Paladin 5E Guide: Dungeons & Dragons


This Paladin 5e Guide

This Paladin 5e guide will breakdown all you need to know about the Paladin class in Dungeons & Dragons Fifth Edition. Important abilities will be discussed in this Paladin 5e Guide, as well as spells for the Paladin class, and multi-classing opportunities.

The Paladin Class

The Paladin class in D&D 5e is a true contender for most effective combat specialist. Their strength in this area comes from their spellcasting powers and ability to use Divine Smite. This ability can tack on up to sixteen damage on to a melee weapon attack at Level Two, which makes a big difference. The Paladin functions much like the Fighter class, but with spellcasting and more religious aspects to their abilities.

Class Features

As a Paladin, you gain the following class features.

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


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


You start with the following equipment, in addition to the equipment granted by your background: * (a) a martial weapon and a Shield or (b) two Marital 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.

Paladin Multi-classing

The Paladin is a class that can benefit from a multi-class, mostly to either strengthen their already adept fighting ability, or bolster their not as strong social interaction.

Fighter + Paladin

The Fighter class is arguably the strongest combat class in the game, with Paladin closely behind. This multi-class is a terrifying sight for an enemy to see, given the potential to attack an enemy twice while also using Divine Smite.

Barbarian + Paladin

The Barbarian class is among the strongest and most effective in combat, but lacks the range of abilities of the Paladin. This multi-class offers a wide range of combat utility abilities, the ability to Rage, and spellcasting ability.

Cleric + Paladin

The Cleric class emphasizes healing and aiding allies, while the Paladin emphasizes healing and defending allies. These classes work very well together to form an effective and thematic multi-class.

Spells for Paladins

The Paladin spell list is very thematic and focuses on using divine energy to aid or defend allies. At Level Two, the Paladin unlocks Cure Wounds, Divine Favor, Heroism, and Shield of Faith. At Level Five, the Paladin gains the ability to cast Aid, Branding Smite, Magic Weapon and Zone of Truth.

Sacred Oaths

There are nine approved Sacred Oaths in D&D 5e. Those are: Ancients, Conquest, Crown, Devotion, Glory, Redemption, Vengeance, Watchers, Oathbreakers.

Ancients –  An Oath to long dead Ancients.
Conquest –  An Oath to crush the forces of evil and chaos.
Crown – An Oath to a King or Queen.
Devotion – An Oath to the cause of justice.
Glory – An Oath to the call of destiny.
Redemption – An Oath to non-violence, except as a last resort.
Vengeance – An Oath to punish wrong-doers.
Watchers – An Oath to protect the realm from otherplanar creatures.
Oathbreaker – An Oath that has been broken by the Paladin.

Paladin Level Breakdown

At Level One, the Paladin gains the Divine Sense and Lay on Hands abilities. Divine Sense allows the Paladin to sense nearby sources of evil, and Lay on Hands allows the Paladin to heal anyone they can touch by up to six Hit Points at Level One. At Level Two, the Paladin gets to choose a Fighting Style, gains the ability to cast Paladin spells, and unlocks the powerful Divine Smite ability. At Level Two, the Paladin has two first level spell slots. At Level Three, the Paladin gains the Divine Health ability, which makes them immune to disease, and must select from among the Oaths which they will follow. The Paladin also earns a third first level spell slot at Level Three. At Level Four, the Paladin can pick between an Ability Score Improvement or a new Feat.

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