Paladin Class Guide for DnD 5E

Ultimate Paladin Class Guide for DnD 5E

You’ve undergone rigorous training, immersed yourself in sacred teachings, and bound yourself to an oath of unwavering service. 

This oath compels you to be a beacon of positive change, safeguarding the innocent and bringing justice to the guilty. Now, adorned in gleaming armor and armed with the sword of justice, you march forward along the path that lies ahead, resolute and prepared for the challenges, trials, and perils that await. 

You are ready to embark on your journey as a Paladin, and we are here to guide you every step of the way.

Within this Paladin DnD 5E guide, we will enlighten you about the various options available to Paladins and provide insights into complementary choices to shape your character as you envision. 

While perusing this guide, make sure to visit and discuss this guide and everything else related to a Paladin in DnD on the official Paladin Class Hall Forum.

This Paladin 5E guide assesses each option available to Paladins using a rating scale ranging from 1 to 5. 

This rating reflects the effectiveness and overall utility of each ability, with a primary focus on combat prowess. Nonetheless, we will evaluate all aspects. This rating system serves as a quick reference to assist you in assessing your choices, enabling you to anticipate outcomes and make adjustments as needed. The rating scale is as follows:

  • ★ Unfavorable: Generally not a good choice and best avoided.
  • ★★ Below Average: May have some specialized or situational uses but is generally not very strong.
  • ★★★ Average to Good: A dependable choice with solid benefits.
  • ★★★★ Very Good: A strong option with notable advantages.
  • ★★★★★ Outstanding: A must-have choice with exceptional benefits.

Paladin Class base Features in DND 5E

Before we get into the ratings, let’s quickly revise what base class features that the Paladin gets, in order to reference the ratings. 

Paladin Hit Points

  • 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

Paladin Starting Proficiencies

You are proficient with the following items, in addition to any proficiencies provided by your race or background.

  • Armor: light armor, medium armor, heavy armor, shields
  • Weapons: Simple weapons & Martial weapons
  • Tools: none
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Paladin Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background, choosing between options (a) or (b).:

  • (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

Here is a table detailing the Paladin Leveling & Progression

Guide to Paladin Class Abilities in DnD 5E

Let’s take a look at the Paladins Class built in Abilities.

Hit Dice ★★★★

Paladins use a d10 for hit points, which is among the best for martial classes. 

You’ll have a substantial amount of HP for melee combat, but consider investing in higher Constitution for added durability.

Proficiencies:

  • Armor: 5 – Paladins are proficient in all types of armor, providing flexibility regardless of your primary stat.
  • Weapons: 5 – Paladins have proficiency in all weapons, offering a wide range of options. While they excel in melee combat, having the ability to use a bow occasionally can be advantageous.
  • Tools: 1 – Paladins focus on their smiting abilities and combat prowess, leaving little time for tool proficiency.

Saving Throws ★★★

The Paladin’s saving throw proficiencies are rated at 3. Wisdom is a valuable save to have, particularly as you progress into mid to late Tier 2 and beyond in the game when “Dominate Person,” “Hold Person,” or “Feeblemind,” become more common. On the other hand, Charisma saves, while rare, can be critical to avoid adverse effects. Although the inherent saves themselves are rated at 3, the Paladin has access to various tools that can make them proficient and effective at saving throws regardless.

Skills ★★

Paladin skill choices are limited. Athletics is recommended, and you can select your preference for the second skill. It’s unfortunate that Perception isn’t offered, given its usefulness.

Divine Sense ★★★

While it’s considered a ribbon ability, it has situational usefulness. This feature becomes valuable when you suspect the presence of disguised, invisible, or hidden creatures. The formula for its uses, which is 1 + your Charisma modifier, makes it versatile. It allows Paladins with lower Charisma to still benefit from this ability, while those with higher Charisma can use it more frequently.

Lay on Hands ★★★★★

It is easily one of the best healing abilities in the game. The scaling formula of 5 x Paladin level provides a substantial amount of healing power. Moreover, its flexibility allows you to choose how much healing you want to administer, making it versatile for different situations.

Additionally, the utility of being able to cure diseases or remove the poisoned condition adds another layer of usefulness to this ability. It effectively makes the Paladin a comprehensive healer with just one feature. Notably, at levels 1 and 2, it’s the only way to cure a disease without relying on a magic item or external assistance.

Fighting Style ★★★★

While not as impactful as for Fighters, Paladin Fighting Styles offer valuable options that complement different character builds. We’ll evaluate each style individually later.

Spellcasting ★★★★

Paladins are considered half casters in DnD 5E, meaning their spellcasting abilities are primarily geared towards supporting their primary role as martial warriors, rather than serving as dedicated spellcasters. While it’s possible to build a Paladin focused on support, their spellcasting is only one component of their overall capabilities.

The Paladin’s spell list mainly consists of spells that provide enhancements and healing effects. These spells typically fall into the categories of buffs and healing. Additionally, Paladins have access to unique spells, such as smite spells and those related to animal companions, which can deal damage in various ways.

The effectiveness of the Paladin’s spellcasting ability can vary, and its rating is assigned a 4 due to this variability. Factors such as having a high Charisma modifier and obtaining a good selection of spells from their subclass can elevate its effectiveness to a 5. 

However, players should consider the opportunity cost of using their action or bonus action for spells compared to other available options, as well as whether a spell slot might be better utilized for fueling a Divine Smite. Later in this guide, we will delve into some recommended Paladin spells to aid in decision-making.

Divine Smite ★★★★★

Divine Smite is an extraordinary ability often associated with Paladins, and it’s frequently the first thing that comes to mind when discussing this class. Its exceptional rating of 5 primarily stems from its low risk and high reward. With Divine Smite, Paladins can choose to use it after successfully hitting a target, ensuring that they deal additional damage.

What makes this ability even more remarkable is the type of damage it inflicts, which is radiant. Radiant damage is relatively rare in terms of creature resistances and immunities, making it particularly effective against certain types of undead creatures and other adversaries.

The bonus damage dice against undead and fiends further solidify the Paladin’s prowess in specific combat situations. Divine Smite is renowned as one of the most potent burst damage abilities in the game, capable of delivering devastating blows to foes.

However, it’s crucial for Paladins to manage their spell slots wisely to avoid running out of resources too early during their adventuring day. Players should also consider whether there are any spells they might want or need to cast, balancing the use of Divine Smite with other strategic options.

Divine Health ★★★★

Divine Health is often considered a ribbon ability, a feature that provides a minor benefit or role-playing flavor rather than significant mechanical advantages. However, what sets it apart is that it becomes available at the same level as your subclass, which makes it a valuable bonus.

While this ability may not frequently come into play, it can be a real lifesaver when disease-related challenges arise in your game. 

Being immune to diseases means that when such situations do occur, you’ll be immensely grateful for this immunity.

It’s worth noting that if Divine Health were an active ability or had broader applicability, it would easily deserve a rating of 5 due to its potential impact on the game.

Extra Attack ★★★★★

The Extra Attack is often rated as the best for martial classes, and the Paladin is no exception. This ability is considered essential for melee-focused characters, offering a significant increase in combat effectiveness.

For Paladins, the Extra Attack feature is particularly valuable because it provides more opportunities to utilize their powerful smite abilities, whether they are Divine Smites or smite spells. 

Additionally, it’s noteworthy that Extra Attack becomes available at the same level when Paladins gain access to 2nd-level spells and spell slots, making it a pivotal point in their character progression.

Aura of Protection ★★★★★

This aura provides a significant defensive boost, not only for the Paladin but for the entire party. It has the potential to make a substantial difference in the success of saving throws, which can be crucial in avoiding disastrous consequences, such as a total party kill (TPK).

