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Crit Hit Ceramics

Paladin Guide for D&D 5e

Rules scope: The Paladin class mechanics below use the legacy 2014 rules. The species examples refer to the versions identified in the linked guides; a 2024 species or Paladin feature is a separate option. Supplement subclasses and Unearthed Arcana material are named where discussed.

Official rules references: 2014 Paladin class · 2014 Paladin spell list · 2014 spellcasting and components · Xanathar’s Guide to Everything · Sword Coast Adventurer’s Guide.

Paladins are the closest thing D&D 5e has to a power fantasy with receipts. You swear an oath, you channel divine wrath through a longsword, and you can spend one spell slot on a qualifying hit to add Divine Smite damage, within the feature’s limits; a critical hit can make that burst larger. Smite-nova builds are real, they work, and yes, the rest of the party will hate you a little when you crit on a Greatsword wielding a 4th-level Divine Smite. That’s the appeal: you hit like a freight train, you heal with Lay on Hands, you save the squishies with Aura of Protection, and you do it all while wearing heavy armor.

The catch nobody mentions at session zero? Paladins are MAD as hell. You want Strength for your weapon, Charisma for your spells and auras, and Constitution because you’re standing in the front rank. Point buy hurts. Multiclassing is a minefield, half-casters scale spell slots weird, and choosing between Sacred Oaths means weighing Channel Divinity options that range from “build-defining” (Vengeance’s Vow of Enmity) to “situational at best” (looking at you, Turn the Unholy). Then there’s the roleplay layer, the oath itself, which your DM may or may not enforce like a contract lawyer.

This is the hub. Every Paladin article we’ve written, sorted and linked below, covers builds, subclass rankings, smite math, multiclass dips worth taking, and the oath-breaking rules nobody reads until it’s too late. Start wherever you need.

We encounter many table top gamers who love the Paladin class. There are several reasons we hear during conversation at the Crit Hit Ceramics booth at conventions about why people select Paladin as their preferred class. Probably the number one reason is one word: SMITE! But in all seriousness, Paladins are a popular class to play because they are durable, deal great damage, and can act as a secondary healer for the party. People love playing with a good Paladin in the party. They know damage and heals are going to be seen in combat from their ally. Also, they can be truly fun to role play as many campaigns face great evil, the true enemy of a good Paladin! People who are playing a Paladin like strong-willed personas who are carving their way in the world, righting injustices and helping the downtrodden.

When talking with Paladin players about dice, often solid color sets are the ones that appeal. They are straightforward and solid, just like a Paladin. We have a variety of dice that match with these ideals. Players don’t have trouble selecting a set of dice that fit their Paladin perfectly. Often people will choose our Skeleton Ceramic Dice Set because it is a white porcelain die set with contrasting black numbers, or a Pharaoh’s Sandstorm set because of the gold numbers.

Paladin Core Mechanics

The Paladin is D&D 5e’s premier hybrid warrior, blending martial prowess with divine magic. With a d10 Hit Die, heavy armor proficiency, and Strength as a primary stat, paladins fight on the front line. But Charisma drives their magic, smites, and class features—making it equally essential.

New players should focus on these foundational mechanics:

  • Divine Smite: Divine Smite (2014): After you hit with a melee weapon attack, you can expend a spell slot for 2d8 radiant damage with a 1st-level slot, plus 1d8 per slot level above 1st (maximum 5d8). An undead or fiend takes 1d8 more, to a maximum of 6d8.
  • Lay on Hands: Lay on Hands: A pool of hit points equal to 5 × your Paladin level. Spend points to restore hit points, or spend 5 points to end one disease or neutralize one poison. It uses no spell slot, but the pool is limited and returns after a long rest.
  • Spellcasting: Spellcasting: The 2014 Paladin gains its Spellcasting feature at class level 2 and uses half-caster spell-slot progression. You prepare Paladin spells and can change the list after a long rest. Smart smiting trumps casting bonus-action spells in most rounds.
  • Channel Divinity: Subclass-specific abilities (gained at 3rd level) that recharge on a short rest.

What surprises experienced players is just how transformative Aura of Protection is at 6th level. Every creature within 10 feet of you (including yourself) adds your Charisma modifier to all saving throws. With a +4 or +5 Charisma, this single feature can swing entire encounters—negating Hold Person, fireballs, dragon breath, and save-or-die effects across the whole party. Few features in the game match its impact.

