Paladin Feat Guide for D&D 2024 (5.5e)

Evaluating the best and worst feats for a paladin.

Paladins combine divine spellcasting with adept swordsmanship, making them both resilient and capable of high damage, but with resource limits. Alongside that, they make excellent party faces due to their high charisma.

Feats can be a tad tricky with a paladin as they are highly dependant on 3 ability scores; usually strength, constitution and charisma. This means taking general feats in particular tends to be a bit of a sacrifice on ability scores and needs to be taken carefully.

In this article, I’ve gone through every single feat and evaluated them to help you know which are best and worst for a paladin. I’ve also tried to consider different subclasses and builds in my evaluation which you’ll see in some of my commentary on each feat.

I’ve evaluated every feat based on how well I think it fits the paladin class, scoring each feat out of 5. I’ve also provided some explanation for why I’ve given this score. All builds are different though, so use this as a guide, but not an absolute authority on what feats you should take and which you shouldn’t.

For example, great weapon master is an excellent feat, but not great on a shield wielding paladin. I’ve based my assumptions around the idea that you have a build that fits the feat (as long as that build is sensible for a paladin). My commentary on each feat should give more explanation here when necessary.

As D&D 2024 expands, so will the feat options. I’ll try to keep updating this guide as this happens. When a feat comes from a source outside of the Player’s Handbook, I’ve also used abbreviations to indicate which source it’s from. These abbreviations stand for:

  • HoF: Forgotten Realms: Heroes of Faerun
  • ABoH: Astarion’s Book of Hungers
  • LFL: Lorwyn First Light

If you just want an at a glance view of how well I’ve scored each feat for a paladin, then I’ve included them all in the tables below for each feat type.

Origin feats by score

ScoreFeats
5/5Lucky, magic initiate, musician
4/5Alert, Shadowmoor hexer, spellfire spark, tavern brawler, tireless reveler, tough, vampire’s plaything
3/5Lord’s Alliance agent, purple dragon rook, savage attacker, skilled, vampire hunter, zhentarim ruffian
2/5Child of the sun, crafter
1/5Cult of the Dragon initiate, Emerald Enclave fledgling, Harper agent, healer, tyro of the gauntlet

Fighting style feats by score

ScoreFeats
5/5
4/5Blind fighting, defense, dueling, unarmed fighting
3/5Blessed warrior, great weapon fighting, interception, protection, thrown weapon fighting, two weapon fighting
2/5Archery
1/5

General feats by score

ScoreFeats
5/5Fey touched, great weapon master, heavy armor master, inspiring leader, mage slayer, polearm master, sentinel, war caster
4/5Bloodlust, defensive duelist, durable, genie magic, grappler, medium armor master, mounted combatant, purple dragon commandant, shield master, skulker, speedy, Zhentarim tactics
3/5Actor, charger, chef, crusher, delicious pain, dual wielder, fairy trickster, light bringer, lordly resolve, mythal touched, piercer, resilient, ritual caster, shadow touched, skill expert, slasher, spellfire adept, street justice, telepathic
2/5Athlete, bomber, cloying mists, cold caster, crossbow expert, dragonscarred, enclave magic, observant, order’s resilience, poisoner, telekinetic, vampire touched
1/5Elemental adept, Harper teamwork, heavily armored, keen mind, lightly armored, love bites, martial weapon training, moderately armored, putrefy, rebuke, sharpshooter, spell sniper, treacherous allure, weapon master

