The Paladin class in Diablo 4 has access to 24 different skills in six categories. Additionally, most skills have an modifiers and upgrades that improve them in a variety of ways.
The following section provides an overview of all Paladin skills, enhancements, and upgrades.
For more general information about the class, refer to our Paladin Guide.
Holy Bolt becomes a Justice Skill with a 7 second Cooldown. Holy Bolt is hurled and smashes the ground dealing [315%] damage and Stunning enemies in an area for 2 seconds. (Scales with ranks to Holy Bolt)
Clash
Faith Generation
20
Oath Type
Juggernaut
Lucky Hit Chance
50%
Damage Type
Physical
Description
Strike an enemy with your weapon and shield, dealing X% damage.
Faith Generation
Clash generates 10 additional Faith
Resolve
Striking an enemy with Clash grants 2 stacks of Resolve
Crusader’s March Effectiveness
Increases the effectiveness of Crusader’s March by 25%[X]
Clash becomes a Zealot skill and cleaves in an area for [155%] damage. Crusader’s March no longer grants Block Chance or Resolve, instead granting 10%[+] Critical Chance up to 30%[+]
Advance becomes a Juggernaut Skill. Advance’s impact waves out dealing [136%] damage and gains 1 Resolve for every 1 meter you dash (scales with ranks of Advance)
Advance becomes a Disciple skill and has a 10 second Cooldown. Advance becomes a dash that cuts through enemies applying Vulnerable and dealing [230%] damage (Scales with ranks of Advance)
Core Skills
These are some of the most used Paladin skills in any build. However, while Core Skills have no cooldown, their biggest drawback is their Faith cost.
Zeal
Faith Cost
20
Oath Type
Zealot
Lucky Hit Chance
3%
Damage Type
Physical
Description
Strike enemies with blinding speed, dealing X damage followed immediately by 3 additional strikes dealing X damage each.
Fortify
Critically Striking enemies with Zeal has a 25% chance to grant 1% of Maximum Life as Fortify
Additional Strikes
Zeal gains 2 additional strikes
Weaken
Zeal Weakens enemies for 4 seconds
Critical Strike Chance
Zeal has an additional 10%[+] Critical Strike Chance. Double this bonus against Weakened enemies.
Zeal costs 10%[X] Maximum Life instead of Faith and strikes around you in a circle. Whenever you lose life, Zeal’s damage is increased by 40% and Critical Strike Chance by 40% for 6 seconds (Does not say whether the damage is + or X)
Blessed Shield detonates Judgement and ricochets 5 additional times. Whenever Blessed Shield detonates Judgement it empowers your next throw to deal 40%[X] increased damage up to a maximum of 5 times.
Blessed Shield now boomerangs and pierces instead of ricocheting, dealing [270%] damage. Hitting enemies with Blessed Shield increases its damage by 5% for 6 seconds up to 5 times. (Scales damage with ranks of Blessed Shield)
Blessed Shield becomes a Juggernaut Skill. Blessed Shield travels straight without returning, pulsing your Thorns damage for 3 seconds before bursting for [378%] damage (Scales damage with ranks of Blessed Shield)
Blessed Hammer
Faith Cost
10
Oath Type
Judicator
Lucky Hit Chance
24%
Damage Type
Holy
Description
Throw a Blessed Hammer that spirals out, dealing X damage.
Cost Reduction
Casting Blessed Hammer reduces its cost by 5% for 2 seconds, up to 5 times
Damage Bonus
Hitting enemies with Blessed Hammer increases its damage by 5%[X] for 3 seconds up to 5 times
Slow
Blessed Hammer now slows enemies by 50% for 5 seconds
Cast Speed
Blessed Hammer gains 15%[+] increased Cast Speed and its hammers travel 25%[+] faster
Blessed Hammer deals [115%] damage and shatters into 3 smaller explosions on impact dealing [46%] damage each. (Damage scales with ranks to Blessed Hammer)
Blessed Hammer becomes a Disciple Skill. Blessed Hammer follows and orbits around you dealing [115%] damage and attacking 20% faster. (Damage scales with ranks to Blessed Hammer)
Divine Lance flurries stabbing 2 additional times and deals [32%] damage each. Killing Vulnerable enemies with Divine Lance increase its Attack Speed by 5% for 10 seconds up to 30% (Damage scales with ranks to Divine Lance)
Divine Lance becomes a Zealot skill. Divine Lance now stabs with 2 additional spears in a wider area, dealing [67%] damage each and has 10%[X] increased Critical Strike Damage. (Damage scales with ranks to Divine Lance)
Throw Divine Lance dealing [90%] damage to the first enemy hit and bursting for an additional [450%] damage. The first time an enemy is hit by a Divine Lance, they are impaled and dragged with it
Shield Bash
Faith Cost
32
Oath Type
Juggernaut
Lucky Hit Chance
16%
Damage Type
Physical
Description
Charge at an enemy and bash in front of you, dealing X damage.
