Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Oathbound The Paladin Guide
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Zardnaar" data-source="post: 6704004" data-attributes="member: 6716779"><p>III. Oaths</p><p>Oaths are such a defining part of a Paladin that they get their own section. The choice of Oath you make at Lv. 3 will greatly affect the way your character not only plays, but their outlook and world view.</p><p> </p><p>Oath of Devotion: This is the "Classical Lawful Good Paladin" Oath, with an overall balance between offense and defense mechanically. And something to be especially thankful for is the way the tenets are written; they essentially nip the "Lawful Stupid" trope right in the bud. For example, Courage includes the admonition "caution is wise," so, no, don't go charging ahead at that Ancient Red Dragon to your doom. Compassion, likewise, "Show mercy to your foes, but temper it with wisdom," because some enemies just might be too dangerous to leave alive (but give them a swift and clean death; do not torture). And Duty's, "obey those who have just authority over you," so if you can prove that someone's authority is not just then you have no obligation to follow their word.</p><p> </p><p>Sacred Weapon: Lv. 3, Channel Divinity (1 total/short rest). An action to add your CHA-modifier to attack rolls for a minute (10 rounds). Does not require Concentration to maintain (thus stacks with any other buffs) and does not count as a spell (which means you can cast a swift spell in the same round). Since it’s an action to activate, you’ll want to use this power a round or two before you anticipate the start of combat for best results. A very good ability for that climactic fight during that part of the day.</p><p>Turn the Unholy: Lv. 3, Channel Divinity (1 total/short rest). The classical Paladin's Turn Undead ability, with the additional twist of turning fiends as well. Can't destroy them the way a Cleric does Undead, but making them run away is still pretty good. This one is definitely best used against a horde of such enemy types; obviously situational, but considering your class' overall weakness against hordes in general you take what you can get there.</p><p>Oath Spells (overall rating): Lv. 3. This Oath has four spells already on the Paladin list, by far the most in that category, making it gain the lowest rating among the Oaths by default. It does have a couple of really nice additions, however, namely Sanctuary and Freedom of Movement.</p><p>Aura of Devotion: Lv. 7. Straight-up immunity to charms, and the ability to spread it to allies within aura range. Don't have to explain why this is fantastic, do I?</p><p>Purity of Spirit: Lv. 15. Basically, this means aberrations, fiends, undead, fey, elementals and celestials will always attack you at disadvantage (and less importantly, they can't possess you). The benefits of this will definitely be felt against hordes of weaker enemies of these types. On the other hand, high-CR bosses of these creature types will often have high enough attack bonuses to make disadvantage not such a big deal to them — unless you’re wearing +X armor/shield of some sort.</p><p>Holy Nimbus: Lv. 20 (1/day). You’re only going to bust this capstone out in a fight involving multiple enemies, or better still a horde, in which case you can rack up the damage figures round-to-round with the auto damage out to 30 feet. Does not count as a spell, so feel free to cast a swift spell on the same turn.</p><p> </p><p>Oath of the Ancients: This nature-themed Oath is most closely mapped to the Neutral Good alignment and even works in character with a Chaotic Good alignment. In quite a few ways, it evokes the spirit of the AD&D Ranger (which, if you recall, also required any Good alignment, but at least allowed Lawful, Neutral and Chaotic Good). Mechanically, this Oath is the most defensively inclined of the three, particularly against damaging magic. It's also easily the best Oath at dealing with hordes.</p><p> </p><p>Nature's Wrath: Lv. 3, Channel Divinity (1 total/short rest). An action to restrain an enemy within 10 feet. Requires a save to work, and does allow the enemy to try to save after every turn. Restraining is pretty nice, however, since it makes the enemy yield advantage to you and all your allies.</p><p>Turn the Faithless: Lv. 3, Channel Divinity (1 total/short rest). Like Devotion's Turn the Unholy, except replace the undead with fey (still turns fiends, too). Again, best used against hordes of those creature types, and at least gives you a situational anti-horde tool.</p><p>Oath Spells (overall rating): Lv. 3. None of the spells on your list are stock Paladin spells, and there are definitely some quality additions from this Oath, such as Ensnaring Strike, Misty Step, Moonbeam, Protection from Energy, Ice Storm, Stoneskin and Tree Stride. Moonbeam and Ice Storm, in particular, are viable anti-horde tools that no other Paladin gets.</p><p>Aura of Warding: Lv. 7. Cuts all magic damage against you and allies in your aura in half! Too good.</p><p>Undying Sentinel: Lv. 15. Once-per-day ability to stay upright at 1 hit point when you would be KO-ed, plus anti-aging stuff. Fair enough.</p><p>Elder Champion: Lv. 20 (1/day). This capstone essentially works out as a way to get regeneration for the battle and start it off with a control spell that’s harder to resist thanks to the disadvantage on the saving throws. Takes the action to cast, and then use the bonus action you gain that first round to cast your spell.