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The 15 Best Weapons For Paladins in D&D 5e [Ranked]

The 15 Best Weapons For Paladins in D&D 5e [Ranked]

The world of D&D lets adventurers pick and choose between various ranged and melee weapons.

However, some weapons stand out above the rest, fitting an adventurer’s background, build, roleplay, and simply giving more useful stats for that character.

In the case of Paladins, their backstories mainly include heavier polearms, iconic one-handed weapons in combination with a shield, or a two-handed weapon to bring down divine retribution!

Paladin Weapon Proficiency

  • Simple weapons
  • Martial weapons

Best Weapons for the Paladin in 5e

15. Lance

Cost: 10 GP

Damage: 1d12 Piercing

Weight: 6 lbs

Properties: Reach, Special (Special property, see below)

Special – Be given disadvantage when using a lance in order to attack a target within 5 feet of you. A lance also requires two hands to wield while not mounted.

Explanation

If you’re fed up with walking and want a weapon that works perfectly if you’re mounted, then the Lance should be your go-to option.

It’s well known that Paladins are one of the two classes that can make the best use of the Lance, as they have access to the Find Steed and Find Greater Steed spells, giving them an incredibly powerful spirit mount.

Beyond that, the Lance isn’t the best, as it can’t be used with a shield if you’re not mounted, as it requires two hands. So, at that point, you’re better off just going for a Greatsword or Greataxe.

14. Scimitar

Cost: 25 GP

Damage: 1d6 Slashing

Weight: 3 lbs

Properties: Finesse, Light

Explanation

Scimitars are the ideal weapons for Paladins who want to commit to two-hand fighting, and the fact that they have Finesse means they work well with Dexterity-based builds.

It can fit quite well with an aquatic campaign or if you want to be a damage-dealing Paladin.

The main problem with two-weapon fighting is that you’ll need the War Caster Feat if you want to also use spells. 

Note: You can swap out one Scimitar for a shield if you want higher AC, but Paladins have incredibly high AC anyway, so there’s no shame in wanting more physical damage.

13. Javelin

Cost: 5 SP

Damage: 1d6 Piercing

Weight: 2 lbs

Properties: Thrown (30/120)

Explanation

Javelins are a Paladin’s go-to ranged weapons, as other ranged weapons might work, but because the Paladin is predominantly a Defender, it doesn’t make sense to take other ranged weapons.

Javelins don’t force you to use two hands, and they’re also extremely cheap and light, so you can stock up on them.

The best times to use Javelins would be when you don’t need to or don’t want to expend unnecessary spell slots for striking an enemy or would rather use them to buff a party member.

12. Quarterstaff

Cost: 2 SP

Damage: 1d6 Bludgeoning

Weight: 4 lbs

Properties: Versatile (1d8)

Explanation

The Quarterstaff is a go-to option if you want to go for a polearm Paladin with some extra AC by incorporating a shield into your build.

This combination will give you decent damage and a lot more AC. It works best when you take Polearm Master.

11. Silvered Weapon

Cost: 100 GP (to silver a single weapon or 10 pieces of ammunition)

Damage: No added damage, but can help pass immunity or resistance to non-magical weapons that some creatures have

Weight:

Properties:

Explanation

Silvered weapons are your best bet when you need to pass physical resistance or immunity without going through the hassle of getting your hands on a magic item.

It’s much easier to silver a weapon instead of ammunition, but the problem is that you’ll have to pay 100 GP, which is out of the question in earlier stages of the game.

Luckily, most creatures with physical resistance and immunity only get introduced later in the game (if your DM is sane).

10. Spear

Cost: 1 GP

Damage: 1d6 Piercing

Weight: 3 lbs

Properties: Thrown (20/60), Versatile (1d8)

Explanation

The Spear has the same function as the Quarterstaff, but it deals Piercing damage instead of Bludgeoning damage.

It should be combined with Polearm Master and works well with a shield for some extra AC. Spears can also be thrown, and are pretty cheap, so you might want to get another one in case you throw the other one into an enemy!

Spears fit much better on a Paladin than Quarterstaffs do, and even though the Quarterstaff does deal Bludgeoning damage, I would consider taking the Spear instead.

9. Morningstar

Cost: 15 GP

Damage: 1d8 Piercing

Weight: 4 lbs

Properties:

Explanation

The Morningstar is a very average one-handed weapon that doesn’t have any particular outstanding quality besides working really well with the Paladin’s theme.

Its damage isn’t bad, and it’s relatively cheap. It’s in the same category as the Longsword, but it doesn’t have Versatile, which is the only reason it isn’t ranked a bit higher.

8. Flail

Cost: 10 GP

Damage: 1d8 Bludgeoning

Weight: 2 lbs

Properties:

Explanation

The Flail is in the same boat as the Morningstar, as it’s quite an average one-handed weapon that fits well with the Paladin’s theme.

