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Top 20 Best Paladin Spells in D&D 5e [Ranked]

Top 20 Best Paladin Spells in D&D 5e [Ranked]

Paladins are the embodiment of a divine being’s protection. Their zealot-like behavior and unshakable pride put them at the forefront of protection.

Whether in the presence of pure evil, debaucherous mortals, or pure beings who dare to stand before you, a Paladin will fight to the death to protect the ones they travel with.

A Paladin’s word is his oath, which shows his bond to his divine entity. If he promises to protect, he will fight to the death, as that is what his deity commands. You will not find someone more loyal than a Paladin!

Best Paladin Spells 5e

20. Aid (2nd-level)

Aid 5e D&d

To kick off this list is a spell familiar to any utility-based player.

Aid is a healing spell providing players affected by it 5 extra current and maximum HP for 8 hours. So even if you are at 0 HP, you’ll be healed by 5 HP and have that added to your Hp pool.

Even though this spell isn’t essential in a Paladin’s spell pool, being able to pad your party’s health so they last longer in combat is always beneficial.

19. Lesser Restoration (2nd-level)

Lesser Restoration 5e D&d

There are no limits to what the enemies can throw at you in battle. In most cases, these unexpected attacks will come in the form of conditions (like Blindness or Deafened) or a disease (like being poisoned).

Lesser Restoration lets you touch a creature and end one of its diseases or conditions currently afflicting it.

Even though this spell is mostly used by Clerics, if you don’t have one in your party, you should consider taking Lesser Restoration.

These circumstances are too common, so it leaves at least one party member who can deal with it.

18. Aura of Vitality (3rd-level)

Aura Of Vitality 5e D&d

Aura of Vitality is probably one of the most efficient spells to use after a battle or when an entire party’s HP has been drained. It even heals more than Healing Spirit!

When cast, this spell provides healing within a 30-foot radius. The aura will move with the caster, and you use one bonus action to heal one creature (you can also choose yourself) in the aura for 2d6 HP.

Aura of Vitality shouldn’t be used in combat, but out of combat, it acts as a quick way to heal your whole party to full HP.

17. Bless (1st-level)

Bless 5e D&d

Bless is a typical Paladin spell, as it buffs the allies around you.

You can choose up to 3 allies within 30 feet of you. Whenever one of the affected targets makes an attack roll or saving throw, the target can roll a d4 and add the number to the specific roll. The spell then ends.

If you don’t have any other spell to concentrate on, activate and use Bless. Adding 1d4 to your attack rolls or saving throws is a significant buff.

16. Shield of Faith (1st-level)

Shield Of Faith 5e D&d

Shield of Faith isn’t the most flashy spell, but if it’s used correctly, the spell can go a long way.

The spell is cast using a bonus action, where a shimmering field will appear and surround the target within 60 feet. The affected target will then receive a +2 bonus to AC for up to 10 minutes (as the spell uses Concentration).

Paladins using this spell in combination with their full plate armor, a sturdy shield, a Defensive fighting style, and Shielf of Faith active can expect to have an AC of over 20. That’ll keep you safe for a long time!

15. Toll the Dead (Cantip)

Toll The Dead 5e D&d

Toll the Dead gives you insane damage for its level, combined decent range (60 feet), and no Concentration.

When cast against a creature with missing HP, Toll the Dead will deal 1d12 Necrotic damage if they fail their Wisdom saving throw.

Without a doubt, this spell should be used against single targets. The fact that it deals Necrotic damage means almost no creatures can resist it, meaning your average damage will be even higher.

14. Word of Radiance (Cantrip)

Word Of Radiance 5e D&d

Word of Radiance is an excellent way to fulfill your duty as a Paladin while doing decent damage to groups of enemies.

When cast, all targetted creatures within 5 feet of the caster (that you can also see) will take 1d6 Radiance damage.

Note: Be careful of the Constitution saving throw, as many creatures have a high base Constitution.

In most cases, you can raise your shield, huddle up, and walk right into the fray. Most enemies will struggle to deal significant damage due to your high AC while simultaneously taking damage from Word of Radiance.

13. Warding Bond (2nd-level)

Few characters can use this spell, like the Paladin.

When you touch a willing creature, a connection will be made for 1 hour, bolstering the target’s AC (+1) and saving throws while the target is within 60 feet of the caster.

The target will also have resistance to all damage; each time they take damage, the caster will take the same amount.

Note: Since the spell doesn’t use Concentration, you can combine situational Concentration spells with Warding Bond.

12. Find Steed (2nd-level)

Find Steed 5e D&d

Find Steed is an exclusive Paladin spell that provides you with a magical mount. The steed doesn’t have increased durability, but it is more intelligent than normal animals and has neat abilities.

The steed lasts indefinitely and only disappears if it drops to 0 HP or if you dismiss it. You can ride this mount or use it as an extra ally in combat.

Spells that target only yourself will also be able to target your steed. That means buffing (like Protection from Evil and Good), or healing spells (like Cure Wounds) will also affect your steed.

11. Thunderous Smite (1st-level)

Thunderous Smite is often compared to Divine Smite. It has an average of 2 damage less than Divine Smite, but it has a feature that makes up for any lost damage.

Upon casting Thunderous Strike and making the first hit with a melee weapon attack, you’ll deal 2d6 extra Thunder damage to the target you attacked.

The damage isn’t that high, but when you reckon it can potentially knock down and put an enemy in prone, the spell becomes infinitely more powerful.

