15 Moon-Touched Sword
A Moon-Touched Sword is a common item that makes a perfect starting weapon for a Paladin. It’s a two-handed greatsword that does 2d6 slashing damage. What makes this sword a great weapon for a Paladin isn’t necessarily the damage it deals, but the abilities it possesses.
For one, it’s considered a magic weapon, meaning that it will be effective against creatures that have resistance to damage from non-magical attacks. A Moon-Touched Sword can also cast Bright Light in a 15-foot radius when it’s unsheathed, and dim light 15-feet past that. Which makes it great against enemies who use darkness to their advantage.
14 Crownguard Lance
Why someone never thought of a lance for a Paladin before is anyone’s guess, and it’s possible it appeared in a random DM’s homebrew, but in the latest edition, we finally have an official one. The Crownguard Lance is a magical weapon that gives you a +3 to your attacks and damage, and when used with your compelled duel spell or Champion Challenge, it allows you to use your Lay On Hands spell on a creature your target is attacking.
13 Weapon Of Warning
Evil is always lurking, and with a Weapon of Warning, a Paladin can be even more prepared for it. It can be a number of variant weapons, that will suit the needs and style of any Paladin. As its name suggests it warns its wielder of danger, preventing the wielder and any of their companions within 30 feet from being surprised unless they’re incapacitated by anything other than nonmagical sleep.
It magically awakens its wielder and their companions if they are naturally asleep when combat starts, and it gives its wielder advantage on initiative rolls, which can surprisingly help to shift the battle into one’s favor.
12 Sword Of Sharpness
Swords of Sharpness are very rare, so if a Paladin happens to come across one, they shouldn’t pass up the opportunity to claim it. It can be any sword that deals slashing damage and it maximizes the damage dice dealt to an enemy. If a player rolls a 20 on their attack roll, the Sword of Sharpness deals an extra 4d6 slashing damage.
Then, they get to roll another d20, and if they roll another 20, they get to lop off a limb from their target! And that’s not all this amazing weapon can do, the blade can also shed a 10 ft radius of bright light around its wielder when the sword’s Command Word is uttered.
11 Sword of Holy Devotion
A classic template gets some new life with the Sword of Holy Devotion. It gives the player a +3 to both damage and attacks while also giving them a bonus against losing Concentration when casting spells on party members. That means you can heal your friends while Tanking and taking damage.
You don’t even have to use the sword to benefit from having it. Even when it’s drawn, it creates an aura of ten feet around you that gives your party an extra saving throw when they fail a roll against fiends or undead creatures.
10 Moonblade
A Moonblade is a legendary item that can only be used by characters from elf or half-elf lineages. These powerful longswords are passed down from generation to generation, bonding with a wielder who it deems worthy. A Moonblade is a sentient Neutral Good weapon that wants to preserve and protect elvenkind and will only serve someone who shares in those ideals.
Along the blade is a rune for each master it has served. It’s first rune grants a +1 bonus to attack and damage rolls, and each rune after adds an additional property. Among those properties is the ability to increase attack and damage bonus, gain the finesse property, add extra slashing damage, or even function like a Vorpal Sword.
9 Spear of the Green
The Spear of the Greem sounds like it should be for a Ranger or a Druid, but it’s a weapon for a Paladin only. This legendary, magical weapon gives +3 to attacks and damage, and buffs the party against poison as well their saving throws against poison attacks within a radius of ten feet if you have the weapon drawn. If your Paladin is level 17 or higher, the radius of the aura increases to 30 feet.
8 Sword Of The Paruns
Paladins on their own can be a great force of good, but when a Paladin teams up with their friends, they can become an unstoppable force of good! In the hands of a Paladin, the Sword of Paruns is a great way to help out allies and let them help you out as well. It gives a +1 bonus to attack and damage rolls and it allows you to use 1 of 3 properties once per turn.
After you attack with the sword you can let one creature within 60 feet of you use its reaction to make a weapon attack. After you dash you can let one creature use its reaction to move. Or after you dodge you can let one creature use its reaction to dodge as well.
