The One D&D Paladin Handbook – Mastering Paladins

Learn everything you need to know about Paladins in One D&D from what to consider level 1 to potential play styles so you can create your perfect Paladin!

The peacekeepers of D&D, the typical Paladin is a mighty warrior who perfectly embodies justice as they smite evil doers to help the less fortunate. Outside of battle, they are extremely charismatic and are generally looking to take the pacifist route whenever possible rather than resorting to violence.

This handbook will focus on all the facets that go into building a Paladin including the initial build (the best species and background choices) to how to make your Paladin unique (between play styles, subclasses, and even feats that you should consider).

How Our Rankings Work

I do a standard S-F tier ranking and here’s how I categorize them:

S Tier – The absolute best of the best. These options can even broach into unfair territory and may be subject to being banned at certain tables. If you’re looking for power level alone, there’s functionally no reason not to use these.

A Tier – While not as broken as the S Tier options, these are as good as you can get without broaching into unfair territory, although some of them may be strong enough to feel unfair!

B Tier – These will not be as inherently powerful as A Tier options, but are still quite strong in their own right. These are likely a bit more situational or slightly weaker than the A tier options, but still very good.

C Tier – Decent options, but likely not particularly strong. These options don’t offer too much or may just be a bit too situational to be ranked higher, but are still options you should consider as these will be the average power level.

D Tier – While not completely useless, these options are either very weak or very situational so are unlikely to be used, but unlike F tier, these aren’t completely unusable or actively detrimental.

F Tier – Either so weak or so situational that these should functionally never be taken or considered unless in the most niche of circumstances.

Paladin Class Features

Level 1

Starting Proficiencies – A+ Tier – Got every proficiency you’d ever want!

Lay on HandsB+ Tier – Healing is always nice and this a pretty reliable source of small ball healing to revive .

Weapon MasteryB- Tier – Weapon Masteries are overall pretty good and add a decent amount of power and versatility to your weapons, and if you like this, Fighters get more of them than everyone else.

1st Level SpellsB Tier – Spells are awesome, but they are definitely weaker on half-casters than they are on full casters.

Level 2

Fighting StyleB Tier – Functionally a slightly weaker feat (they are technically feats), but still quite solid!

Paladin’s Smite B Tier – A free prepared spell that you can cast for free once per day is nice, even if Divine Smite was unfortunately nerfed.

Level 3

Channel DivinityB Tier – The base Channel Divinity for Paladin is pretty bad, but the ability itself is excellent as your subclass Channel Divinity tends to be quite good!

Level 5

Extra AttackA+ Tier – Extra Attack is generally the most important ability on any martial class.

Faithful SteedB- Tier – Getting Find Steed for free is nice, even if you don’t plan on fighting on horseback.

2nd Level SpellsB+ Tier – You get some solid 2nd level options, but you’ll only have so many spell slots and none of the spells are super high impact.

Level 6

Aura of Protection S+++ Tier – One of the best abilities in all of D&D, this makes Paladins a staple in most parties as having a Paladin makes it much easier to pass your saving throws.

Level 9

Abjure FoesB Tier – A solid alternative use of your Channel Divinity if your subclass doesn’t provide a good one.

3rd Level SpellsA Tier – You’ll never have too many third level spell slots as the spells you can get at this point are very high impact.

Level 10

Aura of Courage B Tier – Being able to completely prevent allies from being frightened can be really strong, it’s just a bit niche.

Level 11

Radiant Strikes B- Tier – A bit of extra damage on your melee attacks is definitely never a bad thing!

Level 13

4th Level SpellsB Tier – The 4th level spell options are definitely solid, but not terribly exciting.

Level 14

Restoring Touch A- Tier – This will function similarly to Greater Restoration, and since you only need 5 health from your pool to use it, this is a pretty great deal!

Level 17

5th Level SpellsB Tier – You definitely get solid options, but nothing that amazing for the level.

Level 18

Aura Expansion A- Tier – Upgrading your aura radius from 10 feet to 30 feet is quite a big upgrade!

Paladin Species

AasimarA Tier – A generically strong species that gives you a lot of things for Paladins. Necrotic and Radiant resistance is always good, Darkvision is great to have, you get a bit of healing to help aid a Paladins Lay on Hands, you get Light for free, and a cool ability to transform into 3 different forms, all of which are reasonable to use. Assimar will always be a solid choice, no matter the class.

