What weapon does a Paladin start with?

What Weapon Does a Paladin Start With? A Divine Arsenal Unveiled

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A Paladin’s choice of starting weapon in Dungeons & Dragons 5th Edition isn’t a fixed decree from the gods, but rather a selection from a set of options laid out during character creation. Specifically, a Paladin starts with the following choices, in addition to any equipment granted by their background:

  • (a) A martial weapon and a shield or (b) two martial weapons.
  • (a) Five javelins or (b) any simple melee weapon.
  • (a) A priest’s pack or (b) an explorer’s pack.

This means a Paladin can begin their career armed with a diverse set of options, from the classic sword and shield combination to dual-wielding martial weapons, or even focusing on ranged options with javelins. The best starting weapon really depends on your intended playstyle and the envisioned role of your Paladin within the adventuring party.

Understanding the Paladin’s Martial Prowess

Before diving into specific weapon recommendations, let’s acknowledge the Paladin’s inherent weapon proficiencies. Paladins are proficient with all simple and martial weapons, granting them access to a broad array of armaments right from the start. This proficiency is crucial because it eliminates the disadvantage of using unfamiliar weaponry, allowing them to effectively wield any weapon they choose. Now, let’s dive into the most common weapon choices for a Paladin and the advantages and disadvantages of each option.

Common Starting Weapon Choices

  • Longsword & Shield: This is arguably the most versatile and popular choice. A longsword deals 1d8 slashing damage (or 1d10 when wielded two-handed), and a shield provides a crucial +2 bonus to Armor Class (AC), enhancing survivability. This option offers a good balance of offense and defense.
  • Warhammer & Shield: Another strong choice for those favoring a more blunt approach. The warhammer deals 1d8 bludgeoning damage and is versatile like the Longsword. With a shield, you gain superior protection.
  • Greatsword: For those who want to maximize damage output from the start, the greatsword is an excellent choice. Dealing 2d6 slashing damage, it’s one of the hardest-hitting martial weapons available. However, wielding a greatsword requires both hands, preventing the use of a shield.
  • Two Martial Weapons: Dual-wielding, particularly with shortswords (1d6 piercing damage each), can provide more attacks. However, it requires the Dual Wielder feat to function optimally, as otherwise you are limited to non-light weapons for dual wielding, and it consumes your bonus action each turn, which Paladins often use for spells and abilities. Without the feat, you can only add your ability score modifier to the damage roll of one of the weapons.
  • Javelins: While primarily a melee class, having a ranged option can be valuable. Javelins (1d6 piercing damage) can be thrown up to 30 feet normally or 120 feet with disadvantage, allowing the Paladin to engage enemies from a distance.

The Impact of Fighting Style

A Paladin’s Fighting Style, chosen at 2nd level, significantly impacts weapon effectiveness. The most common and relevant fighting styles are:

  • Defense: +1 to AC while wearing armor. This style is beneficial regardless of weapon choice, further enhancing the Paladin’s tanking capabilities.
  • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. This greatly enhances the damage output of greatswords, mauls, and even longswords when wielded two-handed.
  • Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. This supports a Paladin’s role as a protector and makes the sword and shield option even more appealing.

The Paladin’s Role and Weapon Choice

Ultimately, the best starting weapon depends on the Paladin’s intended role within the party. A Paladin focused on tanking and protecting allies might prioritize a longsword or warhammer and shield, while a Paladin seeking to maximize damage might opt for a greatsword. The choice of javelins provides a useful ranged option for situations where melee combat isn’t ideal. Consider the Paladin’s chosen oath, desired fighting style, and preferred combat style when making this crucial decision.

Here at the Games Learning Society, we encourage players to delve into the strategic choices that enhance their gaming experience. The Paladin’s starting weapon choice is a prime example of how early decisions can shape the character’s path and impact their effectiveness in the game. Visit GamesLearningSociety.org for more insights into game mechanics and educational resources.

Frequently Asked Questions (FAQs) About Paladin Starting Weapons

  1. Can a Paladin start with a ranged weapon other than javelins? While Paladins have proficiency with all simple and martial weapons, their starting equipment options are limited to five javelins or any simple melee weapon for their secondary choice. However, they can purchase bows or crossbows later on, as they have proficiency with them.

  2. Does the Paladin’s race influence their starting weapon choice? Not directly. While some races might have traits that synergize better with certain weapons (e.g., a race with a bonus to Strength might favor a greatsword), the race itself doesn’t dictate the starting weapon.

  3. If I choose two martial weapons, can I use two-weapon fighting effectively from level 1? To fully utilize two-weapon fighting, you’ll ideally want the Dual Wielder feat, which allows you to use two non-light weapons. Without it, you are limited to non-light weapons for dual wielding, and it consumes your bonus action each turn, which Paladins often use for spells and abilities.

  4. What’s the advantage of choosing a simple melee weapon over javelins? Simple melee weapons, such as a mace or shortsword, offer more reliable melee damage compared to relying solely on javelins. While javelins provide ranged options, they are limited in number and aren’t as effective in prolonged melee engagements.

  5. Does my chosen Oath affect my ideal starting weapon? Indirectly. The Oath influences your Paladin’s role and playstyle, which in turn affects weapon preferences. For instance, a Vengeance Paladin might favor damage-dealing weapons like a greatsword, while a Devotion Paladin might prefer a longsword and shield for defense.

  6. Can I sell my starting equipment and buy something else? Yes, you can sell your starting equipment, though you’ll only receive a fraction of its original value. This allows you to purchase alternative weapons or armor that better suit your needs, though you must have enough gold to do so.

  7. Is it ever a good idea to start with no shield? Absolutely. If your Paladin is built around maximizing damage output, for example, you may want to choose a greatsword.

  8. What is the best weapon for a gnome paladin? A gnome could be a viable Paladin. If they start with a Longsword and Shield, their small size would not hinder them, and it is an effective build.

  9. Are there any Paladin subclasses that would prefer to start with 2 martial weapons? While all Paladin subclasses benefit from starting with two martial weapons, this is a useful combo for Paladins who are looking to deal as much damage as possible and plan to multiclass into other weapon master classes such as Fighter.

  10. When do Paladins get shields? When starting the game, the Paladin can get a shield from their equipment that they choose at the start.

  11. Is it best for a paladin to focus on melee or ranged combat? It depends on your build, and the needs of your party. Paladins are best used in melee, but they can be useful in ranged combat with Javelins as a means of survival.

  12. Which fighting style would you say is the best for a paladin? Defense provides +1 AC while wearing armor. This style is beneficial regardless of weapon choice, further enhancing the Paladin’s tanking capabilities.

  13. What is a versatile weapon? Versatile weapons can be used with one or two hands. They usually deal more damage when used with two hands.

  14. What is the AC for a chainmail? Chainmail has an AC of 16. If you are using a shield, the AC is 18.

  15. Can Paladins use spears? Yes, and Paladins are proficient with them. The spear has a reach of 5 ft, and deals 1d6 piercing damage. It is a simple weapon with versatile properties.

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