More and more Dungeons & Dragons players keep learning a secret: The paladin class rates as one of the game’s strongest. In past editions, the paladin class weighed players with a need to play a faultless, lawful do-gooder who gave away most of their treasure, so the designers made paladins powerful to compensate. Fifth edition frees players of those old restrictions, but the class gets as many powerful features as ever.
As good as the class rates, players look to improve their paladins through multiclassing. The recipe seems strong. Combine the paladin’s martial prowess, armor, and divine smites with a Charisma-based spellcasting class that gains more spell slots to fuel extra smites. Compared to a level-10 paladin, a 10th-level character who mixes 2 levels of paladin with 8 levels of sorcerer or bard gains 1 level-3 slot, 3 level-4 slots, and 1 level-5 slot. The combination yields 24d8 extra total smite damage per day. Plus sorcerers gain sorcery points they can trade for even more slots. Of course, such combinations lack a bounty of paladin features. More on that at the end.
What multiclass combinations work best with paladin?
Paladin + Sorcerer
Multiclass paladin/sorcerers live their dreams by casting a quickened hold person or monster to paralyze a foe, and then following with paladin smites that automatically score criticals for twice the damage dice. Still, the combination suffers drawbacks that careful choices can help offset.
Sorcerers only gain d6 hit dice, so a lack of hit points limits characters who need to melee to smite. To compensate, pick the Draconic Bloodline origin for an extra hp per level. Prepare the shield spell and, later, mirror image, which rates as the best defense spell that works without concentration.
While paladins can cast their paladin spells using a holy symbol emblazoned on a shield as a focus, sorcerers need a free hand for the components of sorcerer spells. You can avoid this by focusing on the Great Weapon Fighting style, but the lack of a shield diminishes AC. To equip a shield, take the War Caster feat so that you can cast spells while holding it. This brings the added advantage of granting advantage on the Constitution saves needed to maintain concentration.
This class combination never gets an extra attack unless you invest five levels in paladin. To compensate, choose either the booming blade or green-flame blade cantrip to add extra damage to a single attack.
The class combination relies on multiple ability scores. Draconic Bloodline sorcerers gain in armor class if they focus on Dexterity over Strength, plus a high Dexterity offers more benefits than Strength, but these characters still need a 13 Strength to become a multiclass paladin. That hurts enough for most of these characters to opt for Strength over Dexterity. Half-elves work especially well with this class combination because of their choice of ability score increases.
Paladin + Bard
Multiclass paladin/bards boast one edge: When you join the bard’s College of Swords at 3rd level, you gain features that work in melee. Bards in the college gain an extra attack at level 6. These characters can start with 2 levels of paladin for Divine Smite, switch to bard, and still gain an extra attack at level 8. Plus, these sword bards can use their weapon as an arcane focus. The Defensive Flourish option lets you add a Bardic Inspiration die to AC. Combined with a paladin’s armor, this can yield an untouchable AC, at least for a turn.
For this combination, opt for the paladin’s Defense fighting style and choose the Dueling style available to the College of Swords. Half-Elves make a good choice of race.
Compared to the sorcerer combination, the bard multiclass lacks spells that complement the fighting style. You want spells like shield, but you have to wait for the 10th-level bard’s Magical Secrets feature to gain them.
Paladin + Warlock
The hexblade patron makes warlock a strong combination with paladin for several reasons:
Warlocks who choose the Pact of the Blade feature and the Improved Pact Weapon invocation can use their pact weapon as a spellcasting focus.
Warlocks who choose the Pact of the Blade feature and the 5th-level Thirsting Blade invocation can attack with their pact weapon twice whenever they take an attack action.
Most paladins need a high Strength to power their attack and damage rolls. For a pact weapon or for any weapon that lacks the two-handed property, a hexblade warlock can use Charisma instead. This frees the character from needing a strength higher than 13, the prerequisite for multiclassing. You can focus ability score improvements on Charisma, Constitution, and the Resilient (Constitution) feat that you want to improve concentration.
Hexblades get spells like shield that prove particularly useful.
The hexblade curse enables critical hits on 19-20, which doubles your chance of getting to roll twice as many damage dice on a divine smite. Plus you gain a damage bonus equal to your proficiency bonus. Plus when you kill your target, you regain hit points.
Warlocks regain spell slots after short rests. Often this provides more fuel for smites than comes from a full caster like a bard or sorcerer.
Warlock/paladin multiclass characters divide their loyalties between a sacred oath and, likely, a mysterious entity from the Shadowfell that manifests in sentient magic weapons carved from the stuff of shadow. To some players this presents a roleplaying challenge they feel eager to embrace.
Paladin + More Paladin
Paladin multiclass characters gain attention for racking heaps of smite damage and sometimes beating encounters single handed. A pure paladin can’t flash as often or as bright. Nonetheless, a pure paladin may lift a party’s strength more, creating a more powerful group.
Look at all the goodies a multi-class paladin may lose.
Characters who opt for just 2 levels of paladin never reach the ability score enhancement at level 4.
Those taking fewer than 5 levels never gain Extra Attack.
Quit before level 6 and you never gain that sweet, wonderful Aura of Protection that gives you and every ally within 10 feet a bonus to saving throws equal to your charisma bonus. That aura will make your paladin the party’s MVP of every single session.
The paladin’s benefits at level 7 and higher feel less essential, but multiclassers still miss some compelling features. At level 10, allies within 10 feet can’t be frightened. At level 11, all your melee attacks deal an extra 1d8 of damage. At 14, you can touch yourself and alies to remove spells. At 18, the range of your auras increases to 30 feet. Plus at level 7, if you follow the Path of the Ancients, you and allies in your aura gain resistance to spell damage.
All that, and unlike a 1st-edition paladin, you can keep all your magic items.