How To Build D&D's Most Powerful Paladin With 2014's Player Handbook (2024)

How To Build D&D's Most Powerful Paladin With 2014's Player Handbook (1)

How To Build D&D's Most Powerful Paladin With 2014's Player Handbook (2)

By Louis Kemner & Jenny Melzer

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How To Build D&D's Most Powerful Paladin With 2014's Player Handbook (3)

Table of contents

Quick Links

  • Most Powerful Paladin Build Summary

  • Strength And Charisma Are A Paladin's Core Stats

  • The Best Species For Paladins

  • The Best Paladin Oath

  • Best Feats For The Paladin

  • Best Spells For Paladins

  • Best Multiclass Options For Paladins

  • The Best Items For Paladins

When it comes to creating a character, it's hard to go wrong with the Paladin class. Because Paladins have access to so many of the game's core mechanics, they are ideal for both seasoned vets who can balance a lot of different needs and brand-new players looking to learn more about the game.

The right Paladin build guarantees the player's role as the dependable fighter, spokesperson, spellcaster, and healer the rest of the party won't hesitate to come to when there's a problem. They can fill in easily as the party's go-to tank, and on-call healer when there isn't a Cleric. Though many players don't think of them as performers, a Paladin's high Charisma gives them an edge even the Bard will admire.

Updated on August 8th, 2024 by Louis Kemner: This guide about the best Paladin build in D&D 5e has been expanded with new material once again for any paladin built with the 2014 ruleset, including options for high-level play if the campaign gets that far.

Related

Barbarians and paladins are natural fighters in Dungeons & Dragons 5e, so multiclassing in both can create a seriously impressive combo in battle.

Most Powerful Paladin Build Summary

Ability Scores (in order of importance)

Strength, Charisma, Constitution, Dexterity, Intelligence, Wisdom

Species

Dragonborn, Half-Elf, Eladrin, Half-Orc, Aasimar, Warforged

Subclass

Oath of Vengeance

Feats

Sentinel, Great Weapon Master, Inspiring Leader, Shield Master

Spells

Banishing Smite, Blinding Smite, Circle of Protection, Holy Weapon

Magic Items

Adamantine Armor, Amulet of Health, Belt of Giant Strength, Spellguard Shield, Blood Fury Tattoo, Holy Avenger

Strength And Charisma Are A Paladin's Core Stats

How To Build D&D's Most Powerful Paladin With 2014's Player Handbook (5)

Paladins rely on both melee and magic, drawing power from divinity to fuel their righteous quests. Because they have the potential to be frontline fighters as well as casters, they need to bolster two important stats: Strength and Charisma. STR gives them the edge they need when it comes to melee attacks, improving their attack and damage rolls. Then, the Paladin's magic relies on CHA, which empowers their spell attacks and damage rolls.

CHA is also an important part of communication. It gives Paladins an edge when it comes to important skills like Persuasion, Performance, Deception, and Intimidation, all of which can be used more effectively when dealing with enemies, diplomats, or other NPCs that might need a little convincing to help the party achieve their goals.

Constitution, while not as vital as STR and CHA, is still important because it helps a character build a strong pool of hit points so they can withstand attacks on the frontline. The other three stats are dump stats, meaning their effects are purely aesthetic and should only be boosted when the others have reached their max.

The Best Species For Paladins

One of the best fantasy species for the Paladin build is the Dragonborn. Dragonborn get +2 STR, +1 CHA, damage resistances based on their draconic ancestry, and their breath weapon, which only makes them that much more powerful. This species is further split into five variants: chromatic, gem, metallic draconblood, and ravenite Dragonborn people. Each type has different breath weapon types and related damage resistances, but that's not all. A Paladin Dragonborn could be a chromatic type to use the Chromatic Warding ability and gain full immunity to their breath weapon type for 1 minute, making them better tanks than ever. Such a tactic is roughly similar to the Bear Totem Barbarian, albeit in a more limited capacity. If the Dragonborn Paladin is the party's charismatic "face," the Forceful Presence trait of the draconblood variant is a great way to make sure Persuasion or Intimidation rolls succeed, since they will have advantage.

Half-Elves are also a powerful selection because they start with +2 CHA and +1 to two other stats, which means both core stats and CON all get a boost right off the bat. This species' other benefits are more minor but still helpful, such as resistance to being charmed due to Fey Ancestry and Skill Versatility, which ensures the Paladin isn't just a boring brute-force fighter with Divine Smite.

Aasimar are also a smart choice because they often have an innate sense of law and justice that makes them perfect Paladins. They start the game out with +2 CHA, Darkvision, and Celestial Resistance and have automatic access to Healing Hands. Celestial Revelation is also powerful and on-theme for any Paladin build, such as the Radiant Soul ability to deal extra radiant damage to a target once per turn. It's like an extra Divine Smite that costs practically nothing.

