Discover everything you need to know about the Paladin Spell Tier List in Baldur’s Gate 3 and why they’re the best to use.

Paladin in Baldur’s Gate 3 is a versatile melee warrior who fights, smites, and upholds justice. They are bound by a holy oath to fight against enemies by using magic and combat prowess. They are proficient with a variety of weapons and armor. Paladin’s abilities allow them to heal, smite enemies, and protect allies. This unique class can offer a great experience for roleplaying. Their spells use Charisma for Spell Save DC and Spell Attack rolls.
However, this class does not have access to the cantrips. By mixing a Paladin with a Sorcerer, you gain access to many defensive features. Choosing the best spells is crucial for the Paladin as their gameplay heavily relies on them. So, we bring the best Paladin Spell Tier list that helps you sort out which spell to use and which one to avoid. In this guide, we’ll discuss the best Paladin spells in our tier list in BG3 and how they can influence your gameplay.
Paladin Spell Overview in Baldur’s Gate 3
Paladin class is a versatile and powerful choice, focusing on heavy armor, combat, and divine magic. Paladins choose an Oath at character creation, which defines their subclass and their core abilities and spells. This class focuses on spells that provide healing, defense, and smiting of enemies. Paladins excel as front-line fighters, capable of tanking damage and providing support. They have high survivability due to heavy armor and defensive spells. Their Oath can limit their flexibility and options. They have a diverse spell list that focuses on both offensive and defensive capabilities. Searing Smite is one of the best spells that deals extra fire damage on a hit and can cause burning damage over time.
Paladin vs Cleric
Paladins are very similar to a Cleric in terms of spell casting. They gain all their Spells at once. They simply have to prepare the ones that they want to use for the day. So, they are prepared casters. However, we will only get up to fifth-level spells with a Paladin at a maximum. Specifically, with Baldur’s Gate 3’s level 12 cap, we’re only going to get up to third-level spells. However, while the spell casting is useful in many circumstances, what you’re more likely to be using those spell slots for is Divine Smite. When they gain their spell casting, Paladins can hit a creature with a melee weapon attack at the second level. This allows them to expend one of their spell slots to deal radiant damage to that Target.
In addition to the regular hit, this is 2d8 initially, but you start learning higher spell slots. You can expend higher-level spells like a second or third-level one to increase that damage by another d8. However, this does max out at 5d8. However, you get another 1d8, if the target is undead or a fiend. In Baldur’s Gate 3, specifically, you can set up your reaction window to prompt exactly how you would like to deal with this. You can either set it up to ask you very specifically or you can choose a Paladin Icon that can be added to your hotbar that will let you just activate Divine Smite. So, you can either activate it as an ability when you attack or simply let the reaction do its thing as well.
Spell Levels for Paladin
At the fifth level, Paladins will gain the extra attack that pretty much every martial class gets at the fifth level. At the sixth level, we pick up Aura of protection which will allow us and nearby allies to add the Paladin’s Charisma modifier as a bonus to any saving throws provided the Paladin is conscious. And at 10th level, they pick up Aura of Courage which makes you and friendly creatures nearby immune to fear effects or becoming frightened. At 11th level, we pick up improved Divine Smite. This adds 1d8 radiant damage as a baseline to your melee attacks, you don’t have to activate Divine Smite anymore to get that baseline effect. If you choose to activate Divine Smite as well though, it’s in addition to that regular damage. At this point, all of your attacks will at least be doing an extra 1d8 radiant damage.
Baldur’s Gate 3 Best Paladin Spell Tier List
Here’s the best Paladin Spell Tier List in Baldur’s Gate 3.
Tier | Spells |
---|---|
S-Tier | Divine Smite, Misty Step, Thunderous Smite |
A-Tier | Elemental Weapon, Hellish Rebuke, Haste |
B-Tier | Bless, Crusader’s Mantle, Searing Smite |
C-Tier | Magic Weapon, Compelled Duel, Aid |
D-Tier | Hunter’s Mark, Revivify, Command |
S-Tier Best Paladin Spell
Divine Smite

