Breton - Waraxe - Heavy - Warrior
Paladins take their adventures seriously, and even a mundane mission is, in the heart of the paladin, a personal test - an opportunity to demonstrate bravery, to learn tactics, and to do good in the world.

Any steel one handed weapon at the start of the game. Upgrade to a Dawnguard Waraxe when you first visit Fort Dawnguard.
The final Weapon is the Dawnguard Rune Axe which does increasing sun damage to undead up to 100 with an increase of 10 per 10 undead killed. In addition the sun damage it does has a small area of effect so it can hit multiple undead and not just the one hit by the axe. The weapon also has an unlimited number of charges.
The Dawnguard Rune Axe is one of 3 lost relics that Florentius Baenius at Fort Dawnguard gives you quests to find. To get the quest to rescue Florentius you need to progress the Dawnguard quests to The Prophet and find the attacked wagon near Dragonbridge. At this point returning to Fort Dawnguard and talking to Sorine, which will start the quest. Then every other radiant Dawnguard quest you can get a quest from Florentius and you’ll get a Lost Relic quest. You may have to do this 3 times to get the axe as the item seems to be random.
Side with Ralof at Helgen and take the heavy armor from the Imperial Officer at the first combat encounter. When you have the Steel Smithing perk upgrade this to Steel Soldier gear by crafting it at a forge. The Final Gear is a full set of Steel Spell Knight Armor, The Warlock’s Ring and an Amulet of Mara.
The Steel Spell Knight gear can be acquired by reading the journal in the first room on the right, in the Silver-Blood Inn at Markarth. Then follow the resulting quest and you’ll find the a ful set of gear on a knight slain by Forsworn
The Warlocks Ring is acquired from the 5th quest from Viriya at Riften Docks
An Amulet of Mara can be gained by talking to the Priestess at the Temple of Mara in Riften. Towards the end of The Book of Love quest you gain the amulet. Completing this quest gets you the Agent of Mara power which gives 15% magic resistance.
Utility spells from Alteration, Mara's Wrath from Destruction and Heals and circle of protection from Restoration.
The Atronach Stone for 50% spell absorption, 50 magicka but -50% magicka regeneration.
Use a Shrine of Mara so Restoration spells cost 10% less to cast.
Location: Just follow the main story quests.
Use for a quick stagger on enemies.
Location: Dead Men’s Respite, Volskygge, High Hrothgar (The Way of the Voice)
Use to reach otherwise inaccessible places and to quickly evade attacks or catch up with fleeing enemies.
Imperials are the best race to pick for this build based on their starting stats but with the Spell Knight gear being specifically Breton in origin I decided to go with them instead. This did allow me to add an Amulet of Mara into the build due to the 25% magic resistance Bretons have as a racial ability. I have also made some other Paladin style builds with Imperials but none with Bretons.
Distribute attributes at a ratio of 0 / 2 / 1. At level 60 which is required for all the perks the attributes are:
| Magicka | Health | Stamina |
|---|---|---|
| 100 (265) | 500 (615) | 290 (405) |
The skill boosts for Bretons are marked in bold.
