Paladin
A holy warrior in heavy armour who bursts huge damage in one hit, shields the whole party with an aura and leads every conversation.
Game version: 4.1.1 (Patch 8) · Last updated: 3 August 2026
The heaviest armour, the hardest hit and the most persuasive voice in the party. Below, every level from 1 to 12 tells you exactly what to pick.
Quick summary
Paladin — summary
Game version: 4.1.1 (Patch 8) · Last updated: 3 August 2026
- Hit die — d10
- Main ability — Strength and Charisma together
- Saving throws — Wisdom, Charisma
- Armour — Light, medium and heavy armour + shields
- Weapons — All simple and martial weapons
- Resource — Spell slots, which fuel Divine Smite, plus Channel Oath
- Feat levels — 4, 8, 12
- Ability scores — Strength 17, Dexterity 10, Constitution 14, Intelligence 8, Wisdom 8, Charisma 16
- Party role — In a party this class covers: Frontline, Melee damage, Face, Healing.
Two ready-made builds
- Easy path: Devotion — Holy Warrior with a Shield — One class. Stand at the front, burst with Divine Smite and keep the party alive with your aura.
- Strong path: Vengeance Paladin + Warlock — Warlock slots come back on a SHORT rest, so you get far more Divine Smites. It mixes two classes.
Subclasses
- Oath of Devotion — Unlocks at level 1. Blesses your weapon for better accuracy: the simplest oath, as long as you keep its rules.
- Oath of Vengeance — Unlocks at level 1. Mark one enemy for permanent advantage against it: king of boss fights.
- Oath of the Ancients — Unlocks at level 1. Protects the party from spell damage: the oath that trades damage for durability.
- Oath of the Crown — Unlocks at level 1. Pulls enemies onto you and takes damage meant for your allies: a true protector.
- Oathbreaker — Unlocks at level 1. Unlocked by breaking your oath: you do not choose it, you fall into it. Dark, but powerful.
Recommended races
- Dragonborn — +2 Strength, +1 Charisma: exactly the pair a Paladin wants, plus a free area attack from the breath weapon.
- Half-Orc — Savage Attacks adds a die on critical hits, which makes critical Divine Smites enormous.
- Shield Dwarf — +2 Strength and +2 Constitution make this the Paladin that stands longest on the frontline.
Recommended backgrounds
- Noble (History, Persuasion) — Persuasion runs off Charisma — the same ability that fuels the Paladin's smites also makes it the party's mouthpiece.
- Soldier (Athletics, Intimidation) — Athletics from Strength, Intimidation from Charisma — the Paladin is one of the few classes that keeps both high.
Companions who play this class
- Minthara — Oath of Vengeance
Resource rhythm
- Spell slots return on a LONG rest and Divine Smite eats them. Dump them all in the day's first fight and you reach the boss empty-handed.
- Channel Oath returns on a short rest: spend that freely and ration your slots. Not mixing up the two resources is the core of playing a Paladin.
In Honour Mode
- Auras raise the whole party's saving throws, and since most Legendary Actions hinge on a save, their value goes up in Honour Mode.
- Do not dump every slot into Divine Smite; on a single save you want healing left in reserve until the next long rest.
Level by level: Devotion — Holy Warrior with a Shield
- Level 1 — Oath: Devotion · Skills: Persuasion, Intimidation · Gain: Lay on Hands Tip: The Paladin picks its oath at level 1, not level 3.
- Level 2 — Fighting Style: Defence · Spells: Bless, Cure Wounds · Gain: Divine Smite
- Defence — A lasting armour bonus while you wear armour, keeping you alive up front.
- Level 3 — No permanent pick: refresh what you prepare · Gain: Divine Health
- Level 4 — Ability Improvement: Strength +2 (17 → 19) · Gain: Ability Improvement
- Ability Improvement (Strength +2)
- Level 5 — No permanent pick: refresh what you prepare · Gain: Extra Attack Tip: The biggest power jump in the game: your attacks per turn double. If you plan to multiclass, do not branch before you have this.
- Level 6 — No permanent pick: refresh what you prepare · Gain: Aura of Protection Tip: This is the strongest passive in the game, so do not stray from the party.
