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D&D 5e Paladin Guide (2014)
dnd 5e 2014

D&D 5e Paladin Guide (2014)

17 min read
By Andrew Blase

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  4. >D&D 5e Paladin Guide (2014)

The short answer

In D&D 5e 2014, the Paladin is a Strength- and Charisma-based half-caster with a d10 hit die, defined by Divine Smite, which spends a spell slot after a confirmed melee hit for bonus radiant damage. Aura of Protection at 6th level adds Charisma modifier to every nearby ally's saving throws. You choose your Sacred Oath subclass at 3rd level.

Introduction

The Paladin is frequently cited as the single most powerful class in D&D 5e 2014 for combined combat and party support. The reasons are three: Divine Smite, Aura of Protection, and full martial chassis. Divine Smite converts every confirmed melee hit into an optional burst damage event: the most efficient per-slot damage in the game. Aura of Protection at level 6 adds CHA modifier to every saving throw for every nearby ally, a passive, always-on, no-resource effect that at CHA 18 means the difference between a party that stands up to Tier 3 challenges and a party that collapses. And beneath both, a full martial class with d10 hit points, all armor proficiencies, and Extra Attack at level 5.

On this page

  • Introduction
  • Disclaimer
  • Class Features
  • Divine Sense (1st Level) ●
  • Lay on Hands (1st Level) ●
  • Spellcasting (2nd Level) ●
  • Divine Smite (2nd Level) ●
  • Divine Health (3rd Level) ●
  • Sacred Oath (3rd Level) ●
  • Extra Attack (5th Level) ●
  • Aura of Protection (6th Level) ●
  • Aura of Courage (10th Level) ●
  • Improved Divine Smite (11th Level) ●
  • Cleansing Touch (14th Level) ●
  • Ability Scores
  • Races
  • Skills
  • Backgrounds
  • Feats
  • Subclasses
  • Weapons
  • Armor
  • Multiclassing
  • Example Build: The Radiant Avenger (Vengeance Paladin)
  • Subclass Index
  • Final Notes

The 2014 Paladin is also one of the most beginner-friendly classes. The core loop (fight well, smite when it matters, keep Bless active) is learnable in a session. The depth emerges from smite timing, slot economy, and understanding when to sacrifice damage for positioning to keep the Aura active.

This guide covers every Sacred Oath through Tasha's Cauldron of Everything and the full optimization space, including the Hexblade multiclass.

A paladin kneels beside a wounded ally on a battlefield, hands glowing with healing light from Lay on Hands


Disclaimer

  • ● Red: Bad. Actively weak or superseded.
  • ● Orange: Situational. Correct in specific builds or campaigns.
  • ● Green: Good. Reliable and consistently strong.
  • ● Blue: Fantastic. Best-in-class, almost always the right choice.

Class Features

Divine Sense (1st Level) ●

Action: detect celestials, fiends, and undead within 60 feet (range extends through walls, detected until end of next turn). CHA modifier + 1 uses per long rest. At CHA 18: 5 uses. Useful in undead and fiend-heavy campaigns; situational otherwise. The action cost at level 1 is an opportunity cost you feel.

Lay on Hands (1st Level) ●

Healing pool equal to 5 × Paladin level. Action to restore HP from pool, or 5 HP to cure a disease or neutralize a poison. At level 10: 50 HP pool, renewable on long rest. The Paladin's emergency out-of-combat healing resource. In combat, the action cost usually makes Lay on Hands inferior to a Healing Word cantrip, but it is completely free and never competes with spell slots.

Spellcasting (2nd Level) ●

Half-caster, CHA-based. Spell slots cap at 5th level, reached at 17th Paladin level. Spells are prepared, not permanently known: you prepare a number of spells equal to CHA modifier + half your Paladin level (rounded down, minimum one), and can swap your prepared list after each long rest. The small slot count means every spell choice still matters.

Core Paladin spells:

  • ● Bless (1st) - +1d4 to attack rolls and saves, three creatures, concentration. The strongest combat spell in the game for a party.
  • ● Shield of Faith (1st) - Concentration, +2 AC to one target. Usually inferior to Bless but excellent when a specific creature needs AC.
  • ● Wrathful Smite / Thunderous Smite (1st) - Smite-plus spells: cast before the attack, activate on hit, add conditions. Wrathful adds frightened condition.
  • ● Lesser Restoration (2nd) - Remove one condition or disease. Mandatory utility.
  • ● Aid (2nd) - Increase max HP for three creatures. Not concentration, long duration.
  • ● Misty Step (2nd) - Bonus action teleport 30 feet. The Paladin's mobility problem solved.

