Is your paladin a champion of the divine? A rebel with a cause? Whatever your oath or your motivations, you’ll be able to call upon divine magic to aid you in your adventures, whether you use it to slay monsters or support and protect allies.
Below, we review 10 of our favorite spells for the 2014 paladin:
- Aid
- Aura of Purity
- Bless
- Blinding Smite (and Other Smite spells)
- Destructive Wave
- Find Steed / Find Greater Steed
- Revivify
- Shield of Faith
- Spirit Shroud
- Zone of Truth
Half Casters With Divine Smite
Paladins are a “half caster;” they have fewer spell slots and a smaller spell list than their “full caster” counterpart, the cleric, but are much better with a sword. Half casters can only cast spells up to 5th level and don’t generally have access to cantrips, so this list will only feature spells of 1st through 5th level.
Paladins also have the powerful Divine Smite feature, which may affect the spells you choose to prepare. On any hit, you can choose to expend a spell slot to deal extra damage: 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. This is more damage per hit than any spell on your list (and you don’t need to risk concentration, nor does it cost action economy), so if your primary goal is to deal maximum damage, you’ll probably opt to smite most often.
1. Aid

2nd-level abjuration
As a paladin, you have the Lay On Hands class feature, which grants you a pool of hit points that you can draw from to heal yourself or others as an action. Use the aid spell to step in and do what Lay On Hands cannot: Heal multiple allies and increase their maximum hit points. At 2nd level, aid increases three creatures’ hit points, current and maximum, by 5. When upcast, the spell doles out 5 additional hit points for each slot above 2nd, meaning that by 9th level your paladin could be increasing most of your party’s hit points by 10 each. It doesn’t require concentration, meaning you can stack it with another buff spell that does, and it lasts for 8 hours. While the party is drinking their morning coffee and the arcane casters are donning their mage armor, give a few friends some aid.
No other paladin spell can increase a creature’s maximum hit points, so if you want to prepare one healing spell, this should be it. But you may have to decide who in the party to cast it on. Will you give it to the frontliners, who likely take the most damage but already have considerable hit points? Or to the fragile folks, so that they’re less likely to instantly fall unconscious after a single dragon’s breath?
2. Aura of Purity
4th-level abjuration
Imposing armored warriors can be support casters, too. In fact, if you’re carrying a thick shield and wearing heavy armor, enemies may find it quite difficult to break your concentration. Use this to your advantage with buff spells like aura of purity, which protects your party against several of the most common harmful conditions and grants everyone within its radius resistance to poison damage. Many monsters use poison-coated weapons or have venomous stings and bites, so you’ll appreciate this aura when you’re fighting giant spiders in the Underdark or green dragons in the forest.
An aura of purity will also help protect your party from a lich's Paralyzing Touch, an autumn eladrin's Enchanting Presence, and an ilithid's Mind Blast. No reports yet on whether it cures hangovers, but presumably the barbarians and bards of the world will let us know.
3. Bless
1st-level enchantment
A widely-known fan favorite, bless reminds us that oftentimes classics are classic for a reason. Nearly every table has a story about a time someone failed a saving throw that would have dropped them unconscious… until someone reminded them that they were blessed, and they escaped danger.
Bless boosts the luck of up to three creatures, granting them a bonus to attack rolls and saving throws. It’s a highly effective combat spell if you want to keep your allies alive and help ensure their attacks land. Plenty of people play a paladin as a martial damage dealer or tank, but with their high AC, they can also be effective support casters. Keep your shield high and your armor heavy, and enemies will find it quite difficult to break your concentration.
4. Blinding Smite (and Other Smite spells)
3rd-level evocation
While these smite spells may not be "divine," they can be effective in a wide range of scenarios. However, unlike the paladin's patented Divine Smite, these spells cost a bonus action and require concentration, but they impose an additional effect, such as the prone or frightened condition.
Blinding smite is my favorite of these smite spells. Blinding smite deals 3d8 radiant damage on top of your normal damage and blinds the target for 1 minute if they fail a Constitution saving throw. Attack rolls against a blinded creature have advantage, and the creature’s attack rolls have disadvantage.
