D&D Paladin 5.5e Guide

By Mike Bernier

Published on February 11, 2025, Last modified on March 15th, 2025

The 5.5e Paladin class in D&D combines divine magic, heavy armor, and devastating smites. Master your auras, spells, and combat tactics with our in-depth Paladin guide.

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Paladin 5.5e Guide Rating Scheme

This guide is a deep dive into the DnD 5.5e Paladin. For a quick overview of other classes, check out our Guide to DnD Classes.

The color code below helps you quickly identify how good an option is for your Paladin. These ratings are guidelines, and sub-optimal choices can still be fun and viable.

  • Red: Weak, unlikely to contribute to your build
  • Orange: Situationally good, but below average
  • Green: A solid choice
  • Blue: A great option worth considering
  • Sky Blue: One of the best choices for optimization

Paladin Overview

Paladins are one of the must self-sufficient classes. They have access to Heavy armor, healing, spells, Martial weapons, powerful smites, and auras that provide passive buffs allowing them to excel as a durable adventurer.

Combined with their propensity to stack into Charisma to help with social interaction checks, and they serve perfectly as powerful defenders, righteous avengers, and party leaders.

Strengths Weaknesses
  • Burst Damage: Divine Smite provides massive single-target damage, scaling with spell slots.
  • Tankiness: Heavy armor, Shields, and Lay on Hands make Paladins incredibly durable.
  • Auras and Buffs: Auras like Aura of Protection grant allies significant bonuses.
  • Versatile Spellcasting: Access to healing, buffs, and combat-enhancing spells.
  • Charisma-Based Abilities: Stacking into Charisma improves social interaction, spellcasting, and auras.
  • Limited Spell Slots: Divine Smite consumes slots quickly, limiting other spellcasting options.
  • Mobility Issues: No built-in mobility like Monks or Rangers.
  • Lack of Ranged Options: Primarily melee-focused, with minimal ranged effectiveness.

Paladin Cheat Sheet

These tables offer quick build recommendations for Paladins, and we’ll dive deeper into each option later in the guide to give you more context on how to make the most of these choices in your gameplay.

Backgrounds

  • Farmer: Boosts Strength, Constitution, and gains the Tough feat
  • Merchant: Boosts Charisma, Constitution, and gains the Lucky feat
  • Noble: Boosts Strength, Charisma, and provide social skills (Persuasion, Skilled feat)
  • Soldier: Boosts Strength, Constitution, and gains the Savage Attacker feat. Also gets the Intimidation proficiency.

Species

  • Aasimar: Extra healing, damage resistances, and a powerful close-quarters damage boost.
  • Dragonborn: Breath weapon provides a rare AoE option, plus damage resistance, flight, and Darkvision.
  • Dwarf: Poison resistance and extra Hit Points improve durability.
  • Human: Heroic Inspiration aids saving throws or attacks, extra skill proficiency boosts versatility, and an early Origin feat offers strong options like Alert or Lucky.
  • Orc: Adrenaline Rush grants battlefield control and self-healing, while Relentless Endurance keeps you in the fight.
  • Tiefling: Fire Bolt adds a ranged option, Fire resistance boosts defense, and Hellish Rebuke enhances offense with a strong reaction.

Ability Scores Priority

  • Strength: Primary attack stat unless using a Dexterity-based build.
  • Charisma: Determines spellcasting power, auras, and saving throw boosts.
  • Constitution: Essential for HP and concentration checks.
  • Dexterity: Useful for Initiative and Dexterity saving throws.
  • Wisdom & Intelligence: Least important unless multiclassing.

Optimal Fighting Styles Feats

  • Defense: +1 AC for better survivability.
  • Dueling: +2 damage when wielding a single melee weapon and Shield.
  • Great Weapon Fighting: Reroll 1s and 2s for consistent two-handed damage.
  • Protection: Help allies avoid attacks and gives you a consistent Reaction.

Weapon Mastery

  • Cleave: Boost your damage when attacking groups of enemies.
  • Topple: Consistently knock enemies Prone to get Advantage on Melee attacks.
  • Push: Move enemies into hazards.
  • Sap: Good for tanking builds to give out Disadvantage on attack rolls to enemies.

Best General Feats

Key Class Features

  • Paladin’s Smite: Converts spell slots into Radiant damage with the Divine Smite spell.
  • Aura of Protection: Adds Charisma mod to ally saving throws.
  • Lay on Hands: Versatile healing and condition removal.