Divine Smite (2nd Level) ●

After hitting with a melee weapon attack, optionally expend one spell slot: deal 2d8 radiant (+ 1d8 per slot level above 1st) + 1d8 more vs. fiends/undead. Chosen after confirming the hit. The efficiency curve: 1st-level slot for 2d8 average 9, 2nd-level for 3d8 average 13.5, 3rd-level for 4d8 average 18. On a critical hit, all smite dice are doubled: a 2nd-level crit smite deals 6d8 = 27 average radiant. Reserve 2nd and 3rd-level slots for crits.

Divine Health (3rd Level) ●

Immune to disease. Situationally important in plague-themed or undead-heavy campaigns.

Sacred Oath (3rd Level) ●

See Subclasses section.

Extra Attack (5th Level) ●

Two attacks with the Attack action. Every confirmed hit is a smite opportunity. At level 5, your burst potential doubles.

Aura of Protection (6th Level) ●

You and all friendly creatures within 10 feet add CHA modifier to every saving throw. Minimum +1. Passive, always active, requires no action. At CHA 20: +5 to every save for every nearby ally at all times. This is the strongest class feature in D&D 5e for party survivability.

Aura of Courage (10th Level) ●

Friendly creatures within 10 feet are immune to the frightened condition. Dragon fear auras, undead fear effects, and many boss abilities become irrelevant within your aura.

Improved Divine Smite (11th Level) ●

All melee weapon hits deal +1d8 radiant damage, no slot required. This is a free +1d8 radiant on every single melee attack, no decision, no resource. At level 11 with two attacks, you deal +2d8 per turn just from Improved Divine Smite before any slot expenditure.

Cleansing Touch (14th Level) ●

CHA modifier times per long rest: action to end a spell effect on a touched creature or yourself. Removes concentration spells, ongoing spell effects (Slow, Hold Person), and magical debuffs. Saves spell slots compared to Dispel Magic.


Ability Scores

Standard Array (STR-primary build):

AbilityScoreRationale
STR16 (15+1 racial)Melee attacks, damage
CHA14 (13+1 racial)Spell DC, Aura of Protection bonus, social
CON14HP, concentration saves
WIS11WIS saves, minor role
DEX10Initiative, DEX saves
INT8Dump

● STR: Primary attack and damage stat for standard builds. Max to 20 via ASI at levels 4 and 8. Alternatively, if multiclassing Warlock Hexblade, replace STR with CHA entirely.

● CHA: Feeds the Aura, spell save DC, and social role. Every CHA point is a permanent passive save bonus for the entire party. Push toward 18-20 after STR is maxed.

● CON: HP and concentration saves for Bless. CON 14 minimum; push to 16 after STR 20 and CHA 18 are achieved.

● INT: No Paladin feature uses INT. Dump to 8.


Races

● Half-Elf - +2 CHA, +1 to two stats (STR and CON ideal), Darkvision, two extra skill proficiencies. The CHA +2 feeds Aura of Protection immediately. Best standard Paladin race: combines the primary combat stat (STR) with the primary support stat (CHA) in one package.

● Variant Human - +1 STR, +1 CHA (or any two), extra skill, feat at level 1. War Caster at level 1 for a Paladin who plans to keep Bless active all campaign is the highest-value level-1 feat.

● Dragonborn - +2 STR, +1 CHA. Directly feeds both primary stats. Breath Weapon adds a ranged option the Paladin otherwise lacks. Resistance to one damage type (often fire or cold) is a passive defensive benefit.

● Aasimar (Volo's) - Healing Hands, Light Cantrip, CHA bonus, and subtype abilities. Scourge Aasimar (Blinded Enemies aura, radiant damage burst) particularly thematic and functional. Variant subtype selection provides meaningful combat options.

● Mountain Dwarf - +2 STR, +2 CON. Neither CHA bonus; but excellent defensive stats and Darkvision. The CHA sacrifice makes the Aura weaker early.


Skills

Paladins choose 2 from: Athletics, Insight, Intimidation, Medicine, Persuasion, Religion.

● Persuasion - CHA-based. The Paladin with CHA 18+ has the highest Persuasion modifier in the party. Take this always for the social face role.

● Athletics - STR-based. Grapple, shove (prone + grappled = advantage on attacks, melee disadvantaged on ranged), and climb. Combine with Sentinel to create an immovable combat control zone.

● Intimidation - CHA-based. With CHA 18, Intimidation is a reliable social coercion tool. In combat, Intimidation rarely applies mechanically; it is a social skill.

