Introduction
This guide is part of the D&D 2024 Spell Guides hub.
A Paladin has fewer spell slots than a full caster and more competing uses for each one. A slot can support a Concentration spell, solve a condition, revive an ally, control a priority target, or interact with Divine Smite. The right choice depends on what the party expects before the next rest. At level 1, choose two first-level Paladin spells; after a Long Rest, the class lets you replace one prepared Paladin spell.
The class also has resources that do not require a spell slot. Lay on Hands, Channel Divinity, Auras, weapon attacks, and Oath features should handle problems that do not need a spell. Save slots for effects those features cannot replace.

Paladin Spellcasting Priorities
Treat the spell list as a short preparation list, not a second weapon list. When a Long Rest gives you a chance to swap a spell, identify four jobs: a Concentration plan, recovery for a serious condition or a fallen ally, an answer to a specific campaign obstacle, and one spell that uses a higher-level slot well.
The Concentration choice comes first. Bless can improve a party that makes many attack rolls and saving throws. Shield of Faith can protect one character who expects to take the enemy's attention. Aura of Vitality may make sense when recovery across several rounds is the job. Only one of those plans can run at a time.
Then compare a spell slot with Divine Smite. Paladin's Smite always prepares Divine Smite and provides one no-slot casting after each Long Rest. Additional castings cost slots. A slot spent on a hit is not available for Revivify, Dispel Magic, or a spell that prevents the next bad turn. That is the real cost of a smite decision.
Oath spells can change the list substantially. Review those always-prepared options before choosing a duplicate effect from the base list.
Cantrips and Ranged Turns
Paladins do not start with cantrips. At level 2, Blessed Warrior can replace a Fighting Style feat and grants two Cleric cantrips that use Charisma. The class recommends Guidance and Sacred Flame. A cantrip is a backup for a turn when weapon reach or a defensive position cannot do the job; it is not the Paladin's main attack plan.
Spells by Level
Level 1
| Spell | When to Prepare It | Tradeoff |
|---|---|---|
| Bless | Several allies will make attacks and saving throws during the encounter. | It uses Concentration and may be worse than a defensive plan for one exposed character. |
| Command | One failed save can disrupt a creature's next turn or position. | It depends on the target and the Paladin's spell save DC. |
| Cure Wounds | Lay on Hands cannot supply enough immediate recovery or a spell slot is the better resource to spend. | It costs an action and a slot. |
| Divine Favor | The Paladin expects repeated weapon hits and has no better Concentration plan. | It competes directly with Bless and other Concentration spells. |
| Heroism | Frightened effects are likely to decide the encounter. | Its value drops sharply without that condition. |
| Shield of Faith | One frontline character needs Armor Class more than the party needs Bless. | It gives up the same Concentration slot. |
| Wrathful Smite | Frightening a particular target would change its movement or attacks. | The target's saving throws and the spell's timing determine whether it is worth the slot. |
| Thunderous Smite | Pushing or knocking a target prone creates a positional advantage. | It is much weaker in an open fight with no terrain or ally follow-up. |
Bless is strongest when the party will use its bonus many times. Shield of Faith is strongest when a single target must survive. Do not cast either by habit; choose the one that answers the encounter in front of the party.
Hot Take: Do not spend a spell slot to top off ordinary hit-point damage when Lay on Hands or a rest solves the same problem. Spend the slot when the healing changes the fight, removes a condition, or prevents a character from losing a turn. That distinction leaves more slots for the problems only spells can solve.
Level 2
| Spell | When to Prepare It | Tradeoff |
|---|---|---|
| Aid | Several characters need a durable hit-point buffer before danger. | It is less useful after the party has already lost control of a fight. |
| Find Steed | The campaign allows a mount to travel and fight with the party. | Terrain, indoor scenes, and the mount's safety can limit it. |
| Lesser Restoration | Blinded, Deafened, Paralyzed, or Poisoned effects are common in the campaign. | It can be a dead preparation on a straightforward adventuring day. |
| Shining Smite | Invisible targets are a known recurring problem, or revealing a priority target changes the fight. | It is narrow when that problem does not appear. |
| Magic Weapon | The party lacks magical weapons and expects resistance to ordinary weapon damage. | It uses Concentration and stops mattering once equipment solves the issue. |
| Zone of Truth | The party has time and a social scene where its limits are understood. | It does not force cooperation or solve a combat encounter. |
Aid is a preparation spell: use it before the party is in trouble. Misty Step is not on the base Paladin list, but the Oaths of the Ancients and Vengeance always prepare it at Paladin level 5. Other Paladins need a different permitted source of repositioning.