- Level 7 — No permanent pick: refresh what you prepare · Gain: Aura of Devotion
- Level 8 — Feat: Great Weapon Master · Gain: Great Weapon Master
- Great Weapon Master
- Level 9 — No permanent pick: refresh what you prepare · Gain: Spell Slots
- Level 10 — No permanent pick: refresh what you prepare · Gain: Aura of Courage
- Level 11 — No permanent pick: refresh what you prepare · Gain: Improved Divine Smite
- Level 12 — Ability Improvement: Strength +1, Charisma +1 · Gain: Ability Improvement
- Ability Improvement (Strength +1, Charisma +1)
Level by level: Vengeance Paladin + Warlock
- Level 1 — Oath: Vengeance · Skills: Persuasion, Intimidation · Gain: Lay on Hands
- Level 2 — Fighting Style: Great Weapon Fighting · Spells: Bless, Cure Wounds · Gain: Divine Smite
- Defence — A lasting armour bonus while you wear armour, keeping you alive up front.
- Level 3 — No choice · Gain: Vow of Enmity Tip: Advantage against one enemy as a bonus action. Open a boss fight with it: landing your Divine Smite matters more than its damage.
- Level 4 — Ability Improvement: Strength +2 (17 → 19) · Gain: Ability Improvement
- Ability Improvement (Strength +2)
- Level 5 — No choice · Gain: Extra Attack Tip: The biggest power jump in the game: your attacks per turn double. If you plan to multiclass, do not branch before you have this.
- Level 6 — No choice · Gain: Aura of Protection Tip: Every nearby ally adds your Charisma modifier to their saving throws. Keep the party close: this aura is the single most valuable feature in it.
- Level 7 — No choice: the Paladin half ends here · Gain: Relentless Avenger Tip: Hit an enemy with an opportunity attack and you get free movement. The cheapest way to chase down a caster that is trying to run.
- Level 8 — SWITCH CLASS NOW: choose Warlock · Patron: The Fiend · Gain: Eldritch Blast Tip: When levelling up, click the Warlock card instead of continuing as Paladin.
- Level 9 — Eldritch Invocations: Agonising Blast, Devil's Sight · Gain: Agonising Blast Tip: Adds your Charisma modifier to Eldritch Blast (the game's own wording). This is the invocation that turns the Warlock's endless damage into real damage: take it first.
- Level 10 — Pact: Pact of the Blade · Gain: Pact of the Blade Tip: Summons a pact weapon that attacks with Charisma. It brings the Warlock into melee, but your slots are still few: do not abandon ranged attacks entirely.
- Level 11 — Feat: Great Weapon Master · Gain: Great Weapon Master
- Great Weapon Master
- Level 12 — No choice · Gain: Pact Magic Tip: Take a short rest after every fight: your Smites recharge for free.
Key equipment
- Everburn Blade (Act 1) — The strongest two-handed weapon in the early game. Where: In the opening scene, aboard the Nautiloid — carried by Commander Zhalk.
- Adamantine Splint Armour (Act 1) — Turns critical hits against you into ordinary hits. Where: Forged at the Adamantine Forge in Grymforge (needs a Mithral Ore and a mould).
- Helldusk Armour (Act 3) — The best heavy armour in the game, at 21 Armour Class. Where: Act 3, House of Hope — worn by Raphael at all times.
- Balduran's Giantslayer (Act 3) — One of the strongest late-game greatswords, devastating together with Smite. Where: Act 3, the Dragon's Sanctum — on Ansur's corpse.
Combat tips
- Use Divine Smite only after the hit lands, so a miss never burns a slot.
- Aura of Protection only reaches those close to you, so do not stray from the party.
- Smiting on a critical hit doubles the damage dice, so wait for your crits.
- Your Charisma is high, so let your Paladin lead every conversation.
Common mistakes
- Do not Smite on every hit: you will run out of slots and end the fight empty-handed.
- Do not neglect Charisma: both your aura and your dialogue depend on it.
- If you took the Oath of Devotion, do not kill innocents: you will break it and become an Oathbreaker.
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