The Best 5E Paladin Spells

The Paladin class is one built to serve and protect. To destroy evil and defend allies against the undead. Here is a list of the best Paladin spells, and how to use them.

Best Paladin first level spells

#1 Divine Favor

School: Evocation
Casting Time: 1 Bonus Action
Level: 1
Range: Self
Duration: Concentration, up to 1 minute
Spell Source: Players Handbook, page 234

Description: Divine Favor is a sweet and simple spell for level-one Paladins that fills you with holy radiance and imbues your weapon to increase its damage. Until the spell ends, your weapon attacks will deal an additional 1d4 radiant damage when they hit. This is a great low-level spell because increased damage results in your allies being hit less often.

#2 Heroism

School: Enchantment
Casting Time: 1 Action
Level: 1
Range: Touch
Duration: Concentration, up to 1 minute
Spell Source: Players Handbook, page 250

Description: Heroism is a spell that imbues a willing ally with bravery. For the duration, they are immune to being frightened and gain temporary hit points equal to your spellcasting ability modifier every turn. The creature loses these hit points when the spell ends. At higher levels you can cast the spell on multiple targets, which makes for a very fight for your party.

#3 Protection from Evil and Good

School: Abjuration
Casting Time: 1 Action
Level: 1
Range: Touch
Duration: Concentration, up to 10 minutes
Spell Source: Players Handbook, page 270

Description: Protection from Evil and Good is one of the most on brand Paladin spells. For the duration, a willing creature that you touch is protected from one of a variety of creatures, including: aberrations, celestials, elementals, fey, fiends, and undead. I find undead to be the most useful category, but it depends upon the campaign. This spell grants advantages against whichever kind of creatures are chosen which make fighting them easier.

Best Paladin second level spells

#1 Branding Smite

School: Evocation
Casting Time: 1 Bonus Action
Level: 2
Range: Self
Duration: Concentration, up to 1 minute
Spell Source: Players Handbook, page 219

Description: Branding Smite is definitely one of the most visually stunning spells a Paladin can make use of. Cast the spell and, on your next successful weapon attack, a burst of astral radiance emits from your weapon and shins brightly upon contact with an enemy. If the target is invisible, they become visible. The hit also deals 2d6 additional radiant damage. This spell is great because it is low-level and deals a lot of additional damage.

#2 Aid

School: Abjuration
Casting Time: 1 Action
Level: 2
Range: 30 feet
Duration: 8 hours
Spell Source: Players Handbook, page 211

Description: Aid is a simple spell that has several great uses. This spell increases the resolve and toughness of your allies, increasing the maximum and current hit points of up to three creatures you can see within range. When cast at third-level or higher, this spell grants an additional five hit points per spell slot.

#3 Magic Weapon

School: Transmutation
Casting Time: 1 Bonus Action
Level: 2
Range: Touch
Duration: Concentration, up to 1 hour
Spell Source: Players Handbook, page 257

Description: Magic Weapon is a great Paladin spell that does the same thing as many of the other spell on this list. That is, it bolsters your ability to do damage and kill enemies as quickly as possible. This spell turns any nonmagical weapon that you touch into a magic weapon. This magic weapon will have a plus one bonus to attack and damage rolls. This bonus increases to plus two at fourth level or higher, and plus three and sixth level or higher.

Best Paladin third level spells

#1 Remove Curse

School: Abjuration
Casting Time: 1 Action
Level: 3
Range: Touch
Duration: Instantaneous
Spell Source: Players Handbook, page 271

Description: Remove Curse is a spell that does exactly what its name implies. Touch one creature and this spell will cause any spell affecting them to end. This spell can also be used to end curses affecting items. Cursed magic items can not be uncursed, but you may end the person who created the curse’s attunement to the item, therefore allowing you to remove the curse through other means.

#2 Dispel Magic

School: Abjuration
Casting Time: 1 Action
Level: 3
Range: 120 feet
Duration: Instantaneous
Spell Source: Players Handbook, page 234

Description: Dispel Magic is a spell that allows you to end the effects of spells cast by other creatures. Dispel Magic will end magical effects cast upon items or creatures. Third level or lower spells end instantly, and you must make an ability check using your spellcasting ability modifier with a DC of 10 + Spell Level for spells of fourth level or higher.  

#3 Create Food and Water

School: Conjuration
Casting Time: 1 Action
Level: 3
Range: 30 feet
Duration: Instantaneous
Spell Source: Players Handbook, page 229

Description: Create Food and Water is a spell that could be unbelievably useful in the right campaign, and completely useless in another. This spell allows you to magically generate forty-five pounds of food and thirty gallons of water. The water is perfectly pure and clean and never goes bad. The food has little taste and will go bad after one day if uneaten. This spell could save your party, or an entire town or city, from starvation, if your DM keep track of rations that is.

Best Paladin fourth level, fifth level and sixth level spells

#1 Death Ward

School: Abjuration
Casting Time: 1 Action
Level: 4
Range: Touch
Duration: 8 hours
Spell Source: Players Handbook, page 230

Description: Death Ward is an amazing Paladin spell that could likely save an ally’s life if you plan carefully. You touch a creature and create a ward against death around it. The first time that creature would have been reduced to zero hit points while under the effects of this spell, they are instead reduced to 1 hit point. Similarly, any effect that seeks to kill the target outright will be ineffective. In both cases, the spell ends when this effect occurs.

#2 Locate Creature

School: Divination
Casting Time: 1 Action
Level: 4
Range: Self
Duration: Concentration, up to 1 hour
Spell Source: Players Handbook, page 256

Description: Locate Creature is an incredibly useful spell to use in some campaigns, especially ones based on intrigue and talking to various individuals. With this spell, you must describe the name of a creature you are familiar with. You will gain a sense of its direction, so long as they are within one-thousand feet of you. You can also use this spell to locate a non-specific creature, for example, the closest imp.

#3 Banishment

School: Abjuration
Casting Time: 1 Action
Level: 4
Range: 60 feet
Duration: Concentration, up to 1 minute
Spell Source: Players Handbook, page 217

Description: Banishment is a spell that attempts to send a target to another plane of existence. Targeted creatures are banished on a failed Charisma saving throw. Creatures from your plane of existence will be transported to a harmless area in an unfamiliar plane. Creatures from other planes will be transported to their home plane for the duration. When the spell ends, the target returns to your plane.

Best Paladin seventh level, eigth level and ninth level spells

#1 Raise Dead

School: Necromancy
Casting Time: 1 Hour
Level: 5
Range: Touch
Duration: Instantaneous
Spell Source: Players Handbook, page 270

Description: Raise Dead is a spell that allows you to raise one creature from the grave, so long as it has been dead for no longer than ten days. If the creature’s soul is willing and able to rejoin its body it will do so, coming back to life with one hit point. The spell closes all wounds but does not restore missing limbs.  

#2 Dispel Evil and Good

School: Abjuration
Casting Time: 1 Action
Level: 5
Range: Self
Duration: Concentration, up to 1 minute
Spell Source: Players Handbook, page 233

Description: Dispel Evil and Good is a high-level Paladin spell that attempts to fight off celestials, elementals, fey, fiends, and undead. This spell grants two abilities: first, you may end enchantments caused by these creatures on any creature you touch, and second, you may make a melee attack and attempt to send the creature back to its home plane.

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