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[Guide] Blades of Justice: The 5e Paladin guide
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<blockquote data-quote="Gavin O." data-source="post: 7459553" data-attributes="member: 6941440"><p><span style="color: #000000"><strong>Oath of Devotion</strong></span></p><p><span style="color: #000000"><strong></strong>This oath is designed to be the all-around option, and at that it's mostly a success. You get one ability purely focused on dealing more damage, and the rest is largely defensive. The oath spells are nothing special and the later abilities are lacking. </span></p><p><strong>Oath spells</strong> Almost all of these spells are already on your spell list, but it’s nice to be able to prepare other things.</p><p><span style="color: #0000ff"><strong>Sacred </strong></span><span style="color: #00ffff"><strong>Weapon</strong></span> It takes your action to use and only lasts one minute, so it’s best used in anticipation of a fight, but the boost it gives is substantial. In the 5e world of bounded accuracy, +Cha to hit is a massive increase. If your party has good scouting and can regularly anticipate fights, this gets even better.</p><p><strong>Turn the unholy </strong> When you encounter fiends or undead, this will be great to have, but it’s not the reason you take this oath.</p><p><strong><span style="color: #0000ff">Aura of devotion</span></strong> Immunity to charm effects (which governs other things too; many spells, like suggestion, don’t work on creatures which can’t be charmed) for you and allies within 10 feet of you is very solid</p><p><span style="color: #000000"><strong>Purity of spirit</strong> </span>In 5e, protection from Evil and Good only protects from Abberations, Celestials, Elementals, Fey, Fiends and Undead. If you do end up encountering those creatures, giving them disadvantage to hit you and making yourself immune to possession (you’re already immune to both charm and fear by this point) is fine, but campaign-specific.</p><p><span style="color: #800080"><strong>Holy nimbus</strong></span> ten points of automatic damage per round is okay, but I was hoping for something more at level 20. </p><p> </p><p><span style="color: #0000ff"><strong>Oath of the Ancients</strong></span></p><p><span style="color: #0000ff"><strong></strong></span><span style="color: #000000">This is one of the more defensive oath options, with abilities that help you and your party resist damage, and oath spells aimed at providing control and AOE damage. You won't be hitting the high damage numbers of vengeance, but you'll be keeping yourself and your party alive longer. </span></p><p><strong><span style="color: #0000ff">Oath Spells</span></strong> Some great options here, none of which are already on the Paladin spell list. Ensnaring strike is good, Misty Step is good, Moonbeam and Ice Storm provide you with AOE if you need it.</p><p><strong><span style="color: #800080">Nature’s Wrath </span></strong>Compared to a grapple + shove, this adds 5 feet of range and allows you to keep both hands free, but you can’t control the target’s movement and you give them a save rather than a contested ability check. It’s alright.</p><p><strong>Turn the Faithless</strong> Great when you encounter those creature types.</p><p><strong><span style="color: #00ffff">Aura of Warding</span></strong> Resistance to the damage dealt by spells for you and allies close to you is fantastic. This is the primary feature of this subclass and is worth taking it for, in campaigns where enemy spellcasters are common.</p><p><span style="color: #800080"><strong>Undying Sentinel</strong></span> It’s the Half-orc’s Relentless Endurance. It’s a fine ability, but I was hoping for something better at level 15.</p><p><strong><span style="color: #0000ff">Elder Champion</span></strong> Regeneration, bonus Action cast time on all your spells, plus you impose disadvantage on the enemy’s saves. This is even better in games that don’t allow multiclassing.</p><p> </p><p><strong><span style="color: #00ffff">Oath of Vengeance </span></strong></p><p><strong><span style="color: #00ffff"></span></strong><span style="color: #000000">This oath is heavily focused on dealing high damage to a single target, and it's one of the best at what it does. The Spells and abilities are all focused on bringing down a single, powerful foe. It's weak against hordes, even by Paladin standards. </span></p><p><strong><span style="color: #00ffff">Oath Spells</span></strong> You get some excellent additions. Hunter’s Mark, Misty Step, and Haste are all great, and none of them are on the Paladin's default list. </p><p><strong>Abjure Enemy</strong> A solid lockdown ability that removes a target from the fight for one minute. Would likely see more use if your other channel divinity option wasn’t also great at dealing with a single target.