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DnD Paladin 5e class explained

DnD Paladin 5e class explained

The DnD Paladin 5e class is as durable as it is devout. Paladins excel on the frontlines, where they can smite foes and support friends with ease. Beyond the battlefield, their high Charisma and divine powers give them plenty of utility, too. This guide explains the 2014 rules for the Dungeons and Dragons Paladin and provides expert advice on playing a character of this class.

The rules and build tips below are based on the most up-to-date version of the 5e Paladin. If you’re planning to play with the most recent rules, our guide to DnD 2024 backgrounds and DnD races will also be helpful for character-building.

DnD Paladin 5e class explained:

D&D 5E classes guide paladin portrait

Hit points

Hit dice 1d10 per Paladin level
HP at first level 10 + Constitution modifier
HP at higher levels 1d10 + Constitution modifier per Paladin level after first

Proficiencies

A Paladin is proficient in all three kinds of DnD armor, as well as shields, simple weapons, and martial weapons. They’re also proficient in Wisdom and Charisma saving throws, plus two DnD skills of your choice from the following list:

Skill Tier Reason
Athletics A Uses one of your most important stats and has some situational utility
Insight B Relies on a dump stat, though it is otherwise useful in social situations
Intimidation B Relies on your all-important Charisma, though might be uncharacteristic of a holier-than-thou Paladin
Medicine C Very useful, but relies on your dump stat (Wisdom) again
Persuasion A A Charisma skill you’re likely to use and succeed with often
Religion B Relies on a stat you won’t use often, but very flavorful for Paladins

Lay on Hands

Level: One

As a bonus action, you can touch a creature (including yourself) and restore a number of hit points. These hit points come from a pool that equals five times your Paladin level, and you can choose to give away as many points as you like up to the maximum amount.

Once the points are taken from your pool, they remain spent – meaning that your next Lay on Hands can only provide hit points up to the maximum points left in the pool. All points in the pool are restored after a long rest.

Alternatively, you can spend five points from the pool to cure a creature of the poisoned condition. This doesn’t restore any HP to the creature, but those points are taken from your pool as normal.

DnD Paladin 5e - a warrior wielding two swords (art by Wizards of the Coast)

Spellcasting

Level: One

Like all Dungeons and Dragons classes, Paladins must spend a spell slot of the appropriate level when casting a spell. The table below shows how many spells a Paladin knows at each level, as well as the spell slots they have available:

Spell slots per level
Level Prepared spells 1 2 3 4 5
1 2 2
2 3 2
3 4 3
4 5 3
5 6 4 2
6 6 4 2
7 7 4 3
8 7 4 3 2
9 9 4 3 2
10 9 4 3 3
11 10 4 3 3
12 10 4 3 3 1
13 11 4 3 3 1
14 11 4 3 3 2
15 12 4 3 3 2
16 12 4 3 3 3
17 14 4 3 3 3 1
18 14 4 3 3 3 1
19 15 4 3 3 3 2
20 15 4 3 3 3 2

All spell slots replenish after a long rest, and during long rests, you can swap any one spell you know with another you can cast from the Paladin spell list. This is significantly different from the 2014 rules, where Paladins could change their entire spell list on a long rest.

Any time your number of prepared spells increases, you can choose new spells from the Paladin spell list to learn, though these must be of a level you’re able to cast. Some Paladin subclasses or abilities give you extra spells that are “always prepared”, and these don’t count towards your number of prepared spells.

Weapon Mastery

Level: One

You can choose two weapons that you’re proficient in. This allows you to use the DnD weapon mastery properties for those weapons (check out our guide for more info). You can also swap your choices whenever you finish a long rest.

Fighting Style

Level: Two

You choose a fighting style from the list of DnD 2024 feats. Your options are:

  • Archery – +2 to attack rolls with ranged weapons.
  • Blind Fighting – Gain 10ft of Blindsight.
  • Defense – +1 to armor class while in light, medium, or heavy armor.
  • Dueling – While wielding a single one-handed melee weapon, your damage rolls with it get +2.
  • Great Weapon Fighting – When rolling damage for a two-handed or versatile melee weapon, any 1 or 2 on the die is a 3.
  • Interception – When a creature you see hits another creature within five feet of you with an attack roll, you can spend a reaction to reduce the damage by 1d10 plus your proficiency bonus.
  • Protection – When you see a creature attack a target other than you within five feet, you can use a reaction and your shield to give the attacker’s attack rolls disadvantage until the start of your next turn (as long as they stay within five feet).
  • Thrown Weapon Fighting – Add +2 to damage rolls with Thrown weapons.
  • Two-Weapon Fighting – When making an extra attack with a Light weapon, add your ability modifier to the damage.
  • Unarmed Fighting – Unarmed strikes can deal bludgeoning damage equal to 1d6 plus your Strength modifier, or a d8 if you aren’t holding weapons or a shield.

