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D&D: 10 Best Paladin Spells In 5e, Ranked | CBR

Paladins are a Dungeons and Dragons class imbued with the divine power of their deity as well as fighting prowess. They are known for fighting on the front lines clad in armor and fighting for good, justice, and truth. Many of the paladin’s spells pack an enormous punch, while others buff their allies or manipulate others around them.

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While paladins cannot use cantrips (unless they take Blessed Warrior) nor typically learn spells higher than 5th level, they have plenty of magic at their disposal. From the most versatile of low-level spells to the most destructive 5th level spells, there are plenty of magical moves a paladin can utilize to prove their strength on the battlefield or in the town.



10 Aura Of Vitality Is A Necessity For Buffing Friends In Fights


Aura of Vitality is a third-level spell that creates a thirty-foot radius of healing energy around the caster. It moves with the caster, and whoever is within the aura can get 2d6 of healing if the caster so chooses to use their bonus action on it. This is extremely helpful in combat, especially if the paladin has a lot of friends who fight in close quarters.

However, the paladin does not get too many spell slots and is never at too high a level, so this spell can only be used on occasion. Furthermore, if the party does not have a lot of hand-to-hand combatants, it is not as useful. Plus, the cleric usually has a monopoly on battlefield healing and has access to better healing spells. Finally, if the paladin is in melee with an enemy, it would be easy to lose concentration, thus losing the spell and spell slot.



9 Zone Of Truth Is A Great Way To Get Answers Out Of Combat


D&D Cleric Casting Spells and buffs

Zone of Truth is one of the few spells that paladins have that is not geared for the battlefield but is instead focused on social encounters. Being that they are usually Charisma casters, they are often adept at Persuasion and Intimidation. The spell creates a circle in which those who fail a saving throw cannot lie.

There are a few drawbacks, however, that land the spell lower on the list. It is not the best route to use against characters with high Charisma, as they can overcome the saving throw and possibly even trick the caster. Furthermore, those affected know they are affected and can thus dodge the questions, refuse to answer, or tell half-truths.


8 Dispell Magic Is Useful For Fighting Mages And Other Casters


Dispell Magic is a great spell for anyone to pack when going against a caster adversary. This spell allows the caster to negate another character’s magical effect. If cast at the fourth level or higher, the effect being dispelled is automatically ended if it is a lower-level spell than the level of Dispell Magic cast.

However, if the spell is cast at the third level or the effect is a higher level than the Dispell Magic, there is a chance the spell does not work. Since this is one of the paladin’s higher-level spells, failing would be a huge waste. Plus, it is a full action rather than a reaction like the similar Counterspell.


7 Revivify Can Bring Back Fallen Allies In A Short Window


Revivify is a staple for healers in a campaign, as it can bring another character back to life if within a specific time frame. That time frame is slim, though, as the caster must use it within one minute. It is also extremely expensive, consuming an entire 300 gold-piece diamond in the process.

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Though there is a little discrepancy with the language of the spells, Revivify seems to be usable with the necromantic spell Gentle Repose, which if cast within that minute can seemingly extend the time limit for Revivify to be cast. This allows combat to settle down before the downed player character needs to be restored to life.


6 Command Is One Of The Few Paladin Spells With Non-Combat Utility


D&D 5e Oathbreaker Paladin Vampire

This spell is especially fun for paladin subclasses built more around power (both social and battle-related) such as the Oath of Conquest build. Since paladins cast spells based on Charisma, spells that can help in social interactions out of fights as well as gain ground during combat are incredibly useful.

Command allows the caster to dictate a one-word command that the target must obey, within the parameters that the target must understand the language spoken, cannot be undead, and will not do anything that would cause it direct injury or harm. Furthermore, it does require a Wisdom saving throw.


5 Blinding Smite Packs A Large Punch


D&D 5e Paladin Smite

Paladins are first and foremost front-line combatants, and this is for a good reason: they are incredible fighters with tank qualities and helpful combat spells. Blinding Smite is one of the great spells that pushes Paladins to take the War Caster feat. Many of the paladin’s most iconic spells are damage-dealing spells in the “Smite” family.

While there are many Smite spells, not all are readily accessible. Blinding Smite may not be the lowest level smite spell, but it is not too high of a level (third level), and it has great effects like doing 3d8 radiant damage on top of having a chance to blind the enemy until it finally succeeds in a Constitution saving throw.


4 Bless Is A Staple For Buffing One’s Friends


dungeons and dragons 4th edition dragonborn paladin

Spells are important for paladins in combat, though it is not always easy, especially when opting not to take feats such as War Caster. This feat allows a player to hold two weapons (or a weapon and a shield) while still being able to cast spells. Bless is one buff spell so invaluable that paladins might want to think about picking up War Caster just so they can cast it.

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Bless allows up to three chosen characters to add a d4 roll to attack rolls or saving throws. This can mean a lot when it comes to combat. Plus, at first level, it is one of the lowest level spells a paladin can learn, and casting at higher levels allows the character to target more allies.




3 Aid Is A Potent Support Spell


D&D War Caster Cleric Feat

Aid is another D&D staple. A support role can be tricky for a paladin, as they often must be used strategically so that the paladin also has a chance to use their Smite spells. It is a second-level spell that increases up to three allies’ hit point maximums by five points and lasts for eight hours.

This is a low-level alternative to spells such as Aura of Vitality, and it does not rely on concentration either. On top of that, for each level higher the spell is cast, the target gain 5 more hit points.


2 Banishing Smite Is One Of The Most Efficacious Battle-Enders


Cleric of the Light Domain from Dungeons and Dragons

Banishing Smite is one of the higher-level Smite spells, being a fifth-level spell. It combines all the combat benefits of the other Smite spells at a higher damage point, plus it adds the effects of the Banishment spell, which is an incredibly useful spell that can turn the tide of battle.

The spell does 5d10 force damage (meaning it avoids a lot of damage resistance types), and if the target is below 50 hit points after the attack lands, the target is banished for up to a minute (or until the paladin must break their concentration).


1 Destructive Wave Is One Of The Most Powerful Combat Spells Available


D&D Forgotten Realms Guardian of Faith

Destructive Wave is another extremely powerful but high-level spell that is at the upper-level paladin’s disposal, and while it does not have the side effect of banishment, it deals an incredible amount of damage under two damage types (5d6 thunder damage and 5d6 either radiant or necrotic damage).

Furthermore, this attack hits within a thirty-foot radius, meaning it can hit many targets. Whoever is hit can make a saving throw to take half damage, but upon failing, they take full damage and are knocked prone (making melee attacks a lot easier for the paladin’s allies).

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