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D&D 2024 Class GuidePaladin Guide: Build, Spells and Ratings

The best species, backgrounds, feats, fighting styles and spells for a 2024 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 armor, Shields
Difficulty
Easy
SRD subclass
Oath of Devotion
FrontlinerTankSupport
Role ratings
Damage Control Survival Utility Party support

The paladin is a heavily armored warrior with divine spells. You hit hard, heal with Lay On HandsLay On HandsLevel 1 featureYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level., and from level 6 your Aura of ProtectionAura of ProtectionLevel 6 featureYou radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated condition. You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1). adds your Charisma modifier to every saving throw you and nearby allies make. That aura is the reason paladins are welcome in every party.

In the 2024 rules Divine SmiteDivine Smite1st-level EvocationCastingBonus ActionRangeSelfDurationInstantaneousDamage2d8 RadiantThe target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead. is a spell you cast as a Bonus Action right after you hit, which means one smite per turn. Paladin's SmitePaladin's SmiteLevel 2 featureYou always have the Divine Smite spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again. gives you one free cast a day, and Lay on Hands is now a Bonus Action too, so you can heal and still attack.

Thrain's take

New paladins spend every slot on smites by the second fight and then wonder why the cleric is so tired. Smite when the hit matters: a critical, an enemy caster, the thing that is about to kill your friend. The rest of the time, BlessBless1st-level EnchantmentConcentrationCastingActionRange30 feetDuration1 minuteDamage1d4You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save. and the aura do more for the party than one more bag of radiant damage.

Strengths
  • Heavy armor and a shield from level 1: the highest AC in the party
  • Aura of ProtectionAura of ProtectionLevel 6 featureYou radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated condition. You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1). adds Charisma to every save for you and nearby allies
  • Burst damage with Divine SmiteDivine Smite1st-level EvocationCastingBonus ActionRangeSelfDurationInstantaneousDamage2d8 RadiantThe target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead. and the smite spells
  • Lay On HandsLay On HandsLevel 1 featureYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level. heals as a Bonus Action and cures poison
Weaknesses
  • Needs both Strength and Charisma, so fewer points for Constitution
  • Few spell slots, and smites compete with your utility spells for them
  • Mostly melee: flying or ranged enemies give you trouble
  • Only one smite spell per turn, since they all use your Bonus Action

Ability Scores

Strength, then Charisma, then Constitution. Strength drives your attacks and lets you wear Plate without slowing down. Charisma powers your aura, your spell save DC and Sacred Weapon. Constitution adds hit points. Dexterity, Intelligence and Wisdom can be your lowest scores; you have Wisdom and Charisma save proficiency anyway.

In the 2024 rules your ability score increases come from your background, not your species. With the standard array and the Soldier background (+2 Str, +1 Con), assign 15 Str, 14 Cha, 13 Con, 12 Wis, 10 Dex and 8 Int, and you start with:

17STR
10DEX
14CON
8INT
12WIS
14CHA

Take the Ability Score Improvement feat at level 4 for Strength 19 (or Great Weapon Master from the Player's Handbook if you use a two-handed weapon), then raise Charisma at 8 and 12. A paladin with a strong aura carries the whole party through save-or-suck spells.

Best Species for a Paladin

Legendary: build around it Epic: excellent Rare: good Uncommon: works Common: weak fit
Goliath
Large Form from level 5 adds speed and Advantage on Strength checks, Powerful Build helps you carry heavy gear, and each giant ancestry adds damage, control or damage reduction several times a day.
Legendary
Human
Versatile adds a second Origin feat. AlertAlertOrigin featWhen you roll Initiative, you can add your Proficiency Bonus to the roll. or Tough on top of your background feat, and Heroic Inspiration every day for a crucial attack or save.
Epic
Orc
Relentless Endurance keeps you up once per Long Rest, Adrenaline Rush closes distance with Temporary Hit Points, and 120-foot Darkvision.
Epic
Dragonborn
The breath weapon replaces one of your attacks, so it fits a martial class. A damage resistance, and flight at level 5 answers flying enemies.
Epic
Dwarf
Extra hit points every level and Poison resistance. A tough front-liner, nothing more.
Rare
Tiefling
Free spells cast with Charisma and a resistance. A good fit for the Charisma half of the class.
Rare
Halfling
Luck and Brave pair well with your aura. Best with a one-handed weapon and a shield.
Rare
Elf
Fey Ancestry overlaps with Aura of Devotion from level 7. Wood Elf's extra speed is the best part for a paladin.
Uncommon
Gnome
Strong mental saves, but your aura already covers that.
Uncommon

