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Cleric / PaladinMulticlass Build Guide — D&D 5e

Divine Smite and a Fighting Style feeding a full caster’s slots — a front-line priest who hits like a knight.

Split
Cleric X / Paladin 2
Ability Priority
WIS → STR (13) → CON
Base Class
Cleric
Dip
Paladin

The synergy

Why Cleric / Paladin Works

A cleric already wears armour and stands in melee. Two paladin levels add the one thing that makes standing there dangerous to the enemy: Divine Smite, which converts any spell slot into burst radiant damage on a hit, no action cost. Because the cleric is a full caster, the slot pool behind those smites is twice as deep as a pure paladin’s at the same level.

The second paladin level also brings a Fighting Style (Defense for +1 AC, or Dueling for +2 melee damage) and the paladin’s own small spell list — though you will rarely prepare from it since your cleric list is broader. The real prize is the smite economy: every slot you do not spend on a spell is a loaded weapon waiting for a critical hit.

The cost is two levels of cleric progression. You reach 3rd-level cleric spells at character level 7 instead of 5, and your preparation count is based on cleric level, not character level. Spirit Guardians arriving two levels late is noticeable. But a cleric who can Smite on a crit for 6d8+ radiant while also maintaining Spirit Guardians is a front-line threat that pure clerics and pure paladins cannot replicate.

Ability priority: WIS → STR (13) → CONWisdom drives cleric spellcasting and preparation count. Strength 13 is the multiclass requirement for paladin, and you need it for melee attacks. Constitution for hit points and concentration.

When to take what

Level Breakpoints

Cleric 1Domain, armour, Healing Word, cantrips. The cleric base is set.
Paladin 1 (char 2)Lay on Hands, paladin spell access (minor), Divine Sense. A small bump while heading toward Smite.
Paladin 2 (char 3)Divine Smite and Fighting Style. The dip is complete — return to cleric.
Cleric 5 (char 7)3rd-level cleric spells: Spirit Guardians, Revivify. Two levels late but now your melee rounds deal Smite + Spirit Guardians damage simultaneously.
Cleric 8 (char 10)Divine Strike or Potent Spellcasting. The 8th-level damage upgrade that pure clerics reach at 8.

What makes it tick

Key Features & Spells

Divine Smite2d8 radiant per slot level on a hit (no action cost). A full caster’s slot pool means more smites than any paladin.
Fighting StyleDefense (+1 AC on an already armoured cleric) or Dueling (+2 damage with a one-handed weapon and shield).
Spirit Guardians + SmiteMaintain concentration on Spirit Guardians while smiting on your attacks. Two sources of damage every round.
Full Caster Slot DepthAt character level 10 you have the slot table of an 8th-level full caster — far deeper than a paladin’s half-caster progression.

Counsel

Frequently Asked

Why only Paladin 2 and not deeper?

Paladin 3-5 gives an oath and Extra Attack, but delays cleric spells badly. Extra Attack is less valuable when Spirit Guardians is already dealing AoE damage around you every turn. Two levels is the sweet spot.

Which domain works best with a Paladin dip?

War (bonus action attack stacks with Smite), Tempest (Destructive Wrath maximises thunder/lightning damage), or Life (deep healing to complement your front-line role). Heavy armour domains are ideal since you are in melee.

Does this work with Strength builds only?

RAW, Divine Smite requires a melee weapon attack, which typically uses Strength. Shillelagh converts a club/quarterstaff to Wisdom for attacks, but it does not satisfy the multiclass Strength 13 requirement. You need at least 13 STR regardless.

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