So you're thinking about rolling a paladin in your next Dungeons and Dragons campaign? Smart move. I remember my first paladin - Borin Ironoath, a dwarf who took everything too seriously. Failed miserably at diplomacy but wow, when combat started? Absolute beast. This guide covers everything I wish I'd known back then.
Quick confession: I used to think paladins were boring. Just heal-bots in plate mail until I saw my friend's vengeance paladin solo a fire giant at level 10. Changed my entire perspective.
Why Play a Dungeons and Dragons Paladin?
Paladins aren't just armored clerics. They're holy powerhouses that blend combat, magic, and roleplay like no other D&D class. What makes them special?
- Divine Smite - Crit with this and you'll see your DM's horrified face
- Aura effects - Your party will love you (+5 to saving throws later!)
- Customizable oaths - From lawful-good goody two-shoes to edgy oathbreakers
- Survivability - Heavy armor + healing = walking fortress
Last Tuesday, my group's paladin saved us from TPK by using Protection From Energy when we faced that dragon. Without that? Total wipe. That's the paladin difference.
Building Your Perfect D&D Paladin
Creating a paladin isn't just about maxing Strength. Your oath choice changes everything. I learned this the hard way when my devotion paladin faced undead while my friend's ancients paladin faced fey.
Best Races for Paladins
Race | Why It Works | My Experience | Perfect For Oath |
---|---|---|---|
Human | Flexible +1 to all stats | My first paladin - versatile but bland | Devotion, Crown |
Half-Elf | +2 CHA, two +1s, skills | Current character - face of party | Vengeance, Ancients |
Dwarf | Poison resist, tankiness | Slow movement hurts more than you'd think | Conquest, Watchers |
Dragonborn | Breath weapon + CHA boost | Great flavor but breath scales poorly | Vengeance, Oathbreaker |
Half-elf remains king for paladin builds. That Charisma boost affects your spellcasting, aura radius, AND social encounters. Unless you're going for flavor, it's hard to beat.
Core Paladin Abilities Explained
Paladins live and die by three things: Lay on Hands, Divine Smite, and your Aura. Misuse these and you're just a bad fighter.
Lay on Hands Breakdown
- Pool = 5 x paladin level (25 HP at level 5)
- Can cure diseases/poisons (costs 5 HP from pool)
- Touch range only - positioning matters
- Not a spell - works in anti-magic fields!
I once wasted my entire pool healing papercuts between fights. Don't be like me. Save at least 5 points for emergency poison removal.
Divine Smite Secrets
This is why you play a paladin in Dungeons and Dragons. But there are unwritten rules:
Never blow max smite on minions. My party still mocks me for using 4d8 on a goblin. Save big slots for crits against bosses.
Spell Slot Level | Extra Damage | Good Against | When I Use It |
---|---|---|---|
1st | 2d8 | Standard enemies | Almost every combat |
2nd | 3d8 | Mini-bosses | When battle gets serious |
3rd+ | 4d8+ | Bosses/crits | Only when I crit or BBEG is near death |
Paladin Oaths Deep Dive
Your oath choice at level 3 defines your Dungeons and Dragons paladin more than anything. Each plays completely differently.
Oath of Devotion
The classic "knight in shining armor". Great for beginners but surprisingly tactical.
- Sacred Weapon: Add CHA to attack rolls (insane with GWM)
- Turn the Unholy: Better than cleric against fiends/undead
- Playstyle: Frontline protector with party support
My devotion paladin saved our rogue from mind control with Protection From Evil. DM wasn't pleased.
Oath of Vengeance
Dark knight without going evil. My personal favorite for sheer damage output.
- Vow of Enmity: Advantage against single target (boss deletion)
- Misty Step: Fixes paladin mobility issues
- Playstyle: Burst damage assassin
Vengeance paladins feel like playing Dark Souls - dodge, duck, dip, dive, and SMITE. Resource management is brutal though.
Oath of Conquest
For when you want to terrify enemies literally. Armor of Agathys at level 3 is filthy.
- Conquering Presence: AoE fear effect
- Guided Strike: +10 to attack roll (once per short rest)
- Playstyle: Crowd control tank
Table argument alert: My conquest paladin's fear effects trivialized a dungeon. DM nerfed it next session. Fair? Maybe.