Best Backgrounds

Soldier
Strength and Constitution increases, Athletics and Intimidation, and Savage AttackerSavage AttackerOrigin featYou've trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target. to reroll weapon damage once per turn.
Epic
Acolyte
Charisma and Wisdom increases and Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. (Cleric) for GuidanceGuidanceDivination cantripConcentrationCastingActionRangeTouchDuration1 minuteDamage1d4You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill. and a free spell. No Strength, so it suits a Charisma-first paladin.
Rare
Criminal
Constitution and AlertAlertOrigin featWhen you roll Initiative, you can add your Proficiency Bonus to the roll., but no Strength or Charisma.
Uncommon
Sage
Intelligence and Wisdom do little for a paladin.
Common

From the full Player's Handbook, Noble (Str, Int, Cha, with Skilled) and Entertainer (Str, Dex, Cha) raise both of your main abilities, which makes them the strongest paladin backgrounds.

Best Feats

Origin feats (level 1)

Alert
Add your Proficiency Bonus to initiative and swap places in the order with an ally who needs to act first.
Epic
Savage Attacker
Roll weapon damage twice once per turn and take the better roll. Best with a greatsword.
Rare
Magic Initiate
Two cantrips and a 1st-level spell. Cleric for Guidance, Wizard for Shield.
Rare

Later feats

Ability Score Improvement
Strength and Charisma both scale your damage and your aura.
Legendary
Great Weapon Master (Player's Handbook)
+1 Strength and extra damage with Heavy weapons. The two-handed paladin's best feat.
Epic
Sentinel (Player's Handbook)
Stops enemies from walking past you to reach the casters.
Epic

Epic boons (level 19)

Boon of Combat Prowess
Turn a missed attack into a hit, once per round. A guaranteed smite.
Epic
Boon of Truesight
The boon the paladin class recommends: Truesight out to 60 feet. Nothing hides from you.
Rare

Subclass: Oath of Devotion

The Oath of Devotion is the paladin subclass in the free 2024 rules: the classic shining knight. It makes your attacks more accurate and protects the party from charm.

Oath of Devotion 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 creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. and Shield of FaithShield of Faith1st-level AbjurationConcentrationCastingBonus ActionRange60 feetDuration10 minutesA shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration. at 3, AidAid2nd-level AbjurationCastingActionRange30 feetDuration8 hoursChoose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration. 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 within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. at 5, Beacon of HopeBeacon of Hope3rd-level AbjurationConcentrationCastingActionRange30 feetDuration1 minuteSaveWisdomChoose 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 ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). at 9, Freedom of MovementFreedom of Movement4th-level AbjurationCastingActionRangeTouchDuration1 hourSaveConstitutionDamage10d6 ColdYou 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 have the Paralyzed or Restrained conditions. and Guardian of FaithGuardian of Faith4th-level ConjurationCastingActionRange30 feetDuration8 hoursSaveDexterityDamageRadiantA Large spectral guardian appears and hovers for the duration in an unoccupied space that you can see within range. The guardian occupies that space and is invulnerable, and it appears in a form appropriate for your deity or pantheon. at 13, CommuneCommune5th-level DivinationRitualCastingMinuteRangeSelfDuration1 minuteYou contact a deity or a divine proxy and ask up to three questions that can be answered with 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 feetDurationInstantaneousSaveDexterityDamage5d6 FireA vertical column of brilliant fire roars down from above. at 17.

Sacred WeaponLEVEL 3

When you take the Attack action, spend a Channel Divinity to add your Charisma modifier to attack rolls for 10 minutes. The weapon can deal Radiant damage and sheds light. No action cost.

Aura of DevotionLEVEL 7

You and allies in your aura are immune to the Charmed condition.

Smite of ProtectionLEVEL 15

Whenever you cast Divine Smite, you and allies in your aura have Half Cover until the start of your next turn.

Holy NimbusLEVEL 20

Once per Long Rest, a Bonus Action turns your aura into holy light for 10 minutes: Radiant damage to enemies that start their turn in it, and Advantage on saves against Fiends and Undead.

The 2024 Player's Handbook also has the Oaths of Glory, the Ancients and Vengeance. They are not in the free rules, so this guide does not cover them.