Key Spells

  • 1st Level: Bless, Shield of Faith, Wrathful Smite
  • 2nd Level: Find Steed, Lesser Restoration, Aid
  • 3rd Level: Aura of Vitality, Spirit Shroud, Revivify
  • 4th Level: Find Greater Steed, Death Ward
  • 5th Level: Dispel Evil and Good, Holy Weapon

Best Non-Magical Armor

  • Plate Armor (AC 18): This is the best mundane armor for a frontline combatant. Paladins should prioritize getting this as soon as possible.
  • Chain Mail (AC 16): Early-game alternative to Plate that comes with the Paladin’s starting equipment.
  • Shield (+2 AC): While Paladins may love the extra damage offered by a Heavy weapon, they have excellent party buffs and healing, which requires them to stay up. I find that most of my Paladins run a single-handed weapon and a Shield for this added AC.

Best Non-Magical Weapons

  • Longsword (1d8, versatile 1d10): Classic one-handed option that’s excellent for tanking builds because of its Sap mastery property.
  • Greatsword (2d6): Good for pure-damage Great Weapon Master builds. The Graze mastery property deals damage even if you miss.
  • Greataxe (1d12): The best option for Great Weapon Master builds because you can choose to use Divine Smite on either of the targets you hit with Cleave.
  • Maul (2d6): Another great option as it gives you access to Topple, which will enable you to knock enemies Prone and get attacks with Advantage.
  • Warhammer (1d8, versatile 1d10): Solid choice with Bludgeoning damage and the Push mastery property.

Playing a 5.5e Paladin

The Paladin class follows a structured playstyle based on frontline combat, burst damage, and defensive capabilities. Your role in the party depends on your subclass, spell selection, and combat strategy.

Party Roles

  1. Melee Combat: Engage enemies head-on with high AC and smites.
  2. Tanking & Defense: Absorb damage, protect allies, and let the damage casters lay down the hurt.
  3. Support & Healing: Use Lay on Hands, auras, and sometimes healing spells to keep the party on their feet.

Your Paladins subclass will also play a major role in which playstyle you lean into. Paladins choose their subclass (AKA Sacred Oath) at level 3, and an overview of the options are presented below:

Paladin Subclasses (Sacred Oaths)

Each Sacred Oath defines your Paladin’s playstyle and unique abilities. Here are the updated 2024 options:

  • Oath of Devotion : The Oath of Devotion Paladin is probably what most people think of when they think “Paladin”. Oath of Devotion Paladins protect the weak and uphold the justice of the land
  • Oath of Glory : The Oath of Glory Paladin believes that they are destined for greatness. These Paladins help others around them accomplish glorious deeds through buffs and supportive class features.
  • Oath of the Ancients : The Oath of the Ancients focuses on upholding the laws of nature and life. These fey knights gain access to a number of nature-based spells and abilities usually reserved for Druids and Rangers.
  • Oath of Vengeance : Vengeance Paladins are for those players that think the best defense is the best offense. If your party already has enough support characters, the Oath of Vengeance is a great option to be the party’s primary damage dealer.

Levelling Up Your 5.5e Paladin

In this section, we’ll dive deep into refining your Paladin build. Think of it as a step-by-step guide that mirrors your Paladin’s journey from creation to high-level play, ensuring you can optimize your build at any stage.

Level 1

  • Lay on Hands : Now that this is a Bonus Action, it’s one of the best healing mechanisms in the game. Versatile enough to bring a party member up to full health or just give them enough healing to bring them out of Death Saves. Scales with leveling up as well.
  • Spellcasting: Paladins get an interesting mix of healing and buff spells, as well as their signature smites. Most of these spell slots will be reserved for the good ol’ Divine Smite due to its propensity for damage and the ability to cast after hit and stack with crits. The Paladin’s main limiting factor with Spellcasting are its small number of spell slots.
  • Weapon Mastery: Adds a ton of utility to classes that constantly make attack rolls. For the best options to choose, see our overview of Weapon Mastery.

Level 2

  • Fighting Style: A common class feature between the Paladin and other martial classes, like the Fighter and Ranger. Recommend options are provided in the Paladin Cheat Sheet above. You can also choose the Blessed Warrior option to gain two Cleric cantrips instead. But, despite the fact that Guidance and Sacred Flame are tempting, Paladins are frontline martials first and foremost and should take a Fighting Style feat that directly helps their tanking or damage output.
  • Paladin Smite: In D&D 5.5e, Divine Smite is now a spell with the casting time of a Bonus Action, but the Bonus Action can be taken immediately after you hit a creature with a weapon attack. This is a significant nerf from their previous version as it doesn’t allow Paladins to smite multiple times per turn. But, on the upside, this ability allows them to cast Divine Smite once without consuming a spell slot, though it requires a Long Rest to recharge.

Level 3

  • Channel Divinity: This allows you to detect Celestials, Fiends, and Undead within 60 feet. While this isn’t particularly exciting, your Paladin’s subclass grants additional uses of Channel Divinity which are usually much stronger and thematic to the subclass’s  theme. Channel Divinity can be used twice, with one use recharged on a Short Rest and all uses restored after a Long Rest.
  • Paladin Subclass: We briefly cover the Paladin’s subclass options above. A more in-depth guide is coming soon.

