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D&D 5e (2014) Class GuidePaladin Guide: Build, Spells and Ratings

The best races, feats, fighting styles and spells for a 2014 rules paladin, two ready-made builds, and what to pick at every level from 1 to 20.

2024 RULES 2014 RULES

Overview

At a glance
Hit die
d10
Saving throws
Wis, Cha
Primary ability
Strength, Charisma
Armor
All, plus shields
Difficulty
Easy
SRD subclass
Oath of Devotion
StrikerTankSupport
Role ratings
Damage Control Survival Utility Party support

The paladin is a heavily armored warrior who casts divine spells. You hit hard, heal with a touch, and from level 2 you can spend spell slots on Divine SmiteDivine SmiteLevel 2 featureStarting 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. to add radiant damage after you see the hit. At level 6 Aura of ProtectionAura of ProtectionLevel 6 featureStarting 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. adds your Charisma to every nearby ally's saving throws, which makes the whole party harder to kill.

Thrain's take

Smite on the crit, not on the first swing of the day. A paladin who spends every slot in the first fight is a fighter with worse feats by the third. Stand next to the wizard once you have your aura. That bonus on every save is the best thing you will ever give them.

Strengths
  • Divine SmiteDivine SmiteLevel 2 featureStarting 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. turns spell slots into burst damage, chosen after you hit
  • Aura of ProtectionAura of ProtectionLevel 6 featureStarting 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. is the best defensive feature in the game
  • Heavy armor, a d10 hit die and Lay on HandsLay on HandsLevel 1 featureYour 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. healing
  • Find SteedFind Steed2nd-level ConjurationCasting10minutesRange30 feetDurationInstantaneousYou summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. at level 5 gives you a smart, loyal mount
Weaknesses
  • Needs Strength, Charisma and Constitution, so scores are tight
  • Half caster: few spell slots, and smites eat the same ones
  • No ranged option worth using
  • Runs dry fast if the party skips Long Rests

Ability Scores

Strength, then Charisma, then Constitution. Strength for your attacks, Charisma for your spells and your aura, Constitution for hit points. Dexterity can stay low in heavy armor. In the 2014 rules your race gives the ability score increases. With the standard array and a Half-Elf (+2 Charisma, +1 Strength, +1 Constitution), you start with:

16STR
10DEX
14CON
8INT
12WIS
16CHA

Put your level 4 Ability Score Improvement into Strength (to 18), or take Great Weapon Master or Polearm Master if your table uses feats. Raise Charisma at 8 to strengthen your aura and spells.

Best Races for a Paladin

Legendary: build around it Epic: excellent Rare: good Uncommon: works Common: weak fit
Half-Elf
+2 Charisma and +1 to Strength and Constitution. Fey Ancestry and two extra skills make you the party's face too.
Legendary
Dragonborn
+2 Strength and +1 Charisma, the paladin's two scores. Breath Weapon gives you area damage that costs no slot.
Epic
Human
+1 to every score, which suits a class that needs three. If your table allows the variant human from the Player's Handbook, it becomes Legendary: a feat at level 1.
Rare
Half-Orc
+2 Strength and +1 Constitution. Savage Attacks adds a weapon die to crits, and you smite on crits. No Charisma.
Rare
Dwarf (Hill Dwarf)
+2 Constitution and extra hit points, and heavy armor never slows you down. No Strength or Charisma.
Uncommon
Tiefling
+2 Charisma for your aura and fire resistance, but no Strength.
Uncommon
Halfling (Lightfoot)
+1 Charisma and Lucky, but Small creatures have Disadvantage with heavy weapons and Dexterity does little in plate.
Common
Elf (High Elf)
Dexterity and Intelligence. A paladin in plate uses neither.
Common
Gnome (Rock Gnome)
Intelligence and Constitution, a 25 foot speed and Small size. Gnome Cunning is the only part a paladin wants.
Common

Best Feats

Feats are optional in the 2014 rules and only one is in the free SRD, so these come from the Player's Handbook. Ask your DM before you plan around one.

Polearm Master
A bonus action attack with a glaive, halberd or quarterstaff, and an attack when enemies step into your reach. More hits means more chances to smite.
Legendary
Great Weapon Master
Take -5 to hit for +10 damage with a heavy weapon, plus a bonus attack on a crit or a kill. Pairs with Polearm Master.
Epic
Sentinel
Your opportunity attacks stop enemies in their tracks. Keeps them next to you and away from the wizard.
Epic
War Caster
Advantage on concentration saves and casting with a sword and shield in hand. Keeps Bless up.
Rare
Lucky
Three rerolls a day on attacks, checks or saves. Good on any class.
Rare
Grappler
The one feat in the SRD. Grappling uses Strength, but it costs you the attacks you would smite with.
Common

Subclass: Oath of Devotion

The Oath of Devotion is the sacred oath in the free 2014 rules. You swear it at level 3. It is the classic knight in shining armor: honest, brave and very hard to charm.