</p><p><strong><span style="color: #00ffff">Vow of Enmity </span></strong>Bonus Action to activate, and it gives you ten rounds of advantage against a single enemy. Save this for the Boss encounter and you’ll shred through the boss’ HP.</p><p><strong><span style="color: #0000ff">Relentless Avenger</span></strong> Extra mobility when you hit an OA, works great with Sentinel and especially <strong><span style="color: #00ffff">Polearm Master</span></strong>. </p><p><strong><span style="color: #0000ff">Soul of Vengeance </span></strong><span style="color: #000000">Free reaction attacks against your vow of enmity target. Very solid. </span></p><p><span style="color: #000000"></span><strong><span style="color: #0000ff">Avenging Angel </span></strong>Flight is great, the aura of fear is good (only one saving throw), and it gives you advantage. </p><p></p><p> </p><p><strong><span style="color: #0000ff">Oa</span><span style="color: #0000ff">th of Conquest</span><span style="color: #00ffff"></span></strong></p><p><strong><span style="color: #00ffff"></span></strong><span style="color: #000000">The oath of Conquest is one of the more synergistic oaths, with many of its spells and abilities working well together. The centerpiece of this Oath is Aura of Conquest, and once you get that plus the Fear spell, this oath improves from good to great. This also also one of the better oaths for dealing with a traditional weakness of the Paladin, which is horde battles/encounters with many weak enemies. </span></p><p><span style="color: #00ffff"><strong>Oath Spells</strong></span> A solid list with some great control options. Command, Hold Person, Fear, even Dominate Person. You also get exclusive access to the incredible Spiritual Weapon. </p><p><span style="color: #0000ff"><strong>Conquering</strong></span><span style="color: #00ffff"><strong> Presence</strong></span> Frightened is a very strong effect, giving targets you hit disadvantage on attack rolls and the inability to approach you. This ability provides some level of crowd control which Paladins otherwise lack. Once you get <span style="color: #000000">Aura of Conquest</span><span style="color: #000000">, this becomes even better. </span></p><p><span style="color: #0000ff"><strong>Guided Strike</strong></span> +10 to hit will virtually guarantee you land your attack, but it does only work once. Improves if you have some other effect that you can apply on a hit, maybe you multiclassed Fighter and have Combat Superiority manuevers. </p><p><span style="color: #0000ff"><strong>Aura of </strong></span><span style="color: #00ffff"><strong>Conquest </strong></span>This requires some investment into spells and abilities that can apply the frightened status, but the payoff is quite high. Psychic damage every round and preventing the target from moving. Once you hit level 9 and grab the fear spell, this gets<span style="color: #00ffff"> <strong>even better</strong></span>. </p><p><strong>Scornful Rebuke</strong> at 15th level, dealing 5 damage to a creature who hits you with an attack isn't that exciting, though it does add up. </p><p><strong><span style="color: #00ffff">Invincible Conqueror</span></strong> Resistance to all damage, an extra attack per turn, and 19-20 crits. Phenomenal. </p><p> </p><p><strong><span style="color: #800080">Oath of Redemption</span></strong></p><p>If your DM makes you play a pacifist control caster to qualify for this oath, you’re better off playing a wizard. Even if not, I’m not sold on this oath’s power. While you get access to some great spells, the abilities are lacking. </p><p><strong><span style="color: #0000ff">Oath spells</span></strong> while you get some solid control options at higher levels, your list is mostly inferior until level 9.</p><p><strong>Emissary of peace </strong>+5 to persuasion for ten minutes. This is entirely campaign dependent, this could be a feature worth taking this subclass for in a political campaign with next to no combat, or it could go unused in a dungeon crawl campaign.