- Description: Divine Smite allows a Paladin to expend a Spell Slot to deal additional Radiant damage with a melee weapon attack.
- School: Paladin Specific
- Cost: Level 1 or higher Spell Slot
- Range: 3 meters
- Concentration: No
- Upcast: When Divine Smite is cast at 2nd Level or higher, damage increases by 1d8 Radiant for each Spell Slot Level above 1st.
Divine Step is a spell in Baldur’s Gate 3 that hits a target with a melee weapon attack when used as a reaction. It allows you to expend a spell slot to deal additional radiant damage. This makes it a powerful damage output spell, especially useful in the endgame combats. It triggers a reaction after successfully hitting a target with a melee weapon attack. With the spell slot level used, the damage dealt is radiant, and the amount increases.
The damage increases by 1d8, up to a maximum of 5d8 for each spell slot level higher than 1st. This spell can be used on any melee weapon attack, making it a versatile damage option for Paladins. You can even use it on critical hits. However, when you miss a target, the spell doesn’t consume a spell slot. The damage increases with critical strikes and higher-level spell slots. Divine Smite can be upcast using the level 2 and level 3 spell slots when Paladins level up and gain higher-tier spell slots. This increases the base damage of the spell by 1d8 every time.
Misty Step

- Description: Surrounded by silver mist, you teleport to an unoccupied space you can see.
- School: Conjuration School
- Cost: Bonus Action + Level 2 Spell Slot
- Range: 18m / 60ft
- Concentration: No
- Upcast: Yes
Misty Step is a Level 2 Conjuration spell in Baldur’s Gate 3. This spell allows a spellcaster to teleport themselves to an unoccupied space they can see. However, casting Misty Step requires a bonus action and a spell slot. This is a versatile spell that is especially used for escaping combat and for repositioning. This allows you to reach difficult-to-access locations. You can also equip an amulet called “Amulet of Misty Step”, allowing you to cast Misty Step on a short rest cooldown.
Use this spell for high mobility and utility in combat, making your transportation easy. You can use it without using your entire action, allowing you to take other actions or actions on the next turn. Misty Step is also used to get behind enemies for a back attack or position yourself for a powerful AoE spell. The most common use of this spell is to teleport through obstacles, doors, prison bars, and anything else that can block your movement. Make sure you’ve enough spell slots to cast it multiple times in a single combat.
Thunderous Smite

- Description: Pushes your target 3m away and possibly knocks it Prone.
- School: Evocation School
- Cost: Action
- Range: Melee
- Concentration: No
- Upcast: No
Thunderous Smite is a level 1 Evocation spell in Baldur’s Gate 3. This spell allows you to make a melee weapon attack that deals an extra 2d6 thunder damage. It pushes the target 10 feet away, potentially knocking them prone. Thunderous Smite allows you to disrupt enemy positioning and create opportunities for your party due to its push and potential prone effect. This is useful for pushing enemies off ledges or into difficult terrain.
The best way to use this spell is to use Thunderous Smite and then follow up with Divine Smite for additional damage. You can use it in early game when you are limited in spell slots and need a spell with some utility. The prone effect allows you to a sneak attack if you have a rogue in your party. However, this spell requires an action and a bonus action for one spell. The spell is loud and can alarm the other nearby enemies.
A-Tier Best Paladin Spell
Elemental Weapon

- Description: Imbue a weapon with elemental power. It receives a +1 bonus to Attack Rolls, and deals an additional 1d4 damage of your choice.
- School: Transmutation School
- Cost: Action + Level 3 Spell Slot
- Range: 18m / 60ft
- Concentration: Yes
- Upcast: Casting this spell using a 5th or 6th level Spell Slot would increase the Attack rolls bonus by 1 and an additional 1d4 damage of your choice.
Elemental Weapon in Baldur’s Gate 3 provides a +1 bonus to attack and damage, and an additional 1d4 elemental damage. This is not considered a top-tier spell due to its dependence on concentration. Elemental Weapon imbues a weapon with elemental power. This spell grants a +1 bonus to attack rolls and dealing an additional 1d4 damage. Elemental Weapon is a unique spell that can make a weapon magical, allowing it to dominate the enemies.
Elemental Weapon can be a decent temporary boost when you have no other options for magical weapons. This can be a great option to increase the damage output if you’re running a Paladin build. Use this spell to enchant a different weapon instead, by either dropping the intended weapon on the ground. Target any weapon with this spell, even ones held by other party members.
Hellish Rebuke