However, the Flail doesn’t have an edge on the Morningstar when it comes to damage type, so it’ll be more optimal to take the Flail.

You’ll also look pretty cool with a Flail and a shield as a Paladin, and you’ll essentially look like a medieval knight in many regards.

7. Pike

Cost: 5 GP

Damage: 1d10 Piercing

Weight: 18 lbs

Properties: Heavy, Reach, Two-handed

Explanation

If you want to really go ham with polearms, then you’ll need to look at getting yourself a Pike.

It deals great damage but is two-handed, so you’ll have to commit to the polearm life if you want to use it optimally.

The Polearm Master and Sentinel Feats go fantastically with a Pike and allow you to protect your party members because of your long reach.

Note: Luckily, you don’t need any other Feats to cast spells when you’re holding a two-handed weapon, as they only require two hands when you attack with them!

6. Warhammer

Cost: 15 GP

Damage: 1d8 Bludgeoning

Weight: 2 lbs

Properties: Versatile (1d10)

Explanation

Warhammers are basically blunt Longswords and act as great one-handed options for any Paladin who doesn’t want to use a Longsword.

Similar to the Longsword, they can be wielded two-handed, but because of their high damage dice, it’s recommended you just get a shield instead and use the Versatile property only in dire situations.

Other than that, Warhammers are just a little less popular than Longswords, and the Bludgeoning damage they do might even have them overtaking Longswords in usefulness!

5. Rapier

Cost: 25 GP

Damage: 1d8 Piercing

Weight: 2 lbs

Properties: Finesse

Explanation

Paladins can make good use of Finesse builds, and the best option for those builds is undoubtedly the Rapier.

It has an insane damage dice for its weight and can easily be handled with a shield to gain some juicy bonus AC. 

You should also take into account that since it’s a Finesse weapon, the damage of the Rapier will exceed most two-handed weapons and turn you into a damage-dealing Defender with the right Ability Score increases.

Note: The only problem is that you’ll have to free a hand when you want to cast spells, so you’ll either need to set one of the items on the ground or get the War Caster Feat.

4. Maul

Cost: 10 GP

Damage: 2d6 Bludgeoning

Weight: 10 lbs

Properties: Heavy, Two-handed

Explanation

Where the Warhammer is a blunt Longsword, the Maul is a blunt Greatsword.

The damage dice for the Maul are great and will give you around 7 damage on average. 

While it can’t be used with a shield, the whole point of a two-handed Paladin build is to crush enemies using your magic and your massive weapon.

3. Greatsword

Cost: 50 GP

Damage: 2d6 Slashing

Weight: 6 lbs

Properties: Heavy, Two-handed

Explanation

Greatswords are the best two-handed Paladin weapons if you don’t need Reach. As previously said, they average 7 damage and fit the image of a Paladin perfectly.

Since it’s a two-handed weapon, you’ll also be able to cast spells without the need to drop a weapon or take an extra Feat.

2. Longsword

Cost: 15 GP

Damage: 1d8 Slashing

Weight: 3 lbs

Properties: Versatile (1d10)

Explanation

Longswords are the most iconic Paladin weapon out there, fitting perfectly with their persona and working well with a shield.

Even though you need War Caster for it to work efficiently, the Longsword gives you a much-needed damage boost and a good AC bonus.

1. Halberd

Cost: 20 GP

Damage: 1d10 Slashing

Weight: 6 lbs

Properties: Heavy, Reach, Two-handed

Explanation

Halberds are essentially a Glaive, but instead of a large sword-like blade on top, it feature an axe-like head with a spear tip protruding from the top.

Halberds are your best two-handed polearms as a Paladin, especially when you combine them with the Polearm Master and Sentinel Feats.

The Halberd’s high-damage dice make it an easy way to deal increased damage while also having longer reach to stop enemies from getting to your backline.

Note: The reason I didn’t just put the Glaive and the Halberd together is because a Paladin who wants to play with a Halberd should try to convince their DM to let them choose between dealing Slashing or Piercing damage with it.

This can totally work, as it has a spear-like tip for Piercing damage and an axe-like head for Slashing damage. It might be a little troublesome for some DMs, but it can be an awesome addition.

Final Thoughts

For the most part, each class in D&D has its most used or beloved weapon that is both iconic and functional.

Though some of these weapons might not be the best D&D weapon overall, they remain the best option for that character at the moment.

A good example would be the Halberd, Longsword, or Greatsword (or Maul) decision Paladins need to make if they want the most reliable weapon for a Paladin.

In the end, whether you decide to take a conventional or unconventional weapon, as long as you like it and it fits your playstyle, you should roll with it!