DnD 5e Paladin Races Breakdown – RPGBOT (2024)

Introduction

The Paladin is one of the most MAD classes in the game, relying on Strength/Dexterity, Constitution, and Charisma. While they are primarily a martial class similar to the Fighter, some of their most powerful and interesting class features depend on Charisma, so it’s difficult to simply ignore them in order to simplify your ability score needs. Races which can get three ability score increases are often the Paladin’s best choice, though many paladins do just fine with only middling Charisma and thanks to Fighting Style (Blessed Warrior) you can also build around Constitution and Charisma and let your Strength/Dexterity remain low.

Paladins are already one of the most durable classes in the game, so while other classes often need to look for extra defenses from their race, paladins are often fine without them. Between Aura of Protection, various immunities, and Lay on Hands, paladins are perfectly capable of staying upright when things get tough. If you do explore additional defenses, be cautious about the “tank fallacy”, and expect to use a two-handed weapon.

Paladins get the typical 4 skills (2 from class, 2 from background), and since you’re dependent on Charisma you’re likely going to learn some Face skills. If you want to expand beyond Face skills, additional skill proficiencies from your race are a great idea.

Innate spellcasting is an interesting option for the Paladin. While you do have spell slots to re-cast spells, those slots are few in number and in many cases they’ll serve you better if you use them for smiting. If you do look for innate spellcasting, it may need to be spells that you only want to cast once or twice a day.

After reading this handbook, I encourage you to read our paladin handbook.

Table of Contents

  • Introduction
  • Filter Controls
  • Paladin Races
    • Dragonmarks
    • Lineages

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Paladin Races

Keep in mind that not all races will be available in every game. Consult yourDM about which races are welcome in your game, as not all settings areappropriate to every setting or even to specific campaigns within a settingwhich might otherwise welcome any and all races.

AarakocraEEPC

UpdatedMMoM:The Aarakocra’s reduced speed and innate spellcasting don’t change any of their previous challenges.

Customized Origin:Your best bet is stilla Blessed Warrior build, but since the Aarakocra can only fly in lightarmor, you’re going to have MAD issues. A Dexterity-based build faces similarproblems, and flying into melee will frequently negate your race’s onlynoteworthy trait. If you want to fly in light armor, consider the Fairy or theOwlin. If you want fewer MAD issues, go for the Winged Tiefling.

Default Rules:Bonus Dexterity and flightin light armor are decent for a finesse-based Paladin, but that’s really allyou get. You could build around Blessed Warrior and fight using cantrips, butthat negates a lot of what makes the paladin useful. You’re essentiallyabandoning your role as a Defender to be a slightly more durable version of acleric but with much worse leveled spells. It’s more likely that you’ll buildaround Dexterity and fly into melee, but that means that you’re frequentlygiving up your most noteworthy racial trait.

AasimarVGtM

UpdatedMMoM:Thematically the Aasimar makes a lot of sense as a paladin. If you’re facing enemy clerics, paladins, or undead, the Aasimar’s damage resistances are great. The transformation options all work well for the Paladin, but I think Radiant Consumption is the best choice for the Paladin.

Customized Origin: +2/+1 increases (eachsubrace provides an additional +1), Darkvision, two damage resistances, andsome innate spellcasting. The subraces are distinguished by theirtransformation, and that distinction makes a big difference in your tactics,but all three subraces remain effective choices for the Paladin.

  • Fallen: A fear effect is great crowdcontrol for a class that’s not great at handling crowds. The save DC isCharisma-based, which works great for the Paladin.
  • Protector: Temporary flight when you needit, and no restriction on what armor you’re wearing.
  • Scourge: The Paladin has a good hit dieand the ability to rapidly heal themselves, making the Scourge Aasimar’sTransformation a great way to quickly eliminate crowds at minimal cost andrisk to yourself.

Default Rules: An obvious and fantasticchoice for a Paladin. Two damage resistances, Darkvision, and some extrahealing are a good mix of traits that complement the Paladin’s existingcapabilities nicely.

  • Fallen: A fear effect is great crowdcontrol for a class that’s not great at handling crowds. The save DC isCharisma-based, which works great for the Paladin.
  • Protector: Wisdom doesn’t do much for apaladin, but radiant soul is fantastic for temporary flight.
  • Scourge: The Paladin has a good hit dieand the ability to rapidly heal themselves, making the Scourge Aasimar’sTransformation a great way to quickly eliminate crowds at minimal cost andrisk to yourself.

Aasimar (DMG Variant)DMG

Customized Origin:+2/+1 increases,Darkvision, two damage resistances, and some innate spellcasting. The innatespellcasting is a good complement to the Paladin’s limited spellcastingcapabilities, and they’re a bit easier to manage then the standard Aasimar’sTransformation options, so you get the theme and the core benefits without thetactical complexity of Transformation.

Default Rules:Thematically this worksgreat for a Blessed Warrior build, and the innate spellcasting offers somecleric-like options. Combined with the damage resistances, this leans reallyhard into the “trade cleric spellcasting for more durability” idea, but stilldoesn’t answer the question “why do this instead of playing a cleric”.

Air GenasiMMoM

Most of the Air Genasi’s power budget is tied up in their innate spellcasting, andthe innate spellcasting isn’t very good. You won’t use Shocking Grasp or Levitate to any meaningful effect,and if you’re desperate for feather fall some levels in Sorcerer will solve that problem.

Astral ElfSAIS

Two skills means that you can go beyond Face skills, and access to Sacred Flame means that you may not need to take Blessed Warrior to build a paladin without weapons, though Blessed Warrior to grab Word of Radiance and Guidance is still a great idea for a casting-focused paladin.

AutognomeSAIS

Armored Casing is great for Dexterity-based builds, giving you as much AC as full plate once you hit 20 Dexterity. Mechanical Nature gives you some helpful protections against hazards frequently faced by front-line martial characters, and Built for Success can rescue a saving throw that you fail by a point or two, providing an extra layer of protection on top of Aura of Defense. Outside of combat, Healing Machine is a great way to get back up to full hit points without stopping for a Short Rest or dipping into Lay on Hands, but you’ll likely need someone else to cast Mending.

Bugbear

UpdatedMMoM:A Dexterity-based paladin build could work, but paladins never get more than two attacks unless you resort to two-weapon fighting. It works, but it’s not an especially powerful build.

Classic (Customized Origin)VGtM:+2/+1 increases,Darkvision, and one skill. Surprise Attack can be useful, but you may want tobuild around Dexterity so that your initiative will be reasonably high.Long-Limbed is helpful for attacking, but it adds very little to the Paladin’srole as a Striker.

