D&D 5E [GUIDE] My Word Is My Sword: The Paladin Guide

VII. Equipment

The basics (STR-based):

  • Heavy armor (starting with chain at Lv. 1 typically, moving to plate as soon as can afford)
  • Shield (if going one-handed + shield)
  • Longsword, battleaxe or warhammer (if going one-handed + shield); glaive or halberd (if going Polearm Master); greatsword or maul (if going two-handed but not Polearm Master); 2 shortswords, scimitars or handaxes (if dual-wielding)
  • Javelins OR longbow
  • Holy symbol, for material component casting needs (on shield if using one; as an amulet if not)


The basics (DEX-based):

  • Studded leather armor
  • Shield (if going one-handed + shield)
  • Rapier (if going one-handed + shield); 2 shortswords or scimitars (if dual-wielding)
  • Longbow
  • Holy symbol (on shield if using one; as an amulet if not)


Noteworthy magic items

Remember that a character can only be attuned to three magic items at one time. If an item requires attunement, it will be noted, along with other important properties like rarity and types of armor/weapon.


Weapon +1/+2/+3: Uncommon/rare/very rare. In practice, the humble basic magic weapon will be your best option in a lot of cases. A weapon that gives a bonus to hit and damage will do more for your DPR figures than most other fancier magic weapons that do not have such bonuses (especially the hit bonus). That it doesn’t require attunement is an added plus.
Sunblade: Rare; Longsword; Attunement. It’s literally a lightsaber! It’s nominally a longsword, but it’s finesse, making it fair game for a DEX-attacker to use. +2 to hit and damage, plus 1d8 extra damage vs. undead.
Holy Avenger: Legendary; Any Sword; Attunement. Typically considered the Paladin class’ ultimate weapon, and it’s certainly worthy of that designation this go-around. +3 attack and damage, MASSIVE extra radiant damage against fiends and undead (+2d10), and the most meaningful benefit of the strong Circle of Power spell (the advantage on saves vs. spells and magic effects) as a constant effect for you and all allies in aura range. And the fact it can be ANY sword means that nearly all builds of the class can get theirs (rapier for DEX, greatsword for two-handers, longsword for most others). Only Polearm Masters seem to get left out (unless your DM counts the glaive as a sword?).

Shield +1/+2/+3: Uncommon/rare/very rare. More AC from your shield is good. Not requiring attunement is even better.
Armor +1/+2/+3: Rare/very rare/legendary; Any armor. The basic magic armor is as good as anything, straight plusses to AC being the most universally useful benefit. It doesn’t require attunement, either, leaving a slot open for something else.
Dwarven Plate: Very rare; Plate only. +2 to AC and reduction to forced movement, with no attunement required. Great if you get a set.

Amulet of Health: Rare; Attunement. Sets CON to 19. Good for you, as you’re not likely to boost your CON that high naturally.

Belt of Giant Strength: Rare/very rare/legendary; Attunement. Depending on the type of giant it’s based on, sets your STR from anywhere between 21 and 29. Definitely your overall preferred type of belt to wear, and should definitely be one of your three attuned items as soon as you get one. For STR-Paladins, this means you may be able to delay a natural 20 STR in favor of a 20 CHA or a feat you really, really want. For DEX-Paladins, consider this a boost to attack and damage rolls with more weapon options opened up to you.
 
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VIII. Multiclassing

Basics to remember:


  • You need to meet the attribute prerequisites of ALL your planned classes, including your initial class. So, to multiclass as a Paladin, you’ll always need at least STR 13 and CHA 13, in addition to the prerequisite of any other classes you want. Making it a little more difficult for Paladins to multiclass and limiting their class options.
  • Multiple instances of Extra Attack do not stack. Want three attacks? Take 11 Fighter levels. It’s the only way.
  • You do NOT get proficiency in heavy armor if you start as another class and multiclass into Paladin.
  • Ability Score Increases, and by extension feats, are considered class features at set levels like everything else. Which means in many cases, you may fall short of the five expected of most single-class characters’ progression. Sometimes being an ASI/feat short may be worth it, but more often it may not be. Being two or more ASI/feats short is almost never worth it. Consider the tradeoffs carefully, in any event.
  • You NEVER get the saving throw proficiencies of your new class. If you want another class’ save proficiencies to start, then you need to start as a member of that class.


Strive for 5:

A general look at all the classes will show you that the class’ 5th level is where a MASSIVE power jump occurs, particularly offensively. Warrior-type classes get their Extra Attack at that level. Full spellcaster classes get 3rd-level spells, the first real powerful level of spells. For Rogues, that’s when Sneak Attack really starts taking off. While all classes have their other major and significant levels, Lv. 5 is the first and most important of them all.