Fighting Styles and Weapon Mastery

Fighting Style (level 2)

Defense
+1 AC in armor. Simple, always on, and you are the one the enemy will hit.
Epic
Great Weapon Fighting
Treat 1s and 2s on weapon damage dice as 3s with a two-handed weapon. Best with a greatsword.
Epic
Blessed Warrior
Two cleric cantrips cast with Charisma instead of a feat. GuidanceGuidanceDivination cantripConcentrationCastingActionRangeTouchDuration1 minuteDamage1d4You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill. and Sacred FlameSacred FlameEvocation cantripCastingActionRange60 feetDurationInstantaneousSaveDexterityDamage1d8 RadiantFlame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save. give you a ranged option.
Rare
Two-Weapon Fighting
Needs Light weapons, and without the Nick mastery the extra attack uses the Bonus Action your smites need.
Uncommon

Weapon Mastery lets you use the mastery property of two weapon kinds, and you can swap them after a Long Rest. Good pairs:

  • Longsword (Sap) and Javelin (Slow) for a sword and shield: Sap gives the target Disadvantage on its next attack, and javelins handle flying enemies.
  • Greatsword (Graze) and Javelin (Slow) for a two-handed build: Graze still deals damage on a miss.
  • Warhammer (Push) or Battleaxe (Topple) if you want to control where enemies stand.

Best Paladin Spells

Ratings assume an Oath of Devotion paladin. Spells your oath always prepares are left out of the counts. Hover or tap a spell for its details.

1st Level

From level 1
BlessBless1st-level EnchantmentConcentrationCastingActionRange30 feetDuration1 minuteDamage1d4You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save. +1d4 to attacks and saves for three
Divine SmiteDivine Smite1st-level EvocationCastingBonus ActionRangeSelfDurationInstantaneousDamage2d8 RadiantThe target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead. Always prepared; burst damage on a hit
CommandCommand1st-level EnchantmentCastingActionRange60 feetDurationInstantaneousSaveWisdomYou 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. Choose the command from these options: - Drop. The target drops whatever it is holding and then ends its turn. - Flee. Make an enemy drop its weapon or fall prone
Divine FavorDivine Favor1st-level TransmutationCastingBonus ActionRangeSelfDuration1 minuteDamage1d4 RadiantUntil the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit. Extra damage, no Concentration
HeroismHeroism1st-level EnchantmentConcentrationCastingActionRangeTouchDuration1 minuteA willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition 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
Searing SmiteSearing Smite1st-level EvocationCastingBonus ActionRangeSelfDuration1 minuteSaveConstitutionDamage1d6 FireAs you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. Damage over time, often wasted

2nd Level

From level 5
Find SteedFind Steed2nd-level ConjurationCastingActionRange30 feetDurationInstantaneousYou summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one. One free cast a day from Faithful Steed
Shining SmiteShining Smite2nd-level TransmutationConcentrationCastingBonus ActionRangeSelfDuration1 minuteDamage2d6 RadiantThe target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it can't benefit from the Invisible condition. Advantage on attacks against the target
Magic WeaponMagic Weapon2nd-level TransmutationCastingBonus 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. The spell ends early if you cast it again. For fights against resistant monsters
Lesser RestorationLesser Restoration2nd-level AbjurationCastingBonus ActionRangeTouchDurationInstantaneousYou touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned. Ends poison, blindness, paralysis

3rd Level

From level 9
RevivifyRevivify3rd-level NecromancyCastingActionRangeTouchDurationInstantaneousYou touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can't revive a creature that has died of old age, nor does it restore any missing body parts. Carry diamonds
Remove CurseRemove Curse3rd-level AbjurationCastingActionRangeTouchDurationInstantaneousAt your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's Attunement to the object so it can be removed or discarded. Situational but vital
DaylightDaylight3rd-level EvocationCastingActionRange60 feetDuration1 hourFor the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight's area is Bright Light and sheds Dim Light for an additional 60 feet. Hurts creatures sensitive to sunlight

4th Level

From level 13
Aura of LifeAura of Life4th-level AbjurationConcentrationCastingActionRangeSelfDuration10 minutesDamageNecroticAn aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Necrotic damage, and your Hit Point maximums can't be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point. Allies at 0 HP regain 1 HP each turn
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 before the spell ends, the target instead drops to 1 Hit Point, and the spell ends. Cast on yourself before the boss
BanishmentBanishment4th-level AbjurationConcentrationCastingActionRange30 feetDuration1 minuteSaveCharismaOne creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. Removes the biggest threat

