Paladins are the righteous crusaders of D&D, using magic less than Clerics and instead choosing to wield the sword and shield.
Races who considered themselves warriors, much like Fighters, excel at becoming Paladins and focus on Charisma, Constitution, and Strength.
Contents
Best Races for Paladins 5e D&D
5. Kobold
Ability Score Increase – One score by 2 and a different one by 1 OR Three different scores by 1.
Age – Kobolds reach maturity at 6 years of age and can live to be up to 120 years old, but they don’t often do.
Alignment – Kobolds are naturally selfish, making them Evil, yet their reliance on the strength of a collective pushes them towards Law.
Creature Type – Humanoid
Size – Small, ranging between 2 and 3 feet tall and weighing around 25 to 35 pounds.
Speed – Base walking speed of 30 feet.
Racial Features – Darkvision, Draconic Cry, and Kobold Legcay (Split between Craftiness, Defiance, and Draconic Sorcery).
Languages – Speak, read, and write Common and one other language deemed appropriate by your DM.
Kobolds are pretty tiny and might not seem like good Paladins, but with their Draconic Cry and Kobold Legacy, they can adapt well to being in the frontline.
4. Goliath
Ability Score Increase – One score by 2 and a different one by 1 OR Three different scores by 1.
Age – Goliaths live similarly to Humans, maturing in their late teens and usually living less than 100 years of age.
Alignment – Goliaths are set on roles and tasks, bending them towards Lawful natures, and their emphasis on personal accountability pushes Neutrality.
Creature Type – Humanoid
Size – Medium, ranging between 7 and 8 feet tall and weighing around 280 to 340 pounds.
Speed – Base walking speed of 30 feet.
Racial Features – Little Giant, Mountain Born, and Stone’s Endurance.
Languages – Speak, read, and write Common and one other language deemed appropriate by your DM.
Goliaths have Mountain Born and Stone’s Endurance, which gives them more durability than most Paladins start with, and coupled with heavy armor, that increases even further.
3. Human
Ability Score Increase – Each score by 1.
Age – Humans mature in their late teens and live less than 100 years.
Alignment – Any
Creature Type – Humanoid
Size – Medium, from barely 5 feet to well over 6 feet, and almost any varying Human weight.
Speed – Base walking speed of 30 feet.
Languages – Speak, read, and write Common and one language you choose.
Both Standard and Variant Humans allow detailed customization, while Variant Humans focus more on specific bonuses like an extra Feat, and Standard Humans have a broader skill spread.
2. Aasimar
Ability Score Increase – One score by 2 and a different score by 1 OR Three different scores by 1.
Age – Aasimar mature at the same speed as humans, though they live up to 160 years.
Alignment – Most Aasimar are good, but outcast Aasimar are often Neutral or Evil.
Creature Type – Humanoid
Size – Medium or Small (choose when selecting this race)
Speed – Base walking speed of 30 feet.
Racial Features – Darkvision, Celestial Resistance, Healing Hands, Light Bearer, and Celestial Revelation (choose between Necrotic Shroud, Radiant Consumption, and Radiant Soul).
Languages – Speak, read, and write Common and one other language deemed appropriate by the DM.
Aasimar are already linked to Celestial beings, so they already fit in quite nicely as Paladins.
They are quite good at performing many tasks in a party, as they have increased durability with Celestial Resistance, healing with Healing Hands, and some really powerful abilities with Celestial Revelation, especially Radiant Soul, which gives you the ability to fly.
1. Lizardfolk
Ability Score Increase – One score by 2 and a different one by 1 OR Three different scores by 1.
Age – Lizardfolk reach maturity at age 14, rarely living longer than 60 years.
Alignment – Lizardfolk are mainly Neutral, and their brutal natures are not due to Evil, only an animalistic instinct to survive.
Creature Type – Humanoid
Size – Medium, Lizardfolk are slightly taller and bulkier than Humans, with colorful frills that make them look even bigger.
Speed – Base walking speed of 30 feet and a swimming speed of 30.
Racial Features – Bite, Cunning Artisan, Hold Breath, Hunter’s Lore, Natural Armor, and Hungry Jaws.
Languages – Speak, read, and write, Draconic and Common.
Lizardfolk might not look it, but they function well as religious warriors, having good offensive abilities like Bite and Hungry Jaws.
They even have two free skill proficiencies, which will definitely help as skill saves become more common.
Honorable Mentions
Mountain Dwarf: If you want to get +2 to Strength and Constitution at the start of the game, the Mountain Dwarf is your go-to since you’ll have exceptionally high stats once you become level 4.
Orc: Orcs make excellent Fighters because of their Adrenaline Rush and Relentless Endurance features, which allow them to dish out constant damage without being held back.
Final Thoughts
Paladins might be the religious warriors of D&D, but their best choices in races aren’t nearly as divergent in thinking as they are.
Each race above is vastly different than the next, each providing great value and giving you the freedom to creatively adapt your Paladin to almost any D&D setting.
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