Even if a Paladin has a lower Charisma modifier, Aura of Protection remains a valuable asset. While a higher Charisma score enhances its effectiveness, even with a middling modifier, this ability proves to be a great boon to the party’s overall survivability.

Aura of Courage ★★★★

This Paladin aura grants immunity to the Frightened condition for both the Paladin and their party members. While Frightened is a fairly common condition imposed by monsters, its frequency of occurrence can vary from one campaign to another. 

This situational nature is the reason for the rating of 4, indicating that it may not see constant use but can be highly effective when needed.

Improved Divine Smite ★★★★★

This spell not only provides a significant increase in damage output for the Paladin but also allows them to deal radiant damage with every successful hit. 

This radiant damage can be particularly advantageous when facing certain creatures, such as vampires and zombies, which are vulnerable to it. 

However, it’s important to note that this improved smite doesn’t apply to unarmed strikes unless the Paladin is making those strikes with natural weapons.

Cleansing Touch ★★

Despite its potential importance in saving a Paladin or party member from harmful effects, it receives a rating of 2. This low rating is primarily due to the fact that it requires the use of an action, which is a significant cost for most Paladins during combat. 

Additionally, there are numerous creatures in the game that can impose effects independently of spellcasting, making this ability less versatile in certain situations. 

For example, it wouldn’t be effective in helping a companion who has been petrified by a Basilisk or charmed by a vampire.

Aura Improvements ★★★★

At this level, your auras will likely cover your entire party for most combats, providing a significant defensive buff. 

However, this feature feels a bit lacking as the only addition at this level. While it enhances your existing auras, it doesn’t introduce any new mechanics or versatility to your abilities, which prevents it from receiving a higher rating.

Paladin Fighting Styles in DnD 5E

The following list of Paladin DnD 5E guide’s Fighting Styles is organized alphabetically and categorized by the books they are found in. This layout makes it convenient to see your choices, especially if specific sources are not allowed at your gaming table. 

Keep in mind that the styles from Tasha’s Cauldron of Everything (TCoE) are listed as optional class features in this Paladin DnD 5E guide, so it’s essential to consult your Dungeon Master before selecting them. 

You might find that some styles are rated differently here compared to the Fighter 5E guide. 

This discrepancy arises because the opportunity cost for a Paladin to choose a Fighting Style is lower, given their limited available styles.

Player’s Handbook (PHB) Fighting Styles

Let’s first look at the base Fighting styles found in the Player’s handbook.

Defense ★★★★★

This fighting style provides a permanent bonus to your AC, which is a valuable and relatively rare benefit. It allows you to enhance your AC without relying on a shield, or if you choose to use a shield, it further boosts your defensive capabilities. While it may seem straightforward, the reliability of increased AC makes it an excellent choice for Paladins looking to bolster their defenses.

Dueling ★★★★★

This fighting style is a fantastic choice for Paladins wielding one-handed weapons. It provides a substantial damage boost that scales with the number of attacks you can make. It’s particularly effective for shield-bearing Paladins and those with a high Dexterity (Dex) stat. Even for Strength (Str) based Paladins, it often outperforms using a two-handed weapon like a longsword. This style excels at increasing your damage output in a consistent and reliable manner.

Great Weapon Fighting ★★★

This fighting style can be a bit hit or miss, quite literally. It allows you to reroll damage dice when you roll below average with your chosen two-handed weapon. While it has the potential to provide a damage boost, it’s highly dependent on luck. On average, the benefit is relatively small, and sometimes it might not help much or even hurt your damage output. It’s not as reliable as other fighting styles, so consider your risk tolerance before choosing it.

Protection ★★

This fighting style offers potential party utility by allowing you to impose disadvantage on attacks against creatures within 5 feet of you, provided you’re wielding a shield. However, it has its limitations. The range is quite short, and even with disadvantage, attacks may still hit. It’s most effective when you’re playing a shield-using Paladin and have party members who are willing to fight in close proximity to you. While it adds some defensive options, it might not be the optimal choice for all situations.

Tasha’s Cauldron of Everything (TCoE) Fighting Styles

Next, let’s look at the Fighting styles found in Tasha’s Cauldron of Everything.

Blessed Warrior ★★★★

This fighting style is a great choice if you want your Paladin to have more casting support and be less focused on martial combat. It allows you to learn two cantrips from the Cleric spell list. 

Stand-out choices include “Guidance” and “Toll the Dead.” Your Charisma score will significantly impact the effectiveness of “Toll the Dead.” This style provides versatility and utility, making it suitable for Paladins who want to blend spellcasting with their martial abilities.

Blind Fighting ★★★

This fighting style provides Paladins with blindsight, which is a unique and niche ability. Its usefulness depends on how often your party strategizes and uses abilities like Darkness and Fog Cloud. 

If your group can make good use of these tactics, this style could be valuable, but if you rarely find opportunities to employ it, it might not be as beneficial. Consider your party’s playstyle and whether this feature aligns with your tactics before choosing it.

Interception ★★★★

Unlike the Protection style, Interception will consistently help your ally. You declare it after your party member is hit, ensuring that your reaction isn’t wasted, and your ally always takes less damage than they would have without your intervention. 

This style is a great way to protect your teammates and mitigate damage, making it a solid choice for Paladins who want to support their allies in combat.

Harness Divine Power ★★★★★

This is a fantastic ability that enhances your Paladin’s efficiency and flexibility. If you’re approaching a short rest and haven’t used your Channel Divinity (CD), you can convert it into a spell slot, ensuring it doesn’t go to waste. 

Additionally, if you don’t find your CD particularly useful or prefer to use Divine Smite and cast spells, you can treat your CD as an extra spell slot. 

This ability provides valuable versatility to Paladins, allowing them to adapt to different situations and playstyles.

Martial Versatility ★★★

This feature is less of an active ability and more about allowing players to change a chosen option they might not like. 

Its usefulness largely depends on the playstyle and preferences of the table. Some players may find it valuable for adapting their character as needed, while others may not see it as particularly necessary.

Paladin Stats Guide in DnD 5E

Paladins in 5E are considered one of the more MAD (Multiple Ability Dependent) classes. 

They require a balance of different attributes to be effective, including Strength or Dexterity for attacks and AC, Charisma for spellcasting and class abilities, and some Constitution for durability in combat. 

The specific distribution of these stats depends on your chosen build and personal preferences.

  • Some Paladins may want to maximize both their attack stat and Charisma, while others might focus more on being an effective martial and prioritize a lower Charisma. 
  • Alternatively, some Paladins may choose to have a middling attack stat and invest heavily in Charisma to fulfill a support role.

If you find that your desired stat distribution leans toward needing more points in Strength/Dexterity and Charisma than you can start with at level 1, choosing the Variant Human race can be a good option, especially if you are interested in taking feats. 

Since Ability Score Increases (ASIs) are limited, allocating points to two different stats leaves less room for feats, especially during the levels where you’re most likely to play or spend the majority of your time adventuring. 

Consider your desired stats and priorities when distributing ability scores and selecting a race at first level. 

Strength ★★★★★

If you’re envisioning your Paladin as a front-line warrior who wields heavy weapons and armor, Strength is a crucial stat for you. 

It’s essential to start with a 16 in Strength, and then prioritize increasing it as soon as possible. 

If you plan to take feats through Ability Score Increases (ASIs), aim to raise your Strength to 18 first. 

This will significantly enhance your martial abilities and overall combat effectiveness.

If you have a different focus for your Paladin, such as spellcasting or a different combat style, you can allocate fewer points to Strength. 

However, if you’re considering multiclassing, you’ll need at least a 13 in this stat, and having an odd stat can be inefficient. Ideally, place a 14 here if you plan to multiclass effectively. 

