D&D 5E Paladin Archetypes... *meh*

DND_Reborn

The High Aldwin
I've been reviewing the paladin archetype and their features all seem sort of blah. We homebrewed an Oath of Protection that I like, but I realize maybe I am underestimating them?

Any experienced paladin-players that could support the strength of current archetypes?
 

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Oofta

Legend
In all seriousness, I think the oaths are decent and better than what we had before. As much fun as I had playing paladins in previous editions, there was a certain sameness to them.

So I'm not sure what I would change, they feel fairly distinct to me. The paladins I've played with seemed quite powerful. Can you give any more specifics, or is it just general?
 

Kobold Stew

Last Guy in the Airlock
Supporter
I would say the core of the paladin experience is in the Class features, and not in the archetype.
  • smites
  • aura of protection
  • lay on hands.

The Oaths give you
  • some new channel divinity options at 3
  • something at 7, which can be another aura.
  • (extra spells, which are not a factor I focus on)

When I've been looking at paladins, it's really only the 7th-level power that is a factor in choosing an oath (for me; I haven't played at levels 15+). The oath is generally unimportant.
 

DND_Reborn

The High Aldwin
In all seriousness, I think the oaths are decent and better than what we had before. As much fun as I had playing paladins in previous editions, there was a certain sameness to them.

So I'm not sure what I would change, they feel fairly distinct to me. The paladins I've played with seemed quite powerful. Can you give any more specifics, or is it just general?

Well, perhaps it was by design. The paladin class is arguably a powerful one even without archetype features added. It is just that in reviewing the archetypes, no one at our table has ever found any of them to be compelling for their character--it is almost a "why bother, these all suck" attitude. Compared to archetypes from other classes, they seem severely uninspired.
 

Kobold Stew

Last Guy in the Airlock
Supporter
I agree.

The most distinctive subclass so far was the UA version of the Oath of Redemption, which gave two further things at third level:
1. a higher AC when unarmored.
2. an ability when using a non-optimal weapon (bludgeoning simple, IIRC , so club or mace).

They stepped back from that when they published it in XGTE, though.
 

DND_Reborn

The High Aldwin
For comparison, here is the Oath of Protection we use. It borrows a bunch from other stuff, but a bit of original stuff, too.

paladinoath.png
 

Shiroiken

Legend
I feel that the primary difference in the Oaths is more role-play than mechanical. The difference in benefits is fairly minimal, unless playing a specific kind of game (although I know the Oath of Vengence Vow of Enmity ability is popular with Great Weapon Master users). My group has a fondness for Oath of Conquest, playing a LN or LE bringer of order.
 



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