrath lets you restrain a foe within 10 feet with spectral vines unless they pass a dexterity or strength saving throw. Turn the Faithless allows you to turn a fey or fiend within 30 feet if they fail a wisdom saving throw. Nature’s Wrath is nice, but is limited to a single foe.
  • Aura of Warding (Level 7). The highlight of the subclass by far. In heavy-magic campaigns, this is extremely powerful. It gives you and friends within 10 feet resistance to damage from all spells. The aura increases to 30 feet at level 18.
  • Undying Sentinel (Level 15). When you fall to 0 hits points but are not dead, you can choose to drop to 1 HP instead. This is available once per long rest. You also don’t age, which is cool flavor but fairly meaningless in game.
  • Elder Champion (Level 20). For one minute per day you become an elder champion. You can take the appearance of any natural force. During this minute, you regain 10 HP at the start of each turn. You also can cast a paladin spell with a casting time of 1 action as a bonus action instead. Also, Enemies within 10 feet get disadvantage against your paladin spells and channel divinity options. Super powerful, but shortlived.

Oath of the Crown

See our Complete Oath of the Crown Guide

The ultimate tank paladin. This oath is for paladins that believe in law and order, and it centers around not only soaking up damage but forcing enemies to target instead of your allies. If the rest of your build isn’t optimized for tanking you’re going to have a bad time, though.

  • Oath spells. Not a bad list of spells, although several are situational. Compelled Duel is a great fit, except it’s redundant with Champion Challenge to a degree. Guardian of Faith and Circle of Power are also great.
  • Channel Divinity (Level 3). Champion Challege really makes this subclass, as it allows you to force any creature within 30 feet to make a wisdom saving throw. If they fail, they cannot move more than 30 feet away from you. Turn the Tide lets you give a small HP boost to any creature that can hear you if they are below half of their hit points.
  • Divine Allegiance (Level 7). This allows you to use a reaction and take the damage that was meant for an ally within 5 feet of you. Very useful, but only for other frontline fighters.
  • Unyielding Saint (Level 15). You get advantage on all saving throws for being stunned or paralyzed. This is situational but strong, especially coupled with Aura of Protection.
  • Exalted Champion (Level 20). For one hour, you get several great battlefield buffs. They include resistance to bludgeoning, pricing, and slashing from nonmagical weapons. What’s more, your friends get advantage one death saving throws if within 30 feet. Finally, you and your allies get advantage on wisdom saving throws.

Oath of Vengeance

See Our Complete Oath of the Ancients Guide

The Oath of Vengeance exists to punish an evil force that has committed a grievous sin. This subclass is great at dealing damage, particularly against a single powerful enemy.

  • Oath Spells. The oath spells for Vengeance paladins are strong, especially at lower levels. Bane can turn the tide on a fight, and you get some classic buffs like Haste and Protection from Energy. Higher level spells are somewhat situational, though.
  • Channel Divinity (Level 3). Abjure Enemy frightens enemies within 60 feet if they fail a wisdom saving throw. Vow of Enmity is much stronger in boss fights, as it gives you a minute of guaranteed advantage against a single target.
  • Relentless Avenger (Level 7). When you hit a retreating enemy with an opportunity attack, you can move half your speed as part of that reaction. This movement also doesn’t provoke opportunity attacks.
  • Soul of Vengeance (Level 15). This gives you a free reaction attack against an enemy that you are targeting with Vow of Enmity. It is available any time the enemy makes an attack.
  • Avenging Angel (Level 20). This allows you to assume the form of an angelic avenger as an action. It lasts one hour. During that time, you sprout wings and can fly. You also emanate a 30-foot aura. Creatures that enter that aura or start their turn there must make a wisdom saving throw or become frightened.

Oathbreaker Paladin

See Our Complete Oathbreaker Paladin Guide

The Oathbreaker is a very cool subclass that deals a ton of damage. It will stick out like a sore thumb in many campaigns given its ties to the undead.

