Thursday, 15 April 2021 16:00

Dungeons & Dragons: 10 Most Useful Paladin Spells | Game Rant

Written by Juztin Bello
Rate this item
(0 votes)
Several spells are available for Paladins in Dungeons & Dragons but these ones prove to be useful more than all the rest.

Spellcasting is a remarkable artform 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.

Related: 14 Best Dungeons & Dragons Video Games, Ranked

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 spells Paladin players should prioritize — of course, when not using spell slots for Smites.

10 Banishing Smite

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, which, given its higher level alone, is arguably the most powerful.

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, at its core, combines a regular attack/Smite with the spell Banishment, which has the potential to completely overpower even the most fearsome opponents.

9 Find Greater Steed

An improvement of the second-level spell, Find Greater Steeds works mechanically the same as Find Steed, except the pool of steeds includes stronger creatures. As a Paladin-exclusive spell, it provides Paladins with very beneficial mount usage, which Paladins can use the movement of and channel spells into.

Related: 10 Things That Players Should Know (So The DM Doesn't Need To)

Find Greater Steed provides the caster a stronger selection of creatures, which include a griffon and pegasus. 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 pal to the party.

8 Bless

Being the only first-level spell on this list, Bless is a spell that can be severely underestimated. At first level, the caster enables three targets an additional D4 roll on top of attack rolls or saving rolls. While on one hand, this seems very minimal, 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. Adding Aura of Protection's bonus on top of Bless, party members around the Paladin could add as much as nine towards saving throws, an exponential amount as far as saving-throw bonuses go.

7 Aura of Purity

As warriors that radiate power from holy, otherworldly beings, Paladins use their divine gift to protect  and heal the ones they care for. With an array of Auras available to them, they are equipped to spare others from failed saving throws and 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.

6 Geas

A spell that's 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.

Related: Dungeons & Dragons: 10 Must-Try Backgrounds To Create More Creative Characters

Being a fifth-level spell, Paladins who wield Geas have the luxury of controlling a target while also inducing psychic damage to them. Any opposing acts done by the target triggers 5D10 psychic damage received. This spell is especially useful for removing one enemy from the battlefield by having them work for you, while also slowly eliminating them. It should be noted as well that at higher spell slots, this spell's effect can last up to a year.

5 Destructive Wave

Although most spells on this list have been oriented towards strengthening attacks or aiding allies, Destructive Wave is a purely offensive-magic evocation 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 reserves.

The spell forces a Constitution saving throw in creatures within 30 feet. Any failing target receives 5D6 thunder damage, 5D6 necrotic damage, and will also be rendered prone. Saves allow the target to avoid being knocked prone and only take half damage.

4 Revivify

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 during combat.

As the name suggests, Revivify brings a character back from 0 hit points up to 1, saving them from making death-saving throws. 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.

3 Locate Creature

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 the caster can either name or describe — the limitation being that they have to be within 1,000 feet.

Related: 10 Feats That Make Dungeons & Dragons 5e Too Easy

As opposed to Locate Object, which is a lower-level spell that relies on a generalized object, 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.

2 Summon Celestial

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.

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

1 Circle of Power

Circle of Power is a quintessential Paladin spell: it's a spell that 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 castor) 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. The benefit of this spell is that it saves allies from having to take additional damage, which, depending on certain situations, could be the factor that keeps allies from being knocked down.

Next: Final Fantasy 7: What D&D Class Would Each Character Be?

Read 57 times
Login to post comments