Channel DivinityLEVEL 3

Two options. Sacred Weapon adds your Charisma modifier to attack rolls with one weapon for 1 minute. Turn the Unholy makes fiends and undead flee.

Oath SpellsLEVEL 3

Always prepared: Protection from Evil and GoodProtection from Evil and Good1st-level AbjurationConcentrationCastingActionRangeTouchDuration10 minutesUntil the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. and SanctuarySanctuary1st-level AbjurationCastingBonus ActionRange30 feetDuration1 minuteSaveWisdomYou ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. at 3, Lesser RestorationLesser Restoration2nd-level AbjurationCastingActionRangeTouchDurationInstantaneousYou touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. and Zone of TruthZone of Truth2nd-level EnchantmentCastingActionRange60 feetDuration10 minutesSaveCharismaYou create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. at 5, Beacon of HopeBeacon of Hope3rd-level AbjurationConcentrationCastingActionRange30 feetDuration1 minuteSaveWisdomThis spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing. and Dispel MagicDispel Magic3rd-level AbjurationCastingActionRange120 feetDurationInstantaneousChoose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. at 9, Freedom of MovementFreedom of Movement4th-level AbjurationCastingActionRangeTouchDuration1 hourYou touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained. and Guardian of FaithGuardian of Faith4th-level ConjurationCastingActionRange30 feetDuration8 hoursSaveDexterityDamage20 RadiantA Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity. at 13, CommuneCommune5th-level DivinationRitualCasting1minuteRangeSelfDuration1 minuteYou contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. and Flame StrikeFlame Strike5th-level EvocationCastingActionRange60 feetDurationInstantaneousSaveDexterityDamage4d6 FireA vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a dexterity saving throw. at 17.

Tenets of DevotionLEVEL 3

Honesty, courage, compassion, honor and duty. Break them and your DM may have words.

Aura of DevotionLEVEL 7

You and allies within 10 feet cannot be charmed while you are conscious. 30 feet at level 18.

Purity of SpiritLEVEL 15

You are always under Protection from Evil and GoodProtection from Evil and Good1st-level AbjurationConcentrationCastingActionRangeTouchDuration10 minutesUntil the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits..

Holy NimbusLEVEL 20

For 1 minute you shine with sunlight that burns enemies starting their turn in it, and you have Advantage on saves against spells from fiends and undead.

The Player's Handbook adds the Oath of the Ancients and the Oath of Vengeance. They are not in the free rules, so this guide does not cover them.

Fighting Styles

You choose one Fighting StyleFighting StyleLevel 2 featureAt 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Defense While you are wearing armor, you gain a +1 bonus to AC. at level 2. It shapes your build more than anything but your weapon.

Great Weapon Fighting
Reroll 1s and 2s on damage dice with a two-handed weapon. Best with a greatsword.
Epic
Defense
+1 AC while wearing armor. Never wasted, works with any weapon.
Epic
Dueling
+2 damage with a one-handed weapon and nothing else in the other hand except a shield. The sword and board pick.
Epic
Protection
Use your reaction to give Disadvantage to an attack on an ally next to you. Needs a shield, and competes with your opportunity attacks.
Uncommon

Best Paladin Spells

Paladins start casting at level 2 and prepare a number of spells equal to your Charisma modifier plus half your paladin level each day. Smites and spells share the same slots, so prepare spells that are worth more than 2d8 radiant. Searing Smite and Wrathful Smite from the Player's Handbook are not in the free rules.

1st Level

From level 2
BlessBless1st-level EnchantmentConcentrationCastingActionRange30 feetDuration1 minuteYou bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. +1d4 to three allies' attacks and saves
Shield of FaithShield of Faith1st-level AbjurationConcentrationCastingBonus ActionRange60 feetDuration10 minutesA shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration. +2 AC, bonus action
CommandCommand1st-level EnchantmentCastingActionRange60 feetDuration1 roundSaveWisdomYou speak a one-word command to a creature you can see within range. The target must succeed on a wisdom saving throw or follow the command on its next turn. Grovel: a prone enemy is easy to hit
HeroismHeroism1st-level EnchantmentConcentrationCastingActionRangeTouchDuration1 minuteA willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. Fear immunity and temporary hit points
Cure WoundsCure Wounds1st-level EvocationCastingActionRangeTouchDurationInstantaneousA creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. Lay on Hands usually does this better