Mechanically, paladins distinguish themselves clearly: unlike Fighters, they trade extra attacks and martial versatility for nova damage and spellcasting; unlike Clerics, they’re durable melee combatants whose magic empowers weapons rather than replacing them. The paladin is the party’s protector, healer, and finisher rolled into one.

Choosing Your Sacred Oath

Your Sacred Oath defines your paladin’s soul, granting unique spells, Channel Divinity options, and a moral compass that shapes every decision at the table. Picking the right one matters as much as your ability scores—and pairs powerfully with your smite strategy, as discussed in our Divine Smite and Oath Selection guide.

Oath of Devotion is the archetypal holy warrior, wielding Sacred Weapon to boost attack rolls and Turn the Unholy to scatter undead and fiends. It’s the gold standard for new players who want a clear “lawful good knight” fantasy.

Oath of the Ancients channels primal light against the darkness, befriending fey and gaining resistance to spell damage at 7th level via Aura of Warding—arguably the best defensive aura in the game.

Oath of Vengeance hunts a single quarry with relentless precision. Vow of Enmity grants advantage on attacks against one creature, making this oath the king of nova-round single-target damage when combined with smites.

Oath of Conquest Oath of Conquest (Xanathar’s) controls space through fear. Conquering Presence can frighten nearby creatures; Aura of Conquest reduces a frightened creature’s speed to 0 while it is in the aura and deals psychic damage at the start of its turn. It does not paralyze the creature.

Oath of Redemption plays the pacifist tank, using Rebuke the Violent to punish attackers and Aura of the Guardian to absorb damage allies take. It’s mechanically demanding but roleplay-rich.

Oath of the Crown serves civilization and law. Champion Challenge forces enemies to stay near you, making it an exceptional sticky tank for protecting squishy party members.

Oath of Glory embodies the mythic hero from Theros. Inspiring Smite shares temp HP with allies, and Peerless Athlete boosts athletic feats—great for cinematic, Olympic-style heroes.

Oath of Treachery Oath of Treachery is Unearthed Arcana playtest material, not a published Paladin subclass. Its draft features include Conjure Duplicate and Poison Strike; Poison Strike is a Channel Divinity option, not a Smite feature. Use it only if the DM chooses that playtest material.

Oath of the Watchers guards reality against aberrations and extraplanar threats, boosting initiative and counterspelling enemy casters. Read our full Oath of the Watchers build guide for tactics.

For broader subclass comparisons, check our Sacred Oath Selection Guide, and don’t forget that your background can reinforce your oath in meaningful narrative ways.

Best Race Combinations for Paladin

Paladins thrive on the dual-stat dance between Strength (for smashing) and Charisma (for spells, auras, and saves). The right race pushes both stats higher while layering in defensive or utility perks that complement Lay on Hands and Divine Smite. Here are the standout pairings:

Whether you’re stacking Charisma for godly auras or piling on Strength for nova damage, there’s a race here that turns your Paladin into a complete frontline force.

Paladin Build Archetypes

Paladins are remarkably flexible, capable of filling nearly any party role depending on how you allocate ability scores, choose subclasses, and pick spells. Below are four proven archetypes to guide your character creation, each with distinct strengths at the table. For a deeper dive into mechanics, check out How to Build a Paladin in D&D 5e.

1) The Tank (Aura-Focused Defender): This build maximizes Constitution and Charisma to weaponize Aura of Protection, keeping allies alive through saving throw bonuses. Pair heavy armor, a shield, and Oath of the Ancients or Devotion for unmatched durability. Key features: Aura of Protection, Sentinel feat, Shield Master, defensive fighting style.

2) The Smite Nuker (Divine Burst Damage): Built around explosive Divine Smite damage, this archetype dumps spell slots into critical hits and boss takedowns. Oath of Vengeance or Conquest with a Great Weapon Master feat turns your Paladin into a single-target deletion machine. Key features: Improved Divine Smite, Great Weapon Fighting, Polearm Master, Vow of Enmity.

3) The Support (Healer and Buffer): Leveraging Lay on Hands, Bless, Aura of Vitality, and cleansing spells, this Paladin keeps the party operational through long adventuring days. Oath of Devotion or Redemption synergizes with diplomatic play—see How Paladin Backgrounds Shape Your Character’s Role for narrative hooks. Key features: Lay on Hands pool, Bless, Aura of Courage, healing spells.