</p><p><span style="color: #800080"><strong>Rebuke the violent </strong></span>The effect is only damage, it requires your reaction, it only applies to one attack (and so gets worse as your enemies get multiple attacks), and it offers a save for half damage.</p><p><span style="color: #800080"><strong>Aura of the guardian </strong></span>Its short range, it requires your reaction to use (so once per round maximum) and it doesn't allow you to resist the damage. Not sold.</p><p><strong>Protective Spirit</strong> 1d6+7 Healed per round is solid, but it doesn't heal you past half. </p><p><strong>Emissary of redemption</strong> Resistance to all damage from creatures, and whenever they hit you they take half. Would be great if it didn't break if you cast a spell on it, or if it came earlier than level 20.</p><p></p><p><strong>Oath of the crown</strong></p><p>Sort of halfway between the oaths of Devotion and Redemption, This oath falls short to me. It has some fine defensive and control features, but the main selling point, and the only thing in my opinion that drags this oath out of being the worst, is exclusive access to Spirit Guardians as an oath spell. </p><p><strong><span style="color: #00ffff">Oath Spells</span> </strong>This oath boasts unique access to the phenomenal <strong><span style="color: #00ffff">Spirit Guardians</span></strong>, which puts it far ahead of any other oath as far as AOE damage is concerned. Aside from that, the spells aren't anything noteworthy, though you get some good option </p><p><strong>Champion Challenge</strong>. 30 foot AOE, and any target who fails their save can't move more than 30 feet away from you. Note that it doesn't require you to attack them to keep the effect, so you could hide inside an Olituke's Resilient Sphere while your allies take your enemies out from range. Without such tricks, this isn't that great. </p><p><strong><span style="color: #0000ff">Turn </span><span style="color: #800080">the</span> <span style="color: #800080">Tide</span></strong> I've never really been a fan of healing effect that only work on creatures below half health. This has another problem too: it doesn't scale at all. At level 3, when you get it, an average of 6.5 points of healing is pretty good. At level 10 and beyond, an average 8.5 points of healing is pretty bad. This does always hold value as a way to bring an unconscious ally back. </p><p><strong><span style="color: #ff0000">Divine Allegiance</span></strong> Remember how I said the oath of redemption's aura had short range? Well here's an identical effect that has half as much range, and doesn't improve in range at level 18. It still has the problem of needing your reaction every round. </p><p><strong><span style="color: #0000ff">Unyielding Spirit</span></strong> Advantage on saves against two debilitating conditions is solid. </p><p><span style="color: #0000ff"><strong>Exalted Champion</strong></span> A strong defensive feature. Lasts an hour, grants you damage resistance and your whole party Wisdom and Death save advantage.</p><p></p><p><span style="color: #0000ff"><strong>Oathbreaker</strong></span></p><p>The evil paladin build, you must consult with your DM before playing this, and it's banned in most sanctioned events. Mechanics-wise, this is similar to the paladin of Conquest, with its most notable feature being a unique aura that powers up friendly undead and fiends. </p><p><strong>Oath Spells</strong> You get some good options, notably Animate Dead to synergize with your Aura of Hate, Bestow Curse and Dominate Person are also good, but you get quite a few useless spells. </p><p><span style="color: #0000ff"><strong>Control Undead</strong></span> It's narrow, but the effect is extremely powerful. Target any one undead and if they fail one save, they're yours for 24 hours. This doesn't work on a creature with CR greater than your paladin level, but if you're primarily Paladin, your level will increase faster than the CR of monsters you face. If you don't face undead very often, this become substantially worse. </p><p><span style="color: #0000ff"><strong>Dreadful Aspect</strong></span> Identical to the oath of conquest's conquering presence, you don't get synergy with aura of conquest, but this is still a fine power. </p><p><span style="color: #0000ff"><strong>Aura of</strong></span> <span style="color: #00ffff"><strong>Hate </strong></span>If this just affects you, it's still not bad, giving +3 to +5 to melee damage. If you have some undead backing you up, either that you created from Animate Dead or that you've taken