DragonbornB Tier – A decent species in general as you get a damage resistance, Darkvision, Flight at level 5, and a breath weapon that can be useful in a pinch. Dragonborn are good as you get things Paladin doesn’t normally afford you, but generally outshined by Aasimar.

DwarfC+ Tier – Long range Darkvision, Tremorsense for scouting, and extra health is definitely nice. Resistance to poison damage and advantage to save against the poisoned condition is alright, but pretty rare so it’s not going to come up that often.

ElfB- Tier – Darkvision is always great, an extra skill proficiency, as well as advantage on saving throws against being Charmed (even if it isn’t that common), but the real treat is being able to pick your lineage which all comes with things you’d be happy to have as a Paladin. I would say the Wood Elf lineage is probably the most appealing for the extra movement speed and spell options you wouldn’t normally get, but any of the options would be solid.

GnomeC- Tier – Advantage on Intelligence, Wisdom, and Charisma saving throws is excellent, especially for Paladins as you gain bonuses to resisting these saving throws already (Aura of Protection at level 6) making it even more likely you’re going to pass, but that’s the only exciting thing Gnome really gives you, so you get no benefits until you’re making a saving throw.

GoliathA+ Tier – Large Form and Powerful Build aren’t exciting for really any class, but getting a higher base speed and one of the many excellent Giant Ancestry abilities is awesome, especially Hill Giant for Topple which all martial classes love.

HalflingD- Tier – I’m generally cool with Halflings because of Brave, but Paladin gets immunity to fear at level 10 anyway making the Halfling’s most exciting feature useless eventually.

HumanA Tier – A free Heroic Inspiration every day, a free skill, and a free Origin feat is great for any class.

OrcB+ Tier – A solid species for any martial character. Bonus Action Dash lets you get into the fight easier so you don’t miss out on damage which is great. Not going unconscious once per day also help tremendously when you’re going to be typically taking quite the beating in combat. Finally, long range Darkvision is generically good for any class making this a solid choice.

TieflingD Tier – Damage resistances and Darkvision are always great, but the spells package is just worse than what Elves could give you.

Paladin Backgrounds

AcolyteC+ Tier – Only getting to boost Charisma is a bit rough, especially when your proficiencies don’t line up that cleanly with what you’d want either. That said, getting Magic Initiate (Cleric) is still pretty great as Paladin can get access to some cantrips and even Healing Word which has always been strangely absent from the Paladin spell list. Just getting that alone definitely makes this a relatively appealing option, especially if your party doesn’t have many or even any healers.

ArtisanD Tier – Your skill proficiencies are good and you get to boost Strength, but that’s all that this background gives you.

CharlatanC+ Tier/B+ Tier – I know it’s really weird to give such a wide range, but I’ll explain! For the average Paladin (Strength focused), Charlatan is an alright background as you get Constitution and Charisma, an ok feat, and proficiency in Deception which is good. However, you can be a Dexterity focused Paladin instead (this does mean you can’t multiclass out of Paladin as you won’t have the requisite Strength), which means that this background can give you 16 in all your major stats. I don’t typically see Dexterity Paladins (I personally like the classic Strength build more), but it’s 100% an option.

CriminalD+ Tier – Buffing Constitution is good and you get a great feat, but that’s all this background really gives you.

EntertainerA Tier – Great ability scores, great feat, just bad proficiencies but that’s ok. If you prioritize buffing Charisma over Constitution, this would be my go to.

FarmerA Tier – I like being able to boost Strength and Constitution the most (I know some people prioritize Charisma instead which is definitely a great option as well), you get a good feat, but pretty whatever proficiencies. This is my general go to for Paladins.

GuardB Tier – Boosting Strength is obviously good, you get an excellent feat, and you get good proficiencies. If you also could boost Constitution or Charisma, this would definitely be the go to, but as is it’s reasonable.

GuideC Tier – Only getting Constitution hurts and the proficiencies are not really great for Paladins, but Magic Initiate (Druid) is a good feat that can give you spells you wouldn’t normally get.

HermitC+ Tier – You get to boost Constitution and Charisma which is good and the proficiencies are ok, but the Healer feat is pretty redundant on a class that has Lay on Hands. It can be more useful in early levels where you may not have as many points to give, but this will be pretty obsolete in later levels.

MerchantB- Tier – You get to boost Constitution and Charisma, you get an alright feat, and you get proficiency in Persuasion. A solid choice all around.

NobleB+ Tier – Solid ability scores, ok feat, and Persuasion proficiency. Definitely a reasonable choice for a Paladin.