Ergo, if you’re going for a multiclass build of any sort, your first goal is to hit Lv. 5 in one class ASAP, likely your major. Pretty much without exception. Which means if you’re starting and majoring as a Paladin, you want to be a Paladin 5 and get Extra Attack before you even think of branching out.

If you started as Lv. 1 in another class (which does have its merits for some builds, notably Fighter and Rogue dips), then you need to take your next 5 levels in the Paladin class. Getting to Lv. 5 one level behind is probably tolerable, at worst you limit yourself to just one level of inadequacy. Falling two or more levels behind in that department, on the other hand, is a terrible idea.

Example of above: If dipping Fighter, starting as a Fighter gets automatic CON save proficiency without giving up anything else. That’s great! But your next 5 levels should be all Paladin. You’ll get Extra Attack at character Lv. 6, then, which is a level late, but probably tolerable for most. As tempting as Action Surge looks at Fighter 2, hold off on it until you took your 5 vital Paladin levels. (After all, Action Surge works much better with Extra Attack in play, anyway.)


What you give up:

When planning a multiclass build for the long term, all the way to Lv. 20, it’s important to look at your primary class’ last few features, counting backwards from Lv. 20, and compare them to the levels from your secondary class(es)’ to see if it’s a build worth pursuing.

  • Lv. 20 Paladin for Lv. 1 dip: You give up your Oath-based capstone power (and less significantly one spell preparation). Typically, the Oath capstone is fairly strong, but usually not a gamebreaker, so there are several cases in which a Lv. 1 dip of a class might be a fair trade for giving that up.
  • Lv. 19 Paladin for Lv. 2 dip: You give up your last ASI or feat and one 5th-level spell slot (if you don’t multiclass with another caster). That is pretty significant. You want to make sure that what you gain at Lv. 2 (or Lv. 3 if you’re going further in your dip) is worth this sacrifice. Fighter’s Action Surge? Yeah, I’d say that’s worth it. The Sorcerer’s Lv. 2? Not worth it unless you’re going for the real prize at Lv. 3. The Monk’s Lv. 2? Not worth it at all.
  • Lv. 18 Paladin for Lv. 3 dip: You give up your Auras’ expansions from 10 feet to 30 feet. That’s a pretty strong ability from a tactical standpoint, so you want to make sure that your dip’s Lv. 3 is at least competitive with that, or otherwise results in a strong central build concept.
  • Lv. 17 Paladin for Lv. 4 dip: Well, if you want to get back to your maximum number of ASIs/feats, here you go. Unfortunately, the price you pay for that is 5th-level Paladin spells, a few of which are pretty strong. It’s up to you to decide whether such a trade is worth it.
  • Lv. 16 Paladin for Lv. 5 dip: You give up another ASI/feat, knocking you back to one less than the maximum. This is not a level you want to give up lightly. Remember that Extra Attack from another class does not stack. And while a full caster’s 3rd-level spell list might look good, it’s probably not enough to consider taking Lv. 5 in that class unless you’re going for something else a few more levels into that class. Thus, if you’re going to stop at a Lv. 5 dip, that class needs to have a particularly appealing feature beyond a new spell level or Extra Attack (ex: Bard’s Font of Inspiration); otherwise, don’t bother.
  • Lv. 15 Paladin for Lv. 6 dip: You give up a 4th-level spell slot (if you don’t multiclass with another caster), which can hurt. You also give up your Oath’s Lv. 15 feature. For Devotion and Ancients Paladins, that’s solid but not a total gamechanger. For Vengeance, it’s pretty significant. For Oathbreakers, it’s very significant. In any case, you’ll want to make sure that Lv. 6 feature you’re chasing is worth the trade, or any levels beyond that are worth pursuing.
  • Lv. 14 Paladin for Lv. 7 dip: You give up Cleansing Touch. Not a hard sacrifice if you find the other class’ Lv. 7 gains attractive. (Warlock 7 is particularly appealing.)


Multiclass options:

Barbarian: A real mixed bag. CON-save proficiency if you start as a Barbarian is nice, as is Reckless Attack, but most Rage benefits require you to not be in heavy armor (and thus indirectly make you more MAD since you’ll need more DEX than most STR-based Paladins are willing to get). It can be an interesting choice, but in terms of pure functionality you’re better off dipping Fighter if anything at all.

  • Lv. 1: All of Rage’s key benefits require you to not be in heavy armor, and at this level you only get two of them per day. Eh.
  • Lv. 2: Reckless Attack’s advantage is great, though you’ll be quite vulnerable after you use it, with not enough Rages per day to justify putting yourself in that kind of danger consistently. Advantage on initiative is neat.
  • Lv. 3: Bear Totem’s resistance to all damage does work in heavy armor, so that’s good. (If you started as a Barbarian, however, you don’t have heavy armor proficiency … oops). You do get one more Rage per day, too.

