You are a paladin with a cause, born to smite and heal and then smite some more. Eventually, however, you’ll encounter a monster that can pierce your nonmagical armor or resist your ordinary weaponry, and it will be time for an upgrade. If you're unsure of what items to choose, here are our top picks for magic items for the paladin class. If you see something you like, you can snag it in the D&D Beyond marketplace. Alternatively, if you have a friend that owns the items and they have a Master-tier subscription, they can share them with you.
- Amulet of the devout
- Cloak of displacement
- Corpse slayer
- Guardian emblem
- Holy avenger
- Mace of disruption
- Necklace of prayer beads
- Ring of resistance
- Sun blade
- Winged boots
Dungeon Masters’ Discretion
Some of these items may be unobtainable in your campaign. Talk to your DM about specific items that you'd like for your character. But keep in mind that they have the final say on which magic items they hand out and permit in the game.
Top 10 Magic Items for Paladins
1. Amulet of the Devout
Wondrous Item, varies (requires attunement by a cleric or paladin)
The amulet of the devout is specially crafted for clerics and paladins. It grants a bonus to spell attack rolls and your spell save DC (determined by the amulet’s rarity) and provides your paladin with one free use of their Channel Divinity. The item is as invaluable as it is straightforward.
If your DM is allowing the optional class feature Harness Divine Power, you can convert a Channel Divinity use into a spell slot. With this amulet, you won’t have to worry about whether you’ll need that Channel Divinity later—just thank Tasha for the extra spell slot for your Divine Smite and keep swinging.
2. Cloak of Displacement
Wondrous Item, rare (requires attunement)
You’re likely already wrapped in heavy armor, and perhaps also shielded, but why stop there? With the cloak of displacement, all creatures have disadvantage on attack rolls against you. Notably, if an attack does sneak through, this property ceases to function until the start of your next turn. It is also suppressed if you cannot move, such as while you are incapacitated or restrained. (Remember that some conditions, such as the paralyzed and stunned conditions, incapacitate as part of their effects.)
3. Corpse Slayer
Weapon, rare (requires attunement)
A corpse slayer weapon and a paladin is a match made in Elysium. Though many magic items (including some on this list) are limited to one type of weapon, a corpse slayer weapon comes in any base weapon type, allowing you to pick your preferred flavor and perhaps apply some specialized feats.
The corpse slayer deals an extra 1d8 damage of the weapon’s type to undead creatures, and gives them disadvantage on saving throws against effects that turn undead until the start of your next turn. The former ability will benefit any paladin in combat against undead regardless of their playstyle or party composition, while the latter ability specifically encourages teamwork and allows for added synchronicity if your paladin is working alongside another paladin or cleric.
4. Guardian Emblem
Wondrous Item (holy symbol), uncommon (requires attunement by a cleric or paladin)
Another item on this list requiring attunement by a cleric or paladin, the guardian emblem leans heavily into the paladin’s potential to support and defend their team. This emblem functions as your holy symbol, and can be attached to a suit of armor or shield.
There was a time when only adamantine armor could negate a critical hit, but the guardian emblem allows its bearer to do so three times per day. When you are wielding or wearing the item bearing this emblem and you or a creature you can see within 30 feet of you suffers a critical hit, you can use your reaction to expend 1 of the shield’s 3 charges to turn the critical hit into a normal hit instead. Sure, you can already drop a mountain of d8s with your smites, but nothing feels more powerful than negating a critical hit.
5. Holy Avenger
Weapon (any sword), legendary (requires attunement by a Paladin)
We couldn’t make a list of paladin magic items without including the beloved holy avenger.
This magic item requires attunement by a paladin, grants a +3 bonus to attack and damage rolls, and deals an extra 2d10 radiant damage to fiends and undead. If shredding ghosts and demons alike with radiant light isn’t enough for you, take comfort in the holy avenger’s 10-foot radius aura granting advantage on saving throws against spells and other magical effects. If you level all the way up to 17 in the paladin class, this aura increases to 30 feet.