Of the many smite spells to choose from, I favor this one because targets are less likely to be immune to the blinded condition than, say, the frightened condition, and the target cannot un-blind themselves on their turn as easily as they might stand up from being prone. Fortunately, a paladin can change their prepared spells daily, so you can tailor your smites to whatever monster you’re chasing or castle you’re storming.
5. Destructive Wave
5th-level evocation
Destructive wave is a paragon of evocation: It deals massive damage (including half damage on a successful saving throw) in a wide radius, doesn’t damage allies, knocks enemies prone, and its damage types—thunder and radiant or necrotic—can be tailored around enemy resistances.
Unfortunately, your paladin won’t be able to access this spell until 17th level, but it is a must-pick for high-level one-shots. Alternatively, your DM may be willing to make a spell scroll or spellwrought tattoo available as loot or a quest reward.
6. Find Steed / Find Greater Steed

2nd-level conjuration and 4th-level conjuration
Can the wizard’s familiar pull the party’s cart hundreds of miles? Or knock an opponent prone? Save the party quite a bit of gold with find steed and summon a spirit that takes the form of a beast such as a warhorse, mastiff, or elk. Your spirit steed is smarter than its natural counterpart, with an Intelligence of 6, can understand one language, and you maintain a telepathic connection to the steed as long as it is within 1 mile.
This spell has a major advantage over other summoning or conjuring spells: “While mounted on your steed, you can make any spell you cast that targets only you also target your steed.” Heal both yourself and your steed after the enemy’s fireball with just one cure wounds. Or buff yourself with heroism, protection from evil and good, shield of faith, or spirit shroud, and apply the spell to your steed for free! Remember that this effect would apply to spells that you cast from a magic item, so consider what shenanigans you could get up to with items like a wand of polymorph.
7. Revivify
3rd-level necromancy
The power to bring an ally back from death is highly sought after but rarely acquired. Only artificers, clerics, and paladins learn revivify as part of their class' spell list, so if you reach 9th level, you might want to make room for it. Even if your cleric has been casting this spell since the party reached 5th level, picking up this spell as a paladin means the party can now revive the cleric if they fall. Just remember to bring diamonds with you, as this spell consumes 300 gp worth of diamonds per casting.
8. Shield of Faith
1st-level abjuration
Shield of faith is a simple yet reliable defensive spell. It provides a +2 bonus to its target’s AC, allowing you to support an ally in a precarious position or cover gaps in your own armor before charging headfirst into a horde of enemies.
If you’re already buried in heavy armor and a shield, use this spell to make yourself downright unreasonably hard to hit. If you’re a Great Weapon Master or a Polearm Master, you’ve had to put down your physical shield to focus on offense and can use shield of faith to pick up the slack. And when a vulnerable party member is in danger of being smashed by the wrong end of a pit fiend’s mace, throw this spell their way to help keep them safe.
9. Spirit Shroud

3rd-level necromancy
The paladin spell list features plenty of ways to increase your damage output, but none come with all of the bells and whistles of spirit shroud. While the spell lasts, you’ll deal extra cold, necrotic, or radiant damage—a welcome influx of flexibility in a class that primarily focuses on radiant damage. Additionally, any creature of your choice that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn. But possibly most useful is its anti-healing ability: Any creature that takes this spell’s extra damage cannot regain hit points until the start of your next turn.
I recommend spirit shroud for its anti-regeneration effect, but if you need to focus on dealing as much damage as possible, holy weapon (for yourself or an ally) might be the way to go. If you’re surrounded by Undead or Fiends and your party just needs to hit monsters with radiant damage, look to the aura produced by crusader’s mantle.
10. Zone of Truth
2nd-level enchantment
Why rely on an Insight check when you can put your faith in magic? With zone of truth, you can take a more straightforward approach to mystery-solving.