SageC Tier – If this let you boost Strength or Charisma as well, this would be such an excellent background. Magic Initiate (Wizard) is a reasonable draw to this background still, but the proficiencies and ability scores are just not really it. Still, getting access to something like Shield is still tempting enough to consider this.

SailorD Tier – Strength is good as is proficiency in Perception, but that’s all you really get.

ScribeD- Tier – Ok feat and great proficiencies, but literally none of the ability scores you’d want.

SoldierA- Tier – Buffing Strength and Constitution is great, you get good proficiencies, but the feat is pretty bad.

WayfarerD Tier – Boosting Charisma is good, you get an alright feat, and you get proficiency in Insight, but none of those really culminate to a great choice.

Paladin Skills

AthleticsB Tier – Even on a character with good Strength, this is a really uncommon check, especially when a lot of DMs don’t call for this that often.

InsightA- Tier – While your Wisdom isn’t going to be super high, Insight is such a good skill that I like picking this anyway.

IntimidationA- Tier – This is my least favorite of the conversational skills as I feel it has the least amount of applications, but it’s still great to have if you’re the only party member with high Charisma.

MedicineC Tier – Not a common skill check and your Wisdom isn’t going to be high, but it can be alright.

PersuasionA+ Tier – The best conversational skill in D&D, perfect for a Paladin.

ReligionD Tier – You’ll likely have low Intelligence and this isn’t a common check, even if it’s pretty thematic for Paladins.

Paladin Feats

While not every feat can be mentioned as that would be an oppressively long list, the ones I would at all consider would be here (all the Origin feats included as any of the backgrounds could be potential choices). Feats left off the list are not ones I would normally not consider for any Barbarian build, but a full reference on the all the feats in the Player’s Handbook and their associated rankings, check the link below.

Origin Feats

While your Origin feat is tied to your background, it’s good to know how good each feat is to help consider which background you may want or if you decided to pick Human as your species. Past level one, I would functionally never consider taking an origin feat (though it is allowed).

AlertA Tier – While an excellent feat, it’s not a huge deal if Paladins in particular go first as they are just damage dealers versus battlefield controllers.

CrafterF Tier – The feat is just bad unless there’s something big about it I’m missing.

HealerC- Tier – It’s an alright feat, but pretty overkill on Paladins who already have Lay on Hands which will do a similar thing. This will be more useful in earlier levels, but it will probably be rendered pretty moot once you get enough charges.

LuckyC Tier – A decent feat in general, fine for any class or build.

Magic Initiate (Cleric)B+ TierGuidance is an excellent cantrip to have and you can never have too many Guidance on your team (plus you get another cantrip which can be an attack cantrip to give you a decent ranged option). Furthermore, getting Healing Word is really good for Paladins in general as, while you won’t have an abundance of spell slots, saving allies will generally be better than just wasting it on Divine Smites.

Magic Initiate (Druid)B+ Tier – Like Cleric, Guidance and Healing Word are great to have, and if you are feeling spicy, you can take something like Entangle or Goodberry instead. While your second cantrip option is less consequential (probably an attack cantrip for a decent ranged option, but a utility option can be reasonable as well), but if you are playing with spells from Xanathar’s Guide to Everything, Magic Stone can be a good pickup to synergize with your team if they are about that lifestyle.

Magic Initiate (Wizard)B Tier – These cantrips can give you a decent ranged option for Paladin compared to the other initiate feats and you can pick up a pretty strong combat spell like Shield or Silvery Barbs which can obviously be really useful.

MusicianA Tier – A generically excellent feat for any class.

Savage AttackerD Tier – This is at its best for martial characters, but a pretty weak feat in general.

SkilledC+ Tier – A reasonable feat for nearly any class (save Bard or Rogue who doesn’t really need it).

Tavern BrawlerD- Tier – Paladins probably aren’t using unarmed strikes much, and if they were, you would be doing so to make grappling possible, not to just push someone 5 feet.

ToughA- Tier – Extra health is always great, especially on a class that’s going to be used predominately as a damage sponge.

Fighting Styles

While these weren’t feats in fifth edition, they do count as feats now so they should be considered as well! That being said, I would functionally never take these for one of your general feats and should only be considered if your class gives you one of these for free.

Anything feat with an asterisk means that you need to be/use this in an extremely specific class/build to get the most use out of it.

Archery B- Tier – What was the best Fighting style was functionally nerfed due to the Sharpshooter changes, but if you’re planning on using a bow, you’re picking this feat. That said, bows and Paladins don’t really mesh so this isn’t a feat I would take often.