Hits Are Blocks
Shield Bash’s hits count as Blocks. This effect can trigger once per Cast
Size Bonus
Shield Bash’s size is increased by 40%
Damage Bonus
Shield Bash’s deals 100%[+] more damage to its primary target
Whenever you have Resolve, Shield Bash increases impact size by 50%[X] and deals [246%] damage. Gain 1 Resolve per enemy hit. (Damage scales with ranks to Shield Bash)
Shield Bash smites the first enemy it hits dealing [287%] damage, Stunning for 1 second, and Knocking Back enemies behind for [102%] damage. (Damage scales with ranks to Shield Bash)
Hits with Shield Bash grant you 10%[+] Retribution chance for 5 seconds. Stacking up to 5 times.
Aura Skills
Aura Skills help to boost the defensive capabilities of the Paladin, as well as providing powerful offensive options.
Fanaticism Aura
Cooldown
15 seconds
Faith Cost
10
Oath Type
Zealot
Description
Passive: Spending Faith emanates power from you, granting you and your allies X% Attack Speed and X% Critical Strike Chance for X seconds up to a maximum of X times. Active: Weaken all Nearby enemies for X seconds.
Additional Maximum Resource
Fanaticism Aura also grants you and your allies 15% Maximum Resource
Extra Passive Stack
Fanaticism Aura’s passive stacks 1 additional time
Resource Generation
Fanaticism Aura increases Resource Generation for you and your allies by 25%
Fanaticism Aura’s active instead makes Nearby enemies Vulnerable for 4 seconds. Damaging Vulnerable enemies will also trigger Fanaticism Aura’s passive.
Weakened enemies who die within Fanaticism Aura’s radius Heal you for 0.5% and Fortify for 1% of your Maximum Life
Defiance Aura
Cooldown
20 seconds
Faith Cost
25
Oath Type
Juggernaut
Description
Passive: Your presence reinforces you and your allies, granting 30 Armor and 30 bonus on All Resistances. Active: You become Unstoppable for 2 seconds.
Unstoppable
Whenever you or your allies are injured they become Unstoppable for 2 seconds and gain 10 Resolve. This can only occur once every 5 seconds.
Maximum Life
Defiance Aura’s passive also grants you and your allies 15% Maximum Life
Potency
Defiance Aura gains 15% more bonus from potency
Bonus Healing
Defiance Aura grants you and your allies 25% Healing Received
Defiance Aura’s passive also Heals you and your allies for 2% of your Maximum Life. Healing yourself and allies grants 2 stacks of Resolve every 1 second
Defiance aura’s passive also grants 3 Thorns and increases you and your allies Thorns by 75%[+]. Defiance Aura’s active instead releases a nova dealing 500%[X] of your Thorns damage
Holy Light Aura
Cooldown
25 seconds
Lucky Hit Chance
25%
Oath Type
Judicator
Description
Passive: You and your allies emanate the Light, dealing X damage every X seconds to X random Nearby enemies. Active: Unleash X pure bolts of light, dealing X Holy damage to the closest enemy and chaining up to 3 additional enemies before returning to you. When your first bolt of light returns, Heal for X% of your Maximum Life.”