control of, this gets even better. Notably, this also combines extremely well with the necromancy wizard's Undead Thralls ability, but I wouldn't reccomend going Paladin/Wizard outside of a campaign where you already start at level 10+. </p><p><span style="color: #00ffff"><strong>Supernatural Resistance</strong></span> Resistance to nonmagical slashing, piercing, and bludgeoning damage is extremely strong, most monsters aren't set up to bypass this resistance. </p><p><span style="color: #0000ff"><strong>Dread Lord</strong></span> Aside from your channel divinity, you don't have many great ways to cause a creature to be frightened of you, so you won't often be triggering the 4d10 psychic damage. Giving enemies disadvantage to hit you (which, depending on your interpretation of "rely on sight", also bypasses things like blindsight/true sight) is great, and a bonus action attack every round that deals 3d10+Cha damage is also solid. All in all, a solid capstone.</p></blockquote><p></p>
[QUOTE="Gavin O., post: 7459553, member: 6941440"] [COLOR=#000000][B]Oath of Devotion [/B]This oath is designed to be the all-around option, and at that it's mostly a success. You get one ability purely focused on dealing more damage, and the rest is largely defensive. The oath spells are nothing special and the later abilities are lacking. [/COLOR] [B]Oath spells[/B] Almost all of these spells are already on your spell list, but it’s nice to be able to prepare other things. [COLOR=#0000ff][B]Sacred [/B][/COLOR][COLOR=#00ffff][B]Weapon[/B][/COLOR] It takes your action to use and only lasts one minute, so it’s best used in anticipation of a fight, but the boost it gives is substantial. In the 5e world of bounded accuracy, +Cha to hit is a massive increase. If your party has good scouting and can regularly anticipate fights, this gets even better. [B]Turn the unholy [/B] When you encounter fiends or undead, this will be great to have, but it’s not the reason you take this oath. [B][COLOR=#0000ff]Aura of devotion[/COLOR][/B] Immunity to charm effects (which governs other things too; many spells, like suggestion, don’t work on creatures which can’t be charmed) for you and allies within 10 feet of you is very solid [COLOR=#000000][B]Purity of spirit[/B] [/COLOR]In 5e, protection from Evil and Good only protects from Abberations, Celestials, Elementals, Fey, Fiends and Undead. If you do end up encountering those creatures, giving them disadvantage to hit you and making yourself immune to possession (you’re already immune to both charm and fear by this point) is fine, but campaign-specific. [COLOR=#800080][B]Holy nimbus[/B][/COLOR] ten points of automatic damage per round is okay, but I was hoping for something more at level 20. [COLOR=#0000ff][B]Oath of the Ancients [/B][/COLOR][COLOR=#000000]This is one of the more defensive oath options, with abilities that help you and your party resist damage, and oath spells aimed at providing control and AOE damage. You won't be hitting the high damage numbers of vengeance, but you'll be keeping yourself and your party alive longer. [/COLOR] [B][COLOR=#0000ff]Oath Spells[/COLOR][/B] Some great options here, none of which are already on the Paladin spell list. Ensnaring strike is good, Misty Step is good, Moonbeam and Ice Storm provide you with AOE if you need it. [B][COLOR=#800080]Nature’s Wrath [/COLOR][/B]Compared to a grapple + shove, this adds 5 feet of range and allows you to keep both hands free, but you can’t control the target’s movement and you give them a save rather than a contested ability check. It’s alright. [B]Turn the Faithless[/B] Great when you encounter those creature types. [B][COLOR=#00ffff]Aura of Warding[/COLOR][/B] Resistance to the damage dealt by spells for you and allies close to you is fantastic. This is the primary feature of this subclass and is worth taking it for, in campaigns where enemy spellcasters are common. [COLOR=#800080][B]Undying Sentinel[/B][/COLOR] It’s the Half-orc’s Relentless Endurance. It’s a fine ability, but I was hoping for something better at level 15. [B][COLOR=#0000ff]Elder Champion[/COLOR][/B] Regeneration, bonus Action cast time on all your spells, plus you impose disadvantage on the enemy’s saves. This is even better in games that don’t allow multiclassing. [B][COLOR=#00ffff]Oath of Vengeance [/COLOR][/B][COLOR=#000000]This oath is heavily focused on dealing high damage to a single target, and it's one of the best at what it does. The Spells and abilities are