Blind-Fighting* B+ Tier – This fighting style won’t be that good unless your team is all about shrouding the combat in Darkness or something of the like, but if they do, this will functionally mean that you’ll always have Greater Invisibility active as you’ll have advantage on all your attacks while enemies will have disadvantage to hit you (within the Darkness of course).

Defense A Tier – +1 to AC is just universally good, especially for Paladins. This will always be a good option if you don’t need a specific Fighting style to help your build out.

Dueling B+ Tier – +2 to damage rolls as long as you only are using one hand for your weapon is quite good and was previously the most common Fighting style for martials using a sword and shield.

Great Weapon Fighting F Tier – This was already either the worst or one of the worst Fighting styles before, and while it’s been simplified, it’s technically even weaker. Unfortunately, there’s definitely no good reason to take it now.

Interception* B- Tier – While this does not scale well into the later levels at all, Interception can block a surprising amount of damage in the early levels as, at level 1, you’re blocking an average of 7.5 damage at the cost of your reaction which is really good. I would definitely swap out of this once you gain a few levels, but this is quite strong early.

Protection A+ Tier – From what may have been the worst Fighting Style to one of (if not just) the best! While this only works if you’re in close proximity with an ally, trading your reaction to give disadvantage on all attacks to that person until your next turn is really good and actually makes the “tank” style character more viable.

Thrown Weapon Fighting*B- Tier -While not many builds can make proper use of this, +2 to damage rolls is excellent for those who can. That said, I would not expect many Paladins to be adopting this play style.

Two Weapon FightingC- Tier – A normally good feat, just not one I would be interested in for Paladins specifically.

Unarmed Fighting C- Tier – If you are really committed to punching people and you don’t want to play a Monk, this Fighting style isn’t bad. You get pretty good damage if you’re committed to using no weapons or shields and a bit of bonus damage when grappling. This is not super viable long term compared to playing a Monk, but if that doesn’t bother you, then this is solid.

General Feats

ChargerC- Tier – You’re probably not going to be doing too much sprinting around the battlefield except for the first turn to get into range of an enemy. This is ok for most martial characters, but for Paladin, you generally want to stick close to your team so charging on ahead of them isn’t ideal.

CrusherB Tier – Having an additional means of pushing enemies around and a small bonus when you get a critical hit is very reasonable.

Defensive DuelistA+* Tier – If you’re looking to be a Dexterity Paladin, this is a must have. Being able to use your reaction is pretty rare for Fighters, so getting something actively good to do with it is great. If you are using this, make sure you are not also using the Protection fighting style as these two abilities are competing for the same slot.

Fey-TouchedA- Tier – Getting access to any Divination or Enchantment spell (Silvery Barbs for the playgroups that allow it) and Misty Step is quite strong, especially for a Paladin who generally lacks good movement options.

GrapplerA Tier – While I would usually have Monks be the grappler for the team, Paladins can do it reasonably well too. The main downside of this feat is that you need at least one hand free to actually grapple someone which means you can’t really use both a weapon and shield (you can hypothetically drop the shield, but that’s pretty lame). That said, it’s not at all unreasonable for a Paladin to just focus on using a shield and grappling, especially since you want to be around your party, so I’d argue that Paladins are probably the best non-Monk grapplers.

Great Weapon MasterB+ Tier – While a great feat, I would generally not look to use a two hander on a Paladin normally. I think Barbarians or Fighters are better suited to that.

Heavy Armor MasterB+ Tier – You’re probably going to be wearing heavy armor, so being able to shrug off a bit of damage from each hit you take can definitely add up.

Inspiring LeaderA Tier – An excellent feat for at least one person in the party to have as this adds a lot of temporary health to your party every rest.

Mage SlayerB+ Tier – Legendary Resistance is great on top of really being able to mess with spellcasters, but with your Aura of Protection, spell effects are definitely not as scary for you as they would be for the average martial character.

Mounted CombatantC+ Tier – While I’m not the biggest fan of this feat as I feel it just doesn’t offer that much, if any class is going to take it, it’s probably the Paladin who gets Find Steed for free.

PiercerC+ Tier – If you’re using a Piercing weapon, this is a reasonable pickup as it will increase your damage potential, but not to any substantial degree. Still a fine choice.

Polearm MasterA Tier – While this feat lost synergies with Great Weapon Master and Sentinel, it’s still an excellent feat and a big reason to use a Polearm in combat. I would argue that fighting with a heavy weapon is worse on Paladins than it would be for something like a Barbarian or Fighter, but it’s still solid on Paladins if damage is your focus.