Classic (Default Rules)VGtM:A Strength increase andreach are both nice, but you can do better with other races, and sincepaladins are typically a party’s Defender, you want to be adjacent to enemiesrather than using Long-Limbed to keep enemies at a distance.

Centaur

UpdatedMMoM:The Centaur is primarily defined by Charge. Typically you lean into that with hit-and-run tactics, but you’ll need to take Mobile to make that work, and paladins have less room for feats than classes like the Fighter.The Centaur’s skill options are also poor for the Paladin.

Classic (Customized Origin)GGTR:+2/+1 increases, oneskill, and Fey creature type. The Centaur really shines with hit-and-runtactics and the Mobile feat, but that’s hard for the Paladin since you haveless room for feats than the Fighter. Expect to rely primarily on your initialcharge into melee to make a big impact.

Classic (Default Rules)GGTR:A good option for anaggressive melee build, but the Centaur is most effective when usinghit-and-run tactics to repeatedly charge and get additional attacks on theirBonus Action, which is an unusual tactic for the Paladin. If your partydoesn’t have another Defender, be very cautious about repeatedly moving out ofmelee with foes who would happy run past you to attack your more fragileallies.

Changeling

UpdatedMMoM:Two Face skills and Shapechanger make for an effective Face, but that’s about it. In a highly social campaign this could be great, but the Changeling adds nothing in combat.

Classic (Customized Origin)ERLW:+2/+1 increases and twoskills. Shapechanger might work for a tricky, highly-social paladin, butthat’s a pretty niche build. Consider a race which can cast Disguise Self asan innate spell like the Glasya Tiefling instead.

Classic (Default Rules)ERLW:A Charisma increase and aflexible ability increase are great for the Paladin, and two skillproficiencies in Face skills help you to serve as your party’s Face. However,unless you plan to frequently rely upon Shapechanger you’ll get more from theHalf-Elf.

Deep GnomeMMoM

For a Dexterity-based build, Svirfneblin Camouflage is a passable replacement for Expertise in Stealth, allowing you to potentially serve as your party’s Scout. Gnome Magic Resistance, couple with Aura of Protection, makes you very resilient to spells (though not so much as the Yuan-Ti). You can recast the Deep Gnome’s innate spells, but that won’t be necessary most of the time.

DragonbornPHB

Chromatic: Line AOE’s are hard to use, andChromatic Warding is nice but not essential. Consider the Dragon Fear feat ifyou want more uses from your breath weapon when lines are provingfrustrating.

Gem: Better damage offensively, but worsedefensively because the damage types are less common. Gem Flight is great, butnot quite as useful for the paladin as it is for many other martial classesbecause you can use Find Greater Steed to get a flying mount, but that’s notavailable for most of your career.

Metallic: A conical AOE is frequentlyeasier to use despite the limited range, and the additional breath weaponoptions make it easier to keep your breath weapon useful when your damage typeis hitting resistance or immunity. Unfortunately, paladins rarely have theASI’s to keep three ability scores high enough that your save DC will bereliable.

Customized Origin:

  • ClassicPHB: The perfect ability scores available from any race, the Dragonborn is basically just damageresistance and a mediocre breath weapon.
  • DraconbloodEGtW:Forceful Presence is neat since you’re likely going to be your party’sFace.
  • RaveniteEGtW:Vengeful Assault is a great option on any martial character.

Default Rules:

  • ClassicPHB: One of very few races with Strength/Charisma increases, making the Dragonborn one of the Paladin’s most obvious options if you’re not using the custom origin rules.
  • DraconbloodEGtW:Bad ability spread.
  • RaveniteEGtW:The standard Dragonborn’s ability score increases work better for thePaladin, but the Ravenite can still make a fine paladin.

DuergarMMoM

Everything about the Duergar works for the Paladin. Enlarge/Reduce can enlarge you for a damage bonus in combat, as well as Advantage on Strength checks so that you can use the grapple/shove combo more easily. Invisibility is great for stealth, so even if you’re in full plate you can be somewhat sneaky. And, of course, you can re-cast both so they’re consistently available in any combat. Dwarven Resilience and Psionic Fortitude provide helpful defenses which nicely complement the Paladin’s class features, adding to the Paladin’s already excellent durability.

DwarfPHB

For the updated version of the Duergar, seetheir separate race entry on this page.

Customized Origin: One +2 increase and asecond increase from your subrace, plus poison resilience and some weaponproficiencies that you can retrain into tool proficiencies.

  • DuergarSCAG: Enlarge/Reduce and Invisibility can both be very effective on a paladin,but Sunlight Sensitivity is a huge pain so I wouldn’t risk this outside of asubterranean campaign.
  • HillPHB: Extra hit points never hurt.
  • MountainPHB: Two +2 increases is really good. Starting with two scores (probablyStrength and Constitution) at 17 makes it easy to fit feats into yourbuilds. You also get some more proficiencies which you can trade for toolproficiencies.

Default Rules: Bonus constitution, and someother stuff which makes the Paladin even more durable.

  • DuergarSCAG: The magic options can be fun, but Invisibility doesn’t really play to aStrength-based Paladin’s strengths, and Sunlight Sensitivity reallyhurts.
  • HillPHB: The Wisdom is wasted, and the bonus hit points are probablyunnecessary.
  • MountainPHB: Strength! Everything else is wasted.

Earth GenasiMMoM

Paladins are almost entirely locked into melee, so Earth Walk letting you walk through difficult terrain is great. Blade Ward as a Bonus Action is an excellent defense, making it easier to opt for two-handed weapons even when you’re outnumbered. Darkvision and Pass Without Trace compensate for the Paladin’s typically atrocious Stealth.

EladrinMMoM

Teleportation as a Bonus Action several times per day, and the rider effects are easy fits for the Paladin since the DC’s are Charisma-based.

ElfPHB

For the updated versions of the Eladrin, theSea Elf, and theShadar-Kai, see their separate race entries onthis page.

Customized Origin: +2/+1 increases (eachsubrace provides an additional +1), Darkvision, one skill (which you shouldleave as Perception).