Additional Targets
Holy Light Aura’s passive now targets 1 additional enemy
Additional Bounce
Holy Light Aura’s active now bounces 1 additional time
Judgement Damage Bonus
Holy Light Aura’s deals 40%[X] increased damage against enemies affected by Judgement
Holy Light’s active now Stuns enemies for 3 seconds and deals [130%] damage in an area if the enemy dies during this effect (Damage scales with ranks of Holy Light Aura)
Valor Skills
The Valor Skill category includes all Paladin skills that are used for Mobility, Faith Regeneration, and Defensive boost
Shield Charge
Cooldown
10 seconds
Oath Type
Juggernaut
Lucky Hit Chance
35%
Damage Type
Physical
Description
Charge with your shield and push enemies Back, granting 40% Damage Reduction and dealing 36% damage while Channeling.
Damage Bonus
Shield Charge’s damage increases by 10%[X] when it hits an enemy for 6 seconds up to 30%[X]
Resolve
Shield Charge grants 1 Resolve whenever it hits an enemy
Hit Count As Blocking
Shield Charge’s hits count as Blocks
Retribution
Shield Charge grants 10%[+] Retribution chance when you hit an enemy up to 30%[+]
Shield Charge becomes a Core skill that deals [108%] damage. Shield Charge now costs 20 Faith to cast an additional 1 Faith per second. (Scales with Ranks to Shield Charge)
Shield Charge becomes a Judicator Skill and consumes Judgement on impact, increasing the ending nova damage by 20%[+] for each Judgement consumed up to 100%. When Shield Charge ends you release a Holy Nova dealing [90%] damage and stunning enemies for 3 seconds. (Scales with ranks to Shield Charge)
Falling Star becomes a Zealot skill, now dealing [560%] damage on landing and Weakening enemies hit for 4 seconds. (Damage scales with Falling Star ranks)
Falling Star cuts through the battlefield, Knocking Down enemies for 2 seconds when landing and creating a fissure along your path that deals [180%] damage before erupting for [60%] damage. (Damage scales with Falling Star ranks)
Rally
Cooldown
16 seconds
Charges
3
Oath Type
Zealot
Description
Rally forth, gaining 20% Movement Speed for 8 seconds and generate 22 Faith.
Critical Strike Chance
Casting Rally increases your Critical Strike Chance by 5%[+] while active
Duration Bonus
Increases Rally’s duration by 4 seconds
Unhindered and Movement Speed
Casting Rally increases your Movement Speed by an additional 5%[+] and grants Unhindered while active
Consecration lasts 3 seconds, increasing its damage and healing by 20% each second. Consecration detonates when it expires, dealing [90%] damage to all enemies and healing you and your allies for 15% of their Maximum Life. (Damage scales with ranks to Consecration)
Condemn
Cooldown
15 seconds
Oath Type
Disciple
Lucky Hit Chance
26%
Damage Type
Holy
Description
Harness the Light and Pull enemies in after 1.5 seconds, briefly Stunning them and dealing X% damage.
Weaken
Condemn applies Weaken to enemies for 4 seconds
Cooldown Reduction
Condemn reduces its Cooldown by 1 second for each enemy hit up to 4 seconds
Size Increase
Condemn’s Size is increased by 50%
Movement Speed
Casting Condemn increases your Movement Speed by 30% for 3 seconds (does not say if the movement speed is + or X)
Condemn’s build up marks all enemies and drags them to your location after it Casts
Spear of the Heavens
Cooldown
14 seconds
Oath Type
Judicator
Lucky Hit Chance
33%
Damage Type
Holy
Description
Rain down 4 heavenly spears from the sky, dealing X% damage and Knocking Down enemies for 1.5 seconds. After 1.5 seconds, the spears burst, dealing X damage.
Cooldown Reduction
Consuming Judgement reduces Spear of the Heavens active Cooldown by 0.5 seconds
Judgement Damage Bonus
Spear of the Heavens deals 40%[X] increased damage against enemies affected by Judgement
Vulnerable
Spear of the Heavens applies Vulnerable to enemies hit for 4 seconds
Projectiles
Spear of the Heavens releases 3 additional projectiles after its 1st Impact
Spear of the Heavens gains 3 initial spears that deal [120%] damage per second for 12 seconds. These spears can be marked with Judgement (damage scales with ranks to Spear of the Heavens)
Spear of the Heavens becomes a Core Skill and is now pure Holy energy that crashes down from the sky. On impact it deals [386%] damage and breaks into 5 projectiles dealing [386%] additional damage to enemies in their path. (Damage increases with ranks to Spear of the Heavens)
Ultimate Skills
Ultimate Skills are powerful skills that have a long cooldown. Ultimate Skills must be built around in order to be effective, and only one can be chosen at a time.