● Insight - WIS-based. The Paladin often plays the moral compass of the party. Insight (detect lies, read situations) fits the archetype and is called frequently.

● Medicine - WIS-based. Stabilize downed characters. Lay on Hands makes this mostly redundant.

● Religion - INT-based. Flavor-fitting but mechanically weak for a low-INT Paladin.


Backgrounds

For a full ranking of all 13 PHB backgrounds and how each compares outside this class, see the D&D 5e 2014 Backgrounds Guide.

● Noble - History and Persuasion. Persuasion is CHA-based and important. Position of Privilege (noble treatment, invitations to events) provides the best social background feature in the game for a face character.

● Soldier - Athletics and Intimidation. Athletics is strong for the STR build. Military Rank provides a social authority narrative that fits the Paladin's martial identity.

● Acolyte - Insight and Religion. Insight is useful; Religion is weak. Shelter of the Faithful provides temple support. Best thematic choice for a classic holy warrior.


Feats

● War Caster - Advantage on concentration saves, cast spells as OA, component flexibility. The Paladin's most powerful spells (Bless, various Oath spells) require concentration. Losing Bless in round 2 of a boss fight is catastrophic. War Caster directly prevents this.

● Sentinel - OA stops movement. React to ally attacks. Combine with Polearm Master for the definitive tank Paladin. Enemies that engage you are trapped.

● Polearm Master - Bonus action d4 attack with glaive/halberd. Reaction OA when creatures enter reach. The Paladin who trips entering enemies, smites the bonus action d4 hit on a crit, and locks the space with Sentinel is a complete frontline.

● Great Weapon Master - -5/+10 toggle with two-handed weapons. Less efficient than on a Fighter (fewer attacks) but the bonus action attack on kill/crit synergizes with Improved Divine Smite crits.

● Inspiring Leader - Pre-combat temporary HP for six creatures equal to level + CHA modifier. At CHA 20 and level 10: 30 temporary HP for the entire party before combat. Outstanding supplemental survivability.

● Resilient (CON) - CON save proficiency for concentration protection. Alternative to War Caster if you want fewer feat slot investments.

For the complete feat priority list by level, see our Best Feats for Paladin guide. For the complete spell priority list by level, see our Best Paladin Spells guide.


Subclasses

Nine Sacred Oaths, from the Player's Handbook through Tasha's Cauldron of Everything. The short version is below; the full breakdown of all nine - oath spells, Channel Divinity, auras, capstones, and the build advice for each - lives in the Paladin Subclasses guide.

OathSourceIn one lineRating
Oath of VengeancePHBVow of Enmity gives advantage on every attack against one target●
Oath of ConquestXGtEFrightened enemies pinned at 0 speed inside a damage aura●
Oath of DevotionPHBCharisma added to every attack roll, party immune to charm●
Oath of the AncientsPHBAura of Warding halves all spell damage for the party●
OathbreakerDMGCharisma to melee damage for you and every undead near you●
Oath of the WatchersTCoECounterspell prepared, and party-wide initiative●
Oath of RedemptionXGtETake the hits aimed at your allies, and heal them back●
Oath of GloryTCoETemporary hit points on every smite, plus party speed●
Oath of the CrownSCAGTaunt and group heal, sharing one Channel Divinity●
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Weapons

● Longsword (d8 versatile) - The definitive Paladin weapon. Two-hand for d10, one-hand with shield for d8 + AC 20 total. Versatile flexibility is the key.

● Greatsword / Maul (2d6) - Maximum damage potential for smite builds. Two-handed removes the shield (+2 AC) option.

● Warhammer / War Pick (d8 versatile or d8) - Functionally identical to Longsword. Use when magic item availability or damage type provides edge.

● Glaive / Halberd (d10 reach) - Polearm Master + Sentinel control build. Reach 10 feet means the Paladin controls a 15-foot frontline zone.

● Rapier (d8 finesse) - DEX-based Paladin weapon for CHA-Hexblade builds using Hexblade's Curse (CHA to attacks). Not standard.

● Shortbow / Hand Crossbow - No archery Fighting Style, no ranged smite (smite is melee-only). Ranged backups only; never invest in ranged combat.


Armor

● Plate Armor + Shield (AC 20) - The endgame Paladin defensive package. AC 20 is the highest unenchanted AC achievable. Defense Fighting Style brings this to AC 21.

● Half Plate + Shield (AC 17) - Mid-tier before plate is available. DEX 14 brings this to AC 17. Sufficient for levels 1-5.

● Chain Mail (AC 16) - Starting armor option. No DEX requirement. Functional through Tier 1.

