Plan your Paladin talents on the new Forever trees: Holy, Protection, Retribution. Load a ready build for leveling, dungeons or PvP, or spend the 51 points yourself and share your build with one link.
Data from the live WoW Forever game client, hotfixes can still change values. Talent tree data: talentsforever.com (CC BY 4.0). Ready builds: our Talent Path plans and level 60 builds as published on wowforeverbuilds.com.
All Paladin talents
Every talent with its maximum rank, from the WoW Forever game client.
Holy
Spiritual Focus 5 · Row 1, needs 0 points
Gives your Flash of Light, Holy Light, and Light's Vigil spells a 70% chance to not lose casting time when you take damage.
Divine Strength 5 · Row 1, needs 0 points
Increases your Strength by 10%.
Healing Light 3 · Row 2, needs 5 points
Increases the amount healed by your Holy Light, Flash of Light, and Holy Shock spells by 12%.
Reverence 2 · Row 2, needs 5 points
Allows 30% of your Mana regeneration to continue while casting.
Improved Seals 5 · Row 2, needs 5 points
Increases the damage done by your Seals and Judgements by 15%.
Purifying Power 2 · Row 2, needs 5 points
Reduces the mana cost of your Cleanse and Purify spells by 20% and reduces the cooldown of your Exorcism and Holy Wrath spells by 33%.
Divine Favor 1 · Row 3, needs 10 points
When activated, gives your next Flash of Light, Holy Light, or Holy Shock spell a 100% critical effect chance.
Illumination 5 · Row 3, needs 10 points
After getting a critical effect from your Flash of Light, Holy Light, Light's Vigil, or Holy Shock heal spell you have a 100% chance to gain Mana equal to 50% of the base cost of the spell.
Holy Conduit 2 · Row 3, needs 10 points
Reduces the mana cost of your Consecration, Holy Wrath, Exorcism, and Hammer of Wrath spells by 40%.
Divine Precision 2 · Row 4, needs 15 points
Improves your chance to hit with Holy spells by 8%, and reduces the duration of Silence effects on you by 20%.
Infusion of Light 2 · Row 4, needs 15 points
Your Holy Shock and Flash of Light critical hits reduce the cast time of your next Holy Light cast within 15 sec by 1.0 sec.
Oath of Light 1 · Row 4, needs 15 points
Swear an Oath to protect target ally for 5 min, increasing the healing of your Holy Light on them by up to 400, your Flash of Light by up to 115, and your Holy Shock by up to 230. Only one Oath of Light may be sworn by the Paladin at any one time.
Consecrated Ground 2 · Row 5, needs 20 points
Gives your Holy spells 10% increased damage against the first 4 enemies that enter your Consecration.
Holy Shock 1 · Row 5, needs 20 points
Blasts the target with Holy energy, causing 129 to 139 Holy damage to an enemy, or 110 to 118 healing to an ally.
Boundless Light 2 · Row 5, needs 20 points
Increases the critical strike chance of your Holy Shock spell by 30% when cast on allies not affected by your Oath of Light.
Holy Power 5 · Row 6, needs 25 points
Increases the critical strike healing bonus of your Holy spells by 50%.
Light's Vigil 1 · Row 7, needs 30 points
Applies Light's Vigil to a friendly target for 30 sec. The caster's next Holy Shock on the target incurs no cooldown and heals the target and their party for 325 to 343. Only one Vigil per Paladin may be active in each party.
Protection
Divine Intellect 5 · Row 1, needs 0 points
Increases your total Intellect by 10%.
Redoubt 5 · Row 1, needs 0 points
Damaging melee attacks against you have a 10% chance to increase your chance to block by 30%. Lasts 10 sec or 5 blocks.
Precision 3 · Row 2, needs 5 points
Improves your chance to hit by 3%.
Guardian's Favor 2 · Row 2, needs 5 points
Reduces the cooldown of your Blessing of Protection by 2 min and increases the duration of your Blessing of Freedom by 6 sec.
Sacred Duty 2 · Row 2, needs 5 points
Reduces the cooldown of your Divine Shield, Divine Protection, and Templar's Bulwark spells by 60 sec, and reduces the duration of Forbearance by 10 sec.
Templar's Bulwark 1 · Row 3, needs 10 points
When activated, this ability grants you an absorb shield equal to 100% of your maximum health for 8 sec. Applies Forbearance for 1 min. Cannot be cast while Forbearance is active.
Decreases the cooldown of your Hammer of Justice spell by 15 sec.
Shield Specialization 2 · Row 3, needs 10 points
Increases the amount of damage absorbed by your shield by 30%, and gives your blocks a 100% chance to restore 4% of your maximum Mana. May only occur once every 3 sec.
Toughness 5 · Row 3, needs 10 points
Increases your armor value from items by 10%.
Swift Judgement 1 · Row 4, needs 15 points
Unleash the energy of a Seal spell upon an enemy. Does not consume the Seal. Refer to individual Seals for Judgement effect. Does not share a cooldown with your Judgement ability.
While Righteous Fury is active, all damage taken is reduced by 9%.
Anticipation 5 · Row 4, needs 15 points
Increases your Defense Skill by 20.