Bard: Perfectly compatible stats qualifying-wise and spellcasting-wise (CHA 13), making this a solid MC option. You get an extra skill of your choice when entering this, too, along with some extra spellcasting and leader-type stuff. Cantrips and spell list overall not quite as good as the Sorcerer or Warlock, though, so it’s a bit behind those.

  • Lv. 1: A couple cantrips and four Bard spells known, which you can go nuts with since they use CHA just like you, and CHA-mod uses of Bardic Inspiration per day. A good dip level, though not as potent as the Sorcerer or Warlock.
  • Lv. 2: Jack of All Trades is a nice boost to your non-proficient skills (and initiative!), and Song of Rest is pretty good. You also end up one spellcaster “level” ahead of a straight Paladin of the same level.
  • Lv. 3: Expertise in two skills plus Bard College. Typically you go Lore for Cutting Words, which works well if you’re playing a Defender role to penalize an enemy’s attack roll as a reaction with your Inspiration dice.
  • Lv. 5: Your Inspiration uses all become short-rest recharge. Particularly nice if you have Cutting Words, although at this point you gave up 5th-level Paladin spells.

Cleric: Appropriate thematically and potentially effective, just mind the fact you need a WIS 13, so you'll be a bit more MAD than usual. And you'll want to pick a Domain with as few WIS-reliant features and spells as possible. (Life is particularly good here.)

  • Lv. 1: Life gives ALL of your healing spells, not just Cleric ones, a nice power-up independent of your WIS score. This is ESPECIALLY grand with Aura of Vitality, with the bonus being applied each time the healing kicks in! Having Bless always on tap as a domain spell is also pretty sweet. As for your two cantrips, Guidance obviously, and then probably either Light or Mending.
  • Lv. 6: Channel Divinity twice per short rest, a pretty good reward for dipping into Cleric this far.

Druid: Same WIS 13 requirement as the Cleric, and not nearly the rewards for the extra MAD. Avoid.

Fighter: If you plan a multi here, it’s pretty much strictly better to start as a Fighter. You give up no armor proficiencies by doing so, and you’d get Constitution as a save proficiency, the best “common” save to get. (That said, it wouldn’t hurt to take Resilient (WIS) later, anyway.) Easy as cake to enter with STR 13 prerequisite.

  • Lv. 1: A Fighting Style (Defense actually is a good pick if you’re going to get two styles), and Second Wind. Pretty decent, if all you wanted was to start as a Fighter for the CON proficiency.
  • Lv. 2: Action Surge, the premier nova ability. An extra action means double the number of attacks you can add Smites to, if there’s ever a fight where you just need to go ham.
  • Lv. 3: A few good picks for the Fighter archetype here. Battle Master with Riposte and Precision Attack maneuvers. Champion if you’re Oath of Vengeance and want to critfish for double-damage Smites. Eldritch Knight if you want cantrips, Shield, Absorb Elements and Find Familiar. Cavalier (XGTE) for extra skill, marking and STR-based punishment and a decent mounted ribbon that plays nice with Find Steed. Samurai (XGTE) for a turn of on-demand advantage when you Action Surge and an extra skill.

Monk: Uh, hells no. You’d need 13s in STR, DEX, WIS and CHA to even attempt this. And you get in return a Martial Arts ability that only works without armor and shield, and if you go for a few more levels, not enough ki to do anything worthwhile.

Ranger: Same ultra-MADness problem as the Monk makes this multiclass prohibitive for most. Unlike Monk, however, at least dipping Ranger has some things going for it that Paladins can use. Plus Ranger levels at least recoup spell slots that would otherwise be lost.

  • Lv. 1: Go further, or don’t bother.
  • Lv. 2: Another Fighting Style (probably Defense, though Two-Weapon Fighting is available for you dual-wielders), and some nice spell options. Absorb Elements (XGTE) and Goodberry come to mind. Or Hunter’s Mark if you’re not Vengeance.
  • Lv. 3: Gloom Stalker (XGTE) gives an extra attack on your first turn of combat, which is perfect for an alpha strike turn where you want to pour out Divine Smite damage.

Rogue: A little MAD, seeing as you still need to have STR and CHA at 13 while going for that score in DEX, too. But for a DEX-Paladin, a 3-level dip here can be quite effective, going either for Assassin and its auto-crits to guarantee doubling of Divine Smite damage, or Swashbuckler (SCAG) for its enhanced dual-wielding capability and mobility. There’s points to starting as either Paladin or Rogue here, so you could go either way. If you start as a Paladin you get WIS save proficiency, which is better than DEX since WIS deals with nastier conditions on the whole. On the other hand, starting as a Rogue gets you a net gain of one full skill proficiency and also free Thieves’ Tools proficiency.