This spell creates an area of effect that prevents creatures from speaking a deliberate lie if they fail a Charisma saving throw. The average NPC doesn’t have a high bonus to Charisma saving throws, so this spell is likely to succeed on many witnesses, informants, suspects, and henchmen. Keep in mind that everybody who is affected by this spell is aware of it, and can try to be evasive or refuse to answer any questions. Remember that some monsters are very experienced at talking around the truth, so cast this on creatures like Fey and devils at your own risk!
Building a Paladin
Time to take your magic on an adventure! Be ready to infuse your weapons with divine power, heal your allies, and keep the party safe. When you’re ready to roll for your stats and give your paladin a name, jump into D&D Beyond’s character builder!
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.
You are very out-of-date in your information.
The spell lists way magic was broken up were early playtest (test being the operative component) content which was abandoned long, long ago—the current revised system both tracks and is interchangeable with 5e.
Very few classes are being “completely redesigned”—I think Sorcerer and Rogue are the only ones receiving substantial overhauls, and those are traditionally underperforming classes in the current system. Everything else is mostly the same—some abilities got some tweaks, some things got moved around, but everything is pretty darn similar in terms of playstyle. So similar that you can easily use 2014-era subclasses with the 2024 revised classes without any problems.
Speaking as someone who has been running a 2014/2024 Hybrid game since the playtest started, and not as someone who clearly made up their mind months ago and never bothered to keep informed about how the test was developing, I can categorically say the systems are not only not “considerably” different, but that they are absurdly compatible (frankly, probably more compatible than I would like, as Wizards chose compatibility over fixing a number of inherent flaws in 5e).
Ha. No. Until they actually print it we have to consider any or all of the playtest material as something they might publish. The whole point is to find what works and doesn't. The lastest versions will change again too. You're NOT playing with what is going to get released, despite believing so for some reason.
Obviously some things from the playtest are going to change—but, at this point, there are also things that obviously will not make it into the game and things that obviously will. The changes to spell lists are out—Wizards has said they were a bad idea, that they were an unpopular idea, and they would be tossing it out with the garbage. Weapon mastery is clearly in—it has survived multiple playtests and polls consistently at high percentages.
Backwards is clearly a primary concern—every single change which could majorly impact compatibility was reversed, and every update has shown compatibility remains of high concern as we’ve now seen the near-totality of playtest content be backwards compatible. And, of course, folks have been playing with the 2024 rules changes since the Strixhaven book introduced them to the game, and most people did not even notice the systems existing alongside one another.
I get it, change is scary, particularly when Wizards has bungled the messaging so much they really allowed the trolls on the forums/YouTube to spread misinformation about the update and define the conversation. But, if you actually look at real data and the trends of what has been released—rather than let fear and lack of knowledge define your views—perhaps you might actually that things are not as dire as you seem to think.
Let's just call it 5e and 5.5e please. lol
0/10. We need only ONE use for spell slots: DIVINE SMITE!!!
For divine favor to be worth more than a smite, you need to land 4 hits with it at least (4d4 vs 2d8). If the fight lasts 3 rounds and you are lucky enough to hit twice every round, and not lose concentration (and you don't mind the bonus action cost) than it could theoretically be worth it. That's quite unlikely though.
In 9 cases out of 10, spending a slot on divine favor is a waste if that slot could be used for a smite.
That math doesn’t include additional attacks from stuff like Sentinel/PAM. And like I said, we’re talking about crowd control, mook bashing here, situations in which 2d8 would be overkill on any one creature. Spreading around smaller amounts of damage to a bunch of weaker opponents in those situations can be helpful. Not to mention that a horde of weaker opponents are also likely to have lower AC and attack modifiers, meaning you’re more likely to get your concentration’s worth out of the spell. And the math for a spell like spirit shroud is almost the same, only with some additional benefits at a much higher cost of a 3rd-level spell slot.
Not forgetting that this combines nicely with Find Steed. As a Self-targetted spell, while mounted the spell also applies to your steed. Surrounded by swarms of minions? Not only are you dealing extra damage, your steed is too. Have to admit, I'd usually favour other concentration spells, but this is definitely one I look at as a back up. My Vengeance Paladin excels in 1 on 1, but crowds are a problem and this does help.
