20 Must-Have Paladin Spells 5e for Your D&D Campaign

Paladin spells in D&D 5th edition are a set of magical abilities that Paladins can use to aid themselves and their allies in combat and other situations. Paladins are half-casters, meaning they have access to both martial abilities and a limited selection of spells.

Paladin spells are divided into different levels, with more powerful spells becoming available to Paladins as they gain levels. They can choose to prepare a certain number of spells each day, which they can then cast using their spell slots. Paladins have a smaller number of spells compared to other spellcasting classes, but they can use their spell slots to cast their spells at higher levels, increasing their potency.

Paladin spells often focus on bolstering allies, healing wounds, dealing radiant damage, and detecting and combating evil. Some of the most iconic Paladin spells include Bless, Cure Wounds, and Divine Smite.

There are 5 Levels available for Paladin Spells 5e (5th Edition) for Dungeons and Dragons. you can know each and every spell detail from the following sheet.

The Top 10 Most Iconic Paladin Spells 5e in D&D History

The Top 10 Most Iconic Paladin Spells in D&D History

Another 1st-level spell that heals a target's hit points. The amount of healing is based on the Paladin's level and spellcasting ability modifier.

A 1st-level spell that allows the Paladin to detect aberrations, celestials, elementals, fey, fiends, and undead within range. The spell also reveals any consecrated or desecrated ground within the area of effect.

A 1st-level spell that imbues a Paladin's weapon with extra radiant damage for up to one minute. The damage dealt by this spell increases with the Paladin's level.

A 1st-level spell that grants a target temporary hit points and immunity to fear effects for up to one minute. The number of temporary hit points granted by this spell increases with the Paladin's level.

A 1st-level spell that grants a target resistance to damage from aberrations, celestials, elementals, fey, fiends, and undead. The spell also prevents the target from being charmed, frightened, or possessed by such creatures.

A 1st-level spell that grants a target a bonus to their Armor Class (AC) for up to 10 minutes. The bonus to AC increases with the Paladin's level.

A 1st-level spell that imbues a Paladin's weapon with extra fire damage for one attack. If the attack hits, the target takes additional fire damage and is set on fire for a limited time.

A 1st-level spell that imbues a Paladin's weapon with extra thunder damage for one attack. If the attack hits, the target takes additional thunder damage and must make a Strength saving throw or be knocked prone.

A 1st-level spell that imbues a Paladin's weapon with extra psychic damage for one attack. If the attack hits, the target takes additional psychic damage and must make a Wisdom saving throw or become frightened.

A 2nd-level spell that imbues a Paladin's weapon with extra radiant damage for one attack. If the attack hits, the target takes additional radiant damage and begins to glow, revealing their location for a limited time.

A 3rd-level spell that grants allies within range extra radiant damage on their weapon attacks for up to one minute. The amount of extra damage dealt by this spell increases with the Paladin's level.

A 2nd-level spell that enhances a weapon's attack and damage rolls. The spell also allows the weapon to bypass certain resistances and immunities to non-magical attacks.

Zone of Truth

A 2nd-level spell that grants allies within range temporary hit points. The number of hit points granted by this spell increases with the Paladin's level.

A 2nd-level spell that summons a loyal mount for a Paladin to ride. The type of mount summoned depends on the Paladin's level and location.

Check also: Druid Spells 5e

Level 1

Spell NameSchoolCasting TimeRangeDurationComponents
BlessEnchantment1 Action30 feetConcentration, up to 1 minuteV, S, M
CeremonyEvocation1 Action RTouchInstantaneousV, S, M
CommandEnchantment1 Action60 feet1 roundV
Compelled DuelEnchantment1 Bonus Action30 feetConcentration, up to 1 minuteV
Cure WoundsEvocation1 ActionTouchInstantaneousV, S
Detect Evil and GoodDivination1 ActionSelfConcentration, up to 10 minutesV, S
Detect MagicDivination1 Action RSelfConcentration, up to 10 minutesV, S
Detect Poison and DiseaseDivination1 ActionSelfConcentration, up to 10 minutesV, S, M
Divine FavorEvocation1 Bonus ActionSelfConcentration, up to 1 minuteV, S
HeroismEnchantment1 ActionTouchConcentration, up to 1 minuteV, S
Protection from Evil and GoodAbjuration1 ActionTouchConcentration, up to 10 minutesV, S, M
Purify Food and DrinkTransmutation1 Action R10 feetInstantaneousV, S
Searing SmiteEvocation1 Bonus ActionSelfConcentration, up to 1 minuteV
Shield of FaithAbjuration1 Bonus Action60 feetConcentration, up to 1 minuteV, S, M
Thunderous SmiteEvocation1 Bonus ActionSelfConcentration, up to 1 minuteV
Wrathful SmiteEvocation1 Bonus ActionSelfConcentration, up to 1 minuteV