  • Lv. 3: Either Assassin for the tasty nova potential from the auto-crits doubling Divine Smite, or Swashbuckler for the dual-wielding mobility, CHA bonus to initiative and face-to-face applications of Sneak Attack. If you go the Assassin route, you’ll want to get Stealth proficiency and Expertise, obviously, and also the Alert feat, for sure, since beating enemy initiative consistently is required for Assassinate to work its magic.

Sorcerer: One of the best Paladin MC options, complete with perfectly compatible casting stat. Aside from the cantrips and spells, the big draw is Font of Magic and Metamagic, which can either get you some extra spell slots or enhance your spellcasting economy when you need it most. If you're going DEX-based Paladin, definitely start Lv. 1 as a Sorcerer, since you'll get Constitution save proficiency that way and the loss of heavy armor isn't an issue in that case. For a STR-based build, the Lv. 1 choice might be more difficult.

  • Lv. 1: Four cantrips (the most of any caster class at 1st level) and two 1st-level spells. You’ll definitely want at least one ranged cantrip (either Ray of Frost or Fire Bolt). As for 1st-level spells, Shield and Absorb Elements (XGTE) are terrific (but if you’re sword-and-board you WILL need War Caster for those). If you do have to take War Caster, Booming Blade and/or Green-Flame Blade become good cantrip options. As for Origin, Divine Soul (XGTE) is easily the new darling for a dip, with the ability to pick Cleric spells (including cantrips, hello Guidance) and also gain a free known spell with your Affinity. (Free Bless if you go Law!) And also get a 2d4 buff per short rest to an attack or save.
  • Lv. 2: Go to Lv. 3 or don't bother.
  • Lv. 3: The big prize of two Metamagic options. You’ll want Quickened Spell for sure, since turning a 1 action buffing spell into a bonus action is huge in the right battle. For your second choice, I can see either going for Heightened Spell (a particularly nice one for smite spells with an effect that requires a save) or Twinned Spell (whenever you need to tag two creatures with a single-target spell).

Warlock: Another top Paladin MC option, and like the Sorcerer, CHA-casting for perfect compatibility. You can even use the short-rest recharge spell slots to power your Divine Smite, letting you Smite a lot more often, potentially (even if not for quite as much damage). NOTE: The“paladin spell slot” part of Divine Smite was confirmed to be a misprint soon after the initial PHB release, and was reflected as such in both the June 2015 errata and later PHB print runs.

  • Lv. 1: A first-level Patron feature, a couple of cantrips (ahem, Eldritch Blast) you can go nuts with since it uses CHA just like your own spells, and one short-rest spell slot all make for a terrific one-level dip. And then there’s the annoyingly, instantly ubiquitous Hexblade (XGTE), which lets you make all you attacks and weapon damage key off CHA, reducing your MAD at the cost of the Warlock level. (Some DMs may make you justify that Hexblade choice roleplay-wise against your Oath, however …)
  • Lv. 2: Your first pair of invocations. If you took Eldritch Blast, definitely take Agonizing Blast as one of them. Devil’s Sight is another good one. You also get your second Warlock spell slot for more short-rest recharge Smiting.
  • Lv. 3: Your Pact Boon. Tome is the most effective, overall, getting you three cantrips from any spell list (even opening up the possibility of CHA-based attacks if you take Shillelagh). Your spell slots also become 2nd-level, making your rechargeable Smites stronger.
  • Lv. 7: 4th-level Warlock spell slots, putting your short-rest Smites at maximum power. Still allows room for 4th-level Paladin spells at the end.

Wizard: Most Paladins shouldn’t even think about it. One interesting exception involves Paladins who plan to break their Oath, but they’d have to go all the way to Lv. 6 in this class (and still invest a 13 in what is usually their dump stat).

  • Lv. 6: School of Necromancy for Undead Thralls. The big prize for Oathbreakers, with the beefy extra hit points and damage on all undead you create. Combined with Aura of Hate, your undead army will be especially nasty.
 
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X. Builds and Combos


Starting with the classical, iconic Paladin. Goes sword-and-shield and works out to be a natural party leader up front. Being a Variant Human, has room for both Resilient (CON) to maintain the key buffing spells in the thick of combat and one other feat for the toolbox, while still reaching a 20 in both Strength and Charisma.

(This particular build takes Inspiring Leader, but if there’s another high-Charisma character such as a Bard who takes it instead, you can easily replace that with Sentinel to be that much more a front-line defender, or alternatively Shield Master if your DM rules it in a way that makes it worth taking.)