  • DrowPHB: The innate spellcasting is good and Charisma-based, which works well forthe Paladin. Faerie Fire can even offset Sunlight Sensitivity (although onlyonce per day). Still, I would reserve this for subterranean campaigns. Ifyou want the spellcasting, consider the Drow Half-Elf.
  • EladrinMToF: Teleportation on a Short Rest cooldown with a Charisma-based ridereffect.
  • Eladrin (Variant)DMG: Trade the standard Eladrin’s rider effect for four weapon proficiencieswhich you’ll trade for tool proficiencies.
  • High ElfPHB: Booming Blade is your best bet for the free cantrip.
  • Pallid ElfEGtW:The skill bonuses are neat, but don’t fit the Paladin’s ability scoresparticularly well. The innate spellcasting is rough. Sleep is obsolete themoment you can cast it, and invisibility is available from numerous otherraces with better innate spellcasting, such as the Glasya Tiefling.
  • Sea ElfEGtW / MToF: Only in an aquatic campaign.
  • Shadar-KaiMToF: The teleportation is good, but less frequent than the Eladrin’s. Inexchange you get resistance to necrotic damage and your teleportationbriefly grants you resistance to all damage. It’s an interesting trade, butpersonally I prefer the more-frequent teleportation, especially since youcan get so much out of the rider effect.
  • Wood ElfPHB: Unremarkable. If you want speed, play a centaur. If you want to besneaky, play something that can cast Invisibility as an innate spell. If youwant weapon proficiencies to trade for tool proficiencies, several othersubraces will give them to you. The Wood Elf isn’t bad, but it’s not good atanything noteworthy and it simply can’t compete with the broad range ofviable races when you’re using the Customizing You Origin optional rule.

Default Rules: Dexterity works for a finessebuild, and the Elf’s other abilities are tangentially useful for Paladins.Unfortunately, none of the subraces are particularly good.

  • DrowPHB: The Charisma is nice and the innate spellcasting can be helpful, butSunlight Sensitivity is a huge problem in most games.
  • EladrinMToF: Charisma and free teleportation work great for the Paladin. The ridereffects on the teleportation are Charisma-based, too.
  • Eladrin (Variant)DMG: Trade the standard Eladrin’s rider effect for four weapon proficiencieswhich you won’t benefit from.
  • High ElfPHB: Booming Blade is your best bet, but the Half High-Elf is a considerablybetter choice.
  • Pallid ElfEGtW:Nothing useful for thePaladin.
  • Sea ElfEGtW / MToF: Only in an aquatic campaign.
  • Shadar-KaiMToF: Dexterity and Constitution can work for a paladin, and teleportation isgreat. Resistance to necrotic damage is nice, too.
  • Wood ElfPHB: Nothing useful for the Paladin outside of the core racial traits.

FairyWBtW / MMoM

Being limited to light armor while flying is difficult, making a fairypaladin a difficult build. If you build around Dexterity to fix your AC, yourspellcasting is weak and the Fairy’s innate spellcasting is weak as a result.If you build around Charisma using Blessed Warrior, your AC is poor and you’rebasically a bad cleric. Enlarge/reduce could be useful for melee builds, butit’s difficult to find a build that can make effective use of both spells thatcouldn’t be done better by a cleric or a divine soul sorcerer.

Firbolg

UpdatedMMoM:The Firbolg’s innate spellcasting offers some capabilities normally not available to the Paladin, though not frequently useful. Speech of Beast and Leaf may be effective due to the Paladin’s need for Charisma. I could see an Oath of the Ancients paladin working very well thematically, but it’s not stunningly powerful.

Classic (Customized Origin)VGtM:+2/+1 increases, andsome innate spellcasting. Unfortunately, the spellcasting won’t do much tohelp the Paladin. Hidden Step is good, but if you want invisibility there areseveral races which can do it better.

Classic (Default Rules)VGtM:A bit of Strength and somefun innate spellcasting, but it’s not stuff that the Paladin benefits from inany major way.

Fire GenasiMMoM

Darkvision, resistance to one of the most common damage types, and a couple decent offensive spellcasting options. Burning Hands, despite the Paladin’s limited spellcasting, is a decent area damage option. A chromatic dragonborn is likely more effective especially once the breath weapon damage scales.

GenasiEEPC

For the updated versions of the Air Genasi,the Earth Genasi, theFire Genasi, and the theWater Genasi, see their separate raceentries on this page.

Customized Origin: +2/+1 increases (eachsubrace provides an additional +1), but the vast majority of the Genasi’straits come from the subraces.

  • Air: Even without magic options to handleflight, Levitate isn’t great.
  • Earth: Earth Walk is neat and Merge WithStone suddenly makes you very good at stealth, but those effects are onlysituationally useful, so you’re mostly leaning on the same +2/+1 increasesthat nearly every race gets.
  • Fire: The fact that the Fire Genasi’sinnate spellcasting is Constitution-based makes them a profoundly weirdracial option, but if you’re increasing your Constitution regularly you maybe able to rely on Produce Flame as a ranged attack option. You also getDarkvision and damage resistance, but if that’s all you want the Tiefling isa better choice.
  • Water: Fine, but I would only considerit in an aquatic campaign.

Default Rules: Extra constitution is great,but none of the subraces work for the Paladin.

  • Air: The Dexterity might be useful for afinesse-based Paladin, but Levitate is totally useless for a meleeclass.
  • Earth: A bit of Strength, but the othertraits are very situational. Pass Without Trace looks tempting forheavily-armored character in sneaky parties, but if that’s a concern youshould build around Dexterity instead.
  • Fire: Nothing useful for the Paladin.
  • Water: Nothing useful for the Paladin.

GiffSAIS

Paladins struggle to fight at range, so Firearms Mastery is largely wasted, but Hippo Build’s advantage on Strength checks is a great way to make Grapple/Shove as useful for the Paladin as it is for the Barbarian and the Fighter. Put your enemies on the ground and fish for critical smites.

GithMToF

For the updated versions of the Githyanki, theGithzerai, see their separate race entries onthis page.

Customized Origin: +2/+1 increases (eachsubrace provides an additional +2), but the bulk of your notable racial traitscome from your subrace.

  • Githyanki: One skill and some armor andweapon proficiencies which you can trade for a total of 5 toolproficiencies. The innate spellcasting offers some utility options,including teleportation via Misty Step, but if you just want teleportationthe Eladrin is a better choice.
  • Githzerai: Mental Discipline willprovide additional protections against common status conditions, but theGithzerai’s innate spellcasting may be less useful for the Paladin than theGithyanki’s, and the Githzerai does nothing to expand your capabilitiesoutside of combat like the Githyanki does.

Default Rules: Nothing useful that you can’tget elsewhere.

  • GithyankiMToF: Strength is the only significant thing you get.
  • GithzeraiMToF: Nothing useful for the Paladin.

GithyankiMMoM

Paladins are almost entirely locked into melee, so Jump and Misty Step are helpful mobility options. Astral Knowledge will help you to expand beyond Face skills. The Eladrin and the Shadar-Kai will be a better choice if you just want the teleportation, but Jump and the Githyanki’s extra skill may make up for less free teleportation per day depending on your needs.