Alternatively, you can choose to learn two Cleric 5e cantrips, which count as Paladin spells for you and can be cast with Charisma as your spellcasting modifier. Plus, you can swap one of these cantrips whenever you gain a Paladin level.

Wizards of the Coast art of a DnD Paladin 5e

Paladin’s Smite

Level: Two

You always have the Divine Smite spell prepared, and you can cast it without a spell slot once per long rest. This spell is a type of smite that deals an extra 2d8 radiant damage to the target. It can be upcast to add additional d8s, and the damage automatically increases by 1d8 if your target is a Fiend or an Undead.

Channel Divinity

Level: Three

Channel Divinity is a unique resource that can be spent to fuel various Paladin abilities. At level three, you can use Channel Divinity twice. You regain one use of it on a short rest and all uses on a long rest. From level 11, you get three uses.

Each of the DnD Paladin subclasses has different ways to spend Channel Divinity uses, but all of them have access to Divine Sense. This bonus action tells you the location of any Celestials, Fiends, or Undead within 60 feet for 10 minutes. You can also detect consecrated or desecrated objects within the same radius.

Paladin subclass

Level: Three

A range of Paladin subclasses change your powers and playstyle from level three:

Wizards of the Coast art of a DnD Paladin 5e on a horse

Oath of Devotion

Found in: 2024 Player’s Handbook

The standard Paladin incarnation, the Oath of Devotion 5e subclass is the closest to a knight in shining armor that you’re likely to get within D&D; all gracious chivalry, angelic righteousness, and honorable justice in service of the DnD gods.

Your Devotion Paladin spell list focuses on your support role, with options such as Shield of Faith, Aid, Dispel Magic, and Guardian of Faith. Level-three Devotion Paladins also gain Sacred Weapon, a new Channel Divinity option. When you make an attack, you can spend a use of Channel Divinity to add your Charisma modifier to attack rolls made with a weapon of your choice. Successful attacks with that weapon can deal radiant damage or its normal DnD damage type.

At level seven, you gain an Aura of Devotion which means you and allies inside the aura are immune to the charmed condition. If someone enters the aura while charmed, they are unaffected while inside of it.

Smite of Protection is a level-15 ability that gives you and allies in your Aura of Protection half cover whenever you cast Divine Smite. These benefits last until the start of your next turn.

Finally, at level 20, Holy Nimbus turns your Aura of Protection into a way to deal radiant damage to enemies inside of it. It also grants you extra protection on saves against fiends and undead – classic Paladin.

Wizards of the Coast art of a DnD Paladin 5e

Oath of Glory

Found in: 2024 Player’s Handbook

Heroism and bravery, mixed with a sense of camaraderie and passion for bodybuilding, the Oath of Glory 5e subclass is about buffing the physical abilities of you and your party, both offensively and defensively.

The always-prepared spell list offers some excellent options, from Guiding Bolt to Haste. Their level-three Channel Divinity option is Peerless Athlete, which means you can spend a bonus action and one use of your Channel Divinity to gain advantage on Athletics and Acrobatics checks. Your long and high jumps also increase by 10 feet, adding some extra mobility.

That agility is a key part of the subclass, as the level-seven Aura of Alacrity increases your speed by 10 feet, and allies who enter your Aura of Protection or start their turn there get a 10-foot speed increase until the end of their next turn. Adding further defensive options, the level-15 Glorious Defense ability means that, when you or a creature you can see within 10 feet are hit by an attack roll, you can spend a reaction to add a bonus (equal to your Charisma modifier) to the defender’s armor class. If the attack misses, you then get to make a weapon attack against the attacker as part of the same reaction.

Lastly, the Living Legend capstone gives your Paladin advantage on all Charisma checks, plus the ability to reroll a failed save or cause a missed attack to hit, for 10 minutes. The Oath of Glory Paladins chase success, and they often find it.

Wizards of the Coast art of an Orc DnD Paladin 5e

Oath of the Ancients

Found in: 2024 Player’s Handbook

Ambitious and portentous, Paladins of the Oath of the Ancients 5e subclass throw themselves into the cosmic struggle of light versus dark, receiving some splendid Druid 5e-like powers to show for it.

Much of their spell list focuses on restraining enemies, immobilizing while boosting your own mobility and damage potential. Ensnaring Strike, Misty Step, and Moonbeam are our personal standouts. Plus, their Nature’s Wrath Channel Divinity option lets you create ghostly vines as an action, which restrain creatures who fail their Strength save for up to one minute.