- Description: React to your next attacker with flames that deal 2~20 Fire damage.
- On Save: Target still takes half damage.
- School: Evocation School
- Cost: Reaction + Level 1 Spell Slot
- Range: 18m
- Concentration: No
- Upcast: Deals an additional 1d10 Fire damage per level.
Hellish Rebuke is a Level 1 Warlock spell that deals 2d10 fire damage to the creature that damaged you. This spell forces them to make a Dexterity saving throw. The creature that damaged you is surrounded by green flames and must make a Dexterity saving throw. The damage increases by 1d10 for each slot level above 1st when cast with a spell slot of 2nd level or higher. Fire damage might not be the most effective against all enemies as some enemies are resistant to fire.
This spell depends on the enemy attacking you, which can be unreliable. Hellish Rebuke can turn your Oathbreaker into an unkillable menace in combat. You can use these two times with a combination for extra pressure when you’re under attack. However, this spell doesn’t need to be cast; it’s a reaction. This spell will consume a spell slot, making it an issue in the early game when you’ve limited spell slots as a Paladin.
Haste

- Description: Target yourself or an ally to become Hastened. The creature has a +2 bonus to Armour Class, an Advantage on Dexterity Saving throws, its Movement Speed is doubled, and can take one additional Action per turn.
- School: Transmutation School
- Cost: Action + Level 3 Spell Slot
- Range: 9m
- Concentration: Yes
- Upcast: Casting this spell at a higher level grants no additional benefit.
- Subclass: All
Haste is a strong level 3 transmutation spell that grants an ally a full extra action. It provides double movement speed along with the 2 bonus to Armor Class, and an advantage on Dexterity saving throws for 10 turns. All of these features of Haste, make it a potent threat for any type of enemy in the game. You gain more mobility on a battlefield due to the additional movement speed, allowing you to reposition easily. The bonus to the armor class makes them harder to hit. The target becomes lethargic for one turn if somehow concentration is broken.
Caster needs to maintain concentration to keep the spell active. This spell allows you to increase the damage potential, specifically when used on martial classes with abilities like Extra Attack. This allows the casters to perform more actions. You can maximize the effectiveness by using Haste with other spells or abilities. It grants the target an additional action per turn, allowing them to cast another spell, attack, or use an action.
B-Tier Best Paladin Spell
Bless
- Description: Bless up to 3 creatures. They gain a +1d4 bonus to Attack Rolls and Saving Throws.
- School: Enchantment
- Cost: Action + Level 1 Spell Slot
- Range: 9m / 30 ft
- Concentration: Yes
- Upcast: Affects an additional target for each spell slot level above 1st.
Bless is a powerful level 1 Enchantment spell in Baldur’s Gate 3. This spell is available to Clerics and Paladins. Bless Grants a +1d4 bonus to attack rolls and saving throws for up to three friendly creatures for a minute. The target adds 1d4 to the attack roll or save when a target makes an attack roll or a saving throw before the spell ends. This spell also allows you to target one additional creature for each spell slot level above 1.
Use this spell to increase the chance to hit and the ability to succeed on saving throws. You can also utilize it defensively to help allies maintain concentration or use it offensively to increase the chances of landing critical hits. Use it to get a bonus to maintain concentration on itself. It’s best to cast it right before a fight and regain your action for one turn as it only lasts ten 10 turns. Bless is useful for both melee and ranged characters, as it improves their chances of hitting and surviving. This spell is crucial for survival as the bonus to saving throws helps party members resist enemy spells.
Crusader’s Mantle
- Description: Radiate a holy power that emboldens nearby allies. Their weapon attacks deal an additional 1∼4 Radiant damage.
- School: Evocation School
- Cost: Action + Level 3 Spell Slot
- Range: 9m / 30ft
- Concentration: Yes
- Upcast: No
Crusader’s Mantle is a Paladin spell in Baldur’s Gate 3 that allows allies within a 30-foot radius to deal an extra 1d4 radiant damage on weapon attacks. This spell is a good option for parties with multiple martial characters who rely on weapon attacks. You can obtain the ability to cast Crusader’s Mantle through a cape in Act 3. This is a level 5 spell that offers a mix of melee and spellcasting capabilities. Its effectiveness can depend on the composition of your party and the enemies you’re facing. However, this spell doesn’t improve hit chance, so it’s important to ensure your party’s attacks are landing accurately. However, this spell doesn’t give an exact range but it is large enough to affect your entire party.