GithzeraiMMoM

While paladins do get immunity to fear, they’re still vulnerable to charm effects, so Mental Discipline is helpful. They also have spell slots to support re-casting Shield, which can compensate for not using a shield if you want to use two-handed weapons, though be careful about burning through all of your spell slots quickly.

GnomePHB

For the updated version of the Deep Gnome,see their separate race entry on this page.

Customized Origin: +2/+1 increases (eachsubrace offers a +1 increase), Darkvision, and Gnome Cunning. Gnome Cunningcoupled with Aura of Protection allows you to easily overcome spells whichtarget your mental saving throws, protecting you from all manner of annoyingnonsense.

  • Deep (Svirfneblin)EEPC / SCAG: Even though they don’t suffer Sunlight Sensivity like the Duergar or theDrow, I would still only consider the Svirfneblin in subterranean campaignswhere you know that Stone Camouflage will be consistently useful, and you’llwant to build around Dexterity.
  • ForestPHB: As much as I like Minor Illusion, it doesn’t add a lot to the Paladin.
  • RockPHB: Nothing useful. Tinker is a fun novelty, but it doesn’t actually makeyour character better.

Default Rules: Nothing useful for thePaladin except Gnome Cunning.

  • Deep (Svirfneblin)EEPC / SCAG: Bad ability spread.
  • ForestPHB: Bad ability spread.
  • RockPHB: Bad ability spread.

Goblin

UpdatedMMoM:Fury of the Small is a nice damage boost, but it won’t change yourtactics. Nimble Escape is a weird choice for the Paladin since your party isprobably relying on you to stand on the front lines and keep enemies atbay. Not bad, just weird.

Classic (Customized Origin)VGtM:+2/+1 increases andDarkvision. Fury of the Small is a nice damage boost, but it won’t change yourtactics. Nimble Escape is a weird choice for the Paladin since your party isprobably relying on you to stand on the front lines and keep enemies atbay. Not bad, just weird.

Classic (Default Rules)VGtM:A perfectly fine option fora Dexterity-based build, but Nimble Escape is a weird choice for thePaladin. Not bad, just weird.

Goliath

UpdatedMMoM:Split your three increases across Str/Con/Cha and grab a two-handed weapon. You’re plenty durable thanks to Stone’s Endurance and damage resistance, but be careful of the “Tank Fallacy”.

Classic (Customized Origin)EEPC:+2/+1 increases, oneskill, and damage resistance to cold. Stone’s Endurance is a great additionaldefense on top of the Paladin’s already impressive durability, but it bringsyou into “Tank Fallacy” territory where your only distinguishing feature ishow hard it is to kill you.

Classic (Default Rules)EEPC:Good abilities, Athleticsfor free, and cold resistance and Stone’s Endurance adds a bit of additionaldurability.

HadozeeSAIS

You’re basically only here for Hadozee Dodge and Dexterous Feet. Unless you can find a way to make Dexterous Feet matter, just play a goliath.

Half-ElfPHB

Customized Origin: +2/+1/+1 increases,Darkvision, and Fey Ancestry. That’s already a great start for any paladin,and your subrace offers a lot of interesting options.

  • Aquatic Half-ElfSCAG: Only in an aquatic campaign, and even then there are better options likethe Locathah and the Triton.
  • Drow Half-ElfSCAG: If you want the Drow’s innate spellcasting, this is the best way to getit. Faerie Fire is a great offensive option and Darkness is a great way tocover an escape. Even better, you don’t need to worry about SunlightSensitivity.
  • High Half-ElfSCAG: Booming Blade is your best bet.
  • Standard Half-ElfPHB: Two skills make it much easier to fill out the Face skills withoutlocking you into only those skills.
  • Wood Half-ElfSCAG: Fleet of Foot is nice for getting into melee, but the other options won’thelp you much, and if you want more speed you should try the Centaur.

Default Rules: Incomparably good. TheHalf-Elf is one of the best races in the Player’s Handbook, and they arepractically tailor-made to be Paladins. You get bonuses to all three of thePaladin’s important ability scores (regardless of whether you go for Strengthor Dexterity), Darkvision, and Fey Ancestry adds another immunity to thePaladin’s existing laundry list of immunities and resistances.

  • Aquatic Half-ElfSCAG: Only in an aquatic campaign.
  • Drow Half-ElfSCAG: The innate spellcasting includes some powerful options in Faerie Fire andDarkness, and the save DC is Charisma-based which can work very well for thePaladin.
  • High Half-ElfSCAG: Booming Blade is tempting, and its damage output can outpace your normalweapon attacks (see my article onMelee Cantrips vs. Extra Attack). That may change if you’re relying on Divine Smite and Improved DivineSmite, but at least in the level range from 1 through 10, Booming Blade is abetter source of damage than straight weapon attacks.
  • Standard Half-ElfPHB: Two skills make it much easier to fill out the Face skills withoutlocking you into only those skills.
  • Wood Half-ElfSCAG: Fleet of Foot is nice for getting into melee, but the other options won’thelp you much, and if you want more speed you should try the Centaur.

Half-OrcPHB

Customized Origin:+2/+1 increases,Darkvision, and one skill. Rearranging your ability scores doesn’t change muchfor the Half-Orc. They remain an effective choice for aggressive builds, andif you grab a greataxe and reserve a spell slot for Divine Smite your criticalhits are truly terrifying.

Default Rules:Good ability scores, a freeFace skill, Darkvision, and a couple of fun abilities. Still not as good asthe Half-Elf, but a good option that works really well for an aggressive buildlike Oath of Vengeance.

HalflingPHB

Customized Origin: +2/+1 increases (eachsubrace provides an additional +1). Rearranging your ability scores means thatBrave and Lucky are the Halfling’s most defining traits, and paladins becomeimmune to fear at level 10 so Lucky is the big draw here.

  • GhostwiseSCAG: Silent Speech isn’t especially helpful unless you’re built for stealth,and even then it’s not crucial.
  • LightfootPHB: Useless without a rogue dip, and even then you’re basically playing arogue who’s trying not to rely on Sneak Attack for no readily apparentreason.
  • LotusdenEGtW:Rearranging the ability score increases doesn’t salvage the LotusdenHalfling. In fact, it will more likely make the innate spellcasting worsesince you’ll likely move the ability increase away from Wisdom.
  • StoutPHB: Basically a short dwarf. Poison damage is common, so resistance to itwill save you a lot of damage over your career.

Default Rules: Dexterity is okay for afinesse build, and Lucky is always fantastic. The Halfling racial feats inXanathar’s Guide to Everything are both potentially good options for aPaladin.

  • GhostwiseSCAG: Nothing useful for the paladin.
  • LightfootPHB: The Charisma is tempting, but Naturally Stealthy is worthless for aPaladin.
  • LotusdenEGtW:Nothing useful for thePaladin.
  • StoutPHB: Nice and durable.