2nd Level

From level 5
Find SteedFind Steed2nd-level ConjurationCasting10minutesRange30 feetDurationInstantaneousYou summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. A mount that shares your self-target spells
AidAid2nd-level AbjurationCastingActionRange30 feetDuration8 hoursYour spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration. +5 maximum hit points for three allies, 8 hours
Magic WeaponMagic Weapon2nd-level TransmutationConcentrationCastingBonus ActionRangeTouchDuration1 hourYou touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. +1 weapon if you have none
Branding SmiteBranding Smite2nd-level EvocationConcentrationCastingBonus ActionRangeSelfDuration1 minuteThe next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. Stops a target from turning invisible

3rd Level

From level 9
RevivifyRevivify3rd-level ConjurationCastingActionRangeTouchDurationInstantaneousYou touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts. Undo a death within a minute
Dispel MagicDispel Magic3rd-level AbjurationCastingActionRange120 feetDurationInstantaneousChoose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. Always prepared for Devotion
Beacon of HopeBeacon of Hope3rd-level AbjurationConcentrationCastingActionRange30 feetDuration1 minuteSaveWisdomThis spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing. Always prepared. Big heals for the party

4th Level

From level 13
BanishmentBanishment4th-level AbjurationConcentrationCastingActionRange60 feetDuration1 minuteSaveCharismaYou attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a charisma saving throw or be banished. If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. Removes the biggest threat for a minute
Death WardDeath Ward4th-level AbjurationCastingActionRangeTouchDuration8 hoursYou touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. Your next drop to 0 becomes 1

Paladin Builds

Half-elf paladin
Beginner friendlyThe Half-Elf Shield Knight
Race
Half-Elf
Subclass
Oath of Devotion
Fighting style
Defense or Dueling
First spells
BlessBless1st-level EnchantmentConcentrationCastingActionRange30 feetDuration1 minuteYou bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw., Shield of FaithShield of Faith1st-level AbjurationConcentrationCastingBonus ActionRange60 feetDuration10 minutesA shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
16STR
10DEX
14CON
8INT
12WIS
16CHA

Longsword, shield and chain mail. High AC, a strong aura from level 6, and the best social skills in the party.

Build this paladin
Free to start. No card needed.
Dragonborn paladin
DamageThe Dragonborn Smiter
Race
Dragonborn
Subclass
Oath of Devotion
Fighting style
Great Weapon Fighting
First spells
BlessBless1st-level EnchantmentConcentrationCastingActionRange30 feetDuration1 minuteYou bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw., CommandCommand1st-level EnchantmentCastingActionRange60 feetDuration1 roundSaveWisdomYou speak a one-word command to a creature you can see within range. The target must succeed on a wisdom saving throw or follow the command on its next turn.
17STR
10DEX
13CON
8INT
12WIS
15CHA

Greatsword and a breath weapon. Sacred Weapon fixes your accuracy, and crits plus Divine Smite end fights in one turn.

Build this paladin
Free to start. No card needed.