4) The Versatile (Sword & Board Generalist): The classic balanced build wields a one-handed weapon and shield, splitting attention between damage, support, and durability. It excels in unpredictable campaigns and pairs beautifully with multiclassing options outlined in the 2014 Paladin Multiclass Guide. Key features: Dueling fighting style, Shield Master, balanced ability scores, broad spell selection.

For roleplay-driven variants, explore How to Play a Paladin in D&D 5e.

Combat Tactics & Action Economy

Divine Smite is a reactive tool, not a default. Hold smites until you confirm a hit, then escalate damage based on context: burn a 1st-level slot on standard mooks, dump 3rd-4th level slots into crits or BBEGs near death. Against undead or fiends, the bonus d8 makes lower-level smites worthwhile. Never smite on your first hit of a turn if you have a second attack pending—wait to see if you crit.

Under the 2014 rules, Paladin spell slots return after a long rest. Lay on Hands has its own pool and uses no spell slot; Find Steed has a 10-minute casting time, so it is not an emergency heal. Keep slots for the spells your build and encounter need, such as Branding Smite or Misty Step if your options grant it.

Aura of Protection is your tax on positioning. Stay within 10 feet of casters and squishy martials during save-or-suck moments (dragon breath, mind flayer blasts). Move before the enemy turn, not after.

Track actions separately under the 2014 rules: Bless takes an action and concentration; Devotion’s Sacred Weapon also takes an action and Channel Divinity; Searing Smite takes a bonus action and concentration; Lay on Hands takes an action. Searing Smite competes for your bonus action, but Lay on Hands and Sacred Weapon do not. Casting a smite spell before combat is situational and does not remove its concentration requirement.

For out-of-combat prep and resource planning, see Paladin Travel and Exploration Tips and How to Build a Paladin for Travel and Exploration.

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Frequently Asked Questions About Paladins

Is Paladin good for new players?

Yes, Paladins are excellent for newcomers to D&D 5e. They’re durable thanks to heavy armor and high hit points, deal reliable damage, and offer healing through Lay on Hands. The class provides a satisfying mix of combat and support roles without overwhelming complexity. While managing spell slots and Divine Smite adds some decision-making, the choices are straightforward. Paladins also encourage engaging roleplay through their Sacred Oath, giving new players a built-in character hook to explore.

Best Paladin race?

For a legacy 2014 build, Variant Human can choose a feat at character creation and Half-Elf has fixed ability increases that include Charisma. Other species features and score increases depend on the specific version in the linked guide; 2024 backgrounds and species use different rules. Choose a source version before comparing builds.

When to use Divine Smite vs save slots?

Save your spell slots for critical hits, taking down dangerous enemies, or finishing off bloodied foes. Smiting on a crit doubles the damage dice, making it incredibly efficient. Avoid smiting on minions or when an enemy is nearly dead—you’ll waste resources. Early in the day, conserve slots for emergencies and big threats. Late in the adventuring day, spend freely. Also consider holding slots for key spells like Bless, Shield of Faith, or healing in emergencies.

Must Paladins be Lawful Good?

No, this is a common misconception from older D&D editions. In 5e, Paladins can be any alignment. Their power comes from their Oath, not divine grant or alignment restrictions. A Vengeance Paladin might be Chaotic Neutral, an Oathbreaker is typically evil, and Oath of Conquest fits Lawful Evil perfectly. What matters is upholding your Oath’s tenets. This flexibility allows for compelling characters like ruthless inquisitors, vengeful crusaders, or even villainous antiheroes pursuing their sacred mission.

Can Paladins break their Oath?

Yes, and it can create powerful story moments. Breaking your Oath’s Breaking an oath does not automatically turn a Paladin into an Oathbreaker or remove class features. The 2014 rules direct the player and DM to discuss the violation and possible atonement; Oathbreaker is an optional Dungeon Master’s Guide subclass that requires DM approval. Discuss consequences with your DM beforehand. Oath-breaking should serve the narrative, not punish players, and can lead to fantastic character development arcs.

How does Aura of Protection actually work?

Starting at 6th level, you and friendly creatures within 10 feet (30 feet at level 18) add your Charisma modifier to all saving throws while you’re conscious. With a +5 Charisma, that’s a massive bonus to every save against spells, traps, and abilities. It stacks with other bonuses like Bless. This is why Charisma is crucial—you’re essentially a walking saving throw buff. Position yourself near allies during combat to maximize coverage, especially before enemies cast area-effect spells.

Browse All Paladin Content

Our complete library:

By Race Combination (163)
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Build Guides & Optimization (16)
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