Paladin 5e
Holy warriors bound by sacred oaths who combine martial prowess with divine magic. Paladins are frontline fighters who smite enemies and protect allies with powerful auras.
At a Glance
Hit Die
d10
Primary Ability
Strength, Charisma
Saving Throws
Wisdom, Charisma
Armor
All armor, shields
Weapons
Simple weapons, martial weapons
Spellcasting
Half caster (Charisma)
Key Features
| Feature | Level | Description |
|---|---|---|
| Lay on Hands | 1st | Heal up to 5 HP per paladin level per long rest as an action. Can also cure diseases or poison for 5 HP. |
| Divine Smite | 2nd | Expend spell slot when you hit with melee weapon to deal 2d8 (+1d8 per slot level) radiant damage. +1d8 against undead/fiends. |
| Fighting Style | 2nd | Choose Defense, Dueling, Great Weapon Fighting, or Protection (Blessed Warrior in Tasha's for cantrips). |
| Channel Divinity | 3rd | Sacred Oath feature usable once per rest. Most oaths grant offensive or defensive options. |
| Extra Attack | 5th | Attack twice when taking the Attack action. |
| Aura of Protection | 6th | You and allies within 10 ft (30 ft at 18th) gain bonus to saves equal to your CHA modifier. |
Subclasses
| Subclass | Source | Focus |
|---|---|---|
| Oath of Devotion | Player's Handbook | Classic holy knight with Sacred Weapon and protection from charm |
| Oath of the Ancients | Player's Handbook | Nature-themed with resistance to spell damage aura |
| Oath of Vengeance | Player's Handbook | Aggressive hunter with advantage on attacks against marked target |
| Oathbreaker | Dungeon Master's Guide | Evil paladin controlling undead with aura boosting fiends/undead |
| Oath of Conquest | Xanathar's Guide to Everything | Fear-based control reducing enemy speed to 0 in aura |
| Oath of Redemption | Xanathar's Guide to Everything | Pacifist protector reflecting damage and taking hits for allies |
| Oath of Glory | Tasha's Cauldron of Everything | Athletic hero with speed boosts and legendary athletics |
| Oath of the Watchers | Tasha's Cauldron of Everything | Anti-extraplanar with initiative bonuses and mental save aura |
Common Mistakes
Common Mistake
Smiting before confirming the hit actually lands - declare Divine Smite after rolling damage
Common Mistake
Forgetting Aura of Protection affects all saves, making the party incredibly resilient
Common Mistake
Not managing spell slots between smites and utility spells like Bless or Find Steed
Common Mistake
Missing that you can smite on opportunity attacks and critical hits (double smite dice on crits)
DM Tips
DM Tip
Aura of Protection is incredibly powerful - +3 to +5 on all saves for the party
DM Tip
Paladins nova hard with multiple smites but burn resources quickly
DM Tip
Their spell slots are limited but impactful - expect Bless, Shield of Faith, Find Steed
DM Tip
Smite damage makes them excellent against single big targets but less effective against swarms
Frequently Asked Questions
Sources & Further Reading
- Paladin — D&D 5e Wikidot — Full SRD class text
- Paladin — D&D Beyond — Official class reference
- Paladin Guide — RPGBOT — Class optimization guide