Race: Human (Variant)
Background: Soldier
Alignment: LG

Proficient Skills: Persuasion (CHA), Insight (WIS), Athletics (STR), Intimidation (CHA), Perception (WIS)
Proficient Tools: Gaming Set (one), Vehicles (Land)

Armor: Chain mail (Lv. 1) -> Plate (as soon as can afford it), Shield
Weapon: Longsword, javelins
Other: Holy Symbol (emblem on shield)

Point buy array: 15, 15, 13, 10, 10, 8

Attributes and feats:
Lv. 1: STR 16, DEX 10, CON 13, INT 8, WIS 10, CHA 16, Inspiring Leader
Lv. 4: STR 18, DEX 10, CON 13, INT 8, WIS 10, CHA 16, Inspiring Leader
Lv. 8: STR 18, DEX 10, CON 14, INT 8, WIS 10, CHA 16, Inspiring Leader, Resilient (CON)
Lv. 12: STR 20, DEX 10, CON 14, INT 8, WIS 10, CHA 16, Inspiring Leader, Resilient (CON)
Lv. 16: STR 20, DEX 10, CON 14, INT 8, WIS 10, CHA 18, Inspiring Leader, Resilient (CON)
Lv. 19: STR 20, DEX 10, CON 14, INT 8, WIS 10, CHA 20, Inspiring Leader, Resilient (CON)

Fighting Style (Lv. 2): Dueling

Typically prepared spells (at Lv. 20, 15 + 10 Oath spells):
1st level: Bless, Command, Wrathful Smite, Divine Favor, Cure Wounds (Oath: Sanctuary, Protection from Evil and Good)
2nd level: Find Steed, Aid (Oath: Lesser Restoration, Zone of Truth)
3rd level: Aura of Vitality, Revivify, Blinding Smite, Crusader’s Mantle (Oath: Dispel Magic, Beacon of Hope)
4th level: Banishment, Death Ward (Oath: Freedom of Movement, Guardian of Faith)
5th level: Destructive Wave, Banishing Smite (Oath: Commune, Flame Strike)

Half-Elf is a little trickier if you’re working with point buy. Usually you’ll end up with a 12 on a quaternary stat. Which isn’t necessarily bad, though. Regardless, you can only take one feat if you still wish to have STR and CHA at 20.

This particular build foregoes Resilient (CON); Ancients is the Oath that seems to be the least reliant on Concentration checks, overall.

Race: Half-Elf (Skill Versatility)
Background: Outlander
Alignment: NG

Proficient Skills: Persuasion (CHA), Insight (WIS), Athletics (STR), Survival (WIS), Perception (WIS), Intimidation (CHA)
Proficient Tools: Musical Instrument (one)

Armor: Chain mail (Lv. 1) -> Plate (as soon as can afford it), Shield
Weapon: Longsword, javelins
Other: Holy Symbol (emblem on shield)

Point buy array: 15, 14, 13, 12, 10, 8

Attributes and feats:
Lv. 1: STR 16, DEX 12, CON 14, INT 8, WIS 10, CHA 16
Lv. 4: STR 16, DEX 12, CON 14, INT 8, WIS 10, CHA 16, Sentinel
Lv. 8: STR 18, DEX 12, CON 14, INT 8, WIS 10, CHA 16, Sentinel
Lv. 12: STR 20, DEX 12, CON 14, INT 8, WIS 10, CHA 16, Sentinel
Lv. 16: STR 20, DEX 12, CON 14, INT 8, WIS 10, CHA 18, Sentinel
Lv. 19: STR 20, DEX 12, CON 14, INT 8, WIS 10, CHA 20, Sentinel

Fighting Style (Lv. 2): Dueling

Typically prepared spells (at Lv. 20, 15 + 10 Oath spells):
1st level: Bless, Command, Wrathful Smite, Divine Favor (Oath: Ensnaring Strike, Speak with Animals)
2nd level: Find Steed, Aid, Lesser Restoration (Oath: Moonbeam, Misty Step)
3rd level: Aura of Vitality, Revivify, Blinding Smite, Crusader’s Mantle (Oath: Plant Growth, Protection from Energy)
4th level: Banishment, Death Ward (Oath: Ice Storm, Stoneskin)
5th level: Destructive Wave, Banishing Smite (Oath: Commune with Nature, Tree Stride)

Big weapon, nasty crits, much pain. The preferred modus operandi of any Oath of Vengeance Paladin. Plus Resilient (CON) by Lv. 8 so he can be ready to play with Haste the level after.

Unfortunately, there’s pretty much no way with point buy for a Half-Orc to avoid an odd stat toward the end if they want any sort of a good Charisma. At least they’ll benefit from a +2 CON modifier their whole career?