Half-Orc is a decent option for the Paladin class. On the downside, Half-Orcs have no natural CHA bonus, but +2 to STR and +1 to CON make up for it, so a Half-Orc Paladin can use their best-rolled stat for CHA and let the STR and CON bonuses shore up their other stats. This species is also excellent for all martial classes because of features like Relentless Endurance, allowing a Half-Orc to drop to 1 HP if they get knocked out. That will keep a Half-Orc Paladin in the fight just long enough to either use Healing Hands on themselves or deal the finishing blow. The Savage Attacks feature, meanwhile, lets a Paladin roll an extra damage die for their current weapon when they hit with a critical attack.

Warforged is another strong species option for devising the best Paladin build because these artificial people of Eberron have a natural +1 to AC, which is essential for any front-line tank like a Paladin or Fighter. Warforged get +2 to CON, excellent for any tough Paladin, and +1 to another skill, which will probably be either STR or CHA. Warforged are also resistant to poison damage and the poisoned condition, which gives front-liners one less thing to worry about. The only minor downside is that a Warforged's immunity to disease is redundant with the Paladin class's immunity to disease via the Divine Health class feature at level 3, but that's a minor loss at worst when rolling up a Warforged Paladin.

Eladrin Elf is an off-beat but surprisingly effective species pick for a new paladin character in D&D. That's because these fey people can innately cast Misty Step with the Fey Step feature, and teleporting is quite effective for any character. It's most important for squishy wizards and sorcerers who must flee if enemies mob them, but paladins might make good use of that feature, too. A paladin can use Fey Step offensively to teleport 30 feet closer to their target and get in melee range. After all, paladins nearly always fight up close, and sometimes, they can't afford to spend two turns running toward their chosen target. An Eladrin paladin can run 30 feet, teleport another 30, and then take an enemy by surprise with melee attacks.

Related

Wage battle with the destructive force of a tsunami as an Oath of the Open Sea Paladin from Critical Role's Dungeons & Dragons Fifth Edition content.

The Best Paladin Oath

How To Build D&D's Most Powerful Paladin With 2014's Player Handbook (7)

The Oath of Vengeance is a powerful choice because it focuses on offense. An offensive fighter will do everything in their power to drive back any who would dare to threaten their allies because it's the just and righteous thing to do — even if their drive for vengeance might seem contradictory to those around them. To make them even more powerful, these Paladins can even become Avenging Angels, sprouting wings that carry them through the sky as they pursue their targets.

Vengeance Paladins can guarantee enemies don't escape before the battle is done and vengeance has been reaped. With access to spells like Hunter's Mark and Hold Person, it's hard for anyone to get away from the Avenger once they've set their mind on making them pay for their misdeeds.

Best Feats For The Paladin

How To Build D&D's Most Powerful Paladin With 2014's Player Handbook (8)

When it comes to taking a feat or two, there are a few that work well with the Paladin's skillset. For instance, Sentinel allows the Paladin to protect their allies when they see an enemy rushing the innocents at their back. Doling out attacks of opportunity that reduce the target's movement to zero so they can't escape the inevitable guarantees adversaries will think twice before trying to zip past the Paladin to target another party member.

Great Weapon Master is another powerful option, allowing the Paladin to take a -5 penalty on their attack roll to deal an additional +10 damage. It also gives them access to a melee bonus attack when the Paladin crits or knocks an enemy prone with an attack, which could potentially rob two death saves from a downed enemy they knocked unconscious with their last attack.

If a Paladin makes use of powerful spells and doesn't just rely on Divine Smite, then feats like War Caster are a must. Paladins may only be half-casters, but if the party lacks a Cleric character, then the Paladin can turn a tough fight into an easy one by using spells like Banishment or Aura of Purity, but they need to maintain concentration on some of their best spells. To make sure a Paladin's spells aren't knocked offline early, the character should have the War Caster feat to get advantage on the CON roll to maintain concentration. This feat also allows a Paladin to use a spell's somatic features even with their hands filled with shields and swords.

Inspiring Leader has both the gameplay function and flavor of a paladin, making it a strong pick for this class. This feat will usually be used right before a dungeon dive, with the paladin spending 10 minutes giving a rousing speech to grant temporary HP to six people, the paladin included. The temp HP will equal the paladin's level plus their CHA mod, and that extra handful of HP will prove essential for squishier party members.