Level 2

Spell NameSchoolCasting TimeRangeDurationComponents
AidAbjuration1 Action30 Feet8 hoursV, S, M
Branding SmiteEvocation1 Bonus ActionSelfConcentration, up to 1 minuteV
Find SteedConjuration10 Minutes30 feetInstantaneousV, S
Find Vehicle (UA)Conjuration T10 Minutes30 feet8 hoursV, S
Gentle ReposeNecromancy1 Action RTouch10 daysV, S, M
Lesser RestorationAbjuration1 ActionTouchInstantaneousV, S
Locate ObjectDivination1 ActionSelfConcentration, up to 10 minutesV, S, M
Magic WeaponTransmutation1 Bonus ActionTouchConcentration, up to 1 hourV, S
Prayer of HealingEvocation10 MinutesTouchInstantaneousV
Protection from PoisonAbjuration1 ActionTouch1 hourV, S
Warding BondAbjuration1 ActionTouch1 hourV, S, M
Zone of TruthEnchantment1 Action60 feet10 minutesV, S

Level 3

Spell NameSchoolCasting TimeRangeDurationComponents
Aura of VitalityEvocation1 ActionSelf (30-foot radius)Concentration, up to 1 minuteV
Blinding SmiteEvocation1 Bonus ActionSelfConcentration, up to 1 minuteV
Create Food and WaterConjuration1 Action30 feetInstantaneousV, S
Crusader's MantleEvocation1 ActionSelfConcentration, up to 1 minuteV
DaylightEvocation1 Action60 feet1 hourV, S
Dispel MagicAbjuration1 Action120 feetInstantaneousV, S
Elemental WeaponTransmutation1 ActionTouchConcentration, up to 1 hourV, S
Magic CircleAbjuration1 Minute10 feet1 hourV, S, M
Remove CurseAbjuration1 ActionTouchInstantaneousV, S
RevivifyNecromancy1 ActionTouchInstantaneousV, S, M
Spirit ShroudNecromancy1 Bonus ActionSelfConcentration, up to 1 minuteV, S

Level 4

Spell NameSchoolCasting TimeRangeDurationComponents
Aura of LifeAbjuration1 ActionSelf (30-foot radius)Concentration, up to 10 minutesV
Aura of PurityAbjuration1 ActionSelf (30-foot radius)Concentration, up to 10 minutesV
BanishmentAbjuration1 Action60 feetConcentration, up to 1 minutesV, S, M
Death WardAbjuration1 ActionTouch8 hoursV, S
Find Greater SteedConjuration10 Minutes30 feetInstantaneousV, S
Locate CreatureDivination1 ActionSelfConcentration, up to 1 hourV, S, M
Staggering SmiteEvocation1 Bonus ActionSelfConcentration, up to 1 minuteV

Level 5

Spell NameSchoolCasting TimeRangeDurationComponents
Banishing SmiteAbjuration1 Bonus ActionSelfConcentration, up to 1 minuteV
Circle of PowerAbjuration1 ActionSelf (30-foot radius)Concentration, up to 10 minutesV
Destructive WaveEvocation1 ActionSelf (30-foot radius)InstantaneousV
Dispel Evil and GoodAbjuration1 ActionSelfConcentration, up to 1 minuteV, S, M
GeasEnchantment1 Minute60 feet30 daysV
Holy WeaponEvocation1 Bonus ActionTouchConcentration, up to 1 hourV, S
Raise DeadNecromancy1 ActionTouchInstantaneousV, S, M
Summon CelestialConjuration1 Action90 feetConcentration, up to 1 hourV, S, M