Ritual CasterC+ Tier – I wouldn’t be too excited about this, but if your party is really bereft on spellcasters, it could be nice to pick up to get some extra utility.

SentinelB+ Tier – If you’re acting as the team’s tank, this is a reasonable way to try and keep enemies away from your other team members.

Shield MasterA+ Tier – If you’re interested in using a Shield, this is a must have. Being able to shove or knock enemies prone for absolutely free is already great, but you even can potentially get pseudo-Evasion if you’re able to pass a Dexterity based saving throw which is just the cherry on top!

SlasherB- Tier – Increasing Strength, two fine abilities, and working with a common damage type makes this a solid option.

SpeedyC Tier – If you want to increase your Dexterity or Constitution and need even more speed than you already had, this is a reasonable option. If you have the Grappler feat though, I would put this more in B Tier as being able to cart enemies or even allies further in combat is definitely appealing.

TelekineticC+ Tier – Paladins don’t usually have the best use for their bonus action (yes, I know your Smites take up your bonus action), so this gives you a reasonable option for it.

War CasterA Tier – Paladins are frequently going to have their hands full, so being able to cast spells with somatic components even when your hands are full is great. Furthermore, getting advantage on concentration checks is awesome making this a great choice for many Paladins.

Paladin Play Styles (Builds)

The Aura On a StickS Tier – It’s awkward as this is technically the optimal way to play the Paladin, but it’s definitely boring, Here, you just prioritize maxing out your Charisma as fast as possible, you concentrate on Bless, stick close to your friends, and you mostly just use the Dodge action to stay up as long as possible. I’m cognizant that this is the best strategy, but it’s very boring so it’s not one that I like recommending. If you want to go this route, prioritize a background that gets you 16 Constitution and 17 Charisma, take a Charisma feat at level 4

The Classic Paladin A Tier – Rather than just do what’s outlined above, you do the way less lame strategy of actually being a front line tank and damage dealer while still concentrating on Bless. While technically less optimal, it’s much more fun.

The Dexterity PaladinB Tier – An interesting take on Paladin that functionally stops your ability to multiclass, but gives you a much greater ability to fight from ranged. This is perfectly fine, just not my preferred way of approaching Paladins.

Paladin Multiclassing

Not every potential multiclass is going to be mentioned as most don’t synergize well with Paladin, just the ones I would consider. For a more thorough breakdown on multiclassing, check out the link below.

BarbarianD+ Tier – While getting Rage is definitely nice if you are acting as the party tank and Reckless Attack can be useful, not being able to spellcast or concentrate on spells while in Rage is a pretty nasty penalty. Not a bad multiclass, but not one I would normally consider.

BardA Tier – Generally Paladin loses a lot of it’s value once you pass levels 6-8, so bouncing out into a full caster is generally a good move (assuming your campaign is going long enough to justify this switch). Depending on what you value, you can happily pick between Bard or Sorcerer and you’ll have a great time.

FighterC- Tier – The main reason to go Fighter is generally armor proficiencies which is obviously not an issue for Paladins. However, if you’re willing to invest two levels, you do get Action Surge which is always tempting for any class.

SorcererA Tier – Generally Paladin loses a lot of it’s value once you pass levels 6-8, so bouncing out into a full caster is generally a good move (assuming your campaign is going long enough to justify this switch). Depending on what you value, you can happily pick between Bard or Sorcerer and you’ll have a great time.

WarlockB+ Tier – While generally weaker than the other full casting options, you’d go Warlock if you wanted to grab an Eldritch Invocation and Eldritch Blast for one level. If you pick up two levels, that’s three total Eldritch Invocations which is definitely tempting. Like I mentioned for Bard or Sorcerer (and in shorter campaigns), I can see jumping out of Paladin between levels 6-8 and going Warlock to pick up a lot of value for the last few levels of your camapign.

Paladin Subclasses

Ancients Paladin Build Guide: A paladin with tinges of Druid, Ancients Paladins use holy and natural magic to combat their foes

Conquest Paladin Build Guide: With an emphasis on fear and domination, Conquest is a mix between damage dealer and CC specialist

Devotion Paladin Build Guide: When you think of a Paladin, this is what you’re thinking of. The archetypal Paladin of light that defends the weak and smites the wicked.