HarengonWBtW / MMoM

An extra skill to expand beyond Face skills, and Lucky Footwork will stack with Auraof Defense to help protect you from troublesome area damage effects. The Harengon won’thelp you do much offensively, but it’s a well-rounded option with some extra buttons topush.

Hobgoblin

UpdatedMMoM:Paladins are immune to fear, but Charm is still an issue, so Fey Ancestry is nice. Fey Gift provides a useful support option which fits nicely into the Paladin’s existing tactics.

Classic (Customized Origin)VGtM:+2/+1 increases,Darkvision, and three proficiencies which you’ll trade for tool proficiencies.The Hobgoblin’s noteworthy feature is Saving Face. It provides a great way toturn near-miss failed rolls into successes, especially if you have numerousallies nearby. This provides great insurance against problematic savingthrows.

Classic (Default Rules)VGtM:Bad ability spread.

Human

Customized Origin:

  • Standard: With perfect ability scores onthe table for every race, there is no reason to play the StandardHuman.
  • Variant: The Customizing Your Originrules make no change to the Variant Human.

Default Rules:

  • Standard: +1 to all of your abilityscores can help create a well-rounded Paladin, but it’s not terriblyinteresting, and the Half-Elf will be consistently better.
  • Variant: You still get crucial bonuses toyour Strength/Dexterity and Charisma, and you can get an awesome feat atlevel 1.

KalashtarERLW

Customized Origin:+2/+1 increases.Resistance to psychic damage is nice, though psychic damage isn’t common. Dualmind helps with Wisdom saving throws, but between proficiency and Aura ofProtection you don’t really need the help. Consider other options like theVerdan and the Yuan-Ti Pureblood instead.

Default Rules:Bad ability spread.

KenkuVGtM

UpdatedMMoM:Two additional skills and Kenku Recall. Similar in many ways to the custom origin half-elf.

Classic (Customized Origin)VGtM:+2/+1 increases and twoskills. Expert Forgery and Mimicry aren’t particularly impactful, so basicallyany other race with two skill proficiencies will be linearly better than theKenku.

Classic (Default Rules)VGtM:Paladins generally don’thandle stealth well, but with two skills and a Dexterity increase the Kenkumakes that easily achievable.

Kobold

UpdatedMMoM:Paladins also don’t get as many attacks as fighters, so Kobold Legacy (Draconic Sorcery) to get Booming Blade or Green-Flame Blade can be a significant boost to your damage output even once Extra Attack comes online. Crafty looks tempting, but the skill options don’t work well for most paladins. Draconic Cry is a great support option for a class that’s almost exclusively locked into melee.

Classic (Customized Origin)VGtM:+2 increase andDarkvision. The Customizing Your Origin optional rule does little to changethe Kobold unless you’re dead set on a Strength-based build for some reason.Pack Tactics is still great, and Sunlight Sensitivity is still a pain, butPack Tactics conveniently provides a way to negate it. The biggest problem forkobold paladins is that just one increase is a hard prospect for a MADclass.

Classic (Default Rules)VGtM:Possible for aDexterity-based paladin, and Pack Tactics is amazing, but that’s probably notenough. Sunlight Sensitivity is a pain, too.

LeoninMOoT

Customized Origin:+2/+1 increases,Darkvision, and one skill. Daunting Roar provides a great crowd controleffect, and since the DC is Constitution-based it should be reasonablyreliable.

Default Rules:Strength and Constitutionare great, and you can get Perception proficiency, and Daunting Roar is agreat crowd control effect for a class which is frequently in the thick ofthings with few options for handling crowds.

Lizardfolk

UpdatedMMoM:The Lizardfolk’s most interesting traits are theirnatural armor (which will at best match full plate on a Dex-based build) and Hungry Jaws. HungryJaws is a nice source of temporary hit points, but you can already cast Heroism.

Classic (Customized Origin)VGtM:+2/+1 increases, twoskills, and natural armor. The Lizardfolk’s most interesting traits are theirnatural armor (which will at best match full plate on a Dex-based build) and Hungry Jaws. HungryJaws is a nice source of temporary hit points, but you can already cast Heroism.

Classic (Default Rules)VGtM:The ability increase don’thelp the paladin much, and the other racial traits are largely redundant withpaladin class features.

LocathahLR

Customized Origin:+2/+1 increases, twoskills, and Leviathan Will. Among the better aquatic options, Leviathan Willprovides a robust defense against a long list of harmful statusconditions which any adventurer is sure to face. Combined with the Paladin’shigh saving throws, you’re incredibly difficult to harm. However, beware theTank Fallacy.

Default Rules:Strength increase, two greatskills, and Leviathan Will. Leviathan Will offers protection from severalstatus conditions not already covered by the Paladin’s class features, andcombined with Aura of Protection you’ll be very difficult to incapacitate.

LoxodonGGTR

Customized Origin:The natural armor isuseless for the Paladin, and half of Loxodon Serenity is obsolete when youbecome immune to fear. The Loxodon’s other racial traits are mostlynovelties.

Default Rules:With neither a Strength norCharisma increase, the Loxodon has a lot of ground to make up before it cancompete with other race options.

Minotaur

UpdatedMMoM:Goring Rush gets you the most important part of the Charger feat,and Hammering Horns gets you part of the Shield Master feat (but not the part that knocks things prone). A great choice for aStrength-based build, especially since the Paladin has relatively few optionsto use their Bonus Action.

Classic (Customized Origin)GGTR:+2/+1 increases and oneskill. Goring Rush gets you the most important part of the Charger feat,and Hammering Horns gets you part of the Shield Master feat (but not the part that knocks things prone). A great choice for aStrength-based build, especially since the Paladin has relatively few optionsto use their Bonus Action.

Classic (Default Rules)GGTR:While the ability scores andother traits don’t directly complement anything except the Paladin’s martialcapabilities, the Minotaur can still be a powerful and dangerous paladin.

Orc

UpdatedMMoM:Adrenaline Rush is excellent for the Paladin, both getting you into melee quickly and giving you a pad of temporary hit points without relying on a spell like Heroism. Relentless Endurance provides some helpful insurance, and being dropped to 1 hit point is a great time to spend all of your Lay on Hands points to quickly heal yourself.

Classic (Customized Origin)VGtM:+2/+1 increases,Darkvision, two skills. Aggressive is the Orc’s signature trait, and whileit’s nice, it’s not a huge improvement to your tactics.

Classic (Default Rules)VGtM:The Standard Half-Elf getsbetter ability scores plus two skills that aren’t restricted to a pre-definedlist. Aggressive is nice, but probably not worth what you give up to getit.