Can you explain how the playtest material from 2023 is the rules that has yet to be released in a future 2024 date? I think you're going to find it pretty confusing to refer to something that was released in a 2023 playtest package as the as-of-yet unreleased new edition.
Really, really easy if you have been paying any attention.
Strixhaven was the first book containing the 2024 model of background—a feature alongside some flavour elements. This has been continued in all the backgrounds released since then, such as in Dragonlance or Bigby’s. Every single UA playtest iteration has followed this model exactly, indicating Wizards is happy with this element of the post-Strixhaven game and intends to keep it around.
MMM was the first release of 2024 style monsters—monster stat blocks that were more self-contained and do not require players to switch to other pages or books to find out what their spells do. While we have not seen the MM playtest content, Wizards indicated this is how they are intending to do monsters moving forward into 2024 and beyond.
Dragonlnce saw our first 2024 style feat trees—secondary feats with a prerequisite lower feat (often available from a background). This model has continued unchanged in all the 2024 playtest content related to feats.
Wizards began rolling our content under the 2024 design strategy well before they started play testing the core books. This is not some major change—despite what the Luddites want folks to think—this is just the core books catching up with changes that have been slowly occurring to the non-core books for years, after considerable UA from other content.
.... if those came out pre-2024, then it isn't 2024 style. IDK what you're talking about. We JUST started 2024 and none of that stuff came out this year. Basically nothing has. There is, in short, not yet such a thing as 2024 style. That's literally the future you're talking about, nothing is published for it yet.
Sigh. This is the problem with Wizards trying to define things in terms of years. It would have been more accurate to say r5e (revised 5e), since then people like you would not get confused.
So, let’s try it that way—r5e materials have been in the game since Strixhaven. The 2024 update to the core books is not some new revision, it is taking the core books and comporting them with revisions already in effect, as well as finalising the revisions by updating certain elements which have not yet been updated.
You can deny it all you want, but the reality is that the revised edition is not some future thing you are afraid of—it is something that already exists in the game, and which is just getting the next set of items updated.
... if you want people to believe you've read an as-of-yet published book you're going to need to provide some supporting explanation for that my friend.
I mean, the truth is you haven't. Because it hasn't been published. They're very literally still writing it and deciding what to include. We JUST started 2024, the book in question IS NOT IN EXISTENCE. You very literally have not read it.
My personal oppion on the class Paladin
This post might be old or soo, but right now I am playing a costume campaign with a couple of friends, and I decided to use the aasimar race with a class paladin. Because it gets me a race point in strength, and have divided my points decently, I am trying to make a sort of superman / God version to help my party and such.
Soo if your trying to make a cool chartere you might want to choose the class Paladin because it has different good features
just for extra knowledge of my charter if your interested this is my backstory i made by myself.
''The tale of Deus Divinitatis unfurled, veiled in a sorrowful prologue. Born an aasimar, his lineage traced back to the celestial, yet destiny weaved him into the tapestry of destitution. In a compact town teeming with the intermingling of humans and malevolent forces, he was raised amidst poverty’s cruel embrace. The town, nestled in the shadows, whispered secrets that echoed with darkness and peril. It was there that Deus Divinitatis, amidst the tumultuous clash of good and evil, absorbed the forbidden tongue of Infernal. From the devils and mortals deemed as pariahs, he imbibed a language forbidden to his celestial kin. The hardships etched upon his countenance did not tarnish his spirit, for within the gloom, his heart blossomed with an otherworldly resolve. He traversed the contours of malevolence, brushing shoulders with greed, selfishness, and the very embodiment of the seven deadly sins. But amidst this mire of injustice, a paradox emerged. With hands that carried the power of celestial healing, he extended aid to the destitute, the vile, the righteous, and the indifferent. His benevolence knew no bounds, transcending barriers of race and discord. In the absence of divine intervention, Deus Divinitatis metamorphosed into the beacon of hope that this desolate town yearned for. His visage radiated ethereal perfection—flawless skin, locks of luscious hair, and eyes that pierced through the veil of despair. The town of sorrow served as his crucible, a place where he imbibed invaluable lessons. Yet, the call of adventure beckoned, echoing with the tantalizing allure of uncovering the world’s enigmas. His quest: to unravel the mysteries shrouding both the realms of goodness and malevolence. He sought to transcend the boundaries of prejudice, emerging as a symbol—a harbinger of hope, a divinity in mortal guise, destined to shepherd both the virtuous and the corrupt towards the light of Deus Divintatis.''