Epic boon feats by score

ScoreFeats
5/5Boon of combat prowess, boon of desperate resilience, boon of dimensional travel, boon of fate, boon of fluid forms, boon of recovery, boon of the bright sun
4/5Boon of fortune’s favour, boon of irresistible offense, boon of looming shadows, boon of speed, boon of the soul drinker, boon of truesight
3/5Boon of bloodshed, boon of communication, boon of energy resistance, boon of fortitude, boon of the night spirit
2/5Boon of blazing dawn, boon of bountiful health, boon of exquisite radiance, boon of poison mastery, boon of skill, boon of spell recall, boon of the furious storm
1/5Boon of misty escape, boon of revelry, boon of terror
paladin
Paladin: Wizards of the Coast
  • Alert (4/5) – Always useful to go earlier in combat and being able to swap initiative with an ally makes for something quite tactical if the dithering wizard wants to fireball your foes before you charge into the fray. Dexterity builds tend to do better with this feat as you’re more likely to be able to share an excellent initiative score around the party. Dex builds are rare on paladins, but are possible.
  • Child of the sun (2/5) – LFL – Advantage against blinded for you and nearby allies is situationally good. Faerie fire is decent, but the action setup is a pain and will reduce your damage output initially. Might be OK in a longer encounter. Removing concentration loss when hit is at least handy.
  • Crafter (2/5) – Maybe decent if you want to do a lot of crafting, or to buy cheaper gear, but considering the cheaper gear is non-magical, I just don’t feel you get enough from this and crafting isn’t of much value unless you’re making magical things (scrolls and items).
  • Cult of the dragon initiate (1/5) – HoF – Causing frightened for a single turn to a single enemy isn’t that great for the whole action it requires, even with the bonus heroic inspiration. This gets even worse for a paladin that’ll be low on wisdom so unlikely to succeed.
  • Emerald enclave fledgling (1/5) – HoF – Speak with animals is decent if your DM’s willing to do something useful with your animal conversation. But there are much better ways to use your action in combat than using the help action, even if you can slightly move an ally out of danger and you into it. A bit too niche and lacking in impactful abilities.
  • Harper agent (1/5) – HoF – Ranged help actions are OK, but your action is much better used with attacks. Everything else is a ribbon feature. Just not a good feat. The only way you might consider this is if you’re playing a hobgoblin that can use a bonus action for the help action.
  • Healer (1/5) – An action to do worse healing than a potion of healing, healing word or lay on hands. You have much better healing options at your fingertips that all only require a bonus action making this obsolete.
  • Lords alliance agent (3/5) – HoF – Inspiring strike might happen in 1 out of 3 average length encounters which isn’t a lot. If you have a couple of martial allies, you may find decent use out of reassert honor. This feat is just about OK on a high attack martial class.
  • Lucky (5/5) – Giving yourself advantage and others disadvantage is powerful and really useful for anyone.
  • Magic initiate (5/5) – A bit of extra spellcasting and new spells in your repertoire too. It’s also a chance to grab cantrips if you haven’t taken blessed warrior (which usually isn’t your most optimal option anyway).
  • Musician (5/5) – Heroic inspiration for most or all allies is really useful and can be granted each short or long rest. That’s a lot of rerolls! This works great on any class.
  • Purple dragon rook (3/5) – HoF – Good skills for a paladin. The heroic inspiration you grant is much less than the musician feat so I’d just take that. Technically this is an alright feat, but musician does a similar thing so much better.
  • Savage attacker (3/5) – Decent enough extra damage and you should be making weapon attacks most turns. Just don’t take it if you’re going for an unarmed build.
  • Shadowmoor hexer (4/5) – LFL – Hex is great for sustained extra damage that’s a lot kinder on your spell slots than smites. You’ll be able to repeat cast this too. The more attacks you can get, the better, so a dual wielder will do best with this.
  • Skilled (3/5) – Paladins will usually want plenty of face skills and maybe a few other skills too so this can help bridge that gap in capabilities.
  • Spellfire spark (4/5) – HoF – Your weapon attacks will usually be better than using sacred flame unless you need something with range that can bypass a high AC (maybe because of cover). In which case, sacred flame is a handy backup. The damage reduction however, is really good for a paladin for extra durability. It’s once per turn too, not just once per round so that damage reduction can stack up.
