5E [Guide] Blades of Justice: The 5e Paladin guide

Old Lancer

Visitor
Protection from Evil and Good protects against more than Celestials, Fiends, and Undead in 5e. Its effects also cover aberrations, elementals, and fey which makes it useful in a wider amount of scenarios than how you've described it. This impacts Devotion's 15th level feature as well as the spell's normal rating.
 

Gavin O.

Visitor
Added oath of the crown, and changes the rating on protection from evil and good to reflect the fact that it covers more creature types than I thought.
 

Gladius Legis

Adventurer
About Moonbeam, a 5 ft. radius = 10 ft. diameter. As in the AoE will actually be 10 feet across. So it can actually catch more than one enemy, although they'll have to be clustered right next to each other.
 
A few things. 1st: You forgot the Triton race, which is actually a decent Paladin due to increases to STR, CON, and CHA.
There are a few other things to note about various spells: Shield of Faith is concentration, so while good I don't think it's great. The spells Divine Favor and Branding Smite might not seem all that great, but they are better then you think because they do not have the word "melee" in the spell description-- meaning you could use both spells with a ranged weapon (such as a javelin). Also, most things outside of casters that can turn invisible fall under the effects of Divine Sense.

Also, there is NOTHING on the base Paladin features. You mention them in the descriptions for other things, but you do not list them, and mention how to use them/why they are good.
 
Why does nobody ever realize that Oath of Crown's Turn the Tide can also be used in a similar manner to the Fighter's Second Wind at the beginning of a short rest, healing EVERYONE for around the level of a hit dice, at no cost to you? (unless the rest is interrupted, at which point those extra hit points across the board could still be a lifesaver). This makes it a little higher tier, in my opinion.
 
Great guide, thanks for putting it up! I'm starting my first paladin character, and this was very helpful!

I was confused about one thing you said, though...this about the Conquest Paladin: "Oath Spells A solid list with some great control options. Command, Hold Person, Fear, even Dominate Person. The rest of your spells aren’t anything remarkable"

I found it odd, because it was actually one of the other Oath Spells that attracted me to the conquest paladin in the first place - Spiritual Weapon. Maybe it's just me, but hitting 5th level and going from one attack per round to basically 3 attacks per round sounded pretty boss. And it's not even concentration, so you can still cast Divine Favor, or maintain a smite spell until it triggers (or take a 1-level Hexblade dip at 6th level, and get the Hex spell's damage 3x/turn).

You didn't even list it in the oath spells section. Why isn't this more exciting to you (and maybe everybody else out there who's actually played paladins before)? Maybe you're right, but I thought it looked like a good way to use my bonus action.
 
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Yunru

Visitor
Great guide, thanks for putting it up! I'm starting my first paladin character, and this was very helpful!

I was confused about one thing you said, though...this about the Conquest Paladin: "Oath Spells A solid list with some great control options. Command, Hold Person, Fear, even Dominate Person. The rest of your spells aren’t anything remarkable"

I found it odd, because it was actually one of the other Oath Spells that attracted me to the conquest paladin in the first place - Spiritual Weapon. Maybe it's just me, but hitting 5th level and going from one attack per round to basically 3 attacks per round sounded pretty boss. And it's not even concentration, so you can still cast Divine Favor, or maintain a smite spell until it triggers (or take a 1-level Hexblade dip at 6th level, and get the Hex spell's damage 3x/turn).

You didn't even list it in the oath spells section. Why isn't this more exciting to you (and maybe everybody else out there who's actually played paladins before)? Maybe you're right, but I thought it looked like a good way to use my bonus action.
Because it's not a new option, it's something already on the paladin's list.
 
Thanks again for your great guide, and putting in the time to make helpful content for less experienced players (like me)!
 
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Gavin O.

Visitor
Added a section on Paladin features, added Oathbreaker, corrected some errors, started a section on magic items, revised the starter build to be strength-based and changed the race to Dragonborn. More builds will be added, and I plan to reformat the guide and sort out the sections once Guildmaster's guide to Ravnica is released.
 
Currently my favorite paladin build (and you never hardly mentioned the things that make it unique even in isolation). It is a strength based paladin that dual wields short swords, I take the defensive fighting style. I try to start with 16 str 16 cha and then I boost charisma instead of strength (15 str 16 cha is acceptable too) In the important fights smite does the majority of my damage. I can be nearly any race. I can do any oath I want. I do great NOVA damage, have super high saves and very good social skills.

Don't get me wrong, polearm master with a strength build does better damage but as much better as it as at damage the charisma version will be better at control spells, better at the more important out of combat social skills, better at saving throws and if we compare apples to apples by looking at him as a variant human he can take the inspiring leader feat with that huge charisma to throw tons of temp hp around to the party (probably more important to you and your parties combat success than you doing more damage with polearm master).

Also IMO Paladins get too many goodies from levels 1-11 to slow down progression by multiclassing before then.
 

Gavin O.

Visitor
Added Wayfinder's Guide to Ebberon material, rearranged the guide, and started on some sample builds.

The addition of the Double Scimitar and the Revenant blade feat have improved the elf subraces significantly. If your DM allows the double scimitar, it's pretty much your weapon of choice, getting a free Polearm Master attack makes up for the smaller damage dice, and the Revenant Blade feat improves the weapon further, adding +1 AC, Finesse, and an extra d4 damage to the bonus action attack in addition to giving you +1 Strength or Dex.

The Warforged is also one of the best Paladin races thanks to Integrated Protection and good Paladin stats.
 

Yunru

Visitor
Revenant Blade's kinda... "eh."
Namely because if you want to use the finesse property you have to be sucky for the first 3 levels.
 

Gavin O.

Visitor
Revenant Blade's kinda... "eh."
Namely because if you want to use the finesse property you have to be sucky for the first 3 levels.
For the first three levels you could use a Rapier+Shield, and all you're losing compared to a normal rapier build is the bonus from your Fighting Style. You could also dual wield shortswords or similar.
 
Level 2:

Oath of Conquest
[/COLOR]Hold Person Good of you have melee allies, mediocre if you don't
Spiritual Weapon No concentration, bonus action attacks for 1d8+Cha damage, compatible with Divine Smite (and later Improved Divine Smite). It's incredible.



The guide states that Spiritual weapon is compatible with Divine Smite and later Improved Divine Smite. What is that statement based on?
As far as I'm aware both Divine Smite and Improved Divine Smite state they are related to melee weapon attacks and spiritual weapon stats that it is a melee spell attack. Rules wise, those are different things.

"when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target,"

"Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage."

"When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon."

Happy to be proven wrong though.
 

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