OwlinSCoC

Owlin are stuck in light armor and locked into proficiency in Stealth, soyou’re basically locked into a Dexterity-based build. You could build a sneakypaladin, but paladins struggle to fight at range so you’ll likely findyourself rushing into melee where your racial flight is largely negated.

PlasmoidSAIS

Resistance to acid and poison are nice for front-line martial characters, and Advantage to initiate grapples is fantastic. However, you don’t get as many attacks or ASIs as the fighter, so it’s much more difficult to optimize for grapple/shove.

Satyr

UpdatedMMoM:Magic Resistance and a helpful Face skill. If you expect enemy spellcasters to be a problem, this is a great fit. If you don’t need the extra skill, consider the Yuan-Ti instead.

Classic (Customized Origin)MOoT:+2/+1 increases, twoskills, and Fey creature type. Magic Resistance and the Fey creature type willprotect you from problematic spells, though the spells that care if you’rehumanoid (Hold Person, etc.) are hardly a threat between proficiency inWisdom/Charisma saves, Aura of Protection, and Magic Resistance. If you justwant durability I would consider the Yuan-Ti Pureblood first, but the Satyr’sadditional skills offer some utility outside of combat that can be veryhelpful.

Classic (Default Rules)MOoT:Perfect for a Dexterity-basedbuild, and with Magic Resistance and Aura of Protection you’re basicallyunstoppable, and you get two Charisma-based skills.

Sea ElfMMoM

Only noteworthy in an aquatic campaign, and the Triton is likely a better choice anyway.

Shadar-KaiMMoM

Teleportation as a Bonus Action and the damage resistance rider effect is a great choice for the Paladin, making it safer to dive into crowds of enemies.

Shifter

UpdatedMMoM:Beasthide and Longtooth are both great choices for the Paladin. If you go Beasthide, I recommend sticking to two-handed weapons to avoid the Tank Fallacy. The skill options aren’t amazing, but they doinclude Intimidation.

Customized OriginERLW:+2/+1 increases (eachsubrace provides an additional +2), Darkvision, and one skill. The Shifter’ssignature trait is Shifting, which is a Bonus Action combat buff which worksgreat for most paladins since paladins often have few uses for their BonusAction. It’s a decent buff on its own, and your subrace will offer additionaleffects.

  • Beasthide: A bigger pool of temporary hitpoints and a modest AC bonus do a lot to complement the Paladin’s alreadyimpressive durability.
  • Longtooth: Paladins don’t have many usesfor their Bonus Action, so adding the ability to make a bite attack withyour Bonus Action is a significant increase to your damage output forStrength-based builds.
  • Swiftstride: The intent of this ability isto let you move away from enemies when they get into melee with you so thatyou don’t need to Disengage on your turn. Paladins rarely need that.
  • Wildhunt: Too situational.

Default RulesERLW:Darkvision is always great,and the Paladin doesn’t rely heavily upon their Bonus Action, so it’s easy tomake time for Shifting.

  • Beasthide: Strength and Constitution aregreat, an extra skill that you want anyway, and extra Temporary Hit Pointswhen you use Shifting.
  • Longtooth: While the Longtooth’s abilityincreases don’t line up quite as well as the Beasthide’s, their ShiftingFeature is absolutely spectacular. With little use for your Bonus Action, abite attack provides a great way to temporarily increase your damageoutput.
  • Swiftstride: The ability increases workfine for a Dexterity-based paladin, but the Shifting Feature won’t bereliably useful.
  • Wildhunt: Bad ability spread and theShifting Feature doesn’t help the Paladin in any significant way.

Simic HybridGGTR

Customized Origin: The Customizing YourOrigin rules make no meaningful changes to the Simic Hybrid. You can movethe Constitution increase around, but increasing Constitution is still thebest way to use that increase.

Default Rules:Fantastic and versatile.

Tabaxi

UpdatedMMoM:The Tabaxi makes a good Dexterity-based paladin, but Perception is a hard skill for paladins because they’re already very MAD and typically need to dump Wisdom.

Classic (Customized Origin)VGtM:+2/+1 increases,Darkvision, two skills. Feline Agility is the Tabaxi’s signature skill. It’sroughly equivalent to the Orc’s Aggressive, but it also allows you to run away(rather than only toward an enemy) and doesn’t eat your Bonus Action so it’sarguably a little better.

Classic (Default Rules)VGtM:Excellent for a finessebuild, and feline agility can help to quickly close to melee even if you’re inheavy armor.

Thri-KreenSAIS

Similar to the Fighter, but without Fighting Style (Two-Weapon Fighting) and without abundant space for feats, the benefits of Secondary Arms are fairly minor. Once you get Improved Divine Smite, TWF provides another chance to apply the bonus smite damage, but even then it’s not amazing.

TieflingPHB

Customized Origin: +2/+1 increases,Darkvision, and damage resistance. Most subraces/variants offer innatespellcasting of some kind. The innate spellcasting is Charisma-based, whichworks really well for the Paladin. The Flames of Phlegethos racial feat istempting if you really enjoy Searing Smite, but probably not worth thefeat.

  • AsmodeusPHB/MToF: Hellish Rebuke and Darkness are both fine options for the Paladin.Thaumaturgy is neat, but not especially useful.
  • BaalzebulMToF: If anyone is going to use this, the Paladin is a fine choice. But Ray ofSickness isn’t great, and Crown of Madness is outright bad, so this is adifficult choice at best.
  • DispaterMToF: Situational utility options.
  • FiernaMToF: Good magical complements to your Face skills.
  • GlasyaMToF: Introduce some trickery to the Paladin.
  • LevistusMToF: Roughly equivalent to the Asmoedues Tiefling. Armor of Agathys won’t lastlong, but Ray of Frost gives you an easy ranged attack option which shouldremain reasonably effective.
  • MammonMToF: Situational utility options.
  • MephistophelesMToF: Flame Blade is garbage.
  • ZarielMToF: Two free smite spells play perfectly to the Paladin’s Strengths, but theydon’t add any new capabilities or solve any problems for you.
  • Variant: FeralSCAG: The Customizing Your Origin optional rules make the Feral variantobsolete. All it does is rearrange your ability score increases.
  • Variant: Devil’s TongueSCAG: A good mix of offensive and utility options.
  • Variant: HellfireSCAG: Roughly equivalent to the Asmodeus Tiefling. Burning Hands is a decentoption for handling crowds, but as you gain levels you may find thatspending the Action to cast Burning Hands loses its appeal. By comparison,Hellish Rebuke is an easier action cost.
  • Variant: WingedSCAG: Flight in up to medium armor, which is unqiue among the flying raceoptions. Medium armor reduces your MAD issues since you don’t need to keepDexterity high to have decent AC. A Blessed Warrior build is likely yourbest bet, but Dexterity-based builds work as well for the Winged Tiefling asthey do for other flying races.