● Leather / Light Armor - Never correct for a STR Paladin.


Multiclassing

Multiclassing requirement: STR 13 and CHA 13.

● Paladin 6 / Warlock (Hexblade) X - The "Padlock." Hexblade Patron (Xanathar's) grants CHA-based attacks via Hexblade's Curse and Pact of the Blade. Warlock's short-rest slots fuel Divine Smite. At Paladin 6 / Warlock 6: 4 short-rest slots for smiting, CHA to all attacks (eliminating MAD), Eldritch Invocations for Improved Pact Weapon (+1d4 damage) and other utility. The strongest Paladin build in competitive assessments.

● Paladin 6 / Sorcerer X - "Soradin." Divine Soul Sorcerer (Xanathar's) blends Divine and Arcane spellcasting into one build. Sorcerer Metamagic: Quickened Spell (bonus action spell + regular attack), Twinned Spell (two Hold Person targets). More complex than Padlock; marginally lower burst ceiling, higher sustained-combat ceiling with Metamagic.

● Fighter 1-2 / Paladin X - CON saves (concentration protection for Bless), Second Wind, Action Surge. The extra action from Action Surge enables casting a spell (Bless) AND attacking in the same turn. Strong opener.

● Warlock 1-2 / Paladin X - Early Warlock before Paladin delays level 6 Aura. Only worth if the Eldritch Blast cantrip or Hex spell is critical to the concept.

● Druid / Paladin - WIS/CHA conflict; Wild Shape and Paladin's own class features don't reinforce each other.


Example Build: The Radiant Avenger (Vengeance Paladin)

LevelClassKey GainASI/Feat
1PaladinDivine Sense, Lay on Hands-
2PaladinFighting Style (Defense), Divine Smite, Spellcasting-
3PaladinOath of Vengeance (Vow of Enmity, Misty Step, Hold Person)-
4PaladinAbility Score ImprovementSTR 16 to 18
5PaladinExtra Attack, Divine Health-
6PaladinAura of Protection (CHA to all nearby saves)-
7PaladinRelentless AvengerSTR 18 to 20
8PaladinAbility Score ImprovementWar Caster
9Paladin--
10PaladinAura of Courage (frightened immunity)-
11PaladinImproved Divine Smite (+1d8 per hit)CHA 14 to 16
12PaladinAbility Score ImprovementSentinel
13Paladin--
14PaladinCleansing Touch-
15PaladinSoul of Vengeance (reaction attack vs. Vow target)-
16PaladinAbility Score ImprovementCHA 16 to 18
17Paladin--
18PaladinAura of Protection / Courage range to 30 ft-
19PaladinAbility Score ImprovementGreat Weapon Master
20PaladinAvenging Angel (wings, 60-ft fly, fear aura)-

Race: Half-Elf (+2 CHA, +1 STR, +1 CON, two extra skills)

Starting Stats: STR 16 (15+1), CHA 14 (12+2), CON 14 (13+1), DEX 10, WIS 12, INT 8

Tactics: Open every encounter with Bless (concentration, 3 creatures) if the fight has 3+ rounds ahead. Against a boss: Vow of Enmity (bonus action, advantage on all attacks) then Extra Attack with hold-smite discipline. The first hit that crits: burn a 2nd or 3rd-level slot for 6d8-8d8 radiant. Hold Person (Oath spell) on the boss if the CON save seems likely to fail; a paralyzed boss takes every crit automatically. Soul of Vengeance at level 15 adds one free reaction attack per round on the Vow target. Sentinel locks the Vow target in place. At Aura range (level 18), position yourself centrally to cover all party members with +4 saves (CHA 18) across 30 feet.


Subclass Index

Every Sacred Oath is covered in full in the D&D 5e Paladin Subclasses guide: oath spells, Channel Divinity options, the level 7 aura, capstones, ability scores, races, feats and multiclass options for all nine.

Final Notes

The Paladin is D&D 5e's most complete class: martial excellence, concentrated burst damage through smites, the best passive party-wide defensive feature in the game, and a spell list that covers healing, utility, and control simultaneously. The learning curve is understanding that Bless is often better than smiting, that the Aura of Protection is worth protecting even at cost to personal DPS, and that slot management between smites and spells is the core decision each combat.

Vengeance is the offensive subclass of choice. Devotion is the defensive and support subclass. Conquest is the battlefield control subclass. Ancients is the anti-magic subclass. The Hexblade multiclass is the optimization ceiling. All are excellent choices. The Paladin is one of the few classes in D&D where every subclass produces a functional, strong character, and the base class features alone are better than most other classes' full kits.


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