Paladin Features by Level

LvlPBFeatures 12345
1 +2 Divine SenseDivine SenseLevel 1 featureThe 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. Lay on HandsLay on HandsLevel 1 featureYour 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. – – – – –
2 +2 Divine SmiteDivine SmiteLevel 2 featureStarting 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. Fighting StyleFighting StyleLevel 2 featureAt 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Defense While you are wearing armor, you gain a +1 bonus to AC. SpellcastingSpellcastingLevel 2 featureBy 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. Preparing and Casting Spells The Paladin table shows how many spell slots you have to cast your spells. 2 – – – –
3 +2 Divine HealthDivine HealthLevel 3 featureBy 3rd level, the divine magic flowing through you makes you immune to disease. Sacred OathSacred OathLevel 3 featureWhen 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. Channel DivinityChannel DivinityLevel 3 featureWhen you take this oath at 3rd level, you gain the following two Channel Divinity options. Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. Oath SpellsOath SpellsLevel 3 featureYou gain oath spells at the paladin levels listed. Oath of Devotion Spells Tenets of DevotionTenets of DevotionLevel 3 featureThough the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets. Honesty. Don't lie or cheat. Let your word be your promise. Courage. Never fear to act, though caution is wise. Compassion. 3 – – – –
4 +2 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen you reach 4th level, and again at 8th, 12th, 16th, and 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. 3 – – – –
5 +3 Extra AttackExtra AttackLevel 5 featureBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Oath SpellsOath SpellsLevel 3 featureYou gain oath spells at the paladin levels listed. Oath of Devotion Spells 4 2 – – –
6 +3 Aura of ProtectionAura of ProtectionLevel 6 featureStarting 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. 4 2 – – –
7 +3 Aura of DevotionAura of DevotionLevel 7 featureStarting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet. 4 3 – – –
8 +3 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen you reach 4th level, and again at 8th, 12th, 16th, and 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. 4 3 – – –
9 +4 Oath SpellsOath SpellsLevel 3 featureYou gain oath spells at the paladin levels listed. Oath of Devotion Spells 4 3 2 – –
10 +4 Aura of CourageAura of CourageLevel 10 featureStarting 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. 4 3 2 – –
11 +4 Improved Divine SmiteImproved Divine SmiteLevel 11 featureBy 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. 4 3 3 – –
12 +4 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen you reach 4th level, and again at 8th, 12th, 16th, and 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. 4 3 3 – –
13 +5 Oath SpellsOath SpellsLevel 3 featureYou gain oath spells at the paladin levels listed. Oath of Devotion Spells 4 3 3 1 –
14 +5 Cleansing TouchCleansing TouchLevel 14 featureBeginning 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. 4 3 3 1 –
15 +5 Purity of SpiritPurity of SpiritLevel 15 featureBeginning at 15th level, you are always under the effects of a protection from evil and good spell. 4 3 3 2 –
16 +5 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen you reach 4th level, and again at 8th, 12th, 16th, and 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. 4 3 3 2 –
17 +6 Oath SpellsOath SpellsLevel 3 featureYou gain oath spells at the paladin levels listed. Oath of Devotion Spells 4 3 3 3 1
18 +6 Aura of ProtectionAura of ProtectionLevel 6 featureStarting 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. Aura of CourageAura of CourageLevel 10 featureStarting 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. Aura of DevotionAura of DevotionLevel 7 featureStarting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet. 4 3 3 3 1
19 +6 Ability Score ImprovementAbility Score ImprovementLevel 4 featureWhen you reach 4th level, and again at 8th, 12th, 16th, and 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. 4 3 3 3 2
20 +6 Holy NimbusHoly NimbusLevel 20 featureAt 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. 4 3 3 3 2

Leveling Your Paladin, 1 to 20

LVL1
Divine Sense and Lay on Hands, a healing pool of five times your paladin level. Chain mail plus a shield or a greatsword.
LVL2
Fighting Style, Spellcasting and Divine Smite: 2d8 radiant for a 1st-level slot, +1d8 per slot level above that. Prepare Bless and Shield of Faith.
LVL3
Swear the Oath of Devotion: Sacred Weapon and Turn the Unholy. Divine Health makes you immune to disease.
LVL4
Ability Score Improvement: Strength to 18, or Polearm Master or Great Weapon Master if your table uses feats.
LVL5
Extra Attack. 2nd-level slots: Find Steed and Aid.
LVL6
Aura of Protection: you and allies within 10 feet add your Charisma modifier to saving throws.
LVL7
Aura of Devotion: no one near you can be charmed.
LVL8
Ability Score Improvement: Charisma +2 for a stronger aura, or Strength to 20.
LVL9
3rd-level slots: Revivify. Beacon of Hope and Dispel Magic are always prepared.
LVL10
Aura of Courage: you and nearby allies cannot be frightened.
LVL11-14
Improved Divine Smite at 11 adds 1d8 radiant to every melee weapon hit. 4th-level slots at 13: Banishment. Cleansing Touch at 14 ends a spell on you or an ally.
LVL15-20
Purity of Spirit at 15. 5th-level slots at 17. Your auras reach 30 feet at 18. Holy Nimbus at 20.

Paladin FAQ

What is the best race for a paladin in 5e?

Under the 2014 rules, Half-Elf is the strongest free option: +2 Charisma plus +1 Strength and +1 Constitution. Dragonborn is close behind with Strength and Charisma. If your table allows the Player's Handbook variant human, a level 1 feat like Polearm Master makes it a top pick too.

Is the paladin good in 5e?

Yes. The 2014 paladin is one of the strongest classes in the game. Divine Smite gives it some of the biggest burst damage in the game, and Aura of Protection makes the whole party harder to take down.

When should a paladin use Divine Smite?

You choose after the attack hits, so smite on critical hits (the smite dice double), against undead and fiends (an extra d8), and when a hit will finish an enemy. Keep slots for Bless and Find Steed too.

Should I play the 2014 or 2024 paladin?

Play whichever rules your table uses. The 2024 paladin gets ability increases from its background, weapon masteries, and Divine Smite as a spell cast with a bonus action. See the 2024 paladin guide for those rules.

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This guide includes material from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under the Creative Commons Attribution 4.0 International License. TableForge is not affiliated with Wizards of the Coast. Full licenses.