Default Rules: +2 Charisma, and someexcellent options from the race variants. The Flames of Phlegethos racial featis tempting if you really enjoy Searing Smite, but probably not worth thefeat. You’ll want to find a subrace/variant that provides either a Strengthincrease or a Dexterity increase, but between the subraces and the feralvariant you have several options. The Tiefling’s innate spellcasting isCharisma-based, which works great for the Paladin.

  • AsmodeusPHB/MToF: Charisma and good racial spells, but you’ll want to either use BlessedWarrior and build around Charisma or take the Feral variant and build aroundDexterity.
  • BaalzebulMToF: Nothing useful for the Paladin.
  • DispaterMToF: Disguises and the ability to detect thoughts may help you to locate anddefeat enemies by more subtle means than a typical paladin, but these aresituational options that may be hard to use consistently.
  • FiernaMToF: Workable for a Blessed Warrior build, and the spells suplement your Faceskills nicely.
  • GlasyaMToF: An interesting option for a paladin that likes to be sneaky or otherwisetricky.
  • LevistusMToF: A good option for a Blessed Warrior build, Ray of Frost gives you aranged cantrip option, allowing you much more flexibility with your twocleric cantrips from Blessed Warrior.
  • MammonMToF: A tough choice for Blessed Warrior builds since the spells are sosituational.
  • MephistophelesMToF: Flame Blade is garbage.
  • ZarielMToF: Perfect ability spread, a utility cantrip, and free smite spells.
  • Variant: FeralSCAG: A Dexterity-based paladin is absolutely viable, but several otherTiefling subraces offer ability increases which already work for the Paladinso you don’t always need to add Feral on top of it.

    According to the Sword Coast Adventurer’s Guide, the Feral Variant iscompatible with other variants.

  • Variant: Devil’s TongueSCAG: A good option for a Blessed Warrior build, Vicious Mockery gives you aranged cantrip option, allowing you much more flexibility with your twocleric cantrips from Blessed Warrior.
  • Variant: HellfireSCAG: Roughly equivalent to the Asmodeus Tiefling.
  • Variant: WingedSCAG: Workable for Dexterity-based builds in light armor.

TortleTP / MMoM

Customized Origin:+2/+1 increases, oneskill, and natural armor that you can exceed with heavy armor. So basicallyit’s just the +2/+1 and the skill. Consider how many races offer two skills,that’s a terrible choice.

Default Rules:Strength and natural armorare great, but once you can afford full plate armor the Tortle will fallbehind.

Triton

UpdatedMMoM:Cold resistance and Darkvision are always great, Emissary of the Sea offers an additional way to solve problems using your ample social skills, and innate spellcasting offers some additional utility options, though the spells aren’t amazing. This is arguably your best option for an aquatic race in a non-aquatic campaign.

Classic (Customized Origin)VGtM:Three +1 increases,Darkvision, amphibious, and some innate spellcasting. Like the half-elf,having three increases is great for the Paladin since they need three highability scores. The innate spellcasting is situational, but it’s alsoCharisma-based, which is nice. In an aquatic campaign this is a great choice,but even on land it’s still a good option.

Classic (Default Rules)VGtM:Increases to all of thepaladin’s important abilities, resistance to cold, and some innatespellcasting.

VedalkenGGTR

Customized Origin:+2/+1 increases, oneskill, one tool. Vedalken Dispassion provides an additional layer ofprotection on mental saves, making you borderline immune to Wisdom andCharisma saving throws, and even decent at Intelligence saves once you addAura of Protection. Your physical saves are still a problem, but that’s notnew. It’s not totally clear how Tireless Precision works if you take a skilloutside of the listed skills, but I think the bonus still applies so you canget a consistent +1d4 on Persuasion checks, making you an incredibly effectiveFace on top of your mental resilience.

Default Rules:Bad ability spread.

VerdanAcInc

Customized Origin:+2/+1 increases,Darkvision, and one skill. Telepathic Insight combined with the Paladin’s saveproficiencies and Aura of Protection makes you nearly immune to Wisdom andCharisma saves. But, while the Verdan does a great job supporting what thePaladin is already good at, it doesn’t expand your capabilities or address anyvulnerabilities.

Default Rules:Constitution and Charismaare great for a Blessed Warrior build, and Telepathic Insight combined withthe Paladin’s save proficiencies and Aura of Protection makes you nearlyimmune to Wisdom and Charisma saves.

WarforgedERLW

Customized Origin: The Customizing YourOrigin rules make no meaningful changes to the Warforged. You can move theConstitution increase around, but increasing Constitution is still the bestway to use that increase.

Default Rules:Constitution, a flexibleability increase, a pile of useful resistances that cover things thatfront-lint martial characters frequently face, and a bonus to AC which putsyou ahead of every other heavily-armored character in the game. A warforgedpaladin with full plate armor, a shield, and the Defensive fighting style sitsat 22 AC without magic items or spells, making you very resilient. If youcan force enemies to stay in melee with you (consider grappling), you’re afantastic Defender. However, be careful of the tank fallacy.

Water GenasiMMoM

The innate spellcasting isn’t especially helpful, so it’s basically just Darkvision and damage resistance unless you’re in an aquatic campaign.

Yuan-Ti

UpdatedMMoM:Resistance to poison and Magic Resistance. The innate spellcasting isn’t especially useful.

Classic (Customized Origin)VGtM:+2/+1 increases,Darkvision, poison immunity, and Magic Resistance. Between MagicResistance and Aura of Protection, it’s very difficult to harm you withspells. If you can keep your AC high, you’re extremely difficult to kill andcan focus the rest of your resources on being an offensive threat. The innatespellcasting is Charisma-based, which is nice, but the spells are terrible.

Classic (Default Rules)VGtM:Magic resistance and immunityto poison make the pureblood exceptionally durable, though you’ll need to relyon Blessed Warrior to avoid lagging offensively, and unfortunately the Yuan-TiPureblood’s terrible innate spellcasting won’t help.

Dragonmarks

Dragonmarked DwarfERLW

Dragonmark traits replace your subrace.

Customized Origin:

  • Mark of Warding: Interesting for aDexterity-based build, Mage Armor closes the AC gap between light and heavyarmor, and the bonus with Thieves’ Tools offers an additional way to putyour high Dexterity to use. Most of the spells are situational utilities,but Armor of Agathys is a fantastic buff for a front-line class like thePaladin.