all focused on bringing down a single, powerful foe. It's weak against hordes, even by Paladin standards. [/COLOR] [B][COLOR=#00ffff]Oath Spells[/COLOR][/B] You get some excellent additions. Hunter’s Mark, Misty Step, and Haste are all great, and none of them are on the Paladin's default list. [B]Abjure Enemy[/B] A solid lockdown ability that removes a target from the fight for one minute. Would likely see more use if your other channel divinity option wasn’t also great at dealing with a single target. [B][COLOR=#00ffff]Vow of Enmity [/COLOR][/B]Bonus Action to activate, and it gives you ten rounds of advantage against a single enemy. Save this for the Boss encounter and you’ll shred through the boss’ HP. [B][COLOR=#0000ff]Relentless Avenger[/COLOR][/B] Extra mobility when you hit an OA, works great with Sentinel and especially [B][COLOR=#00ffff]Polearm Master[/COLOR][/B]. [B][COLOR=#0000ff]Soul of Vengeance [/COLOR][/B][COLOR=#000000]Free reaction attacks against your vow of enmity target. Very solid. [/COLOR][B][COLOR=#0000ff]Avenging Angel [/COLOR][/B]Flight is great, the aura of fear is good (only one saving throw), and it gives you advantage. [B][COLOR=#0000ff]Oa[/COLOR][COLOR=#0000ff]th of Conquest[/COLOR][COLOR=#00ffff] [/COLOR][/B][COLOR=#000000]The oath of Conquest is one of the more synergistic oaths, with many of its spells and abilities working well together. The centerpiece of this Oath is Aura of Conquest, and once you get that plus the Fear spell, this oath improves from good to great. This also also one of the better oaths for dealing with a traditional weakness of the Paladin, which is horde battles/encounters with many weak enemies. [/COLOR] [COLOR=#00ffff][B]Oath Spells[/B][/COLOR] A solid list with some great control options. Command, Hold Person, Fear, even Dominate Person. You also get exclusive access to the incredible Spiritual Weapon. [COLOR=#0000ff][B]Conquering[/B][/COLOR][COLOR=#00ffff][B] Presence[/B][/COLOR] Frightened is a very strong effect, giving targets you hit disadvantage on attack rolls and the inability to approach you. This ability provides some level of crowd control which Paladins otherwise lack. Once you get [COLOR=#000000]Aura of Conquest[/COLOR][COLOR=#000000], this becomes even better. [/COLOR] [COLOR=#0000ff][B]Guided Strike[/B][/COLOR] +10 to hit will virtually guarantee you land your attack, but it does only work once. Improves if you have some other effect that you can apply on a hit, maybe you multiclassed Fighter and have Combat Superiority manuevers. [COLOR=#0000ff][B]Aura of [/B][/COLOR][COLOR=#00ffff][B]Conquest [/B][/COLOR]This requires some investment into spells and abilities that can apply the frightened status, but the payoff is quite high. Psychic damage every round and preventing the target from moving. Once you hit level 9 and grab the fear spell, this gets[COLOR=#00ffff] [B]even better[/B][/COLOR]. [B]Scornful Rebuke[/B] at 15th level, dealing 5 damage to a creature who hits you with an attack isn't that exciting, though it does add up. [B][COLOR=#00ffff]Invincible Conqueror[/COLOR][/B] Resistance to all damage, an extra attack per turn, and 19-20 crits. Phenomenal. [B][COLOR=#800080]Oath of Redemption[/COLOR][/B] If your DM makes you play a pacifist control caster to qualify for this oath, you’re better off playing a wizard. Even if not, I’m not sold on this oath’s power. While you get access to some great spells, the abilities are lacking. [B][COLOR=#0000ff]Oath spells[/COLOR][/B] while you get some solid control options at higher levels, your list is mostly inferior until level 9. [B]Emissary of peace [/B]+5 to persuasion for ten minutes. This is entirely campaign dependent, this could be a feature worth taking this subclass for in a political campaign with next to no combat, or it could go unused in a dungeon crawl campaign. [COLOR=#800080][B]Rebuke the violent [/B][/COLOR]The effect is only damage, it requires your reaction, it only applies to one attack (and so gets worse as your enemies get multiple attacks), and it offers a save for half damage. [COLOR=#800080][B]Aura of the guardian [/B][/COLOR]Its short range, it requires your reaction to use (so once per round maximum) and it doesn't allow you to resist the damage. Not sold. [B]Protective Spirit[/B] 1d6+7 Healed per round is solid, but it doesn't heal you past half. [B]Emissary of redemption[/B] Resistance to all damage from creatures, and whenever they hit you they take half. Would be great if it