Advantages

  • Versatility: Paladins can use their spells to supplement their martial abilities, allowing them to adapt to a variety of situations. They have access to healing spells, damage-dealing spells, and spells that can help protect themselves and their allies.
  • Extra damage: Paladins can use their spell slots to fuel Divine Smite, which allows them to deal extra damage on a successful melee weapon attack. This can be a powerful tool in combat, especially against enemies vulnerable to radiant damage.
  • Support: Paladin spells can help support their allies by healing wounds, providing buffs, and removing harmful conditions. This makes Paladins valuable members of any party, as they can help keep their allies alive and fighting.
  • Detecting evil: Paladins have access to spells like Detect Evil and Good and Locate Object, which can help them track down and confront evil foes. This makes them valuable in campaigns that involve battling demons, undead, or other malevolent entities.
  • Higher spell slot usage: Paladins have a limited number of spells, but they can use their spell slots to cast their spells at higher levels, increasing their potency. This means that even low-level spells can be useful in later levels when cast with higher-level spell slots.

Overall, Paladin spells can help Paladins be more versatile, powerful, and supportive members of any adventuring party.

FAQ’s

Q: What is a paladin spell in 5e?

In the Dungeons & Dragons game, most fantasy role-playing is about the character and the classes in edition with the standard playable in most of the editions.  This is actually a holy knight, crusading which is the name of god and order. This spell is also called a divine spell caster. The supporting options, healing, primarily buffs that have the Cleric’s spell to borrow is called a Paladin spell in 5e. This is powerful and compelled Duel one to fine steed.

Q: How this paladin does spell work?

It works according to the fighters first and the casters in second place. They are the ones who cast this spell starting at a second level. They can prepare a number of spells that are equal to the charisma modifier in the 3rd priority of having amazing rolls in the paladin level. It also works according to the minimum of one spell from the paladin table which gets more of the slots to work along with the game in casting the spells. It might have a level from the spell slots to show the modifier in half level. 

Q: How does magic work for paladins?

The ability to provide the spell on preparing the second on the starting towards the 2nd level. They have got a small number of spells to make the healing spell should be a priority on having 1st level. It makes the hand able to provide the close pool on healing from the precious way to make the modifier from the deal that has the additional damage system. It also requires the combat melee to target the prone from the concentrating to bring the spells at some time. 

Q: Do paladins pick their spells?

Like sorcerers or warlocks, the paladins do not pick up their own spells. Enough high level was the great factor in using the spell t make the manner from the high range on suspecting some spells to get prepared already. It brings up the spell to cast when they are needed already. The number of spells upon which the equal level gets the priority on bringing some fact from the spell casting to the different level. 

Q: Does Paladin know the cantrips?

The spell list in 5e has got one or two cases to get along the rangers from the cantrip to zero level. It might bring up the higher levels on the covering from the paladin spells to complete the fact from the 5e game. The paladins do not actually pick up their own cantrips in the game of high level which could bring up the slots on a different side.  They need to focus on a small pool of magical things that might get on the ability to cover up the entire sword in the spell caster. 

Q: How many spell slots does a paladin get?

They get about 3 paladin slots and they actually cast spells to make the 6 spells from three to four times in the end. The Divine smites to consume one spell from the different ways to carry out on preparing from the paladin to get from the spell. It brings from separating the spell to making an actual spell. 

Q: What kind of spells do Paladins have access to?

A: Paladin spells focus on bolstering allies, healing wounds, dealing radiant damage, and detecting and combating evil. They have a smaller selection of spells compared to other spellcasting classes, but their spells tend to be powerful and thematic. Some of the most iconic Paladin spells include Bless, Cure Wounds, and Divine Smite.

Q: Can Paladins learn spells from other classes?

A: Paladins can only learn and prepare spells from the Paladin spell list. They cannot learn spells from other classes or use magic items that allow them to cast spells from other classes.

Q: How do Paladin spells work with Divine Smite?

A: Divine Smite is not a spell, but a Paladin ability that allows them to expend a spell slot to deal extra damage on a successful melee weapon attack. The extra damage dealt is based on the level of the expended spell slot. Paladins can use their spell slots to fuel Divine Smite, but they can also use their spell slots to cast other spells.

Q: Can Paladins cast spells while wearing armor?

A: Paladins can cast spells while wearing armor, but they may need to have the appropriate proficiency to avoid the penalties of wearing heavier armors. Some spells also have somatic or material components that require a free hand to cast, which may require the Paladin to sheathe or drop their weapon to cast the spell.