Paladin Spell Strategies
Paladin spells aren't like wizard spells. You prepare daily but must think like a fighter. Concentration is everything.
Must-Prepare Spells By Level
Level | Spell | Why It's Essential | When I Skip It |
---|---|---|---|
1st | Bless | +1d4 to attacks/saves for 3 allies | Solo missions |
2nd | Find Steed | Get a warhorse with INT 6! | Underground campaigns |
3rd | Aura of Vitality | Out-of-combat healing MVP | When cleric handles healing |
5th | Destructive Wave | 5d6 AoE that knocks prone | Never. Just too good. |
Prepared spells rule: You get CHA modifier + half paladin level (min 1). At level 6 with 16 CHA? 3+3=6 spells. Choose wisely.
Multiclassing Your Paladin
Pure paladins rock, but sometimes dipping another class makes sense. Mostly.
- Warlock 1-3 levels: Short rest spell slots for smites (Hexblade lets you attack with CHA)
- Sorcerer 1-5 levels: More spells/quicken metamagic for double smites
- Fighter 2-3 levels: Action surge + fighting style
Tried sorcadin (paladin 6/sorcerer 4). Felt overpowered and ruined game balance. Wouldn't recommend unless your party optimizes.
Multiclassing delays aura progression. That +5 saving throw at level 6? Party will hate you if you postpone it.
Paladin Gear Guide
Magic items can make or break your paladin experience. Here's what actually matters:
Top 5 Magic Items for Paladins
Item | Rarity | Why Paladins Love It | Where I Found It |
---|---|---|---|
Holy Avenger | Legendary | Aura gives advantage vs magic saves | Dragon hoard (level 17) |
Cloak of Protection | Uncommon | +1 AC/saves (stacks with aura!) | Bought from traveling merchant |
Gauntlets of Ogre Power | Uncommon | Sets STR to 19 - fix dump stat | Goblin chieftain's treasure |
Amulet of Health | Rare | CON 19 = better concentration | Temple quest reward |
Our DM gave my paladin a +1 shield early. AC 21 by level 4 felt unfair. Fun though.
Real Play Paladin Scenarios
How paladin abilities solve actual table problems:
Party Trapped in Web Spell
Problem: Giant spider web, squishies restrained
Solution: Channel Divinity: Sacred Weapon (devotion) - add CHA to attack, cut webs with advantage
My screwup: Tried to Lay on Hands spider first. Don't ask.
Noble Refuses Audience
Problem: Need information from hostile lord
Solution: Oath of Crown's Champion Challenge to force duel - win = answers
Outcome: Worked! Got info but exiled from city. Worth it.
Paladin FAQ: Answers From Actual Play
Can I smite on unarmed strikes?
RAW no. Divine Smite requires melee weapon attack. Punching isn't weapon attack regardless of tavern brawler feat. DM may allow but mine didn't after I one-punched his boss.
How often do paladins break oaths?
More than you'd think. Our vengeance paladin broke his twice by showing mercy. Became oathbreaker for 3 sessions until atonement quest. Great RP opportunity.
Best fighting style for new players?
Defense. +1 AC always matters. Dueling deals more damage but you're already a damage machine. Protection style requires specific party setup.
Do smites work with ranged weapons?
No. Divine Smite specifies melee weapon attack. Branding Smite works at range though. Learned this after wasting a spell slot trying to smite an arrow.
How important is Charisma really?
More important than Strength late game. Your level 6 aura scales with CHA. +5 to all saves for allies within 10ft? Game-changing. My paladin started STR 16/CHA 14, ended STR 18/CHA 20.
Paladin truth: You're the party's safety net. When dice betray them, your aura saves campaigns. Never underestimate that.
Why I Still Play Paladins After 8 Years
They're the ultimate team player class. Not the flashiest, not the highest DPS, but when your aura saves the wizard from disintegrate? Or your Lay on Hands cures the rogue's wyvern poison mid-battle? That's the good stuff. My current paladin just hit level 14. Still finding new tricks.
Best moment: Using Find Greater Steed to ride a griffon while smiting a dragon. Peak D&D fantasy. No other class delivers that.
Worst moment: Forgetting I had spell slots left when I went down. Don't be that paladin. Smite early, smite often.
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