Level 4

  • Ability Score Improvement: Paladins follow the same Ability Score Improvement track as most classes, gaining this feature at Paladin levels 8, 12, and 16. Paladins are multi-ability dependent (MAD) because they need to ensure their Strength, Constitution, and Charisma all keep up as they level up. This means they won’t have a lot of budget left for other feats, but check out our Paladin Feat Guide if you’d like to see which feats work best for the 5.5e Paladin.

Level 5

  • Extra Attack: Martials love attacking, though Paladins get less attacks than Fighters because they have Divine Smite, Radiant Strikes, and other spells to boost their damage.
  • Faithful Steed: The Paladin gains access to the Find Steed spell, allowing them to summon a faithful steed. You can cast the spell once per Long Rest without expending a spell slot. The Find Steed spell has got a significant upgrade in D&D 5.5e, allowing you to choose from a modular stat block that can Frighten, teleport, or heal depending on which option you choose. Additionally, it regains Hit Points if you’re healed from a level 1+ spell while you’re within 5 feet of it.

Level 6

  • Aura of Protection: One of the main reasons you want to keep you Charisma score high. This feature radiates a 10-foot aura that grants you and your allies a bonus to saving throws equal to your Charisma modifier. It’s an insanely powerful defensive addition and party buff, just be sure you keep your Hit Points topped up, as it doesn’t work while Incapacitated.

Level 9

  • Abjure Foes: At Level 9, your Paladin can use Channel Divinity and a Magic action to Abjure Foes, targeting creatures within 60 feet to potentially Frighten them for a minute. Not only does this mean they can’t move closer to you and received Disadvantage on ability checks and attacks, but they can also only move, take an action, or take a Bonus Action on their turn. This is a super potent crowd-control debuff that doesn’t even require Concentration, giving Paladins another reason to boost their Charisma in the new 5.5e ruleset.

Level 10

  • Aura of Courage: At Level 10, your Aura of Courage grants immunity to the Frightened condition for you and your allies within your Aura of Protection. It’s also received a slight buff from the previous rules: If an ally enters the aura with Frightened, it instantly negates the effect.

Level 11

  • Radiant Strikes: With this feature, your weapon attacks and Unarmed Strikes deal an additional 1d8 Radiant damage, which is a solid boost to your damage which helps keep you on par with martials who get more Extra Attacks.

Level 14

  • Restoring Touch: When you use your Lay On Hands, you can also remove debilitating conditions such as Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned spending 5 Hit Points per condition from your healing pool. This has been improved from the previous ruleset which only allowed you to end a spell effect. Seeing as spells are less common and spell-like effects are more common amongst monsters in the 5.5e rules, it was a necessary update. This also used to be an action, be Lay on Hands has been made a Bonus Action, which great improves its efficiency.

Level 18

  • Aura Expansion: As if it wasn’t good enough already, your Aura of Protection now expands to 30 feet, offering even more defensive support to you and your party.

Level 19

  • Epic Boon: Every class receives an Epic Boon feat in the 5.5e ruleset. Our Paladin Feat Guide will be updated with the best Epic Boon options for Paladins soon.

Paladin Origins

2024 Player's Handbook Species

Aasimar: Extra healing, extra damage Resistances, and an incredibly powerful boost to your damage when enemies are in close quarters. Very on theme and powerful for Paladins.
Dragonborn: The breath weapon adds a useful ranged AoE option, which are rare for Paladins, and damage resistance is invaluable for front-line defense. Flight is situationally good, and Darkvision helps with the occasional underground expedition.
Dwarf: Poison Resistance and extra Hit Points make Dwarves an excellent fit for Paladins. Their durability ensures they can survive long enough to dish out Divine Smites.
Elf: Any time a Paladin gets extra spells, it's a good thing. The High Elf lineage offers ranged attacks via Wizard cantrips (Fire Bolt, etc.), while Misty Step can help you navigate the battlefield effectively. The ability to resist Charmed is a cherry on the cake.
Gnome: Gnome Cunning gives good resistance to effects targeting Wisdom or Charisma. Forest Gnome’s illusion can provide a minor distraction, but these abilities and the Small size are generally less impactful for Paladins.
Goliath: Helps increase your single-target damage with options like Fire's Burn and Hill's Tumble.
Halfling: Halflings are strangely fitting for Paladins now that the Heavy weapon restriction on Small creatures has been removed. They have Advantage against being Frightened and the ability to reroll 1s on attack rolls, both of which are very tempting for Paladins.
Human: Humans are a top pick for Paladins. Heroic Inspiration is perfect for clutch saving throws or attacks, while the extra skill proficiency allows you to grab Deception for another face skill or Perception to help with exploration. The extra Origin feat lets you pick up Alert, Lucky, Savage Attacker, or Tough early, allof which are incredibly powerful for Paladins to grab early.
Orc: Orcs make excellent Paladins. Adrenaline Rush provides battlefield control and lets you self heal so you can save your Lay on Hands for allies in trouble. Relentless Endurance ensures you stay up to heal allies or deliver your Divine Smites.
Tiefling: Infernal Tieflings give Paladins a potent ranged option in Fire Bolt, Resistance to Fire damage, and Hellish Rebuke, which is a great reaction for a class that doesn't have a lot of uses for it. Overall, it's a big increase to your offensive capabilities.