Searing Smite
- Description: Your weapon flares with white-hot intensity. It deals, on top of weapon damage, an extra 1d6 Fire damage and marks the target with Searing Smite.
- School: Evocation school
- Cost: Action
- Range: Normal weapon range
- Concentration: Yes
- Upcast: Casting this spell at a higher level deals an extra 1d6 Fire initial damage for each spell slot level above 1st.
Searing Smite is a level 1 spell that Paladins can learn in Baldur’s Gate 3. This spell deals extra fire damage and ignites the target. It causes the enemies to take additional fire damage on failed Constitution-saving throws. Searing Smite deals an extra 1d6 fire damage on the initial attack, and the target ignites. The ignited target must make a Constitution saving throw at the start of each turn. However, the burning effect lasts until the target or a creature within 5 feet uses an action to put out the flames. You can get the Searing Smite ability from the Skybreaker hammer found in the Arcane tower in Act One’s Underdark.
Fire damage is effective against certain enemies, making this spell the best choice to include in your paladin build. We recommend you use this spell against the weaker enemies in the early game. Keep in mind that the extra damage is conditional on the target failing their Constitution saving throws. The other smite spells or the Divine Smite are more efficient in most situations. Use the Elemental Weapon spell to make your Searing Smite’s stronger by adding an additional 1d4 fire damage.
C-Tier Best Paladin Spell
Magic Weapon
- Description: Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack and Damage Rolls.
- School: Transmutation School
- Cost: Action + Level 2 Spell Slot
- Range: 1.5m / 5ft
- Concentration: Yes
- Upcast: Casting this spell using a 4th or 5th level Spell Slot will increase the bonus by 2, and a 6th level Spell Slot will increase it by 3.
Magic Weapon is a level 2 transmutation spell in Baldur’s Gate 3. It infuses a non-magical weapon with arcane energy. Magic Weapon provides a +1 bonus to attack and damage rolls for the duration of the spell. Using a higher-level spell slot increases the bonus to +2, and a 6th-level slot increases it to +3. The effect lasts until the next long rest. However, this spell requires concentration as you can’t cast other concentration spells while this one is active. This melee-boosting spell is highly effective against melee fighters. Paladins get Aura of Protection, allowing them to utilize Charisma modifier. This means that this class can maintain better concentration than other classes, making it easy to use Magic Weapons.
Compelled Duel
- Description: Compel an enemy to attack only you. It cannot attack other creatures.
- School: Enchantment School
- Cost: Bonus Action + Level 1 Spell Slot
- Range: 9m / 30ft
- Concentration: Yes
- Upcast: No
Compelled Duel is a level 1 enchantment spell in Baldur’s Gate 3. This spell forces an enemy to attack only the spellcaster. It provides the enemy a disadvantage on attack rolls against other targets. The target of the spell must make a Wisdom saving throw. The creature is compelled to attack only the spellcaster if the saving throw fails. The spell lasts for a duration of concentration, of up to one minute. If the spellcaster attacks any other creature, then the spell ends.
The spell is a good option for controlling the battlefield and forcing enemies to engage in a one-on-one duel. Compelled Duel is useful for focusing fire on a single target, especially in a tough encounter. You may consider other control spells like Charm Person for more reliable crowd control. However, the spell doesn’t force enemies to target the caster. This is useful for Paladins taking up the tanking role in your party.
Aid
- Description: Heal your allies and increase their hit point maximum by 5 hit points.
- School: Abjuration School
- Cost: Action + Level 2 Spell Slot
- Range: Self
- Concentration: No
- Upcast: Casting this spell at a higher level increases the target’s maximum health by an additional 5 hit points for each spell slot level above 2nd.
Aid is a level 2 Abjuration spell in Baldur’s Gate 3. This spell increases the maximum and current hit points of allies. It allows you to bolster their toughness and resolve, making it a good choice for increasing party survivability. Aid increases the maximum hit points of the target by 5 and heals them for 5 HP. The spell is a great way to increase the party’s survivability between long rests. It’s a very efficient spell to upcast and doesn’t require concentration. This means that you can cast it and then focus on other actions without even thinking about losing any kind of buff. You can provide your whole party an extra 20 HP by sacrificing 4 level 1 spell slots. You can use the Aid to heal undead allies by boosting their health point.
D-Tier Best Paladin Spell
Hunter’s Mark