  • Tavern brawler (4/5) – Useful if you go for an unarmed build. You’ll definitely need to build into this if it’s the route you want to go (say with the unarmed fighting style). The improved damage and ability to push and hit go a decent way to making an unarmed build more viable. I’d also consider combining with the grappler feat.
  • Tireless reveler (4/5) – ABoH – Lots of heroic inspiration to bounce off one another. Especially good if you have easy ways of replenishing heroic inspiration, like the musician feat or someone else with tireless reveler. A bit more situational if you don’t have that.
  • Tough (4/5) – Some decent extra resilience that’s good for everyone but especially good on a frontline martial that needs the extra durability.
  • Tyro of the gauntlet (1/5) – HoF – Both really situational effects that I just don’t see you getting the benefit of very often.
  • Vampire hunter (3/5) – ABoH – Technically 2 situational options, but being grappled or in restraints is reasonably common. Necrotic damage will depend on your campaign. Against lots of undead, you can get a fair bit of use from this, but other campaigns could see it a bit wasted.
  • Vampire’s plaything (4/5) – ABoH – A free healing potion each long rest is really nice and dash and disengage as bonus actions will go a long way to making you more maneuverable. This means getting to foes quicker and moving to the right parts of the battlefield easily too. The main issue though, is the fairly high demands on your bonus action already (spells and lay on hands in particular).
  • Zhentarim ruffian (3/5) – HoF – The initiative boost is quite nice, especially if you have easy access to heroic inspiration (say if an ally has the musician feat). Exploit opening is like savage attacker but only for opportunity attacks. This makes it quite situational. It’s better with something like sentinel that gives you more opportunity attacks or Zhentarim tactics which I guess you’re supposed to combine with this. On its own, this is probably too situational but if you can build into it, this is alright.
  • Archery (2/5) – Solid boost to attack rolls but paladins are really built around close combat with the spells, resilience and auras they have and suiting a strength build more often than a dexterity build. That can make this a bit obsolete.
  • Blessed warrior (3/5) – If you want some spellcasting utility or some cantrip options for combat, this can be good. I’d tend towards grabbing cantrips that can either tackle small AoEs (like word of radiance) or a ranged backup spell attack, especially one with a saving throw, like toll the dead, to tackle high AC enemies. It does feel hard to justify this over a fighting style you’ll use more frequently though.
  • Blind fighting (4/5) – Blindsight is really useful in a few rare moments it might come up. The challenge is giving up a more specialised fighting style. I’d probably consider this as a second fighting style (you can grab another fighting style feat whenever you gain feats). Having said that, the skulker general feat will give you the same blindsight ability, plus a dexterity boost and a couple of other effects so you’re better off picking that up.
  • Defense (4/5) – Extra AC is always solid.
  • Dueling (4/5) – Extra damage when wielding a shield is welcome due to the generally lower damage weapons. This will bring a d8 weapon up to the average damage levels of a d12 weapon.
  • Great weapon fighting (3/5) – An average damage increase of 1.5 when this triggers. Compared to dueling, which increases by 2 every time you hit, this is just a decent bit worse, even on the best weapon for it (a greatsword). At least a greatsword has 2 damage dice for this to affect and 1s and 2s will be more likely with d6s than with a d10 or d12.
  • Interception (3/5) – Decent if you have a shield, but takes effort and a reaction to be able to manage.
  • Protection (3/5) – Similar to interception really. Need to fight close with an ally a lot to make this work. I think I prefer the whole round of disadvantage this provides to the 1d10 damage reduction, but may depend on how many foes you face.
  • Thrown weapon fighting (3/5) – Solid extra damage for a strength build that will often need range. Similar issue to archery here though, most paladins may not want to be fighting at range unless you have a few other martials, which loses it a point. But at least it works with a strength build and could be a good secondary fighting style.