Though this item is unlikely to be sitting around in a shop waiting to be purchased, it could serve as an excellent plot device. Perhaps in a stone of some kind, destined for a true king or queen of some sort, I don’t know.
6. Mace of Disruption
Weapon (mace), rare (requires attunement)
The mace of disruption is probably familiar to longtime and new Dungeons & Dragons fans alike. Formally debuting in second edition and more recently put to excellent use by a famous Exandrian gnome cleric, the mace of disruption is ready to tackle all of your undead-slaying needs.
The mace deals an extra 2d6 radiant damage to fiends and undead and has the potential to destroy them outright if they have low enough hit points after being struck and fail a Wisdom saving throw. Even a successful save renders the target frightened of you—and why shouldn’t they be?
7. Necklace of Prayer Beads
Wondrous Item, rare (requires attunement by a cleric, druid, or paladin)
As half casters, paladins don’t have as many spell slots as some of their fellow divine casters. Fortunately, your paladin can use a necklace of prayer beads to help bridge the gap.
Each bead can be used to cast its corresponding spell once per day. Most of these spells are already on your spell list, but the true boon of the necklace is allowing you to still have access to spells well after you've burned all of your spell slots on Divine Smite. While your DM decides what spells the necklace holds, you’ll have an even bigger choice to make: over the plate armor or under the plate armor?
8. Ring of Resistance
Ring, rare (requires attunement)
Sometimes the key to success is preparation. When questing to defeat a foe with an obvious aptitude—for example, psychic damage for mind flayers, fire damage for red dragons, or necrotic damage for necromancers—you might want to find a ring of resistance. There may be potions available, but the ring will protect you even if you are ambushed or forced to fight your way through many minions over multiple encounters.
If you prefer something like a set of armor of resistance, such things do exist. However, taking this route might eventually lead you to having to choose between armor with a bonus to its Armor Class and your preferred damage resistance.
9. Sun Blade
Weapon (longsword), rare (requires attunement)
Does your paladin’s tragic backstory contain vampires? Let the sun blade lead them to a brighter future.
This weapon provides a +2 bonus to attack and damage rolls, but more evocatively, its damage is radiant rather than slashing, and it deals an additional 1d8 radiant damage to undead. Perhaps its most powerful ability is its dazzling shimmer: the sun blade emits sunlight in a radius of up to 30 feet of bright light and 30 feet of dim light. Handy for when you need a better view of the vampire standing before you!
If your paladin prefers warhammers over blades and is comfortable swapping half of the max sunlight range for a once per day casting of the sunbeam spell, they may want to look to the Duskcrusher.
10. Winged Boots
Wondrous Item, uncommon (requires attunement)
You’ve trekked through a whole layer of Baator and found yourself face-to-face with a pit fiend. But your foe has met paladins before and takes flight. The wizard is slinging spells, the ranger is firing arrows, the druid is keeping everybody healed as the pit fiend hurls fireballs, and you … are waiting for the pit fiend to get within reach.
Wait no longer! Fit yourself for some winged boots and fly your fearsome self into melee range. With these boots, very few enemies will be able to escape your wrath. If you have your eye on other magic boots, or simply don’t want to spend the attunement slot, you may be able to opt for a broom of flying—though you may want to stock a feather token (feather fall) if you opt for that route.
Building a Paladin
Now that you’re geared up and ready to adventure, it’s time to visit D&D Beyond’s character builder! A world of smiting the unholy awaits you.
Damen Cook (@damen_joseph) is a lifelong fantasy reader, writer, and gamer. If he woke up tomorrow in Faerun, he would bolt through the nearest fey crossing and drink from every stream and eat fruit from every tree in the Feywild until he found that sweet, sweet wild magic.
The necklace is SO useful.
Great Article. Winged boots are my favorite. Also, 2nd
The Holy Avenger is absolutely broken.
