Guides And Explainers

Dungeons & Dragons 5e Paladin Spells by Level: A Complete Reference

Dungeons & Dragons 5th Edition paladins gain access to a focused, theme-driven set of spells that scale in power as you advance. This reference organizes every paladin spell by...

Mara Ellison
Dungeons & Dragons 5e Paladin Spells by Level: A Complete Reference

Dungeons & Dragons 5th Edition paladins gain access to a focused, theme-driven set of spells that scale in power as you advance. This reference organizes every paladin spell by the level at which you can learn or prepare it, explains spell slot progression, and highlights key choices at each stage of your oath and your campaign. Below you will find a complete list of paladin spells grouped by level, followed by practical guidance to help you decide which spells to prioritize and how to adapt to your playstyle.

Paladin spell progression at a glance

Paladin spellcasting is governed by your Charisma, your spell list, and the level of your paladin slot. You prepare a fixed number of spells from the paladin list and can also cast cleric spells of the same list if your DM allows the expanded list option. Slot level determines how high a spell level you can cast; paladin slots advance more slowly than wizard or sorcerer slots, so spell selection is deliberate. Use the table below to see at a glance which levels unlock new spell slots and how many spells you prepare per level.

Paladin levelSpell slots per levelPrepared spells (1st–9th)
1At-will: 1st-level Cure Wounds and Detect Evil and Good
2At-will: 1st-level Cure Wounds and Detect Evil and Good; Bonus feature (Aura)
32nd: 2 slotsLearn 1st-level spell: Bless
42nd: 3 slotsAbility score improvement
53rd: 3 slotsLearn 2nd-level spell: Lesser Restoration
63rd: 4 slotsAbility score improvement
74th: 4 slotsLearn 3rd-level spell: Revivify
84th: 4 slotsAbility score improvement
94th: 4 slotsLearn 3rd-level spell: Protection from Energy
105th: 4 slotsAbility score improvement
115th: 4 slotsLearn 4th-level spell: Aura of Life
125th: 4 slotsAbility score improvement
136th: 3 slotsLearn 5th-level spell: Holy Weapon
146th: 3 slotsAbility score improvement
157th: 3 slotsLearn 6th-level spell: Heroism
167th: 3 slotsAbility score improvement
178th: 3 slotsLearn 7th-level spell: Divine Word
188th: 3 slotsAbility score improvement (if available)
199th: 3 slotsAbility score improvement (if available)
209th: 3 slotsLearn 8th-level spell: Holy Aura

The core paladin spell list

The paladin spell list emphasizes protection, healing, smiting, and utility aligned with a just, disciplined warrior. Spells are thematically restricted compared to full casters, which can make choices clearer. Here are notable spells organized by level to help you recognize patterns and priorities as you gain access to higher-level slots.

1st-level paladin spells

  • Cure Wounds (at-will from level 1)
  • Detect Evil and Good (at-will from level 1)
  • Bless
  • Command
  • Compelled Duel
  • Cure Wounds

2nd-level paladin spells

  • Lesser Restoration
  • Protection from Evil and Good
  • Spiritual Weapon
  • Enhance Ability
  • Hold Person
  • Mirror Image
  • Warding Bond

3rd-level paladin spells

  • Revivify
  • Protection from Energy
  • Haste
  • Mass Healing Word
  • Speak with Dead
  • Counterspell
  • Tongues

4th-level paladin spells
  • Aura of Life (Gain 10 HP per turn aura)
  • Death Ward
  • Freedom of Movement
  • Guardian of Faith
  • Revivify (if not known at level 3)

5th-level paladin spells

  • Holy Weapon
  • Invisibility
  • Passwall
  • Raise Dead
  • Mass Cure Wounds

6th-level paladin spells

  • Heroism
  • Healing Word (bonus if from Tasha’s)
  • Protection from Energy
  • True Seeing
  • Wind Wall

7th-level paladin spells

  • Divine Word
  • Regeneration
  • Seeming
  • Insect Plague
  • Plane Shift

8th-level paladin spells

  • Holy Aura
  • Power Word Stun
  • Earthquake
  • Otiluke’s Resilient Sphere
  • Sunburst

How to choose your prepared spells

Because you prepare a fixed number of paladin spells each day, preparation is a strategic decision. Start by covering essentials: a reliable healing option such as Cure Wounds, a utility spell like Detect Evil and Good, and a smiting option via your Channel Divinity (not a spell slot, but often your first damage tool). As you gain slots, lean into your oath: Oath of Devotion favors protection spells like Protection from Evil and Good and Bless; Oath of Vengeance benefits from reliable crowd control such as Hold Person and Divine Word; Oath of Conquest can capitalize on aura and battlefield control like Aura of Life and Holy Weapon. Always consider action economy: bonus-action heals and reactions like Counterspell or Shield (via multiclass or DM permission) can be more impactful than using a higher-level slot on a routine damage spell.

Slot efficiency and multiclass considerations

Paladin spell slots increase more slowly than other full casters, so using a bonus action smite or an Action Surge can help mitigate resource strain. When multiclassing, you typically gain spellcasting from only one class to avoid complications; if you take a dip in fighter for Action Surge, you may still access extra attacks without sacrificing too many spell levels. Prepare versatile, low-cost spells such as Cure Wounds and Detect Evil and Good at early levels, then use higher-level slots for limited-but-powerful effects like Raise Dead or Holy Weapon. In parties lacking a dedicated healer, prioritize healing and protection spells; in optimized parties, you can focus on buffs, control, and burst smiting.

Common pitfalls and how to avoid them

  • Wasting high-level slots on 1st- or 2nd-level spells that could be handled with at-will abilities or lower-level slots.
  • Overlooking concentration when choosing multiple buffs or utility spells in the same encounter.
  • Failing to communicate with your DM about expanded spell lists or homebrew oaths that may introduce additional spells.
  • Neglecting out-of-combat utility: spells like Comprehend Languages, Tongues, and Remove Curse can be as valuable as combat options.

Adapting spells to your campaign

Talk to your DM about campaign-specific threats and the availability of spells from the cleric list. In horror or planar campaigns, spells like Protection from Evil and Good, Death Ward, and Planar Ally can be essential. In social-heavy games, prioritize charm and information spells such as Suggestion or Zone of Truth if they’re on the paladin list via your DM’s rules. Track enemy resistances and immunities so you don’t habitually burn 5th-level slots on spells that do reduced or no damage. Adjust your prepared list as you gain levels and encounter new patterns, keeping a balance between daily durability and occasional high-impact plays.

Quick reference: top picks by level

LevelRecommended spell to learn/prioritizeWhy it’s strong
1Cure WoundsCore healing, scales with level
3BlessReliable offense and AC boost for the party
5Lesser RestorationSaves allies from debilitating conditions
7RevivifyLow-cost resurrection at 3rd level
9Protection from EnergyDefensive flexibility vs common damage types
11Aura of LifeSustained healing each turn in aoe
13Holy WeaponLarge damage boost to one ally’s attacks
15HeroismPrevents dropping to 0 HP reliably
17Divine WordPowerful control and burst vs undead and fiends
20Holy AuraMass protective aura and damage boost

Final notes

Treat this list as a durable foundation rather than a strict script. Rules, spell availability from DMs, and party needs can shift, so update your prepared spells to reflect threats, resources, and opportunities. By aligning your selections with your oath, role in the party, and campaign themes, you keep the paladin focused, effective, and engaging from level 1 through the highest challenges.

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