Paladin Builds

Human paladin
Beginner friendlyThe Shield Knight
Species
Human (Versatile: AlertAlertOrigin featWhen you roll Initiative, you can add your Proficiency Bonus to the roll.)
Background
Soldier (Savage AttackerSavage AttackerOrigin featYou've trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target.)
Fighting Style
DefenseDefenseFighting Style featWhile you're wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class.
Weapons
Longsword (Sap), Javelin (Slow), shield
Subclass
Oath of Devotion
17STR
10DEX
14CON
8INT
12WIS
14CHA

The highest AC at the table. Sap weakens the enemy's next attack, Bless and the aura keep the party's saves up, and smites are saved for the hits that matter.

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Goliath paladin
DamageThe Giant's Champion
Species
Goliath
Background
Soldier (Savage AttackerSavage AttackerOrigin featYou've trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target.)
Fighting Style
Great Weapon FightingGreat Weapon FightingFighting Style featWhen you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.
Weapons
Greatsword (Graze), Javelin (Slow)
Subclass
Oath of Devotion
17STR
10DEX
14CON
8INT
12WIS
14CHA

A giant ancestry boon several times a day, Sacred Weapon for accuracy and a greatsword that grazes on a miss. Take Great Weapon Master at level 4.

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Paladin Features by Level

LvlPBFeatures Channel DivinityPrepared Spells 12345
1 +2 Lay On HandsLay On HandsLevel 1 featureYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level. SpellcastingSpellcastingLevel 1 featureYou have learned to cast spells through prayer and meditation. See "Spells" for the rules on spellcasting. The information below details how you use those rules with Paladin spells, which appear in the Paladin spell list later in the class's description. Spell Slots. Weapon MasteryWeapon MasteryLevel 1 featureYour training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. – 2 2 – – – –
2 +2 Fighting StyleFighting StyleLevel 2 featureYou gain a Fighting Style feat of your choice (see "Feats" for feats). Instead of choosing one of those feats, you can choose the option below. Blessed Warrior. You learn two Cleric cantrips of your choice (see the Cleric class's section for a list of Cleric spells). Paladin's SmitePaladin's SmiteLevel 2 featureYou always have the Divine Smite spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again. – 3 2 – – – –
3 +2 Channel DivinityChannel DivinityLevel 3 featureYou can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Paladin SubclassPaladin SubclassLevel 3 featureYou gain a Paladin subclass of your choice. The Oath of Devotion subclass is detailed after this class's description. A subclass is a specialization that grants you features at certain Paladin levels. Oath of Devotion SpellsOath of Devotion SpellsLevel 3 featureThe magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared. Table: Oath of Devotion Spells Sacred WeaponSacred WeaponLevel 3 featureWhen you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. 2 4 3 – – – –
4 +2 Ability Score ImprovementAbility Score ImprovementLevel 4 featureYou gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Paladin levels 8, 12, and 16. 2 5 3 – – – –
5 +3 Extra AttackExtra AttackLevel 5 featureYou can attack twice instead of once whenever you take the Attack action on your turn. Faithful SteedFaithful SteedLevel 5 featureYou can call on the aid of an otherworldly steed. You always have the Find Steed spell prepared. You can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest. 2 6 4 2 – – –
6 +3 Aura of ProtectionAura of ProtectionLevel 6 featureYou radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated condition. You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1). 2 6 4 2 – – –
7 +3 Aura of DevotionAura of DevotionLevel 7 featureYou and your allies have Immunity to the Charmed condition while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on that ally while there. 2 7 4 3 – – –
8 +3 Ability Score ImprovementAbility Score ImprovementLevel 4 featureYou gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Paladin levels 8, 12, and 16. 2 7 4 3 – – –
9 +4 Abjure FoesAbjure FoesLevel 9 featureAs a Magic action, you can expend one use of this class's Channel Divinity to overwhelm foes with awe. 2 9 4 3 2 – –
10 +4 Aura of CourageAura of CourageLevel 10 featureYou and your allies have Immunity to the Frightened condition while in your Aura of Protection. If a Frightened ally enters the aura, that condition has no effect on that ally while there. 2 9 4 3 2 – –
11 +4 Radiant StrikesRadiant StrikesLevel 11 featureYour strikes now carry supernatural power. When you hit a target with an attack roll using a Melee weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage. 3 10 4 3 3 – –
12 +4 Ability Score ImprovementAbility Score ImprovementLevel 4 featureYou gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Paladin levels 8, 12, and 16. 3 10 4 3 3 – –
13 +5 3 11 4 3 3 1 –
14 +5 Restoring TouchRestoring TouchLevel 14 featureWhen you use Lay On Hands on a creature, you can also remove one or more of the following conditions from the creature: Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned. 3 11 4 3 3 1 –
15 +5 Smite of ProtectionSmite of ProtectionLevel 15 featureYour magical smite now radiates protective energy. Whenever you cast Divine Smite, you and your allies have Half Cover while in your Aura of Protection. The aura has this benefit until the start of your next turn. 3 12 4 3 3 2 –
16 +5 Ability Score ImprovementAbility Score ImprovementLevel 4 featureYou gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Paladin levels 8, 12, and 16. 3 12 4 3 3 2 –
17 +6 3 14 4 3 3 3 1
18 +6 Aura ExpansionAura ExpansionLevel 18 featureYour Aura of Protection is now a 30-foot Emanation. 3 14 4 3 3 3 1
19 +6 Epic BoonEpic BoonLevel 19 featureYou gain an Epic Boon feat (see "Feats") or another feat of your choice for which you qualify. Boon of Truesight is recommended. 3 15 4 3 3 3 2
20 +6 Holy NimbusHoly NimbusLevel 20 featureAs a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. 3 15 4 3 3 3 2