Attack codename: "Obliterating Smite"
Class/level: Paladin, 17 +
Equipment required:
1. Holy Avenger
Spells required:
1. Holy Weapon
Damage:
Holy Avenger(Greatsword): 2d6 slashing + 2d10 radiant if the target is a fiend or undead
Holy Weapon: 2d8 radiant Divine Smite(using a 4th level spell slot): 5d8 radiant + 1d8 radiant if the target is a fiend or undead
Strength Modifier: +5
Damage per attack:
[(2d6) + (2d10)] + (2d8) + (6d8) + 5 = 59
Damage per turn(two attacks): 118
Duration: 1 hour, concentration
Meta-multiclassing tip:
Take 2 levels in fighter to get Action Surge, enabling you to deal 236 damage in one turn.
(Note this is assuming the target is an undead or a fiend.)
Listen, I like the Sunblade as much as the next guy (though not as much as the people who write adventures, cause it's in most of them), but I must make a correction to your description: the Sunblade produces bright light, but it is not sunlight. Spells like Dawn and the Icon of Ravenloft specifically create sunlight, but the fantasy lightsaber does not.
@SpiteRider
The sunblade's description explicitly states the light is sunlight, though?
Well, that's embarrassing. I've run CoS twice, and my group of pre 5e players have been telling me it wasn't and I never really questioned it. Thanks for the heads up lol
Let me guess, your players are dark elves?
2 are kobolds, but the campaign got put on hold right before they found it and faces off against Strahd.
Now, take great weapon master and be an og aasimar to add radiant damage equal to your level and another +10 damage
Just wanted to comment to say I love these articles! Keep them coming!
In my opinion what makes the Necklace of Prayer Beads so strong is something that wasn't really said in the article - it lets you cast these spells as a bonus action, meaning you can cast spells like Bless or Cure Wounds and still Smite your enemies with the Spell Slots you don't need for the spells on the same turn, it's an extremely strong item and I would recommend DM's that like to Homebrew to make a similar Item with nature spells for Druids and Rangers
I disagree with PyromaniacalEvoker. The Holy Avenger is not broken at all.
Their example really demonstrates that a level 17 or 19 (to accomplish the action surge) class designed to deliver massive burst can deliver massive burst. (while using 3 to 5 spell slots and maybe an action surge in one round) The bulk of the damage they are calculating comes from the class abilities, not the Holy Avenger.
An extra 2d10 radiant damage to fiends and undead is extremely powerful, since that damage does not require spell slots or charges. There are few weapons in 5e that deal extra damage on their attacks, especially to that high of a degree.
The Holy Avenger grants you and nearby creatures advantage on saving throws against spells and other magical effects. This pairs with Aura of Protection, making you and your allies all but immune to hostile magic.
I posted the "Obliterating Smite" attack to show the full potential/power of Paladins as a whole. The Holy Avenger is the best weapon to channel that attack.
The true strength of the Holy Avenger is not its individual features, but that it works with the Paladin class to create an extremely powerful character. It increases a Paladin's damage-per-attack* and enhances their support capabilities. To call the Holy Avenger "broken" may be an overstatement, but it is one of the most powerful legendary magic items in 5e.
*against fiends and undead, but those are the natural foes of Paladins
This is assuming all your attacks hit. A fundamental difference.
It is but if you can't get one spell gem, ring of spell storing or spell scroll perform similar functions of letting you cast spells instead of using spell slots. A level 1 spell gem can be made pretty quickly by and cheaply by an artificer; and acts as a reusable spell scroll that you can recharge on down time great for creating a bank of free bless casts. If you get proficiency in arcana you can make scrolls or some one else can make them for you to save slots and spells known. For these items I recommend
I concur- it is not broken, but it is probably the most powerful legendary item a Paladin can get their hands upon in 5E. In the right situation, it is an absolute game changer, but then again, it is legendary, and the player wielding it should get to feel pretty epic.
As for your example regarding "obliterating smite" Thanks, it was a neat example and I now have a character concept of a disillusioned warrior who feels the call to do and be something more than just a hired sword, and ends up taking holy orders.
CLERIC! CLERIC! CLERIC!
Disclaimer: D&D is not an MMORPG. Characters do not just get magic items at character creation.
My pick 3 is Cloak of Displacement / Book of Exalted Deeds / Holy Avenger
Except when they do because you started high level or its a one shot