| Mage | Warrior | Rogue | |||
|---|---|---|---|---|---|
| Alteration +5 | 8 | Archery | 0 | Alchemy +5 | 7 |
| Conjuration +10 | 0 | Block | 9 | Light Armor | 0 |
| Destruction | 3 | Heavy Armor | 6 | Lockpicking | 0 |
| Enchanting | 8 | One-handed | 7 | Pickpocket | 0 |
| Illusion +5 | 0 | Smithing | 2 | Sneak | 0 |
| Restoration +5 | 9 | Two-handed | 0 | Speech +5 | 0 |
| Total | 28 | Total | 24 | Total | 7 |
Novice Alteration
Apprentice Alteration
Adept Alteration
Magic Resistance 3/3
Stabiility
Atronach
Novice Destruction
Augmented Flames 2/2
Enchanter 5/5
Insightful Enchanter
Corpus Enchanter
Extra Effect
Novice Restoration
Apprentice Restoration
Adept Restoration
Expert Restoration
Regeneration
Recovery 2/2
Respite
Necromage
Shield Wall 5/5
Deflect Arrows
Elemental Protection
Block Runner
Quick Reflexes
Juggernaut 1/5
Well Fitted
Tower of Strength
Fists of Steel
Cushioned
Conditioning
Armsman 5/5
Fighting Stance
Savage Strike
Steel Smithing
Arcane Blacksmith
Alchemist 5/5
Physician
Benefactor
| Spell | Level | Description |
|---|---|---|
| Candlelight | Novice | Creates a hovering light that lasts for 60 seconds |
| Detect Life | Adept | Nearby living creatures, but not undead, machines or Daedra, can be seen through walls |
| Telekinesis | Adept | Can pull an object to you from distance. Add it to your inventory or throw it |
| Waterbreathing | Adept | Can breathe under water for 60 seconds. Stand in water and cast to level Alteration. |
Talk to the Steward in Dragonsreach to get a quest to investigate an assassination attemp on the Jarl. After reading the buiness ledger at Arcadia's Cauldron go the Whiterun Stables and on the body of a stablehand is a Detect Life sepllbook. This can be used to level Alteration. Cast this with both hands Until your magicka has run out as this will generate twice as much XP. Then your magicka has a chance to regenerate and repeat again.
| Spell | Level | Description |
|---|---|---|
| Conjure Familiar | Novice | Summons a Familiar for 60 seconds wherever the caster is pointing. |
Conjuring a Familiar to tank enemies for you may make the game easier at the start but it’s doesn’t really fit with the build. Bretons get this spell at the start of the game.
| Spell | Level | Description |
|---|---|---|
| Flames | Novice | A gout of fire that does 8 points per second. Targets on fire take extra damage |
| Mara's Wrath | Expert | For 30 seconds, opponents in melee range take 16 points fire damage per second. Undead up to level 26 flee for 30 seconds. |
| Unbounded Storms | Expert | Targets in melee range take 40 shock damage per second to Health, and half that to Magicka. Random lightning strikes deal an additional 30 damage. |
Go to Hob's Fall Cave to get all the spell books from Arcane Accessories. I would do this when you have good magic resistance and spell absorption. Then cast Unbounded Storms and fast travel to level Destruction. Mara's Wrath is very effective against undead and using a fortify destruction potion before casting it significantly increases the radius.
| Spell | Level | Description |
|---|---|---|
| Courage | Novice | Target won't flee for 60 seconds, and gets some extra health and stamina. |
Courage can be use to level Illusion but it's not needed in the build.
| Spell | Level | Description |
|---|---|---|
| Healing | Novice | Heals the caster 10 points per second |
| Fast Healing | Apprentice | Heals caster by 50 points |
| Healing Hands | Apprentice | Heals the target 10 points per second, but not undead, atronachs or machines |
| Close Wounds | Adept | Heals caster by 100 points |
| Circle of Protection | Expert | Undead up to level 20 entering the circle will flee |
| Grand Healing | Expert | Heals everyone close to the caster 200 points. Does not affect atronachs, machines or undead |
Healing spells are used more in the early game but are used for out of combat heals in the end game.