  • Two weapon fighting (3/5) – Looking at a 3-5 damage increase for 1-2 attacks per turn. If you grab the dual wielder feat and nick weapon mastery, you can easily make this 2 attacks per turn but that’s harder to balance with a paladin due to your other bonus action demands.
  • Unarmed fighting (4/5) – You’ll need this damage boost if you’re going for an unarmed build.
War domain DnD 2024
Paladin: Wizards of the Coast
  • Actor (3/5) – Can be a great way to perform some subterfuge with impersonations. Works well on a high charisma class like paladin. Thematically, could be challenging for a lot of paladins though with all the deception.
  • Athlete (2/5) – A climb speed is handy, less movement getting up from prone is situational, as are shorter run ups for jumping. It’s maybe OK if you really want a climb speed, but a few species can grant this too.
  • Bloodlust (4/5) – ABoH – Some decent mid-combat healing that doesn’t eat into your action economy plus better healing through your hit point dice. Your constitution should be high anyway so the healing should be good and healing from an attack will be better than healing during a short rest, partly because the need for healing will be higher, but also because you get the constitution boost.
  • Bomber (2/5) – ABoH – You probably won’t throw flasks or vials much, but you may use thrown weapons. They are notoriously short-ranged so removing disadvantage at long range is nice. I suspect you won’t use this loads on a paladin though. They normally want to be close to the action and the normal range of thrown weapons is usually adequate when you can’t quite reach your enemy in a turn.
  • Charger (3/5) – Deal more damage or push when moving before an attack can be handy. Making this happen is the hard part. You should get this easily enough a couple of times an encounter. Making it happen more often takes some effort like getting bonus action disengage. Dashing won’t be that common for you, but the extra range is welcome.
  • Chef (3/5) – A bit of extra healing on a short rest for the whole party and treats that grant a few temporary hit points. How good this is depends on the length of your adventuring days. I suspect this will feel more impactful at lower levels and less so at higher levels.
  • Cloying mists (2/5) – ABoH – Not great for anyone (a single level 1 spell you can’t choose is significantly worse than similar feats like magic initiate, fey touched and shadow touched). At least fog cloud can be useful, but I would rather take magic initiate which is an origin feat.
  • Cold caster (2/5) – HoF – Casting something like ray of frost will usually be worse than just making weapon attacks. Beyond that, paladins don’t naturally possess much in the way of cold damage spells.
  • Crossbow expert (2/5) – Problem here is it invests in a dexterity build that’s long ranged which paladins just aren’t setup for so I’d give this a miss, even if it can be workable to hand your paladin a crossbow or 2.
  • Crusher (3/5) – Push is decent on one attack per turn and can stack with push mastery or other weapon masteries. Critical hits aren’t common enough to rely on regularly, but it’s a decent enough bonus when it occurs.
  • Defensive duelist (4/5) – Quite good extra resilience, but only works on a sword and shield or dual wielding build. You can use strength for finesse weapons so does work on a strength or dexterity build.
  • Delicious pain (3/5) – ABoH – A round of resistance to common damage types in bludgeoning, piercing and slashing damage is quite decent. It uses your reaction though, only lasts a round and doesn’t affect the triggering damage. Decent enough for some extra durability.
  • Dragonscarred (2/5) – HoF – A resistance is good and attempting to frighten with a bonus action is handy too. Sadly, this attempt at frightening relies on a strong wisdom, which isn’t much good for a paladin. Plus you need to take a subpar origin feat to get this.
  • Dual wielder (3/5) – Dual wielding isn’t necessarily a bad idea for a paladin. Nick mastery makes this workable while smiting and laying on hands. But the dual wielder feat then makes demands on your bonus action. The damage boost is good and it doesn’t cost spell slots, so this could work on longer adventuring days where you need to be more sparing with spell slots, but also not the best on a paladin.
  • Durable (4/5) – The self healing is mainly what you want from this. You may need to juggle the demands on your bonus action a bit with this, but you won’t be using it all the time. Improved death saving throws is a nice bonus.