Aura of Warding gives you and your pals resistance to necrotic, psychic, and radiant damage while you’re in your Aura of Protection. At level 15, Undying Sentinel means you drop to one hit point when you reach zero HP but aren’t instantly killed. You then gain HP equal to three times your Paladin level.

Finally, at level 20, you gain the bonus action Elder Champion. This gives your Aura of Protection extra benefits for 10 minutes, including 10 HP at the start of each of your turns, disadvantage on saving throws against you for enemies in the aura, and (our favorite) the ability to cast spells that cost an action as a bonus action.

Oath of Vengeance

Found in: 2024 Player’s Handbook

When violent retribution is the order of the day, the Oath of Vengeance 5e subclass stands tall above the rest. Headstrong, and worryingly keen to hand out justice in the form of vicious attacks, it suits simple offensive builds that forgo protective tactics in favor of quick melee kills.

Its class features and spell list focuses on debuffing enemies, while buffing your own abilities to set up the perfect strike. In a similar vein, Vow of Enmity means that, from level three, when you make an attack action, you can spend Channel Divinity to give yourself advantage on attack rolls against a creature you can see within 30 feet.

From level seven, Relentless Avenger lets you reduce a target’s speed to zero when you make a successful opportunity attack against them. You can then immediately move up to half your speed without provoking opportunity attacks. Plus, at level 15, Soul of Vengeance lets you spend a reaction to make a melee attack against a creature targeted by your Vow of Enmity when they make an attack roll.

Finally, at level 20, you become the ultimate Avenging Angel. For 10 minutes, you gain a fly speed of 60ft, and enemies who enter your Aura of Protection must pass a Wisdom save or become frightened.

Wizards of the Coast art of a DnD Paladin 5e with a pegasus

Oath of Conquest

Found in: Xanathar’s Guide to Everything

Glory in battle and total domination of the enemy are the hallmarks of the Oath of Conquest 5e subclass, and its array of crowd control abilities lend it nicely to large encounters. Wade boldly through multiple foes, and strike down swarms of smaller enemies as you go.

This oath really shines through its features. Although both its Channel Divinity options are formidable, try combining Conquering Presence, which frightens a creature for one minute, with seventh-level Aura of Conquest, which incapacitates and damages all frightened enemies within a 10-foot radius, for easy kills.

Mix in the Fear spell at ninth level, letting you frighten every creature in a 30-foot radius on a failed Wisdom saving throw, and you’ve got a powerhouse of attrition.

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

Wizards of the Coast art of a DnD Paladin 5e in combat

Oath of Redemption

Found in: Xanathar’s Guide to Everything

Probably the most unusual of all the Paladin subclasses, those who take the Oath of Redemption 5e are pacifists at heart, begrudgingly pursuing conflict only when all non-violent options have been exhausted. It makes for a fantastic, spell-focused support character, better suited to helping others and dissuading enemies from attacking, than to bonking things on the head.

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

At ninth level, Counterspell 5e can block incoming magic targeting you or your party. The Oath of Redemption subclass is not only a thematically fun choice, but one of persistent utility.

Oath of the Crown

Found in: Sword Coast Adventurer’s Guide

Exemplary lawful warriors who fight for the preservation of natural, divine order, those who take the Oath of the Crown 5e excel as party defenders and tanks. Soak up enemy attacks directed towards your compatriots for the sake of your less-armored allies.

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

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

DnD Paladin 5e (art by Wizards of the Coast)

Oath of the Watchers

Found in: Tasha’s Cauldron of Everything

Another strongly thematic, but very narrow subclass, those who take the Oath of the Watchers 5e dedicate themselves to warding off extraplanar threats. If the campaign you’re playing is likely to sweep you across the planes, or bring you face-to-face with otherworldly DnD monsters, then this subclass will be of great use. Otherwise, much of its glorious potential will be wasted.

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

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

A DnD Paladin 5e Dragonborn responds to an attack by Gnolls

Oathbreaker

Found in: 2014 Dungeon Master’s Guide

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

The best Channel Divinity option is Dreadful Aspect, frightening all creatures within a 30-foot radius. The alternative, Control Undead, lets you bring any undead creature under your mental control.

But if you’ll be playing your Paladin for a while, it’s made a little redundant by the spell Animate Dead at ninth level, letting you summon an undead servant. If nothing else, these starter-necromancy spells are fun to play around with.

At level 15, Supernatural Resistance grants permanent protection from bludgeoning, piercing, and slashing damage dealt by non-magical weapons, seriously boosting your defenses. Later on, higher-level spells like Blight and Contagion can really help you pile on damage. If you’re looking for a melee-focused, damage-competent subclass that fits with darker Paladin roleplay, Oathbreaker 5e is the clear choice.