  • Oath spells. There’s a lot of weak options here. Inflict Wounds is weaker than a normal attack plus smite, so why use it? Darkness isn’t ideal since you likely can’t see in the darkness. There are still enough spells worth having like Blight, Animate Dead, and Contagion.
  • Channel Divinity (Level 3). Control Undead let’s you command an undead creature for 24 hours if it fails wisdom saving throw. Dreadful Aspect lets you frighten any creature of your choice within 30 feet if they fail a wisdom saving throw. This lasts for one minute.
  • Aura of Hate (Level 7). Aura of Hate gives you a bonus to melee weapon damage equal to your charisma modifier. This bonus also applies to any fiends or undead within 10 feet of you. The bonus does not stack from more than one Oathbreaker paladin.
  • Supernatural Resistance (Level 15). This gives you resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • Dread Lord (Level 20). This power goes you an aura of gloom for one minute. This aura reduces bright light to dim light within 30 feet. Any creature that is frightened by you that starts its turn in this sphere takes 4d10 psychic damage. Also any creatures you choose that rely on sight are at disadvantage on attack rolls. Finally, you can use a bonus action to make a melee attack with these shadows. If your spell attack hits it deals 3d10 + your charisma modifier in necrotic damage.

Oath of the Watchers

See Our Complete Oath of the Watchers Guide

The Oath of the Watchers is an interesting concept. This archetype is based on protecting the realm from extraplanar creatures like celestials or fey. While there are some positives, much of this subclass is limited to these specific types of creatures.

  • Oath Spells. The spell list for this subclass is pretty strong. There are several good buff spells that allow a paladin to offer more utility to the party than normal. Most of these spells are not limited to impacting extraplanar creatures, which is nice.
  • Channel Divinity (Level 3). Abjure the Extraplanar lets you turn extraplanar creatures, which is very situational. Watcher’s Will is nice as you can give allies advantage on intelligence, wisdom, or charisma saves.
  • Aura of the Sentinel (Level 7). All allies within 10 feet gain the value of your proficiency bonus added to initiative rolls. This is one of the highlights of the class.
  • Vigilant Rebuke (Level 15). Each time a creature you can see within 30 feet of you succeeds on an intelligence, wisdom, or charisma saving throw, you can use your reaction to hit them with 2d8 + your charisma modifier in force damage.
  • Mortal Bulwark (Level 20). there is a lot happening here. You get truesight out to 120 feet, and you get advantage on attacks against extraplanar creatures. When you deal damage, you can also use this ability to banish the extraplanar creature back to their home plane of existence.

Fleshing Out your Paladin

Ultimately, the way you play your paladin is up to you. For some, just optimizing your character is enough to get you started. However, we have accumulated a few tips that can help you flesh out your paladin beyond its spells and abilities.

Gods and Religion

The term paladin has religious connotations, but it is important to remember you are not required to follow one. After all, your paladin draws his power from their commitment to their oath, not to a particular god. Still, it is not unusual for paladins to also worship a god that fits with their oath. Below are some suggested Forgotten Realms gods for each Oath:

  • Ancients: Ehlonna, Eldath, Mielikki
  • Conquest: Bel, Bane, Trithereon
  • Crown: Bane, Erathis, Tyr
  • Devotion: Trithereon, Ilmater
  • Redemption: Ilmater, Lathander, Torm
  • Vengeance: Bahamut, Helm, Torm, Kelemvor

Roleplaying Tips

Unlike previous versions, the Fifth Edition of D&D does not require that your paladin either follow a god or hold a lawful good alignment. This is awesome, as it provides you freedom in pursuing your character.

Just like with clerics and their gods, you might find internal or intraparty conflict due to your oath. Redemption paladins should have a lot to deal with if their party keeps slaughtering people, for instance.

The important thing to remember is having fun. Even if you have to put in some effort to address your character’s oath in relations to your party’s actions, it is an opportunity for storytelling and adding layers to your character.

Paladin 5E Optimization Tips

For some of us, squeezing every bit of advantage out of our characters is part of the fun. To that end, we have put together a comprehensive guide for optimizing your paladin in 5E.


One of the biggest drawbacks with paladins is that they require higher abilities than most other classes. Strength and Constitution are vital for a frontline character, and charisma fuels your spells. While you can in theory dump dexterity, intelligence, and wisdom, you risk a lot of problematic saving throws when you do.


Unless you plan a finesse, dexterty-based paladin then strength should be your top priority.