For those who prefer a single-class Paladin and don’t rely on Strength or heavy armor, you can lower this to 10. Still, it’s generally a good idea to avoid negative modifiers unless they align with your character’s story or personality.

Dexterity ★★★★★

If you’re interested in playing a Dexterity-based Paladin, often referred to as a Dexadin, you should approach this stat similarly to the Strength recommendation mentioned earlier. 

However, there are some distinctions to consider.

If you opt for light armor over medium armor, Dexterity becomes even more critical for your AC, unlike Strength-based Paladins who rely more on their armor. 

Dexadins benefit from their primary stat in various ways, including high initiative, improved Dexterity saving throws, and proficiency in Dex-based skills. 

This comes at the cost of having slightly lower AC and not using heavy or versatile weapons.

Even if your primary focus is on Strength, having some degree of Dexterity is advisable to enjoy these additional benefits, such as enhanced combat readiness and improved defensive capabilities.

Constitution ★★★

Having a high Constitution score is highly beneficial for a Paladin. 

It provides you with more hit points, enhancing your ability to withstand damage while engaging in melee combat. 

Additionally, a higher Constitution score increases your chances of successfully maintaining concentration on your spells, which is crucial for a Paladin.

However, due to the multiple ability scores that Paladins depend on (Strength or Dexterity, Charisma, and Constitution), it can be challenging to allocate a very high score to Constitution. 

Nevertheless, it’s advisable to aim for at least a 14, with 16 being the ideal target for this stat. 

This balance will help you strike a good compromise between durability and your other primary abilities.

Intelligence ★

 Intelligence is generally not a significant concern for Paladins. 

You don’t need to prioritize this ability score unless you have a specific character concept or role-playing reason for doing so. 

Paladins typically don’t rely on Intelligence-based skills, and their core abilities revolve around Strength or Dexterity, Charisma, and Constitution.

Wisdom ★★★

Wisdom can be a useful tertiary stat for a Paladin. While it’s not a primary focus, having a decent Wisdom score can be beneficial for certain saving throws and skills. 

If you plan on multiclassing into a class that relies on Wisdom, consider allocating at least a 14 to Wisdom. 

Otherwise, allocate points here as needed based on your character concept and preferences.

Charisma ★★★★★

Charisma is a crucial stat for a Paladin. It directly affects many of your class features and contributes to your effectiveness as a Paladin. 

While it’s highly recommended to have a high Charisma score, it’s important to note that you can still be a capable Paladin with a lower score. 

Some abilities have a minimum of one use, and not all Paladin features are directly tied to Charisma. 

However, for optimal performance, consider allocating at least a 16 to Charisma, as it will greatly enhance your Paladin abilities.

Paladin Sacred Oaths (Subclasses) in DnD 5E

Paladins aren’t as mechanically influenced by their subclasses as some other classes, with the primary impact often revolving around the spells they gain. Your Channel Divinity ability can be situational and is, at best, a once-per-short-rest resource. 

However, Paladins can be heavily affected in terms of role-playing, as the Oaths they take and the tenets associated with them provide a strong foundation for character development.

In our Paladin DnD 5E guide, we recommend that you choose an Oath that resonates most with your character unless there is a specific spell or Channel Divinity ability that is crucial for your build or particularly interests you. 

It’s important to note that there is an additional Oath option, the Oathbreaker, which is primarily intended for NPCs and is typically chosen by the Dungeon Master rather than players.

We will cover all the Oaths available, spanning across multiple DnD 5E manuals, including:

  • The Player’s Handbook (PHB)
  • Sword Coast Adventurer’s Guide (SCAG)
  • Xanathar’s Guide to Everything (XGtE)
  • Tasha’s Cauldron of Everything (TCoE)
  • Mythic Odysseys of Theros (MOoT)
  • Dungeon Master’s Guide (DMG)

NOTE: Channel Divinity will be denoted by [CD]

Oath of Devotion

Oath of Devotion originates from the Player’s Handbook (PHB). 

Devotion is one of the more stereotypical Paladin Oaths, embodying ideals of justice, virtue, and order in a true knight in shining armor fashion. 

Their abilities and spells are primarily focused on combating fiends, undead, and aberrations, but they are effective against other foes as well.

Sacred Weapon [CD] ★★★

While it may seem appealing to have a bigger to-hit bonus, the steep cost of losing your first action in a fight makes this ability less practical. It earns a 3 for helping overcome resistance or immunity to non-magical attacks and its potential in longer battles.

Turn the Unholy [CD] ★★★★

Given the prevalence of fiend or undead creatures in the game, being able to effectively prevent them from engaging in combat and potentially provoke opportunity attacks is a significant debuff worthy of your action.

Oath Spells ★★★

The selection of spells is generally decent, with standout options like Dispel Magic and Flame Strike. However, the overall spell list can feel somewhat niche.

Aura of Devotion ★★★★

While situational, the ability to counteract charmed-based effects on monsters is valuable. This ability earns a 4 because it can completely shut down the dangerous aspect of some creatures and save the party from potentially dire situations.

Purity of Spirit ★★★★

Offering a powerful passive benefit, Protection from Evil and Good covers a wide range of creature types, making this relevant in many situations. It gets a 4, as there are still plenty of monstrosities that you’ll encounter.

Holy Nimbus ★★★

This capstone ability is decent but not particularly special, primarily due to the action cost and the relatively low damage output at 20th level. 

Additionally, the limited protection against spells cast by fiends and undead feels niche, as it doesn’t safeguard against their non-spell abilities. It would have been a 4 if it only cost a bonus action to activate.

Oath of the Ancients

Oath of the Ancients originates from the Player’s Handbook (PHB). 

Ancients is an oath that combines the Paladin’s might with a druidic, nature-focused theme. It centers on the concept of goodness and protection of nature, rather than strict adherence to law or chaos. 

This oath offers features and spells that reflect nature magic, provide defense against fey and fiends, and enhance the Paladin’s survivability. Notably, this subclass is often discussed for its aura that grants resistance to spell damage.

Nature’s Wrath [CD] ★

While it can be an interesting control option for a Paladin in tier 1, it becomes less appealing once Extra Attack becomes available. Nature’s Wrath essentially functions as a single-target Entangle spell but with a limited 10-foot range. If you can use optional class features, converting your Channel Divinity into a spell slot may be more beneficial.

Turn the Faithless [CD] ★★★

This ability mirrors the Devotion Paladin’s turn ability but applies to Fey instead of undead. It can be useful in campaigns where fey creatures are prevalent. It’s worth noting that this ability has less redundancy if your party includes a Cleric, unless that Cleric is of the Arcana domain.

Oath Spells ★★★★

The selection of spells here adds a Druid/Ranger flavor to the Ancients Paladin. Notable spells include Ensnaring Strike, which is an improved version of Nature’s Wrath, and Misty Step, which provides valuable mobility.

Aura of Warding ★★★

This aura is fantastic when it applies to you and your party, as it halves damage from spells. However, its effectiveness depends on facing enemy spellcasters. 

It can be very potent in certain adventures but may not see consistent use, which is why it doesn’t rate a higher score.

Undying Sentinel ★★★★★

This feature is similar to gaining a half-orc’s Relentless Endurance. It significantly increases your chances of survival, except against instant death effects like Disintegration. 

Additionally, the added bonus of not feeling the effects of aging or vulnerability to magical aging adds flavorful depth to the feature.

Elder Champion ★★★★★

An excellent capstone ability that justifies the action cost. It allows you to cast a spell-like Destructive Wave as a bonus action on the same turn, making the trade-off for your action worthwhile. 