Race: Half-Orc
Background: Far Traveler
Alignment: N

Proficient Skills: Athletics (STR), Persuasion (CHA), Perception (WIS), Insight (WIS), Intimidation (CHA)
Proficient Tools: Musical Instrument OR Gaming Set (one)

Armor: Chain mail (Lv. 1) -> Plate (as soon as can afford it)
Weapon: Greatsword OR maul, javelins
Other: Holy Symbol (amulet)

Point buy array: 15, 15, 13, 10, 10, 8

Attributes and feats:
Lv. 1: STR 17, DEX 10, CON 14, INT 8, WIS 10, CHA 15
Lv. 4: STR 17, DEX 10, CON 14, INT 8, WIS 10, CHA 15, Great Weapon Master
Lv. 8: STR 17, DEX 10, CON 15, INT 8, WIS 10, CHA 15, Great Weapon Master, Resilient (CON)
Lv. 12: STR 18, DEX 10, CON 15, INT 8, WIS 10, CHA 16, Great Weapon Master, Resilient (CON)
Lv. 16: STR 20, DEX 10, CON 15, INT 8, WIS 10, CHA 16, Great Weapon Master, Resilient (CON)
Lv. 19: STR 20, DEX 10, CON 15, INT 8, WIS 10, CHA 18, Great Weapon Master, Resilient (CON)

Fighting Style (Lv. 2): Great Weapon Fighting

Typically prepared spells (at Lv. 20, 14 + 10 Oath spells):
1st level: Bless, Command, Wrathful Smite, Divine Favor (Oath: Bane, Hunter’s Mark)
2nd level: Find Steed, Aid, Branding Smite (Oath: Hold Person, Misty Step)
3rd level: Aura of Vitality, Revivify, Blinding Smite, Crusader’s Mantle (Oath: Haste, Protection from Energy)
4th level: Death Ward (Oath: Banishment, Dimension Door)
5th level: Destructive Wave, Banishing Smite (Oath: Hold Monster, Scrying)

Here it is, the most damaging representative of the Paladin class. Extremely feat intensive, to the point that only a Variant Human should attempt it, but the damage it puts out is delicious once all the pieces are in place. Needs to get Polearm Master, Great Weapon Master and Resilient (CON) by Lv. 8 (hence, again, Variant Human).

This build shoves in Sentinel at the end to exert control in addition to its massive destructive power, but if you feel getting that isn’t really worth it at Lv. 19, you can just as well take Charisma to 18.

Race: Human (Variant)
Background: Soldier
Alignment: LN

Proficient Skills: Persuasion (CHA), Insight (WIS), Athletics (STR), Intimidation (CHA), Perception (WIS)
Proficient Tools: Gaming Set (one), Vehicles (Land)

Armor: Chain mail (Lv. 1) -> Plate (as soon as can afford it)
Weapon: Glaive OR halberd, javelins
Other: Holy Symbol (amulet)

Point buy array: 15, 15, 13, 10, 10, 8

Attributes and feats:
Lv. 1: STR 16, DEX 10, CON 13, INT 8, WIS 10, CHA 16, Polearm Master
Lv. 4: STR 16, DEX 10, CON 13, INT 8, WIS 10, CHA 16, Polearm Master, Great Weapon Master
Lv. 8: STR 16, DEX 10, CON 14, INT 8, WIS 10, CHA 16, Polearm Master, Great Weapon Master, Resilient (CON)
Lv. 12: STR 18, DEX 10, CON 14, INT 8, WIS 10, CHA 16, Polearm Master, Great Weapon Master, Resilient (CON)
Lv. 16: STR 20, DEX 10, CON 14, INT 8, WIS 10, CHA 16, Polearm Master, Great Weapon Master, Resilient (CON)
Lv. 19: STR 20, DEX 10, CON 14, INT 8, WIS 10, CHA 16, Polearm Master, Great Weapon Master, Resilient (CON), Sentinel

Fighting Style (Lv. 2)
: Great Weapon Fighting

Typically prepared spells (at Lv. 20, 13 + 10 Oath spells):
1st level: Bless, Command, Wrathful Smite, Divine Favor (Oath: Bane, Hunter’s Mark)
2nd level: Find Steed, Aid (Oath: Hold Person, Misty Step)
3rd level: Aura of Vitality, Revivify, Blinding Smite, Crusader’s Mantle (Oath: Haste, Protection from Energy)
4th level: Death Ward (Oath: Banishment, Dimension Door)
5th level: Destructive Wave, Banishing Smite (Oath: Hold Monster, Scrying)

Turning his back on the divine admonition of both his race and his Oath, this evil Paladin takes full advantage of Aura of Hate with his dual-wielding prowess. Has turned to piracy for a living. Maxed-out Charisma is a must for this build.

