Spellcasting is a remarkable art form in the world of Dungeons & Dragons. With numerous spellcasting classes, which include the innately magical sorcerer and the support-based Cleric, one of the most compelling is the Paladin. As a class that relies on both divine magic and ushering tremendously powerful melee attacks, Paladins embody the duality necessary for vanquishing foes and protecting allies.

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A Paladin's arsenal is plentiful, having access to numerous spells dedicated to healing, protection from status effects, and strengthening their attacks. As such, players may find themselves overwhelmed when deciding the best spells to prepare for a session. To configure the best spell coverage and build the best Paladin, these are the best Paladin spells for 5e, of course, when not using spell slots for Smites.

Updated December 2, 2021, by Kristy Ambrose: The Paladin continues to be one of the most popular classes in RPG history. The image of the knight in shining armor has touched every role-playing game in some way, and the Paladin has been a class in D&D for longer than most of them. The role-playing potential for the class is compelling, and rather than be constricted by the requirement that all Paladins be of Lawful Good Alignment, players have embraced numerous concepts. The concept of a Fallen Paladin that takes an evil path is barely out of the homebrew stage, but it's worth exploring for those that are considering the build. With all of this new information at hand, it's time to update this list of the best Paladin spells in D&D.

13 Banishing Smite

Dungeons and Dragons Fire Giant
  • Sourcebook: The Player's Handbook
  • Casting Time and Spell Range: One bonus action, centered on the caster.
  • Magical School: Abjuration
  • Also Used By: None; unique to Paladins

If there's one thing Paladins are known for, it's their Smites. While Paladins have an array of Smites available to them, at fifth-level they gain access to Banishing Smite, arguably the most powerful given its higher level alone.

Like with all Smites, additional damage is added to a successful melee attack — in this case, an additional 5d10 force damage. What differs, however, is the added bonus of banishing the target if the target's hit points are reduced to 50 or lower. This spell combines a regular attack/Smite with the spell Banishment, which has the potential to completely overpower even the most fearsome opponents.

12 Find Greater Steed

mtg elf on a mount
  • Sourcebook: Xanathar's Guide to Everything
  • Casting Time and Spell Range: Ten minutes, with a range of up to 30 feet around the caster.
  • Magical School: Conjuration
  • Also Used By: None; unique to Paladins

An improvement of the second-level spell, Find Greater Steed works mechanically the same as Find Steed, except the pool of steeds includes stronger creatures. As a Paladin-exclusive spell, it provides Paladins with beneficial mount usage.

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Find Greater Steed's potential pool includes the likes of a griffon and pegasus, as well as other strong creatures. The mount can be re-summoned if its hit points reach 0, subsequently restoring all of its hit points. Essentially, this spell grants Paladins additional movement, gives the player more attacks, and adds a fun, immortal animal companion to the party.

11 Aura of Vitality

Dungeons And Dragons Artwork Of A Cleric Casting A Divine Spell
  • Sourcebook: The Player's Handbook
  • Casting Time and Spell Range: One action, with up to a 30-foot radius around the caster.
  • Magical School: Evocation
  • Also Used By: Cleric, Druid

A handy spell that only the best healers in the game can use, this aura can be used to heal and buff the whole party over time, both while the battle is raging and during its aftermath. As the Paladin moves, the area of effect moves as well, healing any allies within it.

Paladins can learn this spell at 3rd level, and it's highly recommended regardless of build. Even if the party's Cleric also has it, more is better. This might not be the most powerful spell the class can use, but it's one of the best Paladin spells in 5e when it comes to usefulness.

10 Bless

Dungeons And Dragons Dark Cleric Artwork From Xanathar's Guide To Everything
  • Sourcebook: The Player's Handbook
  • Casting Time and Spell Range: One action. Any three creatures within a 30-foot range centered on the caster.
  • Magical School: Enchantment
  • Also Used By: Cleric

The only first-level spell on this list, Bless can be severely underestimated. At first level, the caster provides three targets an additional d4 roll to add to attack rolls or saving rolls. On one hand, this seems minimal; however, in truth, it serves as much greater support when optimized by Paladins.

Starting at sixth level, Paladins acquire Aura of Protection, a class ability that grants anyone within 10 feet an additional bonus to saving throws equal to the Paladin's Charisma modifier. By combining Aura of Protection's bonus with Bless, party members around the Paladin could add as much as nine towards saving throws.

9 Aura of Purity

ranger-dnd
  • Sourcebook: The Player's Handbook
  • Casting Time and Spell Range: One action, up to a 30-foot radius around the caster.
  • Magical School: Abjuration
  • Also Used By: Cleric

As warriors that radiate power from holy, otherworldly beings, Paladins use their divine gift to protect and heal their allies. With an array of Auras available to them, they can spare others from failed saving throws and debilitating conditions (including charm and fear).

One such Aura is Aura of Purity, a fourth-level abjuration spell that emits a 30-foot radius around the caster. Allies in the aura become immune to disease, resist poison damage, and have Advantage on saving throws against the following effects: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned. What ultimately sets this spell apart from other Paladin Auras is the range at which it supports others, keeping them from a multitude of annoying conditions.

8 Geas

Fighter (center) surrounded by images of melee weapons
  • Sourcebook: The Player's Handbook
  • Casting Time and Spell Range: One minute, with a 60-foot range.
  • Magical School: Enchantment
  • Also Used By: Bard, Cleric, Druid, Wizard

Available to five different classes, Geas takes the standard Command spell and manipulates it into a more destructive, damage-inducing powerhouse. On a failed Wisdom saving throw, a target succumbs to charm, forced to follow the caster's orders. The victim can be ordered to do anything, so long as it does not involve inflicting harm on themselves. This can include almost anything within this spell's possible maximum duration of 30 days. It should be noted as well that at higher spell slots, this spell's effect can last up to a year.