Heaven’s Fury
Cooldown
30 seconds
Oath Type
Judicator
Lucky Hit Chance
3%
Damage Type
Holy
Description
Grasp the Light, dealing X% damage around you per second before releasing it to seek Nearby enemies and dealing X% damage per hit for 7 seconds.
Judgement
Heaven’s Fury’s light now Judges enemies
Damage Bonus
Enemies hit by Heaven’s Fury take 20% increased damage from Heaven’s Fury forever. (does not say whether this bonus is + or X)
Heaven’s Fury can be Cast anywhere, concentrating the Light as it grows and Pulls enemies in while dealing [105%] damage per second before erupting for [1,260%] damage. Heaven’s Fury’s Cooldown is increased by 10 seconds. (Damage scales with Heaven’s Fury ranks)
Fortress
Cooldown
60 seconds
Oath Type
Juggernaut
Damage Type
Physical
Description
Make your stand, becoming Immune for 3.0 seconds and create a defensive area around you for 8.0 seconds. Standing in your Fortress grants you and your allies 2 Resolve stacks every 0.5 seconds.
Free Cast
While inside your Fortress your Skills are free to Cast
Unstoppable
While inside your Fortress, you are Unstoppable
Duration
Increase Fortress’s duration by 4 seconds
Resolve Damage Bonus
While inside your Fortress, you gain 4%[X] increased damage per stack of Resolve
Killing enemies inside of your Fortress extends its duration by 0.5 seconds up to 20 seconds. You may recast Fortress to move it to your current location.
Enemies inside Fortress are Slowed by 50% and take 500% of your Thorns damage per second (does not state of this damage is + or X)
Zenith
Cooldown
25 seconds
Lucky Hit Chance
28%
Damage Type
Physical
Description
Summon a divine sword that cleaves the battlefield for X% damage. Casting Zenith again cuts through the battlefield for X% damage and Knocks Down enemies for 2.0 seconds.
Unstoppable
While Zenith is active, you are Unstoppable
Weaken
Killing Weakened enemies with Zenith reduces its Cooldown by 2 seconds
Weaken
Zenith applies Weaken to enemies hit
Critical Strike Chance
Casting Zenith increases your Critical Strike Chance by 30%[+] for 8 seconds
Zenith unleashes your wrath dealing [157%] damage and can be cast indefinitely for 4 seconds before starting its Cooldown. Instead of Knocking Down enemies Zenith’s 2nd Strike extends this duration by 1 second. (damage scales with Zenith ranks)
Zenith sunders a rift in the ground with a single strike Knocking Down enemies and dealing [900%] damage. After 1 second, the rift detonates dealing [675%] damage. (Damage scales with Zenith ranks)
Arbiter of Justice
Cooldown
120 seconds
Lucky Hit Chance
16%
Damage Type
Holy
Description
Ascend to the heavens and crash upon the battlefield as an Arbiter for 20 seconds, dealing X% damage upon landing.
Wing Strike Recast
Arbiter form’s Wing Strike recast time is reduced by 0.5 seconds.
Cooldown Reduction
Reduce Arbiter of Justice’s Cooldown by 20 seconds
Duration
Arbiter of Justice’s duration is increased by 10 seconds
Movement Speed
Arbiter of Justice grants 30%[X] Movement Speed while in Arbiter form
Arbiter of Justice ascends for an additional 2 seconds and rains Blessed Spears on the battlefield. Upon landing, Arbiter of Justice bombards the battlefield with 10 additional Blessed Spears applying Vulnerable for 4 seconds
Dismount Skill
While mounted, the Paladin class has access to a unique Dismount Skill which causes them to jump off the mount, soaring through the air at a location where they land and dealing damage. Players that are struck by an enemy are automatically dismounted and are unable to use their Dismount Skill.
Changelog
April 27th 2026: Guide updated for Season 13 & Expansion