Glory Paladin Build Guide: Like the Grecian Olympians of old, Glory Paladins look to earn their fame with their incredible grappling abilities

Redemption Paladin Handbook: Always trying to take the pacifist route, Redemption Paladins excel in defense rather than trying to take the offensive

Watchers Paladin Build Guide: An Oath all about defeating extraplanar threats, Watcher Paladins excel in defeating these foes and are quick to act

Vengeance Build Guide: A Paladin with a huge emphasis on offense, Vengeance Paladins are damage dealing machines looking to end those who’ve wronged them

Oathbreaker Paladin Build Guide: For Paladins who have lost their way, you gain a suite of powerful and evil abilities to utilize.

Paladin Subclass Rankings

Paladin Rankings

Even with the 2024 updates, the rankings between the 2014 Paladin subclasses and the 2024 Paladin subclasses are nearly identical. A little awkward, but not all changes can be winners.

  1. ConquestA Tier
  2. VengeanceA Tier
  3. WatchersB+ Tier
  4. OathbreakerB Tier
  5. RedemptionB- Tier
  6. DevotionB- Tier
  7. GloryB- Tier
  8. AncientsC+ Tier
Ancients

Nature’s Wrath (Level 3)C+ Tier – This is a much more restrictive Entangle, but even that’s still pretty decent (at least in lower levels).

1st Level Spells (Level 3)D+ Tier – I’m not too thrilled with either option here, but Ensnaring Strike can be solid for a bit.

2nd Level Spells (Level 5) B Tier – If nothing else, Misty Step is a great pickup. Moonbeam isn’t great, but it’s something you can consider using.

Aura of Warding (Level 7) D Tier – While we don’t know how monsters are going to be changed in 2024, if we’re basing it off the current monster manual, these damage resistances are really niche. Resistance in general is nice, but allies would also have to stick pretty close by you to get this rather niche effect.

3rd Level Spells (Level 9)C Tier – Not great, but not horrendous spells.

4th Level Spells (Level 13)D+ Tier Ice Storm is really bad, but Stoneskin isn’t too bad. It’s not something I would be excited about, but reasonable if you are the lone front line, you’re low on health, or you’re in a tough encounter.

Undying Sentinel (Level 15)B+ Tier – I’m all about abilities that stop you from going down, and healing 45 health (thus far) when you would normally start napping is quite strong, even if it only triggers once per day.

5th Level Spells (Level 17)D- Tier – Tempted to give this an F, but Commune with Nature does have some value.

Elder Champion (Level 20)A+ Tier – Three excellent abilities packed into one. This is what I want to see out of a capstone.

Conquest

Channel Divinity (Level 3)B+ Tier – A mass fear effect or an attack roll boost is definitely solid. I mention in the guide that if you want to follow the new Paladin guideline more, I would just go for the mass feat effect for your Channel Divinity option, but even still, I would give this a B+.

1st Level Spells (Level 3)B- Tier – Two solid spells, it’s just a shame that Armor of Agathys received a nerf making it way less appealing for front line characters.

2nd Level Spells (Level 5) C+ TierHold Person is only going to be helpful in specific situations, but Spiritual Weapon is an alright option, even if you get it two levels later than Clerics.

Aura of Conquest (Level 7)A Tier – This combines deliciously with your Channel Divinity to lock enemies in place. If you knock them prone, they are stuck there as well which is a really brutal interaction this subclass loves taking advantage of!

3rd Level Spells (Level 9)B+ TierBestow Curse isn’t the best, but Fear is an excellent option with your Aura.

4th Level Spells (Level 13)D+ Tier Dominate Beast is really bad, but Stoneskin isn’t too bad. It’s not something I would be excited about, but reasonable if you are the lone front line, you’re low on health, or you’re in a tough encounter.

Scornful Rebuke (Level 15)C Tier – This damage won’t be much, but this is literally free damage so it’s not a bad feature.

5th Level Spells (Level 17)D+ Tier – Two pretty niche, but not terrible options.

Invincible Conqueror (Level 20)A Tier – While taking an Action sucks (you could homebrew it to bonus action if you’re following how the updated Paladins work), having resistance to all damage, getting an extra attack, and doubling your critical hit range is really strong.

Devotion

Sacred Weapon (Level 3)B Tier – This is a solid attack roll boost to your weapon and it can even deal Radiant damage if you’re facing any susceptible undead.

1st Level Spells (Level 3)C- Tier – Two niche defense spells, neither great, but you’ll probably get some value out of both.

2nd Level Spells (Level 5) C- TierAid is solid, Zone of Truth is terrible.