- Description: Mark a creature as your quarry to deal an additional 1-6 whenever you hit it with a weapon attack.
- School: Divination School
- Cost: Bonus Action + Level 1 Spell Slot
- Range: 18m / 60ft
- Concentration: Yes
- Upcast: No
Hunter’s Mark is a Level 1 spell in Baldur’s Gate 3. It deals an additional 1d6 damage to enemies with weapon attacks while the spell is active. It provides an advantage on Perception and Survival checks to find them. Use the Hunter’s Mark to provide additional 1d6 piercing damage on weapon attacks against the marked target. This makes it a good choice for dealing solid damage in the early game. This concentration spell allows you to maintain the damage bonus for a duration. The spell can be used on a variety of enemies and the damage bonus triggers for each hit. Your animal companion can trigger hunter’s mark as well if you’re a beastmaster ranger. However, the bonus damage only increases by 1d6 and it doesn’t offer any other utility or control effects.
Revivify

- Description: Revive a companion. They return to life with 1 hit point.
- School: Necromancy School
- Cost: Action + Level 3 Spell Slot
- Range: 9m / 30ft
- Concentration: No
- Upcast: No
Revivify is a spell that allows you to bring back a dead companion. You can return them to life with 1 hit point. Any character can use a Scroll of Revivify to revive a dead companion. Wizards can also learn the Revivify spell, allowing them to cast it and revive a companion. However, you can only revive companions who die for reasons other than story-related events. One of the biggest downsides of this spell is that it no longer costs the same as a house. The time limit is also removed and the spell can work regardless of how long the party member is dead.
Command
- Description: Command a creature to flee, move closer, freeze, drop to the ground, or drop their weapon.
- School: Enchantment School
- Cost: Action + Level 1 Spell Slot
- Range: 18m / 60ft
- Concentration: No
- Upcast: Yes
Command is a good choice for crowd control and utility for Paladins. It offers various versions such as Approach, Drop, Flee, Grovel, and Halt, each with distinct effects. Among these, Grovel and Drop are particularly favored. Grovel forces enemies to kneel, stunning them with the prone status effect for one turn. With a high Charisma modifier, the chances of success with Grovel are considerable, even against resilient foes in Baldur’s Gate 3.
What methodology is used for the best Paladin Spell tier list in Baldur’s Gate 3?
Making a Paladin spell tier list in Baldur’s Gate 3 involves considering factors like combat effectiveness, damage output, and utility outside the combat. Consider the spells that improve overall group performance, especially in boss fights. Paladins specialize in enhancing their own or allies’ abilities with spells like Bless.
Use spells like Divine Smite and Searing Smite to deal more damage. These spells are on the top tier as they scale well with the Paladin’s combat style. Spells like Bless that can be cast multiple times or don’t use limited resources are highly recommended to add to the Paladin Spell tier list. Consider the spells that are straightforward and effective in a wide range of situations. Higher-tier spells that cost more spell slots but have a long duration or powerful effect are highly considered.
FAQs about Paladin Spell in Baldur’s Gate 3
Which is the best Paladin spell in Baldur’s Gate 3?
Divine Step is the best Paladin spell because it hits a target with a melee weapon attack when used as a reaction. It allows you to expend a spell slot to deal additional radiant damage.
Which is the worst Paladin spell in Baldur’s Gate 3?
Command is the worst Paladin spell in BG3 because it forces enemies to kneel, stunning them with the prone status effect for one turn.
What is the Paladin class in BG3?
Paladin in Baldur’s Gate 3 is a versatile melee warrior who fights, smites, and upholds justice. They are bound by a holy oath to fight against enemies by using magic and combat prowess.
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