Dungeons And Dragons 5e: How To Pick Your Class

6. Paladin

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Paladins are the Clerics angrier, beefier brothers who have the temperament to boot. Sworn to an oath to follow their personal tenants and those of the deity they worship, Paladins are utterly fearsome on the battlefield with their signature abilities, the smite.

Pumping your attacks up with magical damage after they hit, guaranteeing the spell doesn’t go to waste, you can couple this with smite variants that do additional fire damage, can blind, or even lock your opponent in a stun.

Their healing abilities, while not quite on the level of Clerics, are nothing to be scoffed at, despite their lessened spell-casting capacity, and the auras they can channel passively at higher levels benefit the entire party without expending critical resources.

Similar to clerics, their oaths are based on an oath the Paladin has sworn that exemplifies their core beliefs, providing ample role-playing prompts for newer players. If you’re looking to smash a troll in the face with a big hammer in the name of justice and righteousness, swear your loyalty to the Paladin.

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A former Army vet who kept his sanity running D&D games for his Soldiers. I'll have a bit of D&D, pro wrestling, narrative-driven video games, and 80's horror movies, please and thank you.