DnD Paladin 5e - Wizards of the Coast art of adventurers on a boat fighting a sea monster

Oath of the Open Sea

Found in: Critical Role content

Clerics sworn to the Oath of the Open Sea 5e are free-spirited adventurers, and monster hunters who fight back against the dread beasts that stalk the deep. Their spell list is attuned to wind, water, and freedom of movement, and they’re capable of controlling the flow of battle like the gods of the ocean controlling the waves.

The two Channel Divinity options have potent combat control effects. Marine Layer generates a dense fog that you (and creatures within five feet) are able to see through, but which obscures your opponents’ vision. Fury of the Tides allows you to throw back any enemy you strike by 10′, enough to push them off the side of a boat (or a cliff!).

At seventh level, Aura of Liberation makes you and nearby allies immune to being grappled and restrained, as well as freeing you up to move without penalty underwater. The 15th level Stormy Waters is a useful reaction ability that allows you to inflict damage on enemies that enter your reach, and potentially knock them prone – this and Marine Layer are good excuses to fight with a Reach weapon.

A female human DnD Paladin wielding a two-handed blade

Ability Score Improvement

Level: Four

Choose one of the following:

You gain this feature again at levels eight, 12, and 16.

Extra Attack

Level: Five

When you take an attack action on your turn, you can now attack twice instead of once.

Faithful Steed

Level: Five

You now always have Find Speed prepared, and you can cast it without using a spell slot once per long rest.

Aura of Protection

Level: Six

You are always surrounded by a 10-foot emanation that remains active as long as you aren’t incapacitated. The aura gives you and allies inside of it a bonus to saving throws equal to your Charisma modifier.

A DnD Paladin 5e Dragonborn wearing plate armor, wielding a glowing sword

Abjure Foes

Level: Nine

As an action, you can spend a use of Channel Divinity and target creatures equal to your Charisma modifier that you can see within 60 feet. They must make a Wisdom save, becoming frightened for one minute on a failure.

A frightened target can only do one of the following on their turn: move, use an action, or use a bonus action. The condition ends early if the target takes damage.

Aura of Courage

Level: 10

This makes you and your friends immune to the frightened condition while inside your Aura of Protection. Additionally, someone who is already frightened temporarily loses the condition when they enter your aura.

Radiant Strikes

Level: 11

When you successfully hit with a melee weapon or unarmed strike, you deal 1d8 additional radiant damage.

A female DnD Paladin 5e Dwarf wearing plate armor, wielding a shield and swinging a hammer

Restoring Touch

Level: 14

You can now spend five HP from your Lay on Hands Pool to end one of the following conditions (instead of restoring HP):

Aura Expansion

Level: 18

Your Aura of Protection is now a 30-foot emanation.

Epic Boon

Level: 19

You choose an epic boon or any other feat you qualify for from the feats list.

A bearded human DnD Paladin 5e holding a flaming sword, riding a green lizard creatuer

Best Paladin stats

Trying to decide how to spend those ability score points? Here’s how we rate each stat for a Paladin:

Best Paladin races

Now species are stat-less, you have lots of flexibility about which you pair with your Paladin. Here are a few of our personal favorites:

Wizards of the Coast art of a Drow DnD 2024 Paladin

Best Paladin backgrounds

There are plenty of suitable backgrounds for a Paladin, so prioritize the scores, skills, and feats that suit your character concept most:

Best Paladin spells

When picking Paladin 5e spells, bear two things in mind: Concentration and Charisma. Many of your spells will require Concentration, and therefore be of little use if you’re charging to the frontline of a fray to soak up enemy hits unless you have a high constitution score. You can also only maintain one concentration spell at a time.

Similarly, the higher your Charisma modifier, the more juice you’ll get from your spellcasting abilities. Your Cha modifier dictates how many spells you may prepare after each long rest and, in several cases, their effectiveness.

Some of the best Paladin spells are:

  • Shield of Faith – a bonus action that buffs your armor class (or a friend’s) is an excellent defensive move.
  • Find Steed – Summon a loyal animal to serve as a mount, pack mule, or battle buddy. Excellent utility and it lasts until your steed reaches zero HP.
  • Revivify – Instant resurrection powers are essential in those situations where someone actually dies. Just be sure to have the material components on hand.
  • Death Ward – Another powerful way to prevent a death in the party. Its eight-hour duration makes it tremendously flexible.
  • Destructive Wave – 5d6 plus 5d6 damage is extremely appealing for a class that occasionally struggles to deal area-of-effect damage.

For more on 5e rules, here’s all you need to know about DnD sizes and DnD level ups. We can also show you all the new books coming up on this year’s DnD release schedule.

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