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5e5e Point Buy
Class Build Guide

Best Point Buy Build for Paladin in D&D 5e

Paladins are a MAD (Multiple Attribute Dependent) class — they want STR for melee, CHA for Aura of Protection and spells, and CON for HP and concentration. Point buy helps enormously here because you can guarantee a floor for each stat, whereas rolling might give you two 15s and a 12 in the wrong stats. This guide shows you how to allocate 27 points across the Paladin's three key stats.

Updated Reviewed by D&D Content Team12 min read

Why These Stats Matter for Paladin

STR 15 is the standard melee Paladin baseline — getting to 16 or 17 with racial bonuses. Paladins use STR for weapon attacks and damage, and with Divine Smite, every hit can be a massive burst damage turn. You want this high enough to hit reliably.

CHA is the Paladin's secret sauce. Aura of Protection (level 6) adds your CHA modifier to ALL saving throws for you and allies within 10 feet. This is possibly the best level 6 feature in the game — with CHA 16, every party member gets +3 to all saves. Paladins also use CHA for their spells (Wrathful Smite, Command, Bless) and for Lay on Hands via Sacred Touch (healing doesn't scale with stats, so CHA matters mainly for saves and spells).

CON 14 for HP and concentration. Paladins often run Bless or Wrathful Smite, both concentration spells. Being in melee means you're taking hits that threaten concentration. CON 14 is the minimum.

The challenge: STR 15, CHA 13, CON 14 costs 9+5+7 = 21 points. That leaves 6 points for DEX, WIS, and INT. Most Paladins take DEX 10 (Heavy Armor doesn't need DEX), WIS 10, INT 8.

Recommended Stat Priority

STRprimary

Melee attacks, damage, Heavy Armor (STR 15 for Plate)

CHAsecondary

Aura of Protection (saving throws for party), spells, Lay on Hands (not stat-dependent but flavor)

CONtertiary

HP, concentration spells, Constitution saves

DEXdump

Heavy Armor doesn't use DEX

WISdump

Paladin spells use CHA, not WIS

INTdump

Not needed for Paladin features

STR primary. CHA very important secondary (Aura at level 6). CON 14. Dump DEX, WIS, INT.

Sample Builds

Standard Oath Paladin

STR15+2
DEX8-1
CON14+2
INT8-1
WIS10+0
CHA13+1

The efficient spread for a melee-focused Paladin. STR 15 → 17 with racial (Dragonborn or Half-Elf STR bonus). CHA 13 → 15 with Half-Elf CHA +2 (or start at 14 base for other races). CON 14 for concentration. Dump DEX (Heavy Armor), INT. WIS 10 for Insight.

Points used: 27/27

Charisma-Focused Aura Paladin

STR14+2
DEX8-1
CON14+2
INT8-1
WIS8-1
CHA15+2

Prioritizes CHA for a stronger Aura of Protection and higher spell DC. STR 14 → 16 with racial +2. CHA 15 → 17 with Half-Elf +2 → 18 at level 4 ASI → 20 by level 8. Slower on offense but your party's saves are outstanding.

Points used: 27/27

Hexblade Dip (CHA Paladin)

STR8-1
DEX10+0
CON14+2
INT8-1
WIS10+0
CHA15+2

Warlock 1 dip for Hexblade's Curse (Charisma to melee attacks), then Paladin levels. Uses CHA for attack and damage — STR becomes irrelevant. CHA 15 → 17+ with racial. This is a more complex build but converges all three Paladin stats (CHA, CON, spells) onto CHA.

Points used: 27/27

Best Race Choices for Paladin

Half-Elf

CHA +2 and two +1s (put them in STR and CON). Covers all three primary stats in one racial package. The ideal Paladin race in 2014 rules.

Dragonborn

STR +2/CHA +1 in 2014. Direct synergy. Breath weapon adds a range option. Thematic for a Paladin.

Aasimar

CHA +2/WIS +1 in 2014. Necrotic Shroud (Fallen Aasimar) frightens enemies in an aura, stacking with Paladin control. Radiant Soul adds radiant damage to weapons.

Variant Human

Polearm Master at level 1 means bonus action d4 attacks from the haft + Sentinel on an opportunity attack. Divine Smite on each hit. Devastating combo.

Common Point Buy Mistakes for Paladin

Dumping CHA before level 6: Many new Paladin players see CHA and think "I'll dump it, I'm a STR fighter with healing." Then they hit level 6, get Aura of Protection with +0 to saves, and realize every party member's saves just got underwhelming. CHA 13+ minimum for level 6 Aura.