Unless you have a specific finesse build in mind, dump dexterity and protect yourself with full plate armor.


Constitution should be your third priority, as you can expect to soak up some damage and be the target of many attacks.






Charisma is your second-highest priority, as it powers your spellcasting. If you intend to sling more spells and abilities that actual weapons, you might make this your top priority.

Best Races for Paladin in 5E

Like with all classes, the reality is there are no truly bad options for a paladin. As you level your character, any race can will work. There are some options that work better that others, of course. What we look for are races that have complimentary ability score boosts and racial features.

Strong Options

  • Aasimar. Hard to beat an Aasimar with the boost to Charisma, healing hands, and resistance to necrotic damage among other things.
  • Half-Elf. Half-elves make excellent paladins. You get a boost to the major attributes you need, extra skills, useful resistances, and Darkvision.
  • Human. Due to their versatility, humans are good for any class. This is true for paladin.
  • Tiefling. Tieflings offer a nice spread of ability score boosts and some excellent recial feats.
  • Triton. Good ability boosts, innate spellcasting, and cold resistance are all very strong for a paladin build.

Decent Options

  • Dragonborn. Dragonborn offer nice abilities, and Dragon Fear fits well for a Conquest Paladin.
  • Dwarf. Constitution makes this work well.
  • Goliath. Nice abilities and Stone Endurance make this a good fit.
  • Tabaxi. Not strong for a traditional paladin, but excellent if you are going for a dexterity-based build.
  • Tortle. excels in the early game thanks to natural armor. However, this option lags at higher levels when magical plate armor becomes available.

Limited Value

  • Aarakocra
  • Bugbear
  • Elf
  • Firbolg
  • Genasi
  • Gnome
  • Half-Orc
  • Kenku
  • Kobold
  • Lizardfolk
  • Orc

Best Backgrounds

For a paladin, your background will not make or break your character. The tools rarely make a difference, but additional languages and proficiencies are nice. Here are a few good options

  • City Watch. Athletics and Insight are always helpful, plus you get two languages. This is a great option.
  • Courtier. A good choice if you plan to be a party face.
  • Faction Agent. This gets you insight plus a mental skill of your choice. Throw in two languages and you have an ideal background. The faction you are an agent for could be based on your Oath as well.
  • Soldier. This gives you athletics plus a face skill, which is great. Whether or not your vehicle or dice set are useful depends on the campaign.

Suggested Feats

  • Great Weapon Master. Paladins have a number of ways to increase their attack score, making the tradeoff for Great Weapon Master worth it.
  • Inspiring Leader. This is a great temporary HP buff, and most paladins have the charisma to make it worthwhile.
  • Polearm Master. This gives you a bonus attack with the blunt end of a polearm. Very useful if your weapon of choice is a polearm.


Paladin is one of the best classes available, meaning there is no need to multiclass if you don’t want to. That said, there are a few other classes worth taking a dip into. We discuss those below.

Good Multiclassing Options for Paladin

  • Bard. A weird fit at first blush, bard works given they cast using charisma. While I am a little on the fence with this one, it is a great choice if you are already running support for your party. A few spells and bardic inspiration is worth a dip.
  • Sorcerer. Not a bad choice here if you want more spellcasting options. Sorcerer casts with charisma, and you get a lot of value for dipping just one level.
  • Warlock. Potentially the best option, the warlock gives you access to some cool spells that recharge on short rest. What’s more, you can use those spell slots for smites.

Avoidable Multiclass Options

  • Artificer. Not worth giving up higher-level Paladin features.
  • Barbarian. No casting during Rage plus no plate armor makes this a weird fit, although divine smite during rage sounds pretty great.
  • Cleric. Requires wisdom, making your stat spread a problem.
  • Druid. Nope.
  • Fighter. On the bubble. Taking a few levels for Action Surge is awesome, but probably not better than just sticking with Paladin.
  • Monk. Ugly mix for stat spread.
  • Ranger. The stat spread is as bad as with Monk.
  • Rogue. Not worth losing levels of Paladin.
  • Wizard. Intelligence is a dump stat for Paladin, so no.

Concluding our Paladin 5E Guide

That wraps up our Paladin 5E Guide. We hope this has been helpful for you!



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