  • Elemental adept (1/5) – Not a great feat for anyone and your most common spells likely won’t be using these damage types.
  • Enclave magic (2/5) – HoF – Beast sense is best on pet subclasses, but paladins don’t have any of these. Combine it with speak with animals though from the emerald enclave fledgling origin feat and you can talk to animals, get them to do tasks for you and see what they see. As a charismatic class, this works better on you than most, but it’s still 2 subpar feats to get what one should probably grant.
  • Fairy trickster (3/5) – HoF – Disengaging into difficult terrain is going to be rare, especially for a class that tends to stay at the heart of combat, rather than escape it. Flustering strike is quite good though, which compensates.
  • Fey touched (5/5) – Misty step is decent for a paladin who can repeat cast it, but beware of the sink on your limited spell slots, especially on quite a spell slot hungry class (because of smite spells). You can also grab hex or hunter’s mark which are both good alternatives to smites that are a bit kinder on your spell slots.
  • Genie magic (4/5) – HoF – There’s a lot of flexibility here as you don’t have to pick a spell. The sorcerer list isn’t huge though, but you’ve got some AoE damage dealers like burning hands or thunderwave. Sleep is a pretty good control spell at this level too.
  • Grappler (4/5) – Great for a grappler build. To get the most out of this, you’ll need to build into grappling elsewhere. That means a strength build and taking things like the tavern brawler feat and the unarmed fighting style.
  • Great weapon master (5/5) – Some strong bonus damage just from normal attacks, plus you can grab a bonus action attack when landing a critical or killing an enemy. That should be reasonably common and perhaps saves using a smite spells instead, though it could be hard to anticipate before casting the smite spell. Really strong option for paladins using two handed weapons.
  • Harper teamwork (1/5) – HoF – There’s rarely a good reason to use help in combat rather than making an attack, even with the extra benefit here. Frightened and paralyzed saving throw successes are unlikely to be common enough to benefit much from either when it needs to affect multiple party members, plus you have to pick up a bad origin feat to grab this too. The exception here is maybe if you happen to be playing a hobgoblin, who can use the help action as a bonus action.
  • Heavily armored (1/5) – You already have training with heavy armor so this is pointless.
  • Heavy armor master (5/5) – Some decent damage reduction against fairly common damage types will increase your resilience a fair bit. Works great if you’ll be wearing heavy armor anyway, but obviously not for anyone else.
  • Inspiring leader (5/5) – The ability is excellent for anyone, but even better on a paladin who can invest in charisma.
  • Keen mind (1/5) – Paladins are a poor choice for knowledge skills and the study actions is very rarely useful in combat.
  • Light bringer (3/5) – ABoH – The healing is nice, but bloodlust is better and light is only OK.
  • Lightly armored (1/5) – You already have training with light armor and shields. Pointless for a paladin.
  • Lordly resolve (3/5) – HoF – An option for decent resilience/recovery against 3 types of conditions and possession is decent. However, it does crossover with your aura of courage at level 10. This gives frightened protection at range, but the condition can be made ineffectual just be being close to you.
  • Love bites (1/5) – ABoH – Charmed will stop a creature attacking you, but probably not from attacking your allies. You probably usually want attacks focused against yourself so I’m not sure this is that great for a paladin.
  • Mage slayer (5/5) – Great for breaking concentration on spellcasters and having basically a use of legendary resistance every rest.
  • Martial weapon training (1/5) – You already have proficiency with martial weapons so this is pointless.
  • Medium armor master (4/5) – A dexterity build will max out on AC with light armor at 17AC. The same applies for wearing medium armor. If you take this, that becomes 18AC so this is +1AC, but at the detriment of your stealth ability, which is a shame for a dexterity build. If you’re happy for +1AC at the expense of your stealth, then this can be solid, but only on a dexterity build.
  • Moderately armored (1/5) – You already have medium armor training so this is pointless.
  • Mounted combatant (4/5) – Faithful steed means you often have access to a steed from level 5. Many creatures you face will be medium or smaller so that advantage on attacks makes this worthwhile on its own, but there are extras here too.