Sorry if the backround story was long or so. Hope it was good, thanks if you liked and you can tell me tips or oppions of my chartere or your own oppion of paladin class
bruh your naming convention sucks.
"2014 paladin". This is the worst timeline.
I can't see a good reason to ever use the smite spells (outside of some really edge case high level builds where I hadn't ever specced into doing anything with my bonus action, wasn't concentrating on something already, had spell slots to burn and really wanted to maximise my damage output - and if I end up in that situation I clearly messed up somewhere along the way).
3D8 damage for a 3rd level spell slot is awful (you can get the same from a 1st level smite against the right target or a 2nd level otherwise). It using a bonus action is worse. It being able to miss is worse. Not knowing if you crit before you use it is worse. It using concentration is worse. It possibly blinding something totally fails to account for all the downsides.
Aura of Vitality (for out of combat healing), Aura of Life and Protection from Evil and Good are all much better suggestions.
This is part of the reason I really like Playtest 6's changes to smite.
Only Downside, you can't nova on a multi-attack and smiting is considered spellcasting.
It's an error to directly compare using a spell slot on a Smite Spell to the Divine Smite feature. Divine Smite will always be a better option for pure damage (with the exception of Banishing Smite which is a 5th level spell).
As for what you're saying makes it worse:
Damage is Worse: Yes, it is worse than smite. The point is that either you want the additional effect or you want to stack it with a divine smite.
Being a bonus action to cast: This is better than casting as an action. Assuming your plan is just to attack something, you probably didn't have anything else to do with your bonus action.
It being able to miss: It's not like you lose the spell if you miss. Just attack again. You should be casting this at the start of your turn, not the end, so you should generally have two chances to land the spell before risking a concentration check. This is better than a spell like Guiding Bolt, which if you miss the first attack roll the spell was wasted.
Not knowing if you crit: I mean, I realize that critical hitting and then smiting is among the most satisfying thing in the game, but if you're waiting on a crit to use your paladin abilities, then you're going to be waiting a long time. Being able to stack a Divine Smite + Smite Spell knowingly on top of a critical hit would just be OP. That's why when in Playtest 6 they allowed you to choose to cast a Smite Spell after critical hitting, they also made it so you couldn't do a Divine Smite + another Smite Spell.
Concentration is Bad: Only if you were planning to concentrate on something else. If you're intention is to NOVA an enemy, you aren't going to use an action to cast a concentration spell - you are going to use your action to attack. Not only that, but most of the effects outside of the level 1 Smite Spells are appropriate for concentration - any other spell which blinds, frightens, banishes, prevents invisibility etc. requires concentration, so why would these ones not?
Really, there are two benefits that make these worth considering as a spells:
1. Circumstantial Benefits: You might not need to Blind something or prevent it from being invisible every fight, but when you do need that, you'll be glad you have it.
2. NOVA Potential: Since this can stack with Divine Smites, this is a way for Paladins who want to just unload all their spell slots on a boss to do so even faster. If your goal is just to kill something as quick as possible, these are good options (admittedly a 1st level option like Thunderous Smite is what you'd go with for spell slot efficiency, though).
If you are a Paladin who focuses on support first and damage second (which is a very underrated build - I have a friend who plays that way and she is amazing at it), then Smite Spells are a generally bad use of slots. However, if you a playing a Paladin who just wants to kill stuff fast or provide some clutch debuffs at the right moment, they aren't bad options.
They're referring to everything prior to the new versions as "2014" even though Xanathar's released in 2017 and Tasha's released in 2020. I would have preferred 5.0/5.5 personally, or 5e/5eR, but they appear to be de-emphasizing the differences as much as possible.