Note: All you’ll have to remember is that the creature needs to succeed on a Strength saving throw, meaning larger enemies will have advantages, but the rest will struggle with the save.

10. Wrathful Smite (1st-level)

Wrathful Smite can be seen as the opposite of Thunderous Smite in the sense that Wrathful Smite does much better against larger enemies with brute strength.

Upon casting this spell and attacking with a melee weapon, your attacks will deal an extra 1d6 Psychic damage. If the target you attacked is a creature, they’ll have to make a Wisdom saving throw or be frightened until the spell ends.

Most brutes and melee-focused creatures don’t have high Wisdom stats. The actions needed to cancel the frightened effect will also cripple the creature’s action economy.

9. Blinding Smite (3rd-level)

Like Thunderous Smite, Blinding Smite sacrifices much of its damage for the adverse condition it gives enemies. In this case, blindness.

When you hit an enemy with a melee weapon attack, you’ll deal an extra 3d8 Radiant damage. The target must also succeed on a Constitution saving throw, or it’s blinded for the spell’s duration.

A blinded creature will automatically fail ability checks requiring sight. Attack rolls against this creature will have advantage, while its attack rolls will have disadvantage, making Blinding Smite much better than people think!

8. Compelled Duel (1st-level)

This is another spell that is unique to the Paladin’s spell list.

Compelled Duel aims to force a fight between you and an enemy of your choice. It only requires them to succeed on a Wisdom saving throw or be compelled to duel.

Note: Since you’re the defender of you’re party, all you need to do is actively force enemies to attack, but because of your high AC, most enemies’ attacks won’t bother you too much!

In most cases leading a strong enemy away from weaker party members will relieve their stress and have them assist you at range.

7. Crusader’s Mantle (3rd-level)

Unique to the Paladin’s spell list, Crusader’s Mantle aims to buff an entire party within the spell’s influence.

When cast, divine energy will radiate from you within a 30-foot radius, imbuing your allies with holy magic. While within the area, all the non-hostile enemies in the area will deal an extra 1d4 Radiant damage on weapon attack hits.

Crusader’s Mantle is an incredible spell, especially when your allies have to make many attacks with a melee or ranged weapon.

Your party can easily shred through even the most formidable enemies when Crusader’s Mantle is active.

6. Protection from Evil and Good (1st-level)

Protection From Evil And Good

A defensive buff like Protection from Evil and Good is applicable in so many different situations that no Paladins should go without it, even though it uses Concentration.

Protection from Evil and Good protects the target from Aberrations, Celestials, Elementals, Fey, Fiends, and Undead.

The spell has various benefits, but the best is the disadvantage the affected type of creature will have on attack rolls. When you realize that a Paladin is already a walking tank with high AC, you understand the strength of this defensive buff.

5. Find Greater Steed (4th-level)

Find Greater Steed is a Paladin unique spell that directly upgrades from the Find Steed spell.

The spell has all the benefits of Find Steed but with new mount options (like the Griffon, Pegasus, or Peryton), which you can now use to take flight.

Other options, like the Dire Wolf or Rhinoceros, are great, but they’re not worth it compared to the flying mounts.

The mount you pick will be a vital ally to your party and can assist you in and out of combat.

4. Destructive Smite/Destructive Wave (5th-level)

The Paladin has very few AoE spells damaging multiple enemies around them, so Destructive Wave should be your go-to for dealing with groups of enemies.

Destructive Wave deals 5d6 Thunder damage and 5d6 Necrotic or Radiant damage (you can choose) in a 30-foot radius. Those who fail their Constitution saving throw will take full damage and be knocked prone.

A great benefit to Destructive Wave is that you can choose which creatures to affect. That means even if you’re party is around you, you can cast destructive Wave without hurting any allies.

3. Revivify (3rd-level)

Revivify 5e D&d Guide

Revivify is one of the most popular spells in D&D. Even characters who deal damage or provide control pick the spell because of how good it is.

If you touch a creature that has died within the last minute, it will be returned to life with 1 HP.

Even though no body parts can be restored, it remains an exceptional spell because of how easily it lets players revive their fallen comrades.

2. Death Ward (4th-level)

Death Ward 5e

Much like Revivify, Death Ward aims to no save an ally, or yourself, from the grasp of death.

When the spell is active, and you take damage dropping your HP to 0, you’re HP will instead fall to 1. It even works if an effect were to instantly kill the target without dealing damage.

It is without a doubt that Death Ward will save someone. Its duration of 8 hours gives players a long period where they can cheat death for a single moment!

1. Holy Weapon (5th-level)

Holy Weapon is an Amazing spell, as it provides many bonuses that render enemies helpless against it.

When cast on a weapon you touched, it deals an extra 2d8 Radiant damage on a hit. The weapon will also become magical if it isn’t already, meaning it can bypass the damage reduction of many creatures.

The spell lasts up to 1 hour (as it’s Concentration). You can even use a bonus action to dismiss the weapon and deal 4d8 Radiant damage, blinding the targets if they fail their Constitution saving throw.

Final Thoughts

Much like Clerics and Barbarians, Paladins know what their duty is, no matter the difference in actuality.

Paladins synergize well with close-combat combatants (like Fighters or Barbarians) and tend to support and buff the ones fighting with them.

If you’re looking for a damage-soaking tank with fierce loyalty who can stand his ground, look no further than the Paladin and his vast array of spells!

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