  • Mythal touched (3/5) – HoF – If you don’t mind some random effects, then this is alright and could be a bit of wild fun. Most effects should be positive.
  • Observant (2/5) – Not great ability scores on a paladin and the skills aren’t great either. Search can be useful as a bonus action if you need to find hidden enemies, but I’d prefer this on an ally.
  • Order’s resilience (2/5) – HoF – Quicker after being knocked prone feels like a ribbon effect. Advantage on strength saving throws is decent, but you also have to be next to an ally. This is a kind of situational feat that requires taking a very situational origin feat which isn’t great. I don’t think it’s worth it, even if paladins tend to stick close to allies.
  • Piercer (3/5) – Rerolling damage when using a piercing weapon is decent if that’s the kind of weapon you’re using. Improved criticals will be rarer, but the extra damage is welcome too.
  • Poisoner (2/5) – 2-6 doses of poison for 50gp is alright if you have lots of money. The extra damage and short poisoned condition are quite good but your bonus action is under quite high demand already making this less than ideal for a paladin.
  • Polearm master (5/5) – Great for extra uses of your reaction to ensure you’re attacking more often. The bonus action damage is smaller, but a good option when you’re not doing other things like smiting.
  • Purple dragon commandant (4/5) – HoF – Bonus action temporary hit points to dish out is pretty good and advantage when bloodied is especially good the more attacks you have. The temporary hit points can be applied ahead of combat to keep the strain off your action economy.
  • Putrefy (1/5) – ABoH – Paladins don’t naturally have a lot of necrotic damage dealing spells. There are things like wrathful smite, but even then, poisoned for a turn each rest isn’t that big a deal to gear your spells around or even bother getting this feat for.
  • Rebuke (1/5) – ABoH – It’s not hard for a paladin to cause radiant damage, but prone is easy to cause through weapon mastery options making this just a poor option. At least the condition is caused automatically.
  • Resilient (3/5) – Constitution is probably your best option here as you already have strength and charisma proficiency and probably don’t want to be taking any other ability scores unless you’re a dexterity build which is likely rare. Constitution will also help you with concentration saving throws.
  • Ritual caster (3/5) – If you want some out of combat spellcasting utility, then this can get you a few interesting spells this way.
  • Sentinel (5/5) – Great way to get more attacks per round and keep enemies close or attacking you. Which is perfect for the party tank!
  • Shadow touched (3/5) – Invisibility isn’t the best for a paladin who tends to be stealth averse. The other spells options can be alright, but again, lean into deception and stealth or perhaps damage dealing which paladins have attacks for. It’s an alright option though.
  • Sharpshooter (1/5) – Paladins aren’t really intended to be your ranged warrior. They rely too much on being in melee. Ranged attacks should be a rare occurrence meaning taking a feat just for ranged combat is a bit obsolete.
  • Shield master (4/5) – A free effort at a push or prone each round and turning a successful dexterity saving throw into no damage is good resilience. A strength build will be best for knocking prone/pushing. Good on a shield-wielding paladin.
  • Skill expert (3/5) – Solid if you want to be an expert at a skill.
  • Skulker (4/5) – You probably won’t be hiding during combat, making 2 thirds of this feat a little obsolete. Blindsight is situational, but very useful when the need arises. Blindsight is the main attraction here though, so this is good enough if you want some always on capabilities for dealing with blindness and invisibility. Works best on a dexterity build.
  • Slasher (3/5) – Speed reduction is basically an extra weapon mastery effect each turn. Improved criticals is decent, but won’t happen loads. It’s decent enough for a martial class just about.
  • Speedy (4/5) – Faster movement is useful for a class that really needs to make sure they’re in close combat quick. Disadvantage from opportunity attacks will make it easier for you move across the battlefield a little more safely.
  • Spellfire adept (3/5) – HoF – Can work well with your smite spells in particular, just be aware of the potential trade off in healing during short rests and the extra damage dealt. Because of this, it’ll be better on long adventuring days.