The effects listed below are based upon 100 Enchanting skill, all the enchanting perks in the build and with a set of enchanted crafting gear. Read my guide on making crafting gear if you are not familiar with it.
| Item | Enchantment | Effect |
|---|---|---|
| Head | Fortify Destruction | Destruction spells cost 46% less to cast |
| Fortify Restoration | Restoration spells cost 46% less to cast | |
| Body | Fortify Health | Increases Health by 115 points |
| Fortify Restoration & Magicka Regen | Restoration spells cost 28% less to cast. Magicka regenerates 10% faster | |
| Feet | Fortify One-handed | One-handed weapons do 75% more damage |
| Fortify Stamina | Increases your Stamina by 115 points | |
| Hands | Fortify Block | Block 75% more damage with your shield |
| Fortify Magicka | Magicka is increased by 115 points | |
| Amulet of Mara | Fortify Restoration | Restoration spells cost 10% less to cast |
| Warlock's Ring | Spell Ward | While blocking, creates a ward that protects against spells for up 25 points |
| Health Regeneration | Regenerate health 30% faster | |
| Fast | You move 5% faster | |
| Dawnguard Rune Axe | Sun Damage | Does 0 - 100 additional damage to undead |
The sun damage on the Dawnguard Rune Axe is initially 0 but rises to 10 for every 10 undead killed up to 100. The weapon enchantment description shows your current count of undead kills. The sun damage has a small area of effect so multiple undead can be affected by the sun damage.
With the Sallowed Regent Black Book the magnitude of all enchantments can be increased. Please note that Black Books can only be used on Solstheim.
The magnitude of the enchantments can be further increased by equipping 4 pieces of Azhidal's gear.
| Ingredients | Glowing Mushroom, Nightshade & Wheat | |
|---|---|---|
| Effects | Fortify Destruction | Destruction spells are 213% stronger for 60 seconds |
| Fortify Health | Health is increased by 170 points for 60 seconds | |
All the glowing mushrooms you need are in the secret lab at the farm. Nightshade can be gathering in Whiterun at the halls of the dead and in front of Arcadia’s Cauldron. Wheat is found at the farms outside Whiterun.
| Ingredients | Bleeding Crown, Dragon's Tongue & Tundra Cotton | |
|---|---|---|
| Effects | Fortify Block | Blocking absorbs 170% more damage for 60 seconds |
| Resist Magic | Resists 43% of magic for 60 seconds | |
| Fortify Barter | You haggle for 43% better prices for 30 seconds | |
All 6 Bleeding Crown can be found in Reachwater Rock. There’s 3 Dragon’s Tongue outside Arcadia’s Cauldron in Whilerun and they are numerous in Solitude or at Kynesgrove to the south of Windhelm. Tundra Cotton can be found in Whiterun and the surrounding areas.
| Ingredients | Dreugh Wax/Stoneflower Petals & Snowberries | |
|---|---|---|
| Effects | Fortify Enchanting | 85% stronger for 30 seconds |
Dreugh Wax and Stoneflower Petals are only available from Khajiit caravans. Some travel between Whiterun and Markarth. Snowberries are abundant near Windhelm.
| Ingredients | Dreugh Wax/Gold Kanet & Glowing Mushrooms | |
|---|---|---|
| Effects | Fortify Smithing | 213% stronger for 30 seconds |
Dreugh Wax and Gold Kanet are only available from Khajiit caravans. Some travel between Whiterun and Markarth. Glowing Mushrooms are in Falmer caves.
For more information on getting to and setting up your farm read my guide.
| Ingredient | Qty | Harvest | Green Thumbs |
|---|---|---|---|
| Glowing Mushrooms (5) | 7 | 35 + 7 = 42 | 70 + 7 = 77 |
| Bleeding Crown (3) | 6 | 18 + 6 = 24 | 36 + 6 = 42 |
| Dragon's Tongue (4) | 5 | 20 + 5 = 25 | 40 + 5 = 45 |
| Wheat (4) | 9 | 36 + 9 = 45 | 72 + 9 = 81 |
| Ingredient | Qty | Harvest | Green Thumbs |
|---|---|---|---|
| Nightshade(3) | 11 | 33 + 11 = 44 | 66 + 11 = 77 |
| Ingredient | Qty | Harvest | Green Thumbs |
|---|---|---|---|
| Tundra Cotton (3) | 6 | 18 + 6 = 24 | 36 + 6 = 44 |