Best Paladin Spells in 5E Ranked | Paladin Spells 5E Guide

paladin spells 5e


Welcome to our top ten Paladin spell list! We went through every available spell in the Paladin’s arsenal and came out with a list that we believe to have the most reliable and efficient spells a Paladin can wield. While there may not be as many options compared to Wizard spells in 5e, Paladins still have some great options. We wanted to have a good mixture of utility, efficient damage dealing, and role-playing when creating this list, as every campaign should have a good mixture of all three of those aspects. So without further ado, see our Top 10 Paladin Spells 5E Rankings.

10. Dispel Magic

  • School: Abjuration
  • Level: 3rd
  • Casting Time: One Action
  • Range: 120 feet
  • Components: Verbal, Somatic
  • Duration: Instantaneous

The first entry on our paladin spells 5E list is Dispel Magic. You can end one spell that is still in effect that is within this spell’s range and under the level that you set it at. For example, if set at its traditional third level, it will end any active effects from a spell that was cast from a third level or lower spell slot. If the spell is of a higher level than where you placed Dispel Magic, you will need to make a spell check using your spell modifier, and beat a DC of ten plus the target’s level.

9. Shield of Faith

  • School: Abjuration
  • Level: 1st
  • Casting Time: 1 Bonus Action
  • Range: 60 feet
  • Components: Verbal, Somatic, Material (small parchment with some holy text)
  • Duration: Concentration, up to 10 Minutes

Give a target of your choice within range a plus 2 bonus to their AC for as long as the spell is in effect. The spell will last for ten minutes, which means that the odds of this spell ending before the end of the battle or whatever situation you are in will be slim to none.

8. Bless

  • School: Abjuration
  • Level: 1st
  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: Verbal, Somatic, Material (holy water)
  • Duration: Concentration, up to 1 Minutes

Whenever an affected character makes an attack roll or a saving throw during combat, they can roll an additional 1d4 before or after the initial roll, then add the result to their final outcome. This can be done as many times as the character wants as long as the spell is in effect. You can target up to three characters within range, and an additional one for each spellcasting level you have above the first.

7. Create Food and Water

  • School: Conjuration
  • Level: 3rd
  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: Verbal, Somatic
  • Duration: Instantaneous

With Create Food and Water, you create 45 pounds of food and 30 gallons of water that needs to be consumed in a 24-hour time frame before it spoils. This amount of food can sustain 15 humanoids or five steeds. The food is bland, but that is not the important part; what is important is that you can sustain your team without having to purchase any food during your adventure! That means more gold for weapons and armor! What a great way to save what’s left of your starting gold, right?

6. Find Steed

  • School: Conjuration
  • Level: 2nd
  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: Verbal, Somatic
  • Duration: Instantaneous

You summon a ride-able spirit with an intelligent score of 6 that can communicate with you telepathically as long as it is within 1 mile of you. This Steed takes the shape of any ride-able creature, with the final decision being the Dungeon Masters in regards to if the shape is ride-able. While riding the Steed, any spell that only targets you can also target your Steed. Once the Steed reaches zero hit points, it will disappear.

5. Aid

  • School: Abjuration
  • Level: 2nd
  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: Verbal, Somatic, Material (a tiny strip of white cloth)
  • Duration: 8 hours

Increase the maximum and current hit point level for all of your targets by plus five points. You can target up to three willing characters, and an additional character per level above the second you cast this spell at. These hit points can be healed if necessary.

4. Cure Wounds

  • School: Evocation
  • Level: 1st
  • Casting Time: One Action
  • Range: Touch
  • Components: Verbal, Somatic
  • Duration: Instantaneous

A character within touching distance heals 1d8 plus your spellcasting modifier, which is the Charisma modifier for a Paladin. If you set Cure Wounds in a spell slot above the first level, you will get to roll an additional 1d8 per level. It is extremely important to have a healer in the party, and playing as one part-time with a Paladin is better than having no healers in the party.

3. Branding Smite

  • School: Evocation
  • Level: 2nd
  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: Verbal
  • Duration: Concentration, up to 1 minute

Near the top of our Paladin spells 5E list is Branding Smite. This spell lasts one minute, and your next weapon after casting will deal an additional 2d6 radiant damage. That damage increases by 1d6 per level above the second that you cast this spell at. On top of that, this spell can be cast as a bonus action, so your Paladin will not skip a beat when it comes to combat.

2. Banishment

  • School: Abjuration
  • Level: 4th
  • Casting Time: One Action
  • Range: 60 feet
  • Components: Verbal, Somatic, Material (a distasteful item to the target)
  • Duration: Concentration, up to 1 minute

You send one target to another plane of existence unless they successfully make a Charisma saving throw. If the target belongs to a plane of existence that is not the one you are currently on, they will be sent to their home plane. If they belong to the plane that you are currently on, they will be sent to a harmless demiplane. For each level above the fourth, you get to target another character with Banishment.

 

1. Revivify

  • School: Necromancy
  • Level: 3rd
  • Casting Time: One Action
  • Range: Touch
  • Components: Verbal, Somatic, Material (a diamond worth 300 gold that the spell consumes)
  • Duration: Instantaneous

And number one on our Paladin spells 5e ranking list is Revivify. You revive a dead character back to life, leaving them with one hit point. The target cannot be dead for longer than one minute. It goes without saying how this is a powerful option for every party.

 

 

About Walter Wertz 42 Articles
Walter Wertz is a freelance writer that works on entry level DND campaigns, game reviews, and social media. He has previously written articles on the Pokemon TCG and Magic the Gatherimg for POJO.

2 Comments

  1. Cool list! I would rate some spells lower, because as a half-caster the Paladin’s high level slots are comparatively limited.
    Your wording on Branding Smite makes it seem like the additional damage would apply to each attack, but it only triggers on the next attack the Paladin makes!
    My top candidate of the smite spells would be Wrathful Smite. It is only a first level spell and an affected target has to take an action (!) to make a Wisdom check (which they have disadvantage on while frightened!) to end the frightened condition.

    • Glad you like it. It’s impossible to get a perfect list since it’s subjective, but these are our favorites! I will review the Branding Smite language if it is confusing though.

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