7 Defender
This legendary weapon is good for just about any class that can use martial weapons, which includes Paladins. A Defender can be one of 5 martial melee weapons, a shortsword, a rapier, a greatsword, a longsword, or a scimitar. A Defender allows you to gain a +3 to attack and damage rolls that are made using it.
What gives this magical sword it’s namesake, is that you can apply its bonus to your Armor Class instead of attack and damage rolls during each of your turns. It doesn’t even have to be the full bonus, you could give yourself a +1 boost to your AC and keep a +2 for your rolls.
6 Sun Blade
In Dungeons & Dragons, it’s possible for individuals to harness the power of nature and greater cosmic forces, including the Sun. And any Paladin that happens to fight under the banner of Pelor, or any other sun deity, the Sun Blade just might be the perfect weapon for them. The Sun Blade is a rare longsword that first appears to be just a hilt.
But once it is attuned, its wielder can summon a magic blade made of pure radiance. It deals radiant damage and gives a +2 bonus to attack and damage rolls. Undead creatures take extra damage when hit with this sword, and the sword emits bright sunlight with a radius that you can control.
5 Oathsunder
How feasible is it to play a Barbarian-Paladin multiclass? Thanks to abilities like Rage and Zeal, and the general character of each class as a Tank or Melee DPS, it’s actually a really good build, and wielding this weapon helps. Oathsunder gives your Paladin a +3 to both damage and attack, does extra damage to celestials and humanoids, and buffs nearby party members within a 10-foot aura. As with other weapons that grant a Paladin and their party an aura, the range increases to 30 feet if your character is level 17 or higher.
4 Mace Of Disruption
Paladins are automatically proficient with maces due to their class feature, and one of the best maces for them is a Mace of Disruption. A rare magic weapon, it is especially good against fiends or undead creatures, giving them an extra 2d6 of radiant damage.
If the target of the attack has 25 hit points or lower after taking attack damage from this mace, it is automatically destroyed on a failed Wisdom saving throw. And even if it succeeds it still becomes Frightened until the end of your next turn. And it’s another weapon that casts bright light in a radius around its wielder.
3 Holy Avenger
A Holy Avenger is (quite literally) a weapon made for a paladin. This legendary weapon can be any sword (greatsword, rapier, etc) and must be attuned by a Paladin. With a Holy Avenger, you gain a +3 bonus to attack and damage rolls when using it, and it deals extra radiant damage to fiend and undead creatures.
Drawing out the sword and holding it creates a 10-foot radius aura around you that grants you and all friendly to you creatures within the radius advantage on saving throws against spells and other magical effects. This helpful aura’s radius can also be increased to 30 feet if you have 17 or more levels in the Paladin class.
2 Conquering Maul
A blunt and simple looking armament, a maul is typically used by classes that can’t use sharp weapons, like Monks or Clerics. Paladins are a similar class, so it makes sense that they would also have a similar weapon. The Conquering Maul gives a +3 to both attack and damage rolls and gives your party a bonus to critical hit when they are within ten feet of it.
An unusual but handy ability this weapon has is to charm an animal after it reaches half-health if it’s afraid of you. However, an animal that’s immune to that kind of intimidation won’t be affected.
1 Sword Of Zariel
For anyone playing the Baldur’s Gate: Descent into Avernus campaign, the following weapon is a bit of a spoiler so proceed with caution. In chapter 4 of the campaign, players will enter a place called the Bleeding Citadel in search of the Sword of Zariel. It’s an important item that greatly determines how the campaign ends, but it also makes for a great weapon.
The longsword chooses who is worthy to wield it and it transforms them into a heavenly idealized version of themselves whose alignment becomes Lawful Good. They gain several angelic abilities and a new personality rolled from a set of four tables. It shines a holy light and gives fiends a disadvantage on attack rolls, deals extra radiant damage to your foes.
NEXT: Dungeons & Dragons: The 10 Best Weapons For Ranger, Ranked