Best Backgrounds for Paladins

Acolyte : Seeing as you can boost Charisma by +2, this background can work if you really want to grab Magic Initiate (Cleric). Otherwise, you're looking for a background that offers a bonus to Strength and Constitution.
Artisan : You can grab a +2 to Strength, which is alright, but there are better options that provide boost to Strength, Constitution, and combat-related abilities.
Charlatan : You can boost Charisma and Constitution and gain some extra skills to use outside of combat. Good for Paladins who are a bit more unscrupulous.
Criminal : Without a Charisma or Strength boost, there's not much here for a Paladin.
Entertainer : You can boost Strength and Charisma and pick up a solid party buffing feat, which makes this an excellent background for Paladins. The skill and tool proficiencies won't offer much benefit, however.
Farmer : Boost your Strength, Constitution, and get an further boost to Hit Points from the Tough feat. Basically everything a Paladin is looking for.
Guard : A Strength boost and the Alert feat are solid pickups, but you'd much rather your secondary ability score increase to be Constitution or Charisma.
Guide : Without a Strength or Charisma boost, there's not much here for a Paladin.
Hermit : You can boost Charisma and Constitution, so if you focus on improving Strength when planning your ability scores, you can still start off with a good foundation. The Healer feat and Healer Kit also expand your healing capabilities, if you want to lean into the role of battlefiled medic.
Merchant : You can boost Charisma and Constitution, so if you focus on improving Strength when planning your ability scores, you can still start off with an excellent foundation. The Lucky feat is incredibly powerful for Paladins who want to land their attacks (and potentially crit) for their smites.
Noble : You can boost Strength and Charisma, Which is the perfect start for Paladins. The Skilled feat and proficiency in Persuasion can help your Paladin become a social leader of your adventuring party.
Sage : Without a Strength or Charisma boost, there isn't much here for a Paladin.
Sailor : Without a Constitution or Charisma boost, there isn't much here for a Paladin.
Scribe : Without a Strength, Constitution, or Charisma boost, there isn't much here for a Paladin.
Soldier : Boost Strength by +2, Constitution by +1, and grab Savage Attacker to make your weapon attacks even more potent. Plus, proficiency in the Intimidation skill is particularly effective for Paladins, who normally invest a fair amount in the Charisma skill.
Wayfarer : While this background offers a boost to Charisma, Paladins have no use for Dexterity or Wisdom, and rarely use Stealth. If you really want the Lucky feat, you'll have better luck with Merchant, which offers Charisma and Constitution.

Sources Used in This Guide

  • : 2014 Player's Handbook
  • 2024 PHB: 2024 Player's Handbook
  • BR: Basic Rules
  • GotG: Bigby Presents: Glory of the Giants
  • SotDQ: Dragonlance: Shadow of the Dragon Queen
  • ERLW: Eberron: Rising from the Last War
  • EEPC: Elemental Evil Player’s Companion
  • EGtW: Explorer’s Guide to Wildemount
  • FToD: Fizban's Treasury of Dragon
  • GGtR: Guildmasters' Guide to Ravnica
  • MotM: Monsters of the Multiverse
  • MToF: Mordenkainen’s Tome of Foes
  • MOoT: Mythic Odyessys of Theros
  • PAitM: Planescape: Adventures in the Multiverse
  • PHB: Player's Handbook
  • SAiS: Spelljammer: Adventures in Space
  • SCoC: Strixhaven: A Curriculum of Chaos
  • SCAG: Sword Coast Adventurer’s Guide
  • TCoE: Tasha’s Cauldron of Everything
  • TTP: The Tortle Package
  • WBtW: The Wild Beyond The Witchlight
  • : Unearthed Arcana
  • VRGtR: Van Richten's Guide to Ravenloft
  • VGtM: Volo's Guide to Monsters
  • XGtE: Xanathar’s Guide to Everything

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Mike Bernier

Mike Bernier is the lead content writer and founder of Arcane Eye. He is a Adamantine best-selling author of Strixhaven: A Syllabus of Sorcery on DMs Guild and is a contributing author at D&D Beyond. Follow Mike on Twitter.

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