Level 3
| Spell | When to Prepare It | Tradeoff |
|---|---|---|
| Blinding Smite | Blinding a priority target would help several allies connect with attacks. | It depends on hitting and the target failing its save. |
| Revivify | A party member may die and the group has the required material component. | Holding the slot has an opportunity cost, but no other routine option replaces it. |
| Dispel Magic | Magical barriers, hostile spells, or magical effects are common in the campaign. | It may be unused on a day without magical obstacles. |
| Aura of Vitality | The party needs recovery across multiple turns and the Paladin can protect Concentration. | It consumes Concentration and repeated bonus actions. |
| Elemental Weapon | The added weapon effect solves a particular resistance or damage problem. | It is a steep Concentration cost for ordinary damage. |
Revivify is a party-safety decision rather than a damage calculation. If it is the group's only way to recover a recently fallen ally, keep both the spell and its material component available when danger is likely.
Level 4
| Spell | When to Prepare It | Tradeoff |
|---|---|---|
| Death Ward | A specific character is likely to face a lethal effect. | It is a proactive investment that may never trigger on a low-risk day. |
| Banishment | Removing one priority target lets the party handle the rest of the encounter. | It uses Concentration; check the current spell entry and target restrictions. |
| Aura of Life | Necrotic damage or death-save pressure is expected. | It is too narrow for most ordinary fights. |
| Staggering Smite | Its effect against a particular target is worth a high-level slot. | Compare it with Banishment, Death Ward, and other fourth-level uses first. |
Banishment is a choice between a single threat and the Paladin's other Concentration plans. Prepare it when one enemy is the encounter's bottleneck, not simply because it is a high-level spell.
Level 5
| Spell | When to Prepare It | Tradeoff |
|---|---|---|
| Destructive Wave | Several enemies are close enough for an area spell to change the fight. | It can catch allies or be wasteful against one target; check the current entry. |
| Banishing Smite | A damaged target is the clear priority and the spell's trigger is likely to matter. | It is not an opener for every high-hit-point enemy. |
| Raise Dead | The party needs a recovery option beyond Revivify's short window. | It has material, time, and aftermath considerations. |
| Greater Restoration | A serious condition or curse cannot be answered by a lower-level tool. | It is an emergency preparation, not routine combat magic. |
At this level, a Paladin rarely has enough high-level slots to prepare for every contingency. Pick the spell that addresses the campaign's most likely failure point and let the rest of the party cover other problems.
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Start BuildingStrong Prepared Spells
These are common choices, not a mandatory list:
- Bless: A Concentration plan for parties that make many attacks and saving throws.
- Aid: A non-Concentration buffer before a dangerous sequence of encounters.
- Revivify: A recovery option when the group carries the required material component.
- Dispel Magic: A response to campaigns where ongoing magic is a real obstacle.
- Death Ward: Protection for an identified high-risk character before a major fight.
- Destructive Wave or Greater Restoration: A high-level answer for either a clustered fight or a serious condition.
Smite Spell Decisions
Smite spells are not interchangeable with Divine Smite. Their value comes from an effect after a hit, a condition, or a positional result. Before preparing one, ask whether that effect will matter more than retaining the slot for another spell.
Thunderous Smite is a useful terrain spell. It earns a slot when a push, fall, separation, or prone target gives the party an immediate follow-up.
Blinding Smite is a priority-target spell. It is worth considering when allies can exploit a blinded enemy and the encounter will last long enough for the condition to matter.
Wrathful Smite is a control spell. It is better when the target's movement and attacks matter more than a small amount of extra damage.
Banishing Smite is a finisher. Its value depends on the target's current state and the current spell entry, not on a generic damage ranking.