Despite the Fallen Aasimar having a STR bonus, this Oathbreaker prefers to attack with DEX. It helps that DEX builds can dump STR entirely, which is not true vice-versa.

Race: Aasimar (Fallen)
Background: Pirate
Alignment: NE

Proficient Skills: Intimidation (CHA), Athletics (STR), Perception (WIS), Acrobatics (DEX) (free pick)
Proficient Tools: Navigator’s Tools, Vehicles (Water)

Armor: Studded leather
Weapon: Shortswords OR scimitars (x2), longbow
Other: Holy Symbol (amulet)

Point buy array: 15, 15, 14, 10, 8, 8

Attributes and feats:
Lv. 1: STR 9, DEX 15, CON 14, INT 8, WIS 10, CHA 17
Lv. 4: STR 9, DEX 16, CON 14, INT 8, WIS 10, CHA 18
Lv. 8: STR 9, DEX 18, CON 14, INT 8, WIS 10, CHA 18
Lv. 12: STR 9, DEX 20, CON 14, INT 8, WIS 10, CHA 18
Lv. 16: STR 9, DEX 20, CON 14, INT 8, WIS 10, CHA 20
Lv. 19: STR 9, DEX 20, CON 14, INT 8, WIS 10, CHA 20, Defensive Duelist

Fighting Style (Lv. 2)
: Defense

Typically prepared spells (at Lv. 20, 15 + 10 Oath spells):
1st level: Bless, Command, Wrathful Smite, Divine Favor, Cure Wounds (Oath: Hellish Rebuke, Inflict Wounds)
2nd level: Find Steed, Aid (Oath: Darkness, Crown of Madness)
3rd level: Aura of Vitality, Revivify, Blinding Smite, Crusader’s Mantle (Oath: Animate Dead, Bestow Curse)
4th level: Banishment, Death Ward (Oath: Confusion, Blight)
5th level: Destructive Wave, Banishing Smite (Oath: Dominate Person, Contagion)

A fearsome presence on the battlefield who paralyzes his enemies with an array of frightening abilities, including one unique to his race. Likes shoving enemies prone caught in his aura for maximum lockdown.

Race: Dragonborn
Background: Soldier
Alignment: LN

Proficient Skills: Athletics (STR) (class skill), Intimidation (CHA) (class skill), Perception (WIS) (via Athletics background redundancy), Insight (WIS) (via Intimidation background redundancy)
Proficient Tools: Gaming Set (one), Vehicles (Land)

Armor: Chain mail (Lv. 1) -> Plate (as soon as can afford it), Shield
Weapon: Longsword, javelins
Other: Holy Symbol (emblem on shield)

Point buy array: 15, 15, 13, 10, 10, 8

Attributes and feats:
Lv. 1: STR 17, DEX 10, CON 13, INT 8, WIS 10, CHA 16
Lv. 4: STR 18, DEX 10, CON 13, INT 8, WIS 10, CHA 16, Dragon Fear (STR)
Lv. 8: STR 18, DEX 10, CON 14, INT 8, WIS 10, CHA 16, Dragon Fear (STR), Resilient (CON)
Lv. 12: STR 18, DEX 10, CON 14, INT 8, WIS 10, CHA 18, Dragon Fear (STR), Resilient (CON)
Lv. 16: STR 18, DEX 10, CON 14, INT 8, WIS 10, CHA 20, Dragon Fear (STR), Resilient (CON)
Lv. 19: STR 20, DEX 10, CON 14, INT 8, WIS 10, CHA 20, Dragon Fear (STR), Resilient (CON)


Fighting Style (Lv. 2): Dueling

Typically prepared spells (at Lv. 20, 15 + 10 Oath spells):
1st level: Bless, Wrathful Smite, Divine Favor, Cure Wounds (Oath: Armor of Agathys, Command)
2nd level: Aid (Oath: Hold Person, Spiritual Weapon)
3rd level: Aura of Vitality, Revivify, Blinding Smite, Crusader’s Mantle (Oath: Bestow Curse, Fear)
4th level: Find Greater Steed, Banishment, Death Ward (Oath: Dominate Beast, Stoneskin)
5th level: Destructive Wave, Banishing Smite, Holy Weapon (Oath: Cloudkill, Dominate Person)

[/sblock]

[sblock=VII. Half-Elf, Oath of Redemption]

Half-Elves are cast as natural diplomats in 5e, and coincidentally the Oath of Redemption prefers diplomacy. Oh, and Half-Elves can take the Prodigy feat to be the best diplomats in the game when you consider the Channel Divinity power Emissary of Peace on top of it all.

If battle must be joined, the Oath of Redemption is more reliant on spellcasting than most and has some of the crowd control greats in its Oath Spell list. As such, Charisma is top priority and attack stat is secondary, as you should be using physical combat only after debilitating your foes or if you're running low on spell slots. Resilient (CON) is a must.

