Within the confusion of combat, paladins act as beacons for their allies. While fierce enemies of evil, they may also inspire virtuous individuals to join them in their crusades. They are also ideally suited to protecting others and giving the defeated the will to battle again thanks to their magic and martial prowess.
In 5th edition, Paladins are lauded as one of the most powerful classes thanks to how their weapon & armor proficiencies interact with their healing powers and spellcasting, turning them into one person armies.
Now, once you get your main ability score to 20 so you successfully land weapon attacks and perfectly aim your Smites, we advise you invest in feats: Powerful abilities that help you further customize your hero.
Given the sheer amount of options, however, it can be daunting to pick one feat out of many, but worry not, we've devised a list worth crusading for to help you bring out the most of the paladin's potential.
10. Lucky
Being fortunate can tremendously benefit anyone. It allows the player to use a luck point to reroll any attack roll, ability check, or saving throw. When attacked, players can use their "luck" to their advantage by forcing a reroll and possibly causing an opponent attack to miss.
No adventure could just discard Lucky. Although I won't say it's the best feat, it should always be considered if your stats are high enough and you don't like the other feats. Its simplicity appeals to players who already have many character options to remember.
Why Lucky is Great for Paladins:
- Applies to all kinds of checks, making it useful in all situations.
- Can help mitigate large amounts of damage by forcing your DM to reroll critical hits.
- Conversely, it can help you fish critical hits to empower your smites.
Details: http://dnd5e.wikidot.com/feat:lucky
9. War Caster
Most spells require at least a free hand to be cast, and considering how heavily armored and occupied in battle Paladins are, it can be difficult to meet said prerequisite.
Here comes warcaster, granting you advantage on concentration saves (most spells you’ll cast require concentration) and lets you cast them even with your hands occupied.
Why War Caster is Great for Paladins:
- You don’t have to worry as much when getting hit while using concentration spells.
- You can wield a shield, or a weapon in each hand and still cast spells.
Details: http://dnd5e.wikidot.com/feat:war-caster
8. Tough
Simple, yet effective, this feat grants you an extra 2 Hit Points everytime you level up.
As a melee-oriented class, you are bound to be in the heat of battle more often than not, tanking blows no other party member could endure.
Why Tough is Great for Paladins:
- You can take the roll of party tank.
- Helps make up for a low Constitution score.
- Lets you stay in the fight longer.
Details: http://dnd5e.wikidot.com/feat:tough
7. Mage Slayer
Paladins are great at shutting down spellcasters. This means you may be the one to save your squad from certain death if a powerful spellcaster threatens them.
Make a nuisance of yourself to any spellcaster you choose to stick around. Spellcasters will struggle to focus when confronted with your attacks, and in close range, you'll have an advantage over their saving throws. When Aura of Protection becomes accessible, your saving throws will be significantly stronger.
Why Mage Slayer is Great for Paladins:
- Paired up with Aura of Protection, you are bound to succeed at almost all saving throws against spells cast 5 feet of you.
- It's another way of increasing the number of attacks you make.
Details: http://dnd5e.wikidot.com/feat:mage-slayer
6. Sentinel
One of the most impressive in-game feats, suitable for most martial classes. Now, enemies provoke attacks of opportunity whenever they disengage or try to attack an ally instead of you, and if you hit, you reduce their speed to 0.
You have two choices: stick close to your friends so you may fight the ones who assaulted them or keep one opponent fixed and combat them head-on.
Why Sentinel is Great for Paladins:
- You can fulfill your role as the party’s tank by forcing enemies to focus you unless they provoke an Attack of Opportunity.
- Gives you a more dynamic combat role.
- Helps you lock down perilous foes away from the more frail party members.
Details: http://dnd5e.wikidot.com/feat:sentinel
5. Fey touched
You can become Fey Touched to become more mobile, this time using teleportation skills.
You get one point for wisdom or charisma, as well as the famed Misty Step and a level-one spell from either the divination or enchantment schools that you can perform once every long rest.
Your Charisma may be enhanced when learning spells. When you need to move quickly, such as to bridge a distance or escape an ogre's headlock, you may always employ Misty Step. You have the option of using the first-level spells Bless, Hunter's Mark, or Hex.
Why Fey-touched is Great for Paladins:
- Paladins suffer from a lack of mobility.
- Extra spells like Hex or Hunter’s Mark make you more dangerous, increasing the number of die rolled when you hit with an attack.
- Charisma is an important ability for the paladin, not only does it govern your spellcasting, but it also dictates how good you can fill the shoes of the party’s face.
Details: http://dnd5e.wikidot.com/feat:fey-touched
4. Inspiring Leader
Considering how Charisma is an important score for Paladins, Inspiring Leader is one way of making more of it.
Every short rest you can grant temporary Hit Points to your allies equal to your level plus your Charisma modifier.
These can be the difference between life and death, specially at lower levels since it can complete absorb a dangerous attack’s damage.
Why Inspiring Leader is Great for Paladins:
- Temporary Hit Points act as a shield for your actual Hit Points.
- It affects several allies, including yourself, at once.
- Can be used every time your rest.
Details: http://dnd5e.wikidot.com/feat:inspiring-leader
3. Alert
The +5 Initiative boost is amazing, because as a tank, positioning is key. Paladins want to lock down foes as early as possible, so taking the initiative can help them position themselves before chances pass them by. Move first, rush into position, and block the most hazardous enemy's movement.
It also prevents adversaries from having an advantage over you because you can't see them. This not only helps you avoid surprise hits like the ones mentioned above, but it also has the potential to compensate for the advantage that invisible opponents have over you.
Why Alert is Great for Paladins:
- It can help you seize the initiative.
- You can take reactions even when surprised.
Details: http://dnd5e.wikidot.com/feat:alert
2. Great Weapon Master
Two-handed builds work really well for paladins.
For a -5 to your accuracy, Great Weapon Master allows you to drop +10 to damage on someone's head.
While the -5 can seem prohibitive, there are many ways to get advantage on your attack rolls, or spells like bless, to counter it.
Why Great Weapon Master is Great for Paladins:
- The additional damage is huge, helping you cleave through foes.
- If you drop a foe to 0 Hit Points, which you certainly will thank to the +10 and Smite, you can make an additional attack!
- By rerolling 1s and 2s you can assure good damage rolls.
Details: http://dnd5e.wikidot.com/feat:great-weapon-master
1. Polearm Master
Paladins are one of the most versatile melee classes, and they get access to polearms, amazing weapons capable of hitting foes from 10 feet away.
With this feat, you get a bonus action attack with polearms, quarterstaffs, and spears.
Additionally, this feat also lets the paladin make opportunity attacks against any creatures that move close to them, giving them even more opportunities to trigger their smite abilities.
Why Polearm Master is Great for Paladins:
- You can get additional attacks.
- Paired with Sentinel, you can hit enemies no matter what they do once they try to get past you.
Details: http://dnd5e.wikidot.com/feat:polearm-master