Shield Master is a fine pick if the paladin uses a shield in one hand and a one-handed weapon in the other. Regardless of the shield's type or magical effects, this feat will do some serious work, such as granting its AC bonus to the paladin's DEX saves against hostile spells and similar effects. Paladins usually have iffy DEX scores, so that can easily help them dodge ill effects. Also, if a paladin passes a DEX save to take half damage from something like Fireball or Lightning Bolt, they can use their reaction to take 0 damage instead.

Related

In D&D, Paladins on the path of Redemption follow tenets that forge paths toward non-violence and the conversion of their enemies to a similar path.

Best Spells For Paladins

How To Build D&D's Most Powerful Paladin With 2014's Player Handbook (10)

Spell Name

Spell Level

Source

Banishing Smite

5

Player's Handbook, pg. 216

Blinding Smite

3

Player's Handbook, pg. 219

Circle of Power

5

Player's Handbook, pg. 221

Revivify

3

Basic Rules, pg. 272

Bless

1

Basic Rules, pg. 219

Banishment

4

Basic Rules, pg. 217

Aura of Purity

4

Player's Handbook, pg. 216

Toll the Dead

Cantrip

Xanathar's Guide to Everything, pg. 169

Holy Weapon

5

Xanathar's Guide to Everything, pg. 157

Paladins have access to a wide array of spells, though they can't cast at the higher levels. Fortunately, the spells they do gain access to are powerful enough to be useful anyway. Paladins are masters when it comes to righteously smiting enemies who dare cross their path or stand in conflict with their Oath. They have access to a wide array of useful smites, like Banishing Smite, which doles out a fair amount of damage and has the potential to banish the target if their hit points go below 50. Blinding Smite tacks on an additional 3d8 radiant damage on a successful melee attack and can potentially blind a target.

These holy warriors can also protect their allies with Circle of Protection, which not only provides advantage on saving throws against certain types of damage but can negate the half-damage on a successful save so they don't incur any damage at all. Finally, Revivify allows a Paladin to raise fallen allies if they can get to their side quickly enough to send death packing before it has a chance to sink in. If the party lacks a Cleric, then Banishment is a great way to temporarily eliminate a tough enemy so the party can divide and conquer the opposition. Aura of Purity, a Paladin-exclusive concentration spell, is an excellent way to make sure troublesome debuffs like blindness, paralysis, fear, and being stunned won't happen nearly as often. Toll the Dead is another decent option to deal more damage, and if the target is hurt at all, the damage dice will be d12's, which is impressive.

Holy Weapon is one of the very best spells a paladin can cast once they reach their 5th level spells. The paladin will touch one weapon, most likely their own, and allow that weapon to radiate bright light for 30 feet and dim light for another 30, making it easy to see in realms like a cave, a dungeon complex, or even the Underdark. On offense, Holy Weapon will add 2d8 radiant damage to all weapon attacks, which will add up in a hurry. The weapon also becomes magical, if it isn't already. Finally, to give the paladin even more options, Holy Weapon lets the paladin spent a bonus action to dispel the spell in a blast of holy light, potentially blinding nearby enemies and dealing 4d8 radiant damage to them. Even on a passed save, the enemies still take half damage.

Related

D&D's Oathbreaker Paladin has been tempted away from their oath to follow an evil power or their own ambitions, and there is dark power in ambition.

Best Multiclass Options For Paladins

The paladin class can multiclass relatively easily in D&D 5e, given its mechanical overlap with three popular classes. The main obstacle is the fact that Paladins need high scores in three stats, not just two, and having a fourth high stat is too much to ask for. So, a Paladin is generally restricted to classes focusing on CON, STR, and/or CHA, leaving the Warlock, Fighter, and Sorcerer classes as strong options. If a Paladin has 13+ in its three main stats, then it's ready to multiclass into anything the player wants.

The Warlock class is the Paladin's single best option for multiclassing, requiring a high CHA and little else. Going into Warlock means a Paladin will refresh their spell slots on a short rest rather than a long rest, so that means more Divine Smite usage during a tough dungeon crawl or any other endurance-based adventure. Getting Eldritch Blast as a backup ranged option is fun, but the real appeal of Warlock multiclassing is the Hexblade subclass once enough Warlock levels are taken. Hexblade synergizes perfectly with melee-oriented Paladins, and this subclass's Hexblade's Curse feature is incredible for Paladins. With it, the Paladin/Warlock character gets a bonus to their damage rolls against a designated foe, and rolls of 19 count as critical hits as well as nat 20s. Killing the target means gaining a few hit points, too.

The Fighter class offers a few neat perks for Paladins, with Action Surge being the best feature by far. After taking two levels in Fighter, a Paladin can use Action Surge to get more attacks, and that means more Divine Smite, too. However, the Fighter Class' other perks are largely redundant with the Paladin class, and the Fighter subclasses aren't much better.