Leveling Your Paladin, 1 to 20

LVL1
Lay on Hands, Spellcasting and Weapon Mastery (Longsword and Javelin, or Greatsword and Javelin). Prepare Bless and Command.
LVL2
Fighting Style: Defense or Great Weapon Fighting. Paladin's Smite: one free Divine Smite per Long Rest. Prepare Divine Favor or Heroism.
LVL3
Channel Divinity with Divine Sense. Choose Oath of Devotion: Sacred Weapon and Protection from Evil and Good and Shield of Faith always prepared.
LVL4
Ability Score Improvement: +2 Strength to 19, or Great Weapon Master for a greatsword build.
LVL5
The big one. Extra Attack and 2nd-level slots. Faithful Steed gives a free Find Steed each day. Aid and Zone of Truth always prepared. Add Shining Smite.
LVL6
Aura of Protection: you and allies within 10 feet add your Charisma modifier to saving throws.
LVL7
Aura of Devotion: immunity to Charmed in your aura.
LVL8
Ability Score Improvement: +2 Charisma to 16. Your aura and Sacred Weapon both improve.
LVL9
3rd-level slots and Abjure Foes to frighten several enemies at once. Beacon of Hope and Dispel Magic always prepared. Add Revivify.
LVL10
Aura of Courage: immunity to Frightened in your aura.
LVL11-14
Radiant Strikes at 11 adds 1d8 Radiant to every melee weapon hit, and a third Channel Divinity use. 4th-level slots at 13 with Aura of Life and Death Ward. Restoring Touch at 14 lets Lay on Hands remove conditions like Paralyzed and Stunned.
LVL15-20
Smite of Protection at 15. 5th-level slots at 17. Aura Expansion at 18 grows your aura to 30 feet. An Epic Boon at 19, and Holy Nimbus at 20.

Paladin FAQ

Is the paladin good in D&D 2024?

Yes. The paladin is one of the strongest classes in the 2024 rules: heavy armor, healing, burst damage and an aura that boosts the whole party's saving throws. Divine Smite became a Bonus Action spell, so you smite at most once per turn.

What is the best species for a paladin in D&D 2024?

Goliath is the strongest pick, thanks to Large Form and a giant ancestry boon. Human, Orc and Dragonborn are close behind. Any species works, because your ability scores come from your background.

How does Divine Smite work in 2024?

Divine Smite is now a 1st-level spell you cast as a Bonus Action immediately after hitting with a melee weapon or Unarmed Strike. It deals extra Radiant damage, more against Fiends and Undead. Paladin's Smite gives you one free cast each Long Rest.

Is the paladin good for beginners?

Yes. High AC, healing and simple, strong turns make the paladin forgiving. The Shield Knight build above only asks you to attack, cast Bless and decide when a hit is worth a smite.

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This guide includes material from the System Reference Document 5.2 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.