When paired with Ensnaring Strike, the disadvantage on the saving throw can easily convert into advantages for your attacks and additional damage.

Oath of Vengeance

Oath of Vengeance originates from the Player’s Handbook (PHB). 

The Vengeance Paladin is motivated by stories of pursuing and bringing to justice the monsters who have wronged the innocent. This subclass supports an aggressive playstyle and provides access to teleportation spells, enabling you to chase down your quarry or make tactical retreats when necessary.

Abjure Enemy [CD] ★★

While causing Frightened with a speed of zero is a nice debuff, the effect dissipating when the creature takes damage undermines its effectiveness. This feature can still be helpful in certain situations but is not the most efficient use of your Channel Divinity.

Vow of Enmity [CD] ★★★★★

A fantastic buff, especially against bosses and single targets. It helps you land more smites and is particularly beneficial if you’re using the Great Weapon Master feat. Despite applying to a single enemy, its power justifies a high rating.

Oath Spells ★★★★★

An outstanding selection of spells that provide a wide range of options, including debuffs, control spells, and mobility enhancements. These spells expand the Paladin’s capabilities beyond melee combat and make them versatile.

Relentless Avenger ★★

This feature can be useful for chasing down your target, but it relies on a somewhat niche trigger: an enemy running away from you while provoking an opportunity attack.

Soul of Vengeance ★★★★

This feature significantly improves your Vow of Enmity, increasing your damage output. The advantage on the reaction attack is valuable. However, it does compete with Relentless Avenger for your reaction, and it would have been better if it had its own independent feature or resource.

Avenging Angel ★★★

While providing mobility with a 60ft fly speed and a fear aura, this capstone feature has some limitations. The frightened condition only lasts until the enemy takes damage, and the action cost, coupled with some creatures’ immunity to the condition, diminishes its overall power for a 20th-level character.

Oath of the Crown

The Oath of the Crown originates from Sword Coast Adventurer’s Guide (SCAG). 

When taking this Oath, Paladins are guided by their ideals of civilization, loyalty to a specific form of civilization (such as a nation or sovereign), and a strong sense of responsibility for their actions. This subclass excels at tanking, gaining access to spells and features that protect others or draw hostile attention towards themselves.

Champion Challenge [CD] ★★★★★

An excellent tanking ability that forces enemies to focus on you instead of more vulnerable party members. It should be used strategically, considering your defenses and hit points, as it can make you the primary target of the encounter.

Turn the Tide [CD] ★★★

While this ability has potential, its scaling and limitations prevent it from being a top-tier feature. The inability to bring allies back from 0 hit points and the requirement that targets must hear you limit its effectiveness. However, in lower tiers of play, this widespread healing can be game-changing.

Oath Spells ★★★★

The thematic selection of spells emphasizes the Paladin’s role as a protector. Notable spells include Spirit Guardians, which synergizes well with Champion Challenge, and overall, this list complements the subclass’s theme. More healing spells would have been a welcome addition.

Divine Allegiance ★★

This feature can be useful for damage mitigation if your Paladin is built to soak up large amounts of damage. However, the inability to reduce the damage taken and the limited 5-foot range make the Interception Fighting Style a better choice in many situations.

Unyielding Spirit ★★

Advantage against paralysis and stun is nice but quite niche for a feature obtained at this level.

Exalted Champion ★★★★★

Resistance to non-magical Bludgeoning, Piercing, and Slashing damage is significant, as most monster attacks using these damage types are non-magical. 

The advantage on Wisdom saving throws is also highly beneficial at this level, where Wisdom saves are common, and the consequences of failing them can be severe.

 The extended one-hour duration of this feature sets it apart from other Oath capstones, allowing it to be effective in multiple encounters during its duration.

Oath of Conquest

The Oath of Conquest originates from Xanathar’s Guide to Everything (XGtE). 

Conquest Paladins follow a unique path, dedicated to crushing their enemies and accumulating personal power. Their mechanics and spells revolve around inducing and exploiting fear in their foes, making them effective battlefield control Paladins.

Conquering Presence [CD] ★★★★★

This ability is a potent debuff, imposing the frightened condition without any risk of friendly fire or the effect being removed by damaging the affected creatures.

Guided Strike [CD] ★★★

While the ability to turn a big miss into a hit is valuable, it’s relatively expensive for a class with Extra Attack. It’s a nice option to have when you need to land a crucial smite, but it might be more suited to the War Cleric, which makes fewer attacks and has more uses of their Channel Divinity.

Oath Spells ★★★★★

The thematic selection of spells aligns well with the subclass’s focus on fear and control. Notable spells include Armor of Agathys, Spiritual Weapon, and Fear.

Aura of Conquest ★★★★★

This aura complements the subclass’s abilities and spells, creating a cohesive theme. The aura’s effect itself is powerful, allowing you to immobilize a frightened creature and deal automatic damage to them. It’s essential to maximize ways to impose the frightened condition and boost your save DC against it.

Scornful Rebuke ★★★★★

Dealing automatic damage, especially of a potent damage type, whenever someone hits you, is a fantastic feature. The fact that it works at range and applies to both weapon and spell attacks further enhances its effectiveness.

Invincible Conqueror ★★★★★

This capstone ability significantly boosts your damage output and durability. The extra attack synergizes well with Improved Divine Smite, while the increased critical chance improves the likelihood of doubling your Divine Smite damage. Overall, a powerful and versatile capstone.

Oath of Redemption

The Oath of Redemption originates from Xanathar’s Guide to Everything (XGtE). 

The Redemption Paladin subclass leans towards social interaction and conflict avoidance. It employs spells like Sleep, Calm Emotions, and Hypnotic Pattern, along with Persuasion enhancements, to navigate situations peacefully. 

Channel Divinity offers punitive options. This subclass is well-suited for a Charisma-focused support Paladin playstyle.

Emissary of Peace [CD] ★★★★

This social ability is a welcome addition to the Paladin’s toolkit, with a 10-minute duration making it useful for entire social encounters. However, it receives a rating of 4 because a +5 bonus doesn’t guarantee success. 

To maximize its potential, proficiency in Persuasion and a decent Charisma modifier are necessary.

Rebuke the Violent [CD] ★★★★★

The effectiveness of this option naturally scales with enemy damage. What sets it apart is that it inflicts radiant damage, making it impactful regardless of the type of damage received.

Oath Spells ★★★

While the chosen spells align well with the subclass theme, they face issues related to usefulness and scaling. 

Sleep becomes less effective as enemies’ hit points increase, Hold Person doesn’t work on most monsters, and Counterspell relies on enemies being spellcasters. Nonetheless, having these spells as options is valuable, with Hypnotic Pattern and Wall of Force serving as useful control spells.

Aura of the Guardian ★★

This feature is a slightly improved version of the 7th-level Oath of the Crown feature.

Protective Spirit ★★★★

Providing a significant amount of hit point regeneration with some minor scaling for higher levels, this feature is valuable. It doesn’t receive a 5 because it may not fully offset using the Aura of the Guardian. Note: Although not explicitly mentioned, when halving your Paladin level for this feature, it should be rounded down.

Emissary of Redemption ★★★

This feature offers substantial benefits that align with the subclass’s goals. However, using many core class features would negate these benefits entirely. It is most suitable for support Paladins focusing on buffs and healing or those comfortable dealing with minions while other party members handle more powerful foes.

Oath of Glory

The Oath of Glory originates from Mythic Odysseys of Theros (MOoT). 

The Glory subclass for Paladins takes a unique approach, focusing on elevating you and your companions to legendary status. It does so by honing your body and skills, promoting acts of courage, and granting mobility buffs, a ranged option in Guiding Bolt, and Magic Weapon to counter resistance or immunity to non-magical damage.