The Sorcerer class allows a Paladin to get far more spell slots, usually to use Divine Smite more often. This character should also take care to have a high AC and or high HP since a Sorcerer's smaller hit die will slow down the character's HP progression. The Divine Soul subclass grants relevant spells like Booming Blade and Sword Burst, and any Sorcerer multiclass build will give the Paladin more ranged spell options if needed.

The Best Items For Paladins

How To Build D&D's Most Powerful Paladin With 2014's Player Handbook (12)

Every class needs good items to succeed, and Paladins have plenty of equipment on their wish lists, too. Aside from basic weapons, armor, and shields, Paladins should look for or buy magical items to boost their AC, their attack power, and their core stats. Items to augment a Paladin's spellcasting are more optional but might be useful if the Paladin wants to stand in for an absent Cleric in the party. Early on, magic weapons like a moon-touched sword and +1 sword will be excellent in battle against monsters that resist attacks from non-magical weapons, and on defense, a Paladin may get Adamantine armor to negate critical hits or magical +1 armor for even tougher defenses.

Paladins absolutely need a high STR and CHA score to start with, so if their stat spread ends up weak, their CON score may take a hit. Fortunately, there are CON-boosting magic items to help, such as an Amulet of Health, setting the wearer's CON score to 19, though it will compete with other items for attunement slots. Spell-oriented Paladins will want an Amulet of the Devout, which enhances the user's spells save DC and the to-hit bonus of their spells. Uncommon Amulets offer +1, Rare +2, and Very Rare +3. If the Paladin can find one, a Tome of Leadership and Influence is a great way to send their CHA stat through the roof, though there may be competition for that book if the party has a Bard, Sorcerer, or Warlock. As for boosting offensive power, a Paladin can obtain a Belt of Giant Strength of varying types to increase their STR, though a Fighter or Barbarian may have their eyes on such an item, too.

At even higher levels of play, a paladin will need ever-stronger and fancier items to enhance what they can already do and give them even more options and traits as the enemies become more powerful and varied. On defense, a Spellguard Shield is fantastic against enemy casters, since it grants the wearer advantage on saving throws against all spells and magical effects, and all attack rolls will have disadvantage against the shield's wearer. That may prove a lifesaver against boss enemies like a lich, mummy lord, or even legends like the one-eyed Vecna himself.

On offense, a Blood Fury tattoo is a fantastic legendary item that turns the paladin into an offensive powerhouse. The 10 charges can be spent one at a time to add 4d6 necrotic damage to a weapon attack and regain HP equal to the necrotic damage done. That's like an extra smite, and the damage is doubled on a critical hit. Also, that tattoo's charges can be spent to use a reaction to attack a creature that just landed a hit on the paladin, and the paladin's retaliatory melee attack will be made with advantage. Meanwhile, the Holy Avenger is an excellent legendary sword that can only be attuned by paladins. If the user strikes a fiend or undead, they deal a free 2d10 radiant damage in addition to the weapon's normal damage. The Holy Avenger also grants +3 to attack and damage rolls. Finally, the paladin and nearby allies will all get advantage on saving throws against spells and magical effects.

How To Build D&D's Most Powerful Paladin With 2014's Player Handbook (13)
Dungeons and Dragons

A fantasy roleplaying tabletop game designed for adventure-seekers, the original incarnation of Dungeons & Dragons was created by Gary Gygax in 1974.

Franchise
Dungeons & Dragons

Original Release Date
January 26, 1974

Publisher
Wizards of the Coast , TSR Inc.

Designer
E. Gary Gygax , Dave Arneson

Player Count
4-8 Players Recommended

Age Recommendation
12+

Length per Game
3 hours +

Expansions
Dungeons & Dragons 2nd Edition , Dungeons & Dragons 3rd Edition , Dungeons & Dragons 4th Edition , Dungeons & Dragons 5th Edition

Summary

Dungeons & Dragons is the fantasy tabletop role-playing game that has persevered for nearly 50 years and continues to grow strong. Created by Gary Gygax and Dave Arneson, the game first made publication in 1974 and now falls under the Wizards of the Coast publishing wing. A typical game of DnD consists of 4-6 players, with one player acting as the Dungeon Master. Players can take a sheet and by consulting the various rule books and expansions, can create their own character with weapons, skills, and physical appearance. Once all characters are created, the Dungeon Master sets them off in a campaign of their choosing or design, where players will have to follow the rules of the DM as they roleplay their way through storylines. The characters will level up, find equipment, and experience permanent changes based on the way the story plays out. A roll of the dice can mean the difference between a successful hit, and a painful end. The most recent edition of Dungeons & Dragons is the 5th edition rule book.

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How To Build D&D's Most Powerful Paladin With 2014's Player Handbook (2024)

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