  • Spell sniper (1/5) – Most paladins have little need to regularly cast spells at range or to cast ranged spells in close combat (weapon attacks and smites are likely a better option). This makes spell sniper a bit obsolete for you.
  • Street justice (3/5) – HoF – If you’re going to grapple a lot, then this can be a decent-ish buff. If you’re the kind of character that likes to convince even hostile creatures with words, and if your DM is flexible enough to let this work, then this can be quite good on a charismatic paladin.
  • Telekinetic (2/5) – Mage hand makes great utility for anyone. A bonus action for a telekinetic shove is alright, but you could do this with a weapon attack with dual wielding and also cause damage. Problem for a paladin is working out when this will be more useful than your other bonus action options.
  • Telepathic (3/5) – Telepathy is great on a charisma class and detect thoughts works nicely on a spellcasting class. Decent option for a paladin.
  • Treacherous allure (1/5) – ABoH – I think the idea here is to charm someone and then attack them. It’s a lot of setup for advantage on a single attack though, which I don’t think is great.
  • Vampire touched (2/5) – ABoH – Limited spell options that probably suit a stealth character better.
  • War caster (5/5) – Spells for opportunity attacks can be solid, but does depend on whether you have any action damage dealers (perhaps through blessed warrior). A cantrip can outstrip damage of a single attack. Improved concentration is very handy for a spellcaster that will likely be the target of a lot of attacks.
  • Weapon master (1/5) – You probably have all the weapon masteries you need. No need for any more.
  • Zhentarim tactics (4/5) – HoF – Easy opportunity attacks is great to increase your paladin’s damage output. Expertise in a changeable skill is good too, especially to help you with face skills. Persuasion may be a good standard option.
Adventurers fighting a skeletal horde
Adventurers surrounded by undead: Wizards of the Coast
  • Boon of blazing dawn (2/5) – ABoH – You do already have options for other damage types with your weapon attacks like through elemental weapon or smite spells. This is more consistent though but does make this less of an issue than for other martial classes.
  • Boon of bloodshed (3/5) – HoF – The advantage should happen a fair bit which is handy. Extra damage when bloodied is decent, but only a small amount once per turn.
  • Boon of bountiful health (2/5) – HoF – The extra temporary hit points are not a lot at this level. It kind of works if you have a regular source of temporary hit points, but it doesn’t feel like enough. The improved healing is great for long adventuring days. A few feats (like bloodlust) will use your hit point dice making this quite good in conjunction with these, but not great without. Add an extra point to this score if you have a feat like bloodlust
  • Boon of combat prowess (5/5) – An automatic hit once per round is really good for a class that is often trying to hit stuff.
  • Boon of communication (3/5) – HoF – Telepathy is quite good on a charisma class, understanding all languages is situationally useful and being better at influencing hostile creatures has a usefulness that depends on your DM and how much they’ll allow hostile creatures to be talked down.
  • Boon of desperate resilience (5/5) – HoF – Resistance to everything other than force is really good on a tank and you still have a lot of hit points once bloodied. Combine this with the boon of recovery (if playing at levels beyond 20) to basically have your full hit points while in a state of being bloodied.
  • Boon of dimensional travel (5/5) – Really easy to move around the battlefield to wherever you need to be and there’s no action economy cost either.
  • Boon of energy resistance (3/5) – More damage resistances is useful for a tank and reaction attacks will be occasionally useful. You’re likely better off getting reaction attacks from something more reliable like sentinel or polearm master, but this damage will likely outperform those at least. This could be a bit situational as you only gain the benefits when facing the right enemies but you can change the resistances each long rest.
  • Boon of exquisite radiance (2/5) – HoF – Paladins can often deal radiant damage, but this feat is limited in usages making it best for enhancing AoE spells that damage multiple creatures. Problem is, paladins tend to lack these kinds of spells. Preventing creatures from becoming undead is basically useless.
  • Boon of fate (5/5) – Regular manipulation of d20 rolls is good for anyone and once per rest is definitely nice.