Peerless Athlete [CD] ★

This ability is highly niche and rarely justifies using your Channel Divinity, unless you’re building a grappling Paladin. Even as an out-of-combat option, it feels limited in utility.

Inspiring Smite [CD] ★★

While theoretically, you can apply temporary hit points to as many creatures as your temp HP count, it’s more practical with one or two targets. The requirement of a bonus action and reliance on separate resources makes it somewhat clunky. This could have rated higher if it allowed independent bonus action activation.

Oath Spells ★★★★★

The selection of spells is excellent, with Guiding Bolt addressing ranged combat challenges, Enhance Ability providing utility, and Magic Weapon allowing you to overcome resistance or immunity to non-magical damage as needed.

Aura of Alacrity ★★

This ability is not only niche but poorly designed. 

The concept of charging into battle together over a large distance is appealing, but if the Paladin has a higher initiative than a party member, that member won’t benefit unless the Paladin forgoes their movement. 

A larger range, starting at least 10 feet, would have made this ability more practical. It still earns a 2 because a self-speed boost of 10 feet can benefit a melee character.

Glorious Defense ★★★

This can be a powerful defensive and retribution ability but requires the party to stay closely clustered in melee range of enemies. It’s also limited by the number of uses tied to your Charisma modifier.

Living Legend ★★★★

While not the most impressive capstone among the Paladin Oaths, it offers guaranteed hits each turn, a second chance at passing saving throws, and the option to use it more than once per long rest by expending a 5th-level spell slot.

Oath of the Watchers

The Oath of Watchers originates from Tasha’s Cauldron of Everything (TCoE)

The Watchers subclass for Paladins is dedicated to protecting the world from extraplanar threats and maintaining a network of spies and informants to monitor cult activity. They have access to arcane magic, including spells like Alarm and Counterspell.

Watcher’s Will [CD] ★★★

This ability can be highly effective against certain monsters, especially at higher levels. However, it doesn’t prompt new saves for effects creatures are already under, and with a duration of only a minute, it often means sacrificing the first or second round of your attacks to set it up.

Abjure the Extraplanar [CD] ★★★★★

Similar to other turn features, but it covers twice as many creature types!

Oath Spells ★★★

The list is thematic and offers utility, but it would have been nice to see some more combat-relevant spells.

Aura of the Sentinel ★★★★★

This aura is relevant in every combat and scales with your character, while enemy initiative typically doesn’t.

Vigilant Rebuke ★★★

The damage isn’t bad for a reaction, but the requirement for the target to succeed on a saving throw makes the usefulness of this ability random. Note: You can use this ability when a party member succeeds on a saving throw, perhaps using your Watcher’s Will, or when a monster saves against an effect your party is trying to use.

Mortal Bulwark ★★★★

This is a potent ability that combines general combat effectiveness with the potential to end an encounter. It gets a 4 because it covers many creature types but not all of them, and a capstone ability ideally should not be this niche.

Recommended Paladin Spells in DND 5E

Choosing spells for a Paladin can significantly enhance your chosen playstyle. If you’re new to the class or not comfortable with spellcasting, the following list of spells provides generally useful options to help you learn which spells you like and use most.

Here is a table of all the base spells available to Paladins according to the Player’s handbook (PHB). If you are playing with other manuals such Tasha’s Cauldron of Everything (TCoE) or Xanathar’s Guide to Everything (XGtE), then more spells will be available to you, but those are not in this table.

Guidance [Cantrip] ★★★

The Guidance Cantrip is particularly useful if you chose the Blessed Warrior Fighting Style, found in Tasha’s Cauldron of Everything (TCoE) manual, which grants Paladins the ability to learn two Cantrips from the Cleric spell list. Therefore this option is not native to the Player’s Handbook (PHB) rules where Paladins (along with Rangers) do not have any Cantrips.

If you are playing according to TCoE, then this is applicable.

In terms of the Guidance Cantrip: while skill checks are a common part of D&D, they are not always central to a Paladin’s primary role. However, boosting a skill check for any party member on demand is a valuable utility, especially if you or your allies need that slight edge to succeed.

Bless [1st level Spell] ★★★★

This spell is excellent for support-oriented Paladins. However, it does consume your entire action. It rewards your party with a substantial boost to their Attack Rolls and Saving Throws. It’s advisable to include yourself as a target of this spell to help you maintain concentration even when you’re being attacked in combat.

Cure Wounds [1st level Spell] ★★★

Although you have Lay on Hands, it’s always good to have an additional healing option for yourself and your party. This can be particularly helpful when you need to use Lay on Hands to cure a disease or neutralize poison instead of healing hit points.

Divine Favor [1st level Spell] ★★

This spell offers a damage boost alternative to Divine Smite, making it a great choice for longer battles or situations where you need to deal radiant damage, such as countering the regeneration of vampire spawn. However, its concentration requirement might conflict with other crucial spells.

Protection from Evil and Good [1st level Spell] ★★★★

Granting protection from a variety of creature types and imposing disadvantages on attacks from those creatures is powerful. It’s a spell that’s especially useful when you know what you’re up against.

Shield of Faith [1st level Spell] ★★★★

Adding +2 to AC for a character is significant, especially for front-line fighters or characters in a particularly vulnerable position. It requires concentration but can be a lifesaver.

Lesser Restoration [2nd level Spell] ★★★★

This spell can remove conditions like blinded, deafened, paralyzed, or poisoned. In specific encounters, this can be invaluable, restoring a party member to full functionality.

Aid [2nd level Spell] ★★★

This spell is distinct from providing temporary hit points, as it directly increases your maximum hit points, allowing you to heal up to that higher maximum. It’s an excellent choice for enhancing the overall durability of your party, particularly for characters with lower hit dice, such as Wizards.

Find Steed [2nd level Spell] ★★★★

This spell grants you the ability to summon a loyal and magical steed, complete with a telepathic bond for communication. It serves as an excellent means of transportation and can be used effectively in combat or for scouting purposes.

 In situations where the environment is not suitable for large mounts, such as narrow dungeons with ladders, you have the option to summon a mastiff, which is better suited to such spaces. Small-sized Paladins can even ride their mastiffs in these confined areas, providing added versatility.

Magic Weapon [2nd level Spell] ★★★

This spell is crucial for ensuring that you and your party members are never at a disadvantage due to the lack of magical weapons. It empowers your weapon to become magical for the duration of the spell, allowing you to bypass resistances and immunities to non-magical attacks.  This is especially valuable when facing foes that require magical damage to harm effectively.

Zone of Truth [2nd level Spell] ★★

Situational but can be a game-changer in social or investigative encounters. It forces creatures to speak the truth, which is useful for interrogations.

Branding Smite [2nd level Spell] ★★★

Deals extra damage and prevents invisibility. Useful against foes that rely on stealth or escaping via invisibility.

Remember, the “best” spells often depend on the campaign’s context, the composition of the party, and the challenges faced. Players should feel empowered to adapt their choices based on their experiences and the evolving needs of their group.

Paladin Race Choices in DND 5E

Races can significantly complement your chosen character concept, and while the race ratings mentioned here provide general guidance, it’s essential to remember that role-playing and personal preferences matter most in D&D. Here are some strong race choices for a Paladin:

Dragonborn

Mechanical Synergy ★★★

Dragonborns possess a unique breath weapon aligned with their draconic lineage, allowing for a ranged or area effect once per rest. This, coupled with their resistance to the corresponding elemental damage, can be pivotal in certain encounters. However, the limitations of its use mean it may not always be impactful. The lack of other racial bonuses can leave them feeling mechanically less versatile than other races.