Shining Smite (renamed from "Branding Smite" in the 2024 PHB) is a campaign tool. It belongs in an adventure where invisibility is a repeated problem, not in every default list.
Staggering Smite needs a specific target and outcome to justify a fourth-level slot.
Hot Take: A smite spell should have a job beyond damage. Thunderous Smite can change the map, Blinding Smite can create an opening for the party, and Banishing Smite can finish the right target. When none of those outcomes matter, keep the slot for a spell that does.
2024 Rules Checks
Older Paladin advice often relies on a 2014 wording or an early summary. Before building around an interaction, read the current 2024 entry for these rules:
- Divine Smite: Its after-hit Bonus Action timing and slot use determine how it competes with prepared spells.
- Aid: Check its current hit-point effect and upcasting text before treating it as either healing or a buffer.
- Find Steed: Confirm the current mount options, duration, and spell-sharing language for the campaign.
- Banishment and smite spells: Check Concentration, target restrictions, and saving throws before preparing them as a control package.
- Oath spells: These can add or duplicate important effects, so they should be reviewed with the base prepared list.
Build-Specific Picks
Frontline Defender
This build needs to hold a position without losing Concentration.
- Bless or Shield of Faith: Choose party-wide accuracy and saves, or protection for one exposed character.
- Thunderous Smite: Use terrain and forced movement to protect the backline.
- Aid and Death Ward: Prepare before the dangerous encounter, not after the first character falls.
Mounted Paladin
Mounted play works best when the campaign's terrain and party pace can support it.
- Find Steed: Confirm that the mount can reasonably participate in the next adventure location.
- Bless: A good use of Concentration when the mount and party can make repeated attacks.
- Thunderous Smite: Use forced movement only when the positioning result helps rather than strands the Paladin.
Recovery and Support Paladin
This build protects turns and resources instead of trying to replace a full healer.
- Lay on Hands: Handle routine recovery when it is enough.
- Lesser Restoration and Greater Restoration: Prepare around the conditions the campaign actually uses.
- Revivify: Keep the material component and slot available on dangerous days.
- Aura of Vitality: Use it only when the Paladin can afford the Concentration and bonus-action commitment.
Bottom Line
The Paladin spell list rewards a short, deliberate plan. Choose one Concentration spell, keep a recovery or condition answer, prepare for the campaign's specific obstacle, and decide what a remaining slot is allowed to do before combat starts. That makes Divine Smite a real resource choice instead of an automatic use of every slot.
Approved Expansion Spell Access
The supplied Arcana Unleashed spell table identifies one verified Paladin entry: Dueling Ground (2nd). That narrow addition is a useful reminder to weigh it against the limited slots a half-caster actually has, including the slot you may keep available for Divine Smite.
Verify the sourcebook's current entry and your GM's source policy before preparing it. The D&D 2024 Spell Guides hub shows the broader access picture, and the Arcana Unleashed overview covers the rest of the book.
Oath of the Noble Genies
Heroes of Faerun adds the Oath of the Noble Genies, not a general Paladin spell-list expansion. Its Genie Spells are always prepared once the Paladin reaches each listed level, so they do not crowd out the base prepared-spell total. The setting option needs GM permission.
| Paladin Level | Always-Prepared Genie Spells |
|---|---|
| 3 | Chromatic Orb, Elementalism, Thunderous Smite |
| 5 | Mirror Image, Phantasmal Force |
| 9 | Fly, Gaseous Form |
| 13 | Conjure Minor Elementals, Summon Elemental |
| 17 | Banishing Smite, Contact Other Plane |
The Oath is valuable when its elemental options and campaign story both fit. It does not make Mirror Image, Fly, or the other listed spells default access for every Paladin. See the Forgotten Realms magic guide for the setting context.
Related D&D 2024 Class Guides
For the full Paladin class breakdown, including ability scores, subclasses, feat choices, and level-by-level features, see the Paladin Class Guide.
Other D&D 2024 Spell Lists
Each 2024 class has its own defined spell list, so comparing lists is the fastest way to see what a multiclass dip actually buys you, or what you give up choosing one caster over another: Artificer, Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard.
Start from the D&D 2024 Spell Guides hub for what changed across every list in 2024.


