D&D: When to Smite & When to Cast – The Best Paladin Spells
Paladins have a lot going for them. Magic auras, the ability to wear armor. And of course, spells. These are the best Paladin spells.
Paladins are one of the strongest classes in 5th Edition. They can really bolster a whole party. A big part of this comes down to their selection of spells. This is interesting because a lot of Paladins want to spend their spells to smite. Knowing how to balance when to smite and when to cast (or when to do both) is the heart of playing a Paladin.
But for our money, these are some of the best spells in a Paladin’s arsenal.
Thunderous Smite
Honestly, any of the 1st level “Smite” spells are pretty good. But Thunderous Smite is one of those that keeps coming up time after time. Your mileage may vary depending on your campaign. But this spell adds 2d6 (giving it the rawest damage of any 1st level smite spell) to your next attack, which can stack with a Divine Smite. So you can deal your weapon damage + 2d8 + 2d6 with a single attack.
But also, if your target is a creature, they must save on a Strength save or be pushed 10 feet away from you and knocked prone. This can benefit a party member looking to exploit a downed opponent. It can push an enemy off a cliff, or into a hazard. It’s a nice rider effect that targets a weaker save.
Aid
Aid is one of the best “healing” spells in the game. And Paladins get it. This means they can increase everyone’s base HP. It’s an increase that stacks with spells or abilities that grant temporary HP. If you want to be the most Paladin-y archetype, pick Inspiring Leader and grant your friends a whole load of extra HP right before a difficult battle with an inspiring speech and a divine spell.
Find Steed
Find Steed doesn’t get enough love. It’s a fantastic way to bolster your own abilities. You can pick a magical steed that serves you as a mount and lets you fight as one. To the point that any spell that targets only you (like a Smite Spell) can also target your steed. This means you can buff your celestial warhorse or elk (or whatever you pick).
It’s surprisingly useful.
Crusader’s Mantle/Spirit Shroud
Paladins already have magical auras as part of being a Paladin and having a subclass. But these spells let you add even more to that. These give you an additional aura. And they’re both quite good, it all depends on what your playstyle is. Crusader’s mantle boosts the damage output of your whole party (including you) by 1d4 with every weapon attack. Which is great if you’re in a group where multiple people are doing that.
Spirit Shroud, on the other hand bolsters any attack (melee or spell or ranged) by a whole 1d8. But it only affects the ones you make. However, it makes you an anchor, as you can reduce the speed of any creature starting its turn near you by 10 feet. No save. So, it all depends on your playstyle. But both of these spells fill the same general niche and are an incredible way to swing a fight.
Aura of Vitality
Speaking of Auras. Aura of Vitality is one of the other best healing spells. This one lets you use your bonus action to heal someone of 2d6 hit points. If you don’t have another healer, it’s necessary. It’s also a great way to get a lot out of your 5th level spell slots.
Happy Adventuring