Role-Playing Aspect ★★★★

The heritage of dragons is deeply ingrained in Dragonborn culture. A character might wrestle with the legacy of an ancient dragon ancestor, or uphold (or rebel against) the honor and expectations of their clan. Their appearance alone can lead to varied interactions, ranging from reverence to fear.

Goblin

Mechanical Synergy ★★★★

Goblins are naturally agile, reflected in their enhanced dexterity. Their nimbleness translates into the ability to disengage or hide as a bonus action, providing significant maneuverability in combat scenarios. Furthermore, their “Fury of the Small” trait lets them deal additional damage to larger opponents, ensuring they’re not to be underestimated in combat, regardless of their small stature.

Role-Playing Aspect ★★★★

Goblins, typically seen as nuisances or antagonists in many tales, present a rich tapestry of character opportunities when played as protagonists. A goblin character might be striving to redefine their place in the world, combat stereotypes, or might embrace the chaotic and mischievous nature inherent to their kind. Their background, often rife with tribal conflicts, skirmishes, and scavenging, can provide a wealth of backstory elements.

Half-Elf

Mechanical Synergy ★★★★

Half-elves are a harmonious blend of human adaptability and elven grace. Their versatile ability score improvements make them a fitting choice for numerous classes. Additionally, their fey ancestry offers innate magical resistances, a blessing inherited from their elven lineage.

Role-Playing Aspect ★★★★★

Straddling two worlds, half-elves often deal with feelings of belonging and identity. They might be warmly embraced by one community and coldly distanced by another, making their journey one of self-discovery, reconciliation, and often, mediation between disparate cultures.

Human

Mechanical Synergy ★★★★

Humans, particularly the variant kind, are the embodiment of flexibility. The optional feat at level one can set the stage for a plethora of specialized builds, tactics, or even unconventional character concepts. Their spread-out ability score improvements ensure they can adapt to any role with relative ease.

Role-Playing Aspect ★★★

Humans, being the most common race in many settings, can hail from a multitude of backgrounds – from nobility to peasantry, from scholars to vagabonds. Their stories might not be of ancient legacies or fey-touched destinies, but of ambition, resilience, love, vengeance, or sheer wanderlust.

Tiefling

Mechanical Synergy ★★★

Imbued with the essence of the Nine Hells, tieflings possess innate spellcasting abilities that grow stronger with age, granting them useful magical utilities. Their resistance to fire stands as a testament to their infernal origins.

Role-Playing Aspect ★★★★★

Tieflings, with their fiendish appearances and heritage, often tread paths of prejudice, intrigue, and self-reflection. Their stories might revolve around embracing their infernal legacy, resisting dark temptations, seeking redemption, or simply proving their worth in a world that might judge them at first glance.

Aasimar

Mechanical Synergy ★★★★★

Aasimar are practically destined to become Paladins due to their celestial heritage. They receive a Charisma bonus, making them excellent spellcasters and leaders. The Healing Hands ability allows them to heal with a touch, reinforcing their role as divine champions. The Light racial spell can be thematically appropriate for a Paladin, representing their radiant connection to the divine.

Role-Playing Aspect ★★★★★

Guided by a celestial entity, an aasimar’s life is often filled with visions, prophecies, moral dilemmas, and divine mandates. Their stories can be of inner conflict, of the balance between free will and destiny, or of the immense responsibility that comes with their celestial connection.

Dwarf

Mechanical Synergy ★★★★

Dwarves are known for their hardiness and resilience. Their robust constitution not only provides additional health but grants them a natural resistance to poisons, a boon in many adventures. Proficiencies with battleaxes, warhammers, and other iconic weapons make them naturally apt for frontline combat. Their Stonecunning ability, which gives them insight into stonework, can be particularly useful in dungeons and underground locales.

Role-Playing Aspect ★★★★

Dwarven societies are built upon the bedrocks of honor, tradition, and craftsmanship. Dwarves might venture out in search of lost dwarven relics, to establish a new clanhold, or to craft a masterpiece that would be sung about for generations. Their long-standing feuds, especially with orcs and goblins, and their deep connection to the mountains and mines can spawn numerous personal quests and vendettas.

Half-Orc

Mechanical Synergy ★★★★

With their brute strength and tenacity, half-orcs are built for battle. Their ability to score more damaging critical hits can turn the tide of a fight, and their relentless endurance can keep them standing when others would fall.

Role-Playing Aspect ★★★★

Half-orcs carry the legacy of two distinct cultures. Their tales can revolve around acceptance and identity, with some seeking honor and others redemption. The dichotomy of human civilization and orcish tribalism can lead to complex characters striving to find their place, or perhaps aiming to bridge the two worlds they hail from.

Elf (including Drow)

Mechanical Synergy ★★★★

Base Elf Traits: Elves possess keen senses, with a natural proficiency in perception. Their fey ancestry shields them from spells that would put them to sleep, and they can enter a trance instead of sleeping, which reduces their vulnerability during rests. This trance not only offers a defensive boon but emphasizes the otherworldly nature of elves. Their ability to move swiftly and remain hidden in natural environments provides further benefits, particularly in wilderness settings.

Drow Specific Traits: Drow are uniquely adapted to life in the Underdark. They possess superior darkvision, which allows them to see in complete darkness as if it were dim light. However, this advantage is countered by a sensitivity to sunlight, making them disadvantaged in direct sunlight. Drow also have innate spellcasting abilities, granting them access to spells like dancing lights, faerie fire, and darkness as they advance in level. This inherent magic can be pivotal in both combat and non-combat situations, further enhancing their adaptability.

Role-Playing Aspect ★★★★★

Base Elf Culture: Elven cultures are ancient, filled with arcane traditions, timeless beauty, and deep-rooted wisdom. Their long lifespan allows them to adopt a patient, sometimes detached perspective on the ebb and flow of history. The dichotomy between high elves steeped in magic and tradition and wood elves living in harmony with nature creates a wealth of role-playing avenues.

Drow Culture: Drow, or dark elves, hail from the treacherous Underdark. Their society is often depicted as matriarchal, with intricate politics and a strong devotion to the goddess Lolth. Role-playing a drow can involve delving into themes of intrigue, ambition, and redemption. Whether they embrace their background or rebel against it, a drow’s journey can be fraught with internal and external conflicts, especially when interacting with surface societies that might distrust or even fear them.

Halfling

Mechanical Synergy ★★★

Halflings are naturally agile and lucky. Their small size allows them to move through the space of larger creatures, offering unique tactical advantages, and their inherent luck can save them from potentially dire situations.

Role-Playing Aspect ★★★★

Halflings, with their love for comfort, community, and the simpler things in life, offer a refreshing perspective in a world of dragons and dungeons. Their stories can be about defending their beloved homes, exploring the world beyond their familiar hills, or perhaps seeking fame and fortune while always dreaming of the next meal.

Gnome

Mechanical Synergy ★★★

Gnomes are creatures of intellect and wit. Their sharp minds grant them resistance against certain mental magics. Depending on their subrace, they might have an affinity for illusions or an innate curiosity and aptitude for tinkering.

Role-Playing Aspect ★★★★

Gnomes, whether they’re the fey-touched forest gnomes or the mechanically inclined rock gnomes, view the world with wide-eyed wonder. They’re inventors, scholars, and sometimes pranksters. Their tales can revolve around the pursuit of knowledge, the unveiling of arcane or mechanical mysteries, or simply the sheer joy of exploration and discovery.

Remember that while these race choices provide mechanical advantages, your character’s backstory, personality, and role-playing aspects are equally important in D&D. Choose a race that resonates with your character concept and offers an enjoyable role-playing experience.