Aura of Warding (Level 7)D Tier – This Aura is way too specific. This effect tends to come with Frightened immunity too, but base class Paladin gets that so you’re left with just half a feature.

3rd Level Spells (Level 9)C- TierDispel Magic is good, but you would’ve taken this anyway so it’s just freeing up a prepared spell slot.

4th Level Spells (Level 13)D Tier – Both of these spells are yucky as they’re incredibly niche.

Smite of Protection (Level 15)D+ Tier – You have to Divine Smite (so you have to hit with an attack) and you need allies near you just to gain +2 AC. Not terrible, but the payoff is not there.

5th Level Spells (Level 17)C TierCommune is a solid pickup so I’m happy with that.

Holy Nimbus (Level 20)C- Tier – This ability isn’t bad, but it just doesn’t do that much either, just a small amount of passive damage. What did Devotion Paladin do to D&D designers to take them from nearly unplayable to still not that unplayable?

Glory

Inspiring Smite (Level 3)C- Tier – Spending a Channel Divinity for a slightly better Aid is not something I would want to do, but considering how bad Peerless Athlete is, this looks more acceptable.

Peerless Athlete (Level 3)D- Tier – There may be scenarios where this is helpful, like exploration, but that is going to be incredibly rare.

1st Level Spells (Level 3)D+ Tier – Two extremely unexciting spells. Guiding Bolt is ok, but it will only be ok for a level or two until it is outclassed both by your allies and by you just attacking normally.

2nd Level Spells (Level 5) D+ TierEnhance Ability can be alright, but it’s pretty niche.

Aura of Alacrity (Level 7)B- Tier – Movement speed buffs are solid, even if this is really only going to impact your fellow martials.

3rd Level Spells (Level 9)B TierProtection from Energy can be ok in the right context, but Haste on yourself is always going to be an appealing play.

4th Level Spells (Level 13)D- Tier – Yuck. These spells aren’t complete garbage, but they are close.

Glorious Defense (Level 15)C+ Tier – Adding AC to yourself or an ally for one attack is not ideal, but being able to strike back if this ability prevents that attack from connecting is quite nice.

5th Level Spells (Level 17)D+ Tier – Regal Presence is solid, but pretty unexciting for the level. Legend Lore is very specific and will not be relevant most of the time.

Living Legend (Level 20)A Tier – Being able to reroll saving throws and converting a missed attack into a hit is really strong.

Redemption

Channel Divinity (Level 3)C Tier – The Emissary of Peace option is not good, but Rebuke the Violent can be solid, especially if an enemy gets a critical hit. Additionally, if you want to homebrew this class to more so follow how the updated Paladins work, I would keep Rebuke the Violent as the Channel Divinity feature.

1st Level Spells (Level 3)D+ Tier – Sleep can be decent, but you get it late and your spell save DC won’t be as high as a full casters for awhile.

2nd Level Spells (Level 5) D+ Tier – Two pretty specific spells, but Hold Person can be useful in the right encounters.

Aura of Warding (Level 7)C- Tier – You taking damage the damage over an ally can be useful in the right situation, but this is obviously not too an exciting of a prospect.

3rd Level Spells (Level 9)A+ Tier– Holy moly. I’m having a tough time deciding whether this deserves an A+ or S- as these are two of the best third level spells in the game, both of which Paladin does not normally get. If you chose this class, it was likely because you get these.

4th Level Spells (Level 13)C- Tier Stoneskin isn’t too bad as it can be useful in a pinch and Resilient Sphere is a good spell, but it’s very similar to Banishment so there’s a lot of overlap there.

Protective Spirit (Level 15)B Tier – While you only get this if you’re below half health, this will regenerate a solid amount of health per turn.

5th Level Spells (Level 17)A TierHold Monster can be alright, but Wall of Force is broken and easily one of the strongest spells in the entire game.

Emissary of Redemption (Level 20)C Tier – Admittedly this is a tough ability to evaluate as the effects are extremely strong, but not being able to target a creature with a spell or damage it in any capacity really limits the usefulness of this. In an encounter with a lot of enemies, this could be useful as these enemies may be throwing themselves onto you and getting burned in return. Alternatively, you can focus on casting spells and using abilities that doesn’t directly target enemies which can be a somewhat feasible option. Ultimately, I do think that the usefulness of this is limited, but the fact that it’s just always active (until you break the condition against an enemy) rather than having to activate makes it more appealing.

Watchers

Channel Divinity (Level 3)D+ Tier – Both features are really niche, but they have their moments. Additionally, if you want to homebrew this so it more so follows how the updated Paladins work, I would keep Abjure the Extraplanar as that’s definitely more the vibe of the Watchers than Watcher’s Will.