  • Boon of fluid forms (5/5) – HoF – Most creatures you could transform into won’t be worth it as they’ll reduce your capabilities (other than some utility). However, a few creatures, like a froghemoth, are worth transforming into. If you pick your forms wisely, this can be really good and a bundle of extra hit points to survive with.
  • Boon of fortitude (3/5) – Some decent extra resilience. If you pair this with something like bloodlust, that will let you heal yourself more regularly, or if you cast lay on hands on yourself regularly, you only need to heal yourself with 1 hit point to get the full bonus healing. Not that it’s a huge amount.
  • Boon of fortune’s favour (4/5) – HoF – Reroll a saving throw every round. Really great resilience feature.
  • Boon of irresistible offense (4/5) – Could be very useful at this level for a class that is likely dealing a lot of bludgeoning, piercing and slashing damage (beyond what magic weapons you can grab) and with plenty of monsters with resistance to this type of damage. The extra damage isn’t that appealing as it won’t occur that often.
  • Boon of looming shadows (4/5) – ABoH – Dodge as a bonus action is great for resilience. However, it conflicts with some of your other bonus action options. Good for when you’ve got nothing else to do with your bonus action. The 10ft extra reach is really handy for keeping more enemies in melee range too.
  • Boon of misty escape (1/5) – ABoH – Just a terrible feat.
  • Boon of poison mastery (2/5) – HoF – Poison damage and the poisoned condition are reasonably common, but paladins dealing poison damage are rare. If you’re just here for resilience, there are better resilience epic boons.
  • Boon of recovery (5/5) – Loads of extra resilience here. I think this is much better than the boon of fortitude as your hit points will be high enough to recover to more than 40HP, by quite a bit. The healing option is also really handy.
  • Boon of revelry (1/5) – HoF – Not a great spell and even a paladin isn’t able to cast this again anyway.
  • Boon of skill (2/5) – You probably already have skills you specialise in and others will have the same. Even with proficiency, at this level, you probably won’t be the best at many of these things. Not sure proficiency in all skills is necessary but it can still be useful.
  • Boon of speed (4/5) – More speed is great, escaping grapples is handy but situational. I like the boon of dimensional travel better as the speed is the same but teleportation will get you out of grapples and reach without disengaging. This does have the benefit of being used whenever you like on your turn rather than after you take the attack action though.
  • Boon of spell recall (2/5) – A 1 in 4 chance of recovering an expended spell slot when you cast spells. It’s not a lot, even for a class that really needs more spells slots to use.
  • Boon of terror (1/5) – HoF – You already have immunity to the frightened condition and causing frightened reliably is tricky. Intimidation proficiency/expertise at least is handy.
  • Boon of the bright sun (5/5) – HoF – Loads of extra temporary hit points for the whole party is just excellent.
  • Boon of the furious storm (2/5) – HoF – Lightning and thunder damage isn’t common enough to take this for the resistances alone and you probably won’t deal enough lightning and thunder damage to make this worthwhile.
  • Boon of the night spirit (3/5) – The invisibility isn’t really what a paladin wants in combat, you want to be the target of attacks. It will give one of your 2 attacks advantage at the cost of a precious bonus action but the boon of combat prowess will do better than that and turn a miss into a hit. Out of combat, it’s useful for stealth, but this isn’t a paladin’s forte. It is only this way in shadow though.
  • Boon of the soul drinker (4/5) – HoF – A couple of decent resistances and some pretty big healing. Creatures dying around you shouldn’t be a problem. Good resilience boon.
  • Boon of truesight (4/5) – Really good when you face something you can’t see or illusions but that won’t be all the time. It’s important someone can deal with this stuff and this is the most profound way to do it, just be aware you won’t use it loads.

Published by Ben Lawrance

Ben is an experienced dungeon master and player who's been immersed in the D&D universe since he was a teenager over 20 years ago. Ben is the creator of Dungeon Mister and when he's not writing about D&D, Ben loves creating fiendish puzzles and devious dungeons for his players. He's an especially big fan of the Ravenloft and Dragonlance settings.

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