Stoicism 2 · Row 5, needs 20 points
Reduces the duration of Stun and Charm effects on you by 20%.
Holy Shield 1 · Row 5, needs 20 points
Increases chance to block by 30% for 10 sec, and deals 75 Holy damage for each attack blocked while active. Damage caused by Holy Shield causes 20% additional threat. Each block expends a charge. 4 charges.
Reckoning 5 · Row 5, needs 20 points
Gives you a 40% chance after Blocking and a 100% chance after receiving a non-periodic critical strike to gain an extra attack. Stores up to 4 extra attacks. Cannot occur from Blocks more than once every 1.5 sec.
Iron Creed 3 · Row 6, needs 25 points
Increases the threat generated by your Holy Strike ability by 30%. While Righteous Fury is active, Holy Strike also reduces your damage taken by 6% for 6 sec.
Shieldsworn 1 · Row 7, needs 30 points
Reduces the cooldown of your Holy Strike ability by 4 sec. Additionally, Holy Strike now strikes with your shield, triggering your active Holy Shield and Shield Specialization talents without consuming their charges or triggering their cooldowns, and allowing you to Block spells for 6 sec.
Retribution
Deflection 5 · Row 1, needs 0 points
Increases your Parry chance by 5%.
Benediction 5 · Row 1, needs 0 points
Reduces the Mana cost of all instant cast spells and abilities by 10%.
Improved Judgement 2 · Row 2, needs 5 points
Decreases the cooldown of your Judgement ability by 2 sec.
Conviction 3 · Row 2, needs 5 points
Improves your chance to get a critical strike with all spells and attacks by 6%.
Sanctified Judgement 3 · Row 2, needs 5 points
Gives your Judgement ability a 100% chance to return 60% of the Mana cost of the judged seal.
Vindication 3 · Row 3, needs 10 points
Gives your damaging melee attacks a chance to reduce the target's Attack Power by 204 for 30 sec.
Unyielding Faith 2 · Row 3, needs 10 points
Reduces the duration of Fear and Disorient effects on you by 30%.
Seal of Command 1 · Row 3, needs 10 points
Gives the Paladin a chance to deal additional Holy damage equal to 70% of normal weapon damage. Only one Seal can be active on the Paladin at any one time. Lasts 30 sec.
Unleashing this Seal's energy will judge an enemy, instantly causing 68 to 73 Holy damage, 137 to 145 if the target is stunned or incapacitated.
Pursuit of Justice 2 · Row 3, needs 10 points
Increases movement speed and mounted movement speed by 15%. This does not stack with other movement speed increasing effects.
Eye for an Eye 2 · Row 4, needs 15 points
All critical strikes against you cause 10% of the damage taken to the attacker as well. The damage caused by Eye for an Eye will not exceed 50% of the Paladin's total health.
Sacred Arbiter 1 · Row 4, needs 15 points
Increases the damage of your Holy Strike ability by 20% and causes it to refresh all Judgement effects on the target.
Increases the Physical and Holy damage you deal by 6%, and reduces all threat you generate by 20% while a two-handed melee weapon is equipped.
Turn Evil 2 · Row 5, needs 20 points
Reduces the cast time of your Turn Undead spell by 1.0 sec, its cooldown by 10 sec, and allows it to affect Demons.
Repentance 1 · Row 5, needs 20 points
Puts the enemy target in a state of meditation, incapacitating them for up to 6 sec. Any damage caused will awaken the target. Only works against Humanoids.
Vengeance 3 · Row 5, needs 20 points
Increases your Physical and Holy damage dealt by 3% for 30 sec after landing a non-periodic critical strike. Stacks up to 5 times.
Champion of the Light 5 · Row 6, needs 25 points
Increases your spell damage by up to 60% of your Intellect, and reduces the cast time of your Hammer of Wrath by 1.0 sec.
Unsealed Wrath 1 · Row 7, needs 30 points
Your melee attacks store a copy of your active Seal for 15 sec, stacking up to 3 times. Landing an attack with a different Seal consumes all stacks, giving the stored Seal its normal chance to activate once per stack.
FAQ
How many talent points does a Paladin get in WoW Forever?
You have 51 points at level 60. The first one comes at level 10, then one per level. The Legacy talent Talented from the Adventure tree gives you the first point up to five levels earlier, the total stays 51.
What changed in the Paladin talents compared to Classic?
20 of 51 talents are new in Forever and 29 were changed or moved. Turn on "Show changes from Classic" and the calculator marks them right in the trees.
Which Paladin build should I use for leveling?
Open the Talent Path: pick your goal and your spec, and see which talent to take at every level plus the stats that matter. One click opens the build here in the calculator.
Can I import a build from Wowhead?
Yes. Open More, choose Import a link and paste a link from the Wowhead Forever talent calculator. Open in Wowhead works the other way round.
Is there dual spec in WoW Forever?
Yes. Dual Specialization unlocks at level 40. You change your talents, Legacy talents included, at a class trainer in one of the major cities.
Are the talents final?
They are the live trees: the calculator shows the talents of the game since the launch on November 4 (as of 2026-11-04). Hotfixes can still change values, and we update the calculator when they do.
Short on time for leveling?
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