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Being a fifth-level spell, Paladins who wield Geas have the luxury of controlling a target while also dealing psychic damage to them. Any opposing acts done by the target triggers 5d10 psychic damage. This spell is especially useful for removing one enemy from the battlefield and having them work for the party, while also slowly eliminating them.

7 Create Food and Water

dungeons and dragons mysterious scene
  • Sourcebook: The Player's Handbook
  • Casting Time and Spell Range: Instant, any designated spot within 30 feet of the caster.
  • Magical School: Conjuration
  • Also Used By: Clerics

This could be one of the handiest spells in the game, and although every spellcaster has access to some version of it, this particular one is used by the two default healing classes. The spell creates quite the feast, too, providing enough food and water to feed up to four mounts and 12 humanoid creatures for 24 hours.

The food isn't exactly a gourmet meal, but it's enough to nourish the party and keep them on the march. Another nice perk is that the magically-conjured water never goes bad.

6 Destructive Wave

Dungeons And Dragons Oracle Receiving Divine Inspiration From The Gods
  • Sourcebook: The Player's Handbook
  • Casting Time and Spell Range: One action. Covers a 30-foot radius that's centered on the caster.
  • Magical School: Evocation
  • Also Used By: None; unique to Paladins

Although most spells on this list have been oriented towards strengthening attacks or aiding allies, Destructive Wave is a purely offensive spell that does a devastating amount of magic damage. While it's strategic for Paladins to prioritize Smites for their spell slots, the occasional overwhelming spell is something useful to keep in reserve.

The spell forces a Constitution saving throw for creatures within 30 feet. Any failing target receives 5d6 thunder damage, 5d6 necrotic damage, and will also be rendered prone. Successful saves allow the target to avoid being knocked prone and only take half damage.

5 Revivify

dnd-lich
  • Sourcebook: The Player's Handbook
  • Casting Time and Spell Range: Instant, any creature the Paladin touches.
  • Magical School: Necromancy
  • Also Used By: Cleric

Revivify is perhaps one of the most important third-level spells available to healers. In a game like Dungeons & Dragons where all actions have consequences, permanently losing a player character mid-combat is one of the most devastating things that can happen to a party. It's important, then, for a Paladin to play their part in ensuring such a disaster does not befall the party.

As the name suggests, Revivify brings a character back from 0 hit points up to 1, saving them from making death saves. While not primarily healers, the fact that Paladins have access to spells such as Revivify demonstrates their significance in saving the party, and this spell should ultimately always be prepared.

4 Locate Creature

dnd chult
  • Sourcebook: The Player's Handbook
  • Casting Time and Spell Range: One action, the spell is focused on the caster.
  • Magical School: Divination
  • Also Used By: Bard, Cleric, Druid, Ranger, Wizard

While not particularly tailored for combat, Locate Creature is a spell that every Paladin should have in their back pocket to use for role-playing or problem-solving. The spell enables the caster to know the direction of a creature that they can either name or describe, the only limitation being that they have to be within 1,000 feet.

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As opposed to Locate Object, which is a lower-level spell, this spell can be more specific to a person the party is searching for. It's the perfect annoyance to use against the DM attempting to stump the party, as it can swiftly be pulled out to locate a missing person or even the Big Bad.

3 Dispell Magic

Dungeons and Dragons 5th edition Player's Handbook Barbarian art
  • Sourcebook: The Player's Handbook
  • Casting Time and Spell Range: Instant, any target within 120 feet.
  • Magical School: Abjuration
  • Also Used By: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

This spell is so useful in so many situations that there's a version for every type of caster in the game. Whenever an ally is under a mind control spell, a sleep spell, or any other kind of enchantment, this spell can be used to remove the effect.

Although healing classes tend to use this spell more than DPS casters, every caster in the party should have some kind of spell that's similar to Dispell Magic ready all times. It's possible that the main healer will be the one that's enchanted, and someone else will need to snap them out of it..

2 Summon Celestial

paladin charging forward on steed with sword sun in background
  • Sourcebook: Tasha's Cauldron of Everything
  • Casting Time and Spell Range: One action, with a range of 90 feet.
  • Magical School: Conjuration
  • Also Used By: Cleric

In combat situations where the party is faltering, adding back-up to support and increase the damage output is something that will always be beneficial. This strategy can be realized with this spell, which allows the caster to call forth a celestial spirit to aid in battle.

Summon Celestial places the celestial spirit on the caster's initiative order, and the caster must choose between Avenger or Defender to determine the celestial's weapon and fighting style. The celestial makes a number of attacks equal to the spell's casting level, and can also use Healing Touch. As such, the spell provides remarkable support in the form of additional damage and healing.

1 Circle of Power

Dungeons And Dragons Mordenkainen's Tome Of Foes Cover Art
  • Sourcebook: The Player's Handbook
  • Casting Time and Spell Range: One action, for a 30-foot radius centered around the caster.
  • Magical School: Abjuration
  • Also Used By: Unique to Paladins

Circle of Power is a quintessential Paladin spell: it focuses on supporting allies at moments where they may be vulnerable to magical effects or unwanted damage. The caster creates a 30-foot sphere, and anyone within it (including the caster) receives Advantage on saving throws triggered by spells or magical effects.

Additionally, allies in the sphere who would have taken half-damage from a spell following a successful saving throw instead take 0 damage. This saves allies from having to take additional damage, which, depending on certain situations, could be the factor that keeps allies from being knocked down.

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