Paladin Feats in DND 5E

Paladins, as divine warriors, have a unique blend of martial prowess and spellcasting ability. Their feat choices can significantly augment these aspects. 

Depending on numerous statistics without added ASIs, Paladins prioritize feats, making them ideal for variant humans or those comfortable with a slower stat growth. 

While combat-focused feats are typically more suitable for Paladins, those enhancing spellcasting can also be beneficial, especially for supporting Paladins. This perspective will be evident in their evaluations and descriptions.

Here’s a breakdown of recommended feats for Paladins:

Great Weapon Master ★★★★★

This feat lets you take a -5 penalty to hit in exchange for +10 damage. Additionally, if you score a critical hit or reduce a creature to 0 hit points, you can make a bonus action melee attack.

With spells and features that boost attack accuracy, Paladins can often offset the hit penalty, making this a premier damage-boosting feat.

Especially advantageous for Vengeance and Conquest Paladins due to their precision-enhancing Channel Divinity features.

Heavy Armor Master ★★★★

While you’re wearing heavy armor, bludgeoning, piercing, and slashing damage you take from non-magical weapons is reduced by 3. Useful for tanking, this feat diminishes the damage a Paladin takes, increasing their staying power on the front lines.

Sentinel ★★★★★

Enemies provoke opportunity attacks even if they Disengage, your opportunity attacks reduce their speed to 0, and when a creature within your reach makes an attack against a target other than you, you can use your reaction to make a melee weapon attack against the attacking creature.

A top-tier choice for tanking Paladins, ensuring enemies remain engaged with you and protecting allies.

Dragon Fear [Dragonborn] ★★★★

The feat’s efficacy leans on the Dragonborn’s Constitution for the saving throw DC. This aligns with a Paladin’s typical focus on Constitution for health and spell concentration.

The fear effect is a potent crowd control tool. It’s particularly synergistic with Conquest Paladins, who thrive on incapacitating and punishing frightened enemies.

Fizban’s Boost: With Fizban’s version of the Dragonborn, the feat becomes more versatile, improving a Paladin’s action economy, hence elevating its overall utility in combat scenario

Slasher ★★★★★

Hitting a creature with a slashing weapon reduces its speed by 10 feet until the start of your next turn. If you score a critical hit, the target’s speed is halved.

For those who prefer cutting weapons like longswords, scimitars, or great axes, this feat lets you restrict enemy movement and adds a potent debuff on a critical hit, further enhancing your smite effects.

War Caster ★★★★

Grants advantage on concentration checks, allows for somatic components even with weapons/shields in hand, and lets you cast a spell as an opportunity attack.

Concentration spells are core to many Paladins, and this feat helps maintain them.

Shield Master ★★★★★

You can shove with your shield as a bonus action, and when subjected to an effect that allows a Dexterity save for half damage, you can use your reaction to take no damage, employing the shield’s protection.

Further amplifies a Paladin’s tanking and battlefield control.

Magic Initiate ★★★

This feat grants access to two cantrips and a 1st-level spell from another class’s repertoire, expanding your spellcasting toolbox.

The added versatility can be invaluable, but the real benefit hinges on strategic spell selection. Choosing spells that fill gaps in the Paladin’s abilities or enhance their existing strengths can be game-changing.

Resilient ★★★★

This feat permits a +1 increase to a chosen ability score, enhancing that attribute’s related capabilities.

In addition to the stat bump, you gain proficiency in saving throws for that ability.

If selected for Constitution, it not only bolsters health but crucially aids Paladins in keeping concentration on their spells amidst battle’s chaos.

Polearm Master ★★★★

When wielding a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end, and creatures provoke opportunity attacks when they enter your reach. Boosts damage output and control.

Remember, the ratings are generalized for Paladins but may vary depending on your specific Paladin subclass and the campaign you’re in.

Multiclass options for a Paladin in DND 5E

Paladins are divine warriors, often combining the might of their weapons with the power of their faith. When considering multiclassing with a Paladin, it’s essential to look at how the classes can complement the Paladin’s strengths and mitigate its weaknesses.

Multiclassing Prerequisites

To multiclass as a Paladin, a character needs a Strength and Charisma score of 13 or more. This makes it more straightforward for traditional Strength-based Paladins than Dexterity-focused ones (referred to as “Dexadins”). 

For a Dexadin, meeting these requirements can lead to a more attribute-dependent (MAD) character since they’d need to invest in Strength, which they might not utilize as much.

Points of Consideration

  • Half-Caster Nature: Paladins are half-casters, meaning they gain access to spells slower than full casters like Wizards or Clerics. Multiclassing can further delay this progression, which might hinder features like Lay on Hands, which scales with Paladin levels. Before branching out, consider whether your Paladin abilities are sufficiently developed.
  • Divine Smite: If your Paladin’s primary function is to deliver powerful smites, think about multiclassing with a full caster. This offers quicker access to higher-level spell slots, ensuring a steady supply of smite fuel.
  • Optimal Levels for Multiclassing:
    • Level 2: Grants access to Divine Smite and basic spellcasting.
    • Level 5: Provides the Extra Attack feature, enhancing melee combat.
    • Level 6: Offers both the above, coupled with the Aura of Protection, a potent defense boost.
  • Synergy with Critical Hits: Since a Paladin can decide to use Divine Smite after confirming a critical hit, features or classes that increase critical hit chances or offer advantages on attack rolls become attractive choices.

Multi-class option for Paladins

Artificer ★★★

Crafting magical items and acquiring non-standard Paladin spells amplifies a Paladin’s utility and potential strength. Nonetheless, the prerequisite of 13 INT can be taxing for multi-attribute dependent characters. Two levels are essential for Infusions, rendering it a particular blend. Artificers have a distinct spellcasting trajectory that boosts their spellcasting level, mirroring it with full casters when multiclassing. Upon reaching the third level, the Armorer’s Guardian variant is advised, granting temporary health boosts and Thunder Gauntlets.

Barbarian ★★★★

Ideal for Paladins aiming for durability or grappling prowess. While the damage increment is subtle, it’s still beneficial. Dipping 1-3 levels is worthwhile: two levels introduce Reckless Attack and Danger Sense, enhancing your setup.

At the third level, the Totem (Bear) significantly boosts resilience, Zealot enhances damage, and Path of the Beast balances defense and offense with unique features like tail and claws. For a tanky build drawing enemy attention, Ancestral Guardian stands out. Its rating isn’t a full 5 primarily due to spell restrictions during rage and the discouragement from donning heavy armor for Strength-focused characters.

Bard 3 ★★★

Suited for support-oriented Paladins with a Charisma focus. The Bard multi-classing offers Paladins enriched skill versatility, including an extra skill, Jack of All Trades, and Expertise based on levels taken. On top of that, there’s an array of utility/support spells exclusive to Bards, along with improved spell slot progression.

For those keen on subclasses, the College of Swords is combat-centric, offering maneuver-like applications for Bardic Inspiration and an additional Fighting Style. Alternatively, the College of Whispers provides a feature akin to Divine Smite. For those wanting to boost their skill repertoire or seek specific spells, the College of Lore delivers unrestricted spell picks and added Expertise. However, the rating stands at 3 since it doesn’t significantly enhance Paladin capabilities and comes with reduced Hit Dice.

Cleric ★★★

While it leans on the MAD side, having a decent Wisdom is advantageous. Gaining a subclass right at Cleric level 1 and then Channel Divinity at the next level makes this a strong and early-game impactful choice. Your chosen subclass can fine-tune your role. Life Cleric, for instance, synergizes well with Lay on Hands, making you a formidable healer.

War Domain gives you a nova damage boost through bonus action attacks. Meanwhile, the Forge Domain equips you with the capability to forge your magic weapon. The worthiness of this multi-class hinges on both your ability scores and objectives. If aligned well with your build, it can bring significant value.