didn't break if you cast a spell on it, or if it came earlier than level 20. [B]Oath of the crown[/B] Sort of halfway between the oaths of Devotion and Redemption, This oath falls short to me. It has some fine defensive and control features, but the main selling point, and the only thing in my opinion that drags this oath out of being the worst, is exclusive access to Spirit Guardians as an oath spell. [B][COLOR=#00ffff]Oath Spells[/COLOR] [/B]This oath boasts unique access to the phenomenal [B][COLOR=#00ffff]Spirit Guardians[/COLOR][/B], which puts it far ahead of any other oath as far as AOE damage is concerned. Aside from that, the spells aren't anything noteworthy, though you get some good option [B]Champion Challenge[/B]. 30 foot AOE, and any target who fails their save can't move more than 30 feet away from you. Note that it doesn't require you to attack them to keep the effect, so you could hide inside an Olituke's Resilient Sphere while your allies take your enemies out from range. Without such tricks, this isn't that great. [B][COLOR=#0000ff]Turn [/COLOR][COLOR=#800080]the[/COLOR] [COLOR=#800080]Tide[/COLOR][/B] I've never really been a fan of healing effect that only work on creatures below half health. This has another problem too: it doesn't scale at all. At level 3, when you get it, an average of 6.5 points of healing is pretty good. At level 10 and beyond, an average 8.5 points of healing is pretty bad. This does always hold value as a way to bring an unconscious ally back. [B][COLOR=#ff0000]Divine Allegiance[/COLOR][/B] Remember how I said the oath of redemption's aura had short range? Well here's an identical effect that has half as much range, and doesn't improve in range at level 18. It still has the problem of needing your reaction every round. [B][COLOR=#0000ff]Unyielding Spirit[/COLOR][/B] Advantage on saves against two debilitating conditions is solid. [COLOR=#0000ff][B]Exalted Champion[/B][/COLOR] A strong defensive feature. Lasts an hour, grants you damage resistance and your whole party Wisdom and Death save advantage. [COLOR=#0000ff][B]Oathbreaker[/B][/COLOR] The evil paladin build, you must consult with your DM before playing this, and it's banned in most sanctioned events. Mechanics-wise, this is similar to the paladin of Conquest, with its most notable feature being a unique aura that powers up friendly undead and fiends. [B]Oath Spells[/B] You get some good options, notably Animate Dead to synergize with your Aura of Hate, Bestow Curse and Dominate Person are also good, but you get quite a few useless spells. [COLOR=#0000ff][B]Control Undead[/B][/COLOR] It's narrow, but the effect is extremely powerful. Target any one undead and if they fail one save, they're yours for 24 hours. This doesn't work on a creature with CR greater than your paladin level, but if you're primarily Paladin, your level will increase faster than the CR of monsters you face. If you don't face undead very often, this become substantially worse. [COLOR=#0000ff][B]Dreadful Aspect[/B][/COLOR] Identical to the oath of conquest's conquering presence, you don't get synergy with aura of conquest, but this is still a fine power. [COLOR=#0000ff][B]Aura of[/B][/COLOR] [COLOR=#00ffff][B]Hate [/B][/COLOR]If this just affects you, it's still not bad, giving +3 to +5 to melee damage. If you have some undead backing you up, either that you created from Animate Dead or that you've taken control of, this gets even better. Notably, this also combines extremely well with the necromancy wizard's Undead Thralls ability, but I wouldn't reccomend going Paladin/Wizard outside of a campaign where you already start at level 10+. [COLOR=#00ffff][B]Supernatural Resistance[/B][/COLOR] Resistance to nonmagical slashing, piercing, and bludgeoning damage is extremely strong, most monsters aren't set up to bypass this resistance. [COLOR=#0000ff][B]Dread Lord[/B][/COLOR] Aside from your channel divinity, you don't have many great ways to cause a creature to be frightened of you, so you won't often be triggering the 4d10 psychic damage. Giving enemies disadvantage to hit you (which, depending on your interpretation of "rely on sight", also bypasses things like blindsight/true sight) is great, and a bonus action attack every round that deals 3d10+Cha damage is also solid. All in all, a solid capstone. [/QUOTE]
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[Guide] Blades of Justice: The 5e Paladin guide
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