Confusing Paladin spell DC: Paladin spells use CHA, not WIS. New players sometimes invest in WIS thinking it helps with Wrathful Smite or Compelled Duel — it doesn't. Dump WIS unless your subclass has WIS-based features.

Not planning for Plate Armor STR: If you want Plate (AC 18), you need STR 15. Many players start at STR 14, then get stuck at Chain Mail (AC 16) or Half Plate (AC 15) longer than intended. Plan STR 15 from the start.

Going full nova without concentration management: Paladins are nova damage characters — Divine Smite does burst damage, but it burns spell slots. Managing spell slots between Smite and concentration spells (Bless, Wrathful Smite) is the key skill challenge.

Multiclassing Considerations

The Paladin is one of the most popular multiclass bases in all of 5e.

**Sorcerer/Paladin (Sorcadin)**: Sorcerer metamagic lets you Quicken Spell for a bonus action spell — then full action to Smite. Also, Twinned Spell. Sorcerer uses CHA, so both classes run on the same stat. Requires CHA 13 for Sorcerer entry — trivial for a Paladin.

**Warlock/Paladin (Padlock/Hexadin)**: Hexblade Warlock (1-3 levels) gives CHA to melee attacks, short-rest spell slot recovery, and Armor of Agathys. All your Smites and Warlock slots fuel each other. This is the most popular Paladin build in optimization communities.

**Fighter/Paladin**: Fighter 2 for Action Surge (double Smite turn) is a classic 2-level dip. Fighter requires STR 13 or DEX 13 — easy for a STR Paladin.

Subclass-Specific Stat Tweaks

**Oath of Devotion**: Sacred Weapon adds CHA to attacks for 1 minute. This makes CHA matter for offense too — consider CHA 14-15 base.

**Oath of Vengeance**: Vow of Enmity gives advantage on one enemy for 1 minute — huge on a Smite character. STR optimization for maximum damage when you have advantage.

**Oath of Glory**: Inspiring Smite distributes temp HP using spell slots. More spell efficiency; standard stats.

**Oathbreaker**: Dark Majesty frightens — WIS save DC. Oathbreaker is CHA-based like all Paladins, but DMs should note the Dread Lord aura frightens using your Paladin spell save DC (CHA-based).

**Oath of the Ancients**: Aura of Warding (resistance to spell damage) at level 7. STR or CHA focus depending on build; this subclass is good for defensive Paladins.

Paladin is the quintessential point buy beneficiary — you're guaranteed STR 15 for Plate Armor, CHA 13 for a functional Aura at level 6, and CON 14 for concentration. Rolling those three decent values is never guaranteed. Plan your build around when you need each stat (STR now, CHA at level 6 ASI), and you'll have a powerful, reliable character.

Frequently Asked Questions — Paladin Point Buy

Should a Paladin prioritize STR or CHA?
Both, but in different phases. STR is more important at levels 1-5 for reliable hits. CHA becomes the priority at level 6 when Aura of Protection activates. A common approach: start STR 15/CHA 13, push STR to 17+ with racial, then invest ASIs in CHA at levels 4 and 8.
Can a Paladin use DEX instead of STR?
Yes, with the Hexblade Warlock dip or using finesse weapons. A DEX Paladin uses rapier (finesse) for attack/damage, skips Heavy Armor (uses Breastplate + DEX), and often multiclasses with Warlock to replace STR with CHA via Hexblade's Curse. This is sometimes called the 'Hexadin.'
Is Divine Smite or spells better for damage?
Divine Smite is better for burst damage on high-risk single turns (boss fights). Your 2nd-level spell slots (Thunderous Smite, Branding Smite) are also excellent for more controlled nova. Concentration spells (Bless, Wrathful Smite) offer more sustained value. Balance both rather than always Smiting.
Why does CHA help saves in Paladin?
Aura of Protection (level 6): 'Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1).' This is why CHA 16-20 is so impactful — it applies to your entire party constantly.
What's the minimum CHA for Paladin?
CHA 13 is the minimum for a viable Paladin build — this gives you +1 to CHA saves and a +1 Aura at level 6. However, CHA 15 (→17 with racial, →18 at first ASI) is the recommended floor for a Paladin who wants their Aura to feel meaningful (+3 to all saves for the party is transformative).

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