Race: Half-Elf (Skill Versatility)
Background: Courtier
Alignment: NG

Proficient Skills: Persuasion (CHA) (class skill), Insight (WIS) (class skill), Perception (WIS) (via Persuasion background redundancy), Intimidation (CHA) (via Insight background redundancy), Athletics (STR) (race), Survival (WIS) (race), Deception (CHA) (Prodigy)
Proficient Tools: None

Armor: Chain mail (Lv. 1) -> Plate (as soon as can afford it), Shield
Weapon: Longsword, Javelins
Other: Holy Symbol (emblem on shield)

Point buy array: 15, 15, 13, 10, 10, 8

Attributes and feats:
Lv. 1: STR 16, DEX 10, CON 14, INT 8, WIS 10, CHA 17
Lv. 4: STR 16, DEX 10, CON 15, INT 8, WIS 10, CHA 18
Lv. 8: STR 16, DEX 10, CON 16, INT 8, WIS 10, CHA 18, Resilient (CON)
Lv. 12: STR 16, DEX 10, CON 16, INT 8, WIS 10, CHA 18, Resilient (CON), Prodigy (Expertise Persuasion)
Lv. 16: STR 16, DEX 10, CON 16, INT 8, WIS 10, CHA 20, Resilient (CON), Prodigy (Expertise Persuasion)
Lv. 19: STR 16, DEX 10, CON 16, INT 8, WIS 10, CHA 20, Resilient (CON), Prodigy (Expertise Persuasion), Inspiring Leader

Fighting Style (Lv. 2)
: Defense

Typically prepared spells (at Lv. 20, 15 + 10 Oath spells):
1st level: Bless, Command, Wrathful Smite, Divine Favor (Oath: Sanctuary, Sleep)
2nd level: Aid, Lesser Restoration (Oath: Calm Emotions, Hold Person)
3rd level: Aura of Vitality, Revivify, Blinding Smite, Crusader’s Mantle (Oath: Counterspell, Hypnotic Pattern)
4th level: Banishment, Death Ward, Find Greater Steed (Oath: Otiluke’s Resilient Sphere, Stoneskin)
5th level: Destructive Wave, Banishing Smite (Oath: Hold Monster, Wall of Force)
 
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Coyote81

First Post
I'm actually disappoitned that you put Minotaur below the Shifters. I believe most people find the Shifters to be some of the worst since you can only shift so often, and without shifting they are severely lacking. Minotaur's racial actions are rather good and useful on a combat character like a paladin.
 

I'm actually disappoitned that you put Minotaur below the Shifters. I believe most people find the Shifters to be some of the worst since you can only shift so often, and without shifting they are severely lacking. Minotaur's racial actions are rather good and useful on a combat character like a paladin.

The Minotaur's only real big thing is the horns, a weapon that isn't compatible with many Fighting Styles and feats. The only real special action with those horns worth mentioning is the Charger-type attack after a Dash. (Which I'll at least concede is a bit more useful on a Paladin than other classes, since you can Smite.) The shove feature doesn't let you shove prone, which makes it highly situational at best.

Shifters also have Darkvision; Minotaurs don't.
 

slaughterj

Explorer
"Protection from Poison: 1 action; V,S. With Lay on Hands in play, I can't really see preparing this one too often."

Lay on Hands cures damage from poison or neutralizes a poison afterward, and takes an action to use. Protection from Poison will help you with saves and resistance on the front end, as well as neutralize a poison, and can be cast in advance and last for an hour for the save advantage and damage resistance, so it is quite useful for when going into a fight with a Green Dragon or other known poisonous foe. And practically speaking, there are very few useful second level spells for Paladins to take, so it is not so bad.
 

slaughterj

Explorer
I see no mention of the Magic Initiate feat, but it is a great way to get a ranged attack by picking Warlock and getting Eldritch Blast, plus take the once a day use of Hex for added damage.
 

mellored

Legend
"Protection from Poison: 1 action; V,S. With Lay on Hands in play, I can't really see preparing this one too often."

Lay on Hands cures damage from poison or neutralizes a poison afterward, and takes an action to use. Protection from Poison will help you with saves and resistance on the front end, as well as neutralize a poison, and can be cast in advance and last for an hour for the save advantage and damage resistance, so it is quite useful for when going into a fight with a Green Dragon or other known poisonous foe. And practically speaking, there are very few useful second level spells for Paladins to take, so it is not so bad.
Paladins can switch spells. So if you know your fighting a green dragon, then yes, you can prepare it for the day, but your likely going to drop it for the next.


And i agree that magic initiate (Eldirch blast, hex) is a pretty solid feat for paladins. They can use the ranged attack.
 

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