Default Rules:

  • Mark of Warding: Bad ability spread, andthe spells aren’t good enough to make up the difference.
Dragonmarked ElfERLW

Dragonmark traits replace your subrace.

Customized Origin:

  • Mark of Shadow: Considering that stealthand subterfuge are generally far outside of the Paladin’s skillset, Mark ofShadow is surprisingly good. A Dexterity-based build will be the mosteffective use of Mark of Shadow, but Mark of Shadow can even offset tryingto be sneaky in heavy armor between the Stealth bonus and Pass WithoutTrace.

Default Rules:

  • Mark of Shadow: Considering that stealthand subterfuge are generally far outside of the Paladin’s skillset, Mark ofShadow is surprisingly good. A Dexterity-based paladin could make great useof the ability score increases, and the spellcasting adds severalinteresting options that no other paladin has access to.
Dragonmarked GnomeERLW

Dragonmark traits replace your subrace.

Customized Origin:

  • Mark of Scribing: Comprehend Languages canhelp in your capacity as a Face, but that’s basically the only thing herethat’s useful.

Default Rules:

  • Mark of Scribing: Bad ability spread, andvery little else contributes to the Paladin.
Dragonmarked Half-ElfERLW

Dragonmark traits replace some of your normal racial traits, as described inthe entry for each Dragonmark.

Customized Origin:

  • Mark of Detection: Some interestingutility options, but they’re mostly situational and may be hard to justifyspending your limited spell slots to cast.
  • Mark of Storm: The spellcasting is bad andthe skill bonuses are too situational.

Default Rules:

  • Mark of Detection: Giving up theHalf-elf’s Charisma increase is hard, and while you can make use of Mark ofDetection’s new capabilities they’re not as good as the vanilla Half-elf’sfantastic ability score increases.
  • Mark of Storm: The ability score increasesare great for a Dexterity-based paladin, and none of the spells are on thePaladin’s spell list so you get to enjoy a long list of new options acrossthe Paladin’s full range of spell levels.
Dragonmarked Half-OrcERLW

Dragonmark traits replace ALL of your racial traits.

Customized Origin:

  • Mark of Finding: 2/+1 increases andDarkvision. A bit like a class dip into ranger, you get Hunter’s Mark onceper day and bonuses to some Wisdom-based skills. You get some good low-levelspells including Faerie Fire and Longstrider, and at higher levels you addsome useful divination options. It’s a good mix of offense and utility.

Default Rules:

  • Mark of Finding: Bad ability spread.
Dragonmarked HalflingERLW

Dragonmark traits replace your subrace.

Customized Origin:

  • Mark of Healing: You gain essentiallynothing except the innate spellcasting. If that’s all that you want,consider the Variant Aasimar instead.
  • Mark of Hospitality: The skill bonuswith Persuasion is nice, but the spellcasting is mostly situational utilityoptions.

Default Rules:

  • Mark of Healing: An interestingpossibility for a Dexterity-based paladin who wants to do more healing thanthe average paladin. Mark of Healing expands your spell options to includeHealing Word, Mass Healing Word, and Greater Restoration. However, if you’relooking to invest your limited spell slots in additional healing optionsyou’ll likely have better results playing a cleric.
  • Mark of Hospitality: Dexterity andCharisma increases, and most of the added spellcasting includes new optionsfor the Paladin. For a Dexterity-based paladin this is a viable option.
Dragonmarked HumanERLW

Dragonmark traits replace ALL of your normal racial traits.

Customized Origin:

  • Mark of Finding: See Mark of Finding underDragonmarked Half-Orc, above. Mechanically, the final racial traits areidentical.
  • Mark of Handling: The Wisdom-based innatespellcasting is neither useful nor reliable, and the dragonmark spells arenot even remotely appealing since the Paladin is only a half-caster and getsthe spells way too late in their careeer for them to be relevant.
  • Mark of Making: Magic Weapon is a greatbuff, but it’s basically the only new thing that you get.
  • Mark of Passage: Misty Step for free onceper day, access to teleportation spells, and Pass Without Trace. It’s a goodmix of useful options that the Paladin typically can’t match.
  • Mark of Sentinel: Most of the spells hereare already on the Paladin’s spell list.

Default Rules:

  • Mark of Finding: See Mark of Finding underDragonmarked Half-Orc, above. Mechanically, the final racial traits areidentical.
  • Mark of Handling: Bad ability spread.
  • Mark of Making: The flexible abilityincrease is enough to get by, and many of the spells can be very useful forthe Paladin.
  • Mark of Passage: Most paladins can’tteleport at all, and access to that capability offers numerous tacticaloptions. The ability score increases work great for any Dexterity-basedbuild, and the spell options complement the Paladin’s existing capabilitiesnicely.
  • Mark of Sentinel: Most of the spells hereare already on the Paladin’s spell list, and the ability score increases aredifficult.

Lineages

Published in Tasha’s Cauldron of Everything and beyond, no Lineage exists prior to the introduction of the Customizing Your Origin rules, and as such each lineage has flexible ability score increases. Every Lineage has the choice of +2/+1 increases or three +1 increases except for the Custom Lineage which only receives a single +2 increase.

Lineages are applied on top of a base race. While the Custom Lineage isn’t affected by your base race, the three lineages published in Van Richten’s Guide to Ravenloft (Dhampir, Hexblade, and Reborn) borrow from your base race thanks to the Ancestral Legacy trait. Despite selecting a base race, you do not count as a member of your race for the purposes of any other effect, such as qualifying for feats or using magic items.

Custom LineageTCoE

A single +2 increase and a feat is great, but the Variant Human’s ability to split their increases means starting with two of the Paladin’s three key ability scores at 16 which may be preferable. You can still pick a feat which provides another +1 increase, of course, so there are numerous ways to make the Custom Lineage extremely effective.

DhampirVGTR

Vampiric Bite allows you to build around Constitution and Charisma without sacrificing Divine Smite like a Blessed Warrior build would. Because the Dhampir’s bite counts as a weapon, it qualifies for Divine Smite so you’re free to perform divine bites. You can get access to flight thanks to Ancestral Legacy, but you’ll be limited to medium armor at best, which reintroduces some MAD issues, but getting 14 Dexterity is easily achieved without cutting into Constitution or Charisma.

HexbloodVGTR

Hex is an interesting choice for the Paladin, providing a helpful damage boost as well as potentially making you a very effective grappler if you choose to give the target Disadvantage on Strength checks. Ancestral Legacy can get you flight, but if you want to stay in heavy armor you’ll likely take the skills instead.

RebornVGTR

Some additional resistances on top of the Paladin’s already exceptional durability, plus Ancestral Legacy.

DnD 5e Paladin Races Breakdown – RPGBOT (2024)
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