Druid ★★

Venturing into this class is worthwhile only if you possess a sufficient Wisdom score and are intrigued by certain Druid-exclusive spells. While you’ll achieve quicker spell slot progression, a minimum of two Druid levels is essential to reap notable advantages.

With these two levels, Wild Shape becomes available, offering a stellar scouting option, coupled with a subclass choice. The Circle of Dreams stands out for its bonus action healing capabilities, whereas the Circle of Stars provides a diverse range of perks like Guidance, enhanced healing, and improved concentration retention.

Fighter ★★★★★

This class meshes seamlessly with the Paladin’s core martial essence, given the aligned multiclass prerequisites and benefits at every step that amplify the Paladin’s fighting prowess. The challenge lies in restraining oneself from delving deeper due to the Fighter’s feature-rich progression.

Dipping between one to four levels is advisable based on desired benefits; a two-level foray provides a significant power boost via an additional Fighting Style, Second Wind, and the coveted Action Surge. Notably, the Fighter supplements the Paladin with short rest resources, enhancing their resilience during strenuous or extended quests.

Battle Master stands out as a subclass for its adaptability and added damage—consider utilizing the Trip Attack for initial damage and potential subsequent attack advantage.

The Samurai subclass offers thrice-per-long-rest advantage, optimizing hit rates and critical smite chances. When leveraging the Samurai’s Fighting Spirit, pairing it with Action Surge maximizes its efficiency.

Monk ★

This multiclassing path is exceptionally demanding, necessitating four stats at 13 or above. The Monk’s reliance on their Ki reservoir, coupled with several features becoming inoperative in armor, further diminishes its appeal.

Unless one has exceptionally high rolled stats, it’s generally best to steer clear of this combination. Should you opt for a Monk direction and attain a subclass, Kensei, Sun Soul, and Long Death emerge as top choices. This is attributed to these subclasses’ abilities that aren’t contingent on expending Ki, letting you preserve your limited Ki for maneuvers like Flurry of Blows, Patient Defense, or Step of the Wind.

Ranger ★★★★★

This pairing is best sidestepped unless driven by roleplaying aspirations. Its stat demands parallel the Monk’s, offering scant returns. To extract notable benefits, you’d need a minimum of two levels, primarily for an added Fighting Style and access to Ranger spells.

If you’re inclined to adopt a Ranger subclass, Gloom Stalker stands out due to its bonus attack in initial combat rounds and an array of other advantages.

Rogue ★★★

Ideal for Dexadins and Strength-driven Paladins employing either dual weapons or a shield, given their inclination towards finesse weapons. While Sneak Attack offers a modest damage enhancement for such a multiclass commitment, the main draw lies in gaining Expertise, proficiency with Thieves’ Tools, and the Cunning Action.

Should you opt for a Rogue subclass, Swashbuckler complements your Charisma seamlessly, facilitating proficient skirmishing without depending on Cunning Action for Disengage. On the other hand, Arcane Trickster augments a Paladin’s capabilities, amplifying your spellcaster tier and granting access to coveted Wizard spells such as Shield and Absorb Elements.

Sorcerer ★★★★★

Often termed as ‘Sorcadin’, this multiclass is a favorite among optimization enthusiasts, especially those centered around Divine Smite. While it shares Charisma spellcasting synergy with the Bard, the Sorcerer stands out by offering a subclass from the get-go and spells such as Shield and Magic Missile to bolster your defense and bridge your ranged shortfalls.

Delving into Sorcerer levels is continually rewarding, akin to the Fighter, with the challenge being knowing when to halt as the pool of Sorcery Points and spell slots grow. The Divine Soul subclass is top-rated, presenting an additional spell, Charisma-centered Cleric spells like Healing Word and Spiritual Weapons, and the powerful short-rest perk, Favored by the Gods.

Another commendable subclass is the Clockwork Soul, granting you the power to negate advantage or disadvantage, an ability tied to your proficiency bonus—an apt feature for a multiclassed character. With two levels, you can conjure an extra 1st level spell slot once per long rest, while three levels bestow the Metamagic capability, letting you cast spells as bonus actions.

Warlock ★★★★★

This combination, often playfully referred to as ‘Pallock’ or ‘Padlock’, revolves around harnessing the short rest spell slots provided by the Warlock to amplify Divine Smite. As a Charisma spellcaster with a subclass available at first level, the Warlock proves to be a potent multiclass choice for Paladins.

The addition of Invocations greatly augments a Paladin’s potential. If opting for a two-level dip, consider Invocations like Fiendish Vigor for on-demand temporary HP, Devil’s Sight to grant darkvision or gain advantage from Darkness, or Eldritch Smite for those planning to venture deeper with five or more levels for enhanced smiting.

Recommended patrons for Paladins include the Hexblade, which streamlines Charisma as the primary attribute, provides a damage boost via Hexblade’s Curse, and offers access to Shield. The Celestial patron is another viable option, granting access to bonus action healing and Charisma-based spells like Guiding Bolt.

Wizard ★★

While the modest Hit Die and the need for Intelligence can be challenging hurdles to surmount, this multiclass has merit if it aligns with your character concept. The expedited spell slot progression and Arcane Recovery can turn you into a Divine Smite powerhouse.

Access to defensive spells like Shield and Absorb Elements is advantageous for any character. It’s advisable to prioritize spells that don’t rely on your Intelligence modifier and explore rituals to enhance your utility.

Opting for two levels, the War Wizard stands out as the optimal choice for Paladins. It grants an at-will Shield-like ability and an exceptional +4 bonus to a saving throw, with the only drawback being the inability to cast leveled spells—a negligible hindrance to your smiting capabilities.

Conclusion

In this comprehensive Paladin Class guide, we’ve delved deep into the world of Paladins in Dungeons & Dragons 5th Edition. We’ve covered every facet of this formidable class, from its base features to its sacred oaths, recommended spells, and even the Paladin’s compatibility with various races and feats.

Remember to discuss this guide and anything else related to a paladin in DnD on the official Paladin Class Hall Forum.

Starting with the core features of the Paladin class, we explored their divine magic, unique abilities like Lay on Hands, and the powerful aura they radiate to inspire allies and deter foes. We discussed the Paladin’s fighting styles, offering insights into how to best harness their combat prowess, and examined the crucial stats to prioritize when building your Paladin character.

The heart of the Paladin lies in their sacred oaths, and we provided an in-depth look at these subclasses, from the mighty Vengeance Paladins who pursue their quarry relentlessly, to the noble Devotion Paladins who embody the highest virtues. We offered guidance on choosing the sacred oath that aligns with your character’s role-playing aspirations and playstyle.

Our guide didn’t stop there; we also offered a selection of recommended spells to aid you in your adventures, whether you seek to heal, smite, or protect. We explored the diverse races that make fitting choices for a Paladin, each offering unique advantages to enhance your character’s capabilities.

Furthermore, we delved into the world of feats, highlighting options that can elevate your Paladin to new heights, whether you choose to enhance your combat prowess or bolster your role-playing potential.

Finally, we examined the enticing world of multiclassing for Paladins, providing insights into how to blend the Paladin’s divine might with other classes to create versatile and powerful characters.

As you embark on your journey as a Paladin in Dungeons & Dragons 5th Edition, we hope this guide has been your guiding light. May your blade be ever sharp, your heart unwavering, and your devotion unyielding as you champion the cause of righteousness and confront the forces of darkness. Your oath is sacred, your path noble, and your destiny bound to legends yet unwritten. Adventure awaits, noble Paladin, and with this guide, you are well-prepared to face whatever challenges the realms may hold.

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