1st Level Spells (Level 3)C Tier – Two solid rituals you probably couldn’t justify preparing otherwise.

2nd Level Spells (Level 5) D+ Tier – Neither option is great, but See Invisibility can have its moments.

Aura of Sentinel (Level 7)S Tier – Giving yourself a bonus to initiative is great, but the whole party? Now that’s extremely good.

3rd Level Spells (Level 9)A- Tier – Getting Counterspell is a big reason why many choose this class.

4th Level Spells (Level 13)D+ Tier Banishment is obviously great, but the opportunity cost for preparing it naturally was nearly nonexistent so this isn’t a good bonus.

Vigilant Rebuke (Level 15)D Tier – The damage is pretty abysmal for the level, but if your reaction would go unused otherwise, why not use this?

5th Level Spells (Level 17)C- Tier – Both Hold Monster and Scrying can be useful, but they won’t always be.

Mortal Bulwark (Level 20)D+ Tier – This is very strong against extraplanar foes and nearly worthless otherwise.

Vengeance

Vow of Enmity (Level 3)A- Tier – Advantage on all attack rolls against your target and can be transferred without requiring an action is really strong. This is a really sweet use of Channel Divinity!

1st Level Spells (Level 3)C TierBane sucks, but Hunter’s Mark works well with your Vow of Enmity.

2nd Level Spells (Level 5) B+ TierHold Person can be helpful, but Misty Step is a big pickup.

Relentless Avenger (Level 7)C Tier – The ability to keep enemies locked in place is always nice, even if you won’t be getting the chance to use opportunity attacks too often.

3rd Level Spells (Level 9)B TierProtection from Energy can be ok in the right context, but Haste on yourself is always going to be an appealing play, especially with your Vow of Enmity and Hunter’s Mark.

4th Level Spells (Level 13)B Tier Banishment is a good spell, but you were going to take it anyway. Dimension Door, however, is a really nice pickup and wholly unique to Paladin.

Soul of Vengeance (Level 15)B+ Tier – This is a little specific, but is somewhat close to just getting an extra attack!

5th Level Spells (Level 17)C- Tier – Both Hold Monster and Scrying can be useful, but they won’t always be.

Avenging Angel (Level 20)B Tier – Both the flight speed and mass fear aura are good, but Flying is at its worst on frontliners and a lot of enemies may be immune to fear at this level. Not bad, but not amazing.

Oathbreaker

Channel Divinity (Level 3)A+ Tier – Control Undead is pretty niche, but it is a cool feature. However, this gets an A+ because of Dreadful Aspect which is a really powerful fear enabler as targets can only start making saves when they are far enough away from you, which can be really devastating for enemies if they can’t get away from you. Additionally, if you want to homebrew this to more so line up with how the updated Paladins work, I would personally keep Dreadful Aspect as it’s more powerful and more flavorful.

1st Level Spells (Level 3)D Tier – Neither spell here is particularly good here as the damage is just not high enough to justify using your spell slots most of the time.

2nd Level Spells (Level 5) D Tier – Unless you are in a party that can make great use of magical darkness, this is not a good set of spells for you.

Aura of Hate (Level 7)F* Tier – It really sucks that this hasn’t been officially fixed as this is the only ability in the entire game that is an active detriment to you and your team as it doesn’t specify that the undead have to be friendly.

3rd Level Spells (Level 9)C- Tier – Once again, neither option is great, but Animate Dead is important so your Aura of Hate isn’t an active detriment.

4th Level Spells (Level 13)D- Tier – These are a yeesh.

Supernatural Resistance (Level 15)B+ Tier – While the wording of this ability is a bit awkward because it specifies non-magical, since the new rule book doesn’t concern itself with magical attacks specifically, then I would assume this just blanket applies to bludgeoning, piercing, and slashing damage which is obviously quite good.

5th Level Spells (Level 17)D- Tier – Once again, not good, but not unusable spells here.

Dread Lord (Level 20)A- Tier – A bunch of extra damage and making it harder to hit you and your friends is definitely pretty strong. The only downside is the action cast time, but if you want to make this ability line up with the updated Paladins, homebrew it so it activates as a bonus action.

DoggertQBones
DoggertQBones

DoggertQBones is an avid player of games, predominately D&D! Previously a highly published author for another popular Wizards of the Coast game, Magic: the Gathering, he's been playing D&D since childhood as both player and DM!

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