</p><p> </p><p>Oath of Vengeance: Mapped mostly to the Neutral and Lawful Neutral alignments, you take this Oath for two reasons — (1) you like getting dirty doing your divine work, and (2) you want to be the most effective at killing and killing quickly. This Oath is easily the most offensive of the three; in fact, against one big enemy per short rest, you're among the best round-to-round damage dealers in the game. And while you don't get any real defensive options from this Oath, the core of the Paladin class has enough of those that it doesn't really matter. If you can be said to have a weakness, it's that you're even less effective in horde battles than Paladins of the other two Oaths, since you don't get any special horde-clearing abilities.</p><p> </p><p>Abjure Enemy: Lv. 3, Channel Divinity (1 total/short rest). Has its uses, the big one being potentially keeping one melee-inclined enemy out of the fight while your party deals with its buddies, then saving that enemy for last. May also be useful when you need to capture someone alive and prevent them from escaping. However, if at all possible, you’ll typically want to save your Channel Divinity use for the Vengeance Paladin’s other option.</p><p>Vow of Enmity: Lv. 3, Channel Divinity (1 total/short rest). When it's big and bad and positively needs to die, accept no substitute. This power, activated as a bonus action, gives you advantage, straight up and no strings attached, against the enemy you target. Obviously, you will ONLY use this against a boss enemy, but when you do, you have potential to be among the most damaging combatants round-to-round in the entire game.</p><p>Oath Spells (overall rating): Lv. 3. Good gods, is your list loaded. Hold Person, Misty Step, Haste, Dimension Door, Hold Monster ... all spells the default Paladin list doesn't get, and all to make you the coldest killer on the block.</p><p>Relentless Avenger: Lv. 7. Free movement after an opportunity attack helps you stay near your target ready to strike.</p><p>Soul of Vengeance: Lv. 15. An upgrade to your Vow of Enmity that makes it even more devastating, letting you make a reaction melee attack against your Vow target if they make an attack, against anyone. Even if that boss enemy has reach (likely at this level), if you ended your movement next to it and the enemy has to start its turn with you bearing down, it faces the choice between trying to get away from you (eating an Opportunity Attack if it can't teleport), attacking (eating the attack from this feature), or Disengaging (most likely not making an attack that turn). Also note the timing if it tries to attack you — since it's triggered on making an attack, and not when it hits or misses, you still get a whack in even if that attack happened to come with forced movement or inflict a condition that would've denied your ability to make reactions.</p><p>Avenging Angel: Lv. 20 (1/day). You get flight that doesn’t require concentration and can’t be dispelled. And it lasts for a full hour, unlike the other Oaths' capstones, which puts it a cut above those. The frightening aura is a nice bonus, too.</p><p></p><p>Oathbreaker (DMG): Not an actual “Oath,” but rather the path a DM may let you take if you break your Oath unrepentantly and turn entirely over to the “dark side.” Becoming a full-blown evil Oathbreaker (or what was classically referred to as an Antipaladin or Blackguard) definitely has its perks gameplay-wise, mostly geared toward offense. It even has a pretty strong anti-horde debuff as a Channel Divinity power.</p><p> </p><p>Control Undead: Lv. 3, Channel Divinity (1 total/short rest). This one can get really, really powerful as you level. Pretty much any undead creature without Legendary Resistance that’s at least 1 CR lower than your level is fair game to be controlled for an entire day. Imagine yourself at Lv. 18 in full command of a Death Knight. Good times.</p><p>Dreadful Aspect: Lv. 3, Channel Divinity (1 total/short rest). Mass frightening on everyone you choose within 30 feet of you for a full minute. Doesn’t get much better than that.</p><p>Oathbreaker Spells (overall rating): Lv. 3. Unlike the Oath lists of the more righteous, the Oathbreaker spell list is very much a mixed bag. There are some real duds on this list (Hellish Rebuke, Inflict Wounds, Crown of Madness), but on the flip side, there are also some pretty good additions (Animate Dead, Confusion).</p><p>Aura of Hate: Lv. 7. The chief offense-boosting feature of the Oathbreaker with CHA-mod damage bonus to all of your melee attacks, plus the melee attacks of any undead and fiends. This aura has some wonderful synergy involving any undead creature on which you used Control Undead, as well as some undead foot soldiers you gained with your Animate Dead Oathbreaker spell (or better still, if you have a necromancer ally providing you with an Animate Dead army). Note, however, that this aura boosts enemy undead and fiends as well, so in fights against those creature types this ability becomes a double-edged sword. Hey, being evil had to come at a price, somehow.</p><p>Supernatural Resistance: Lv. 15. Resistance to all the usual weapon damage types from nonmagical weapons. You’d be surprised at just how many monsters that protects you from, even some legendary monsters with really high CRs. That includes all dragons and even the Tarrasque.</p><p>Dread Lord: Lv. 20 (1/day). One of the better Paladin capstones with a host of nice benefits, best cast in the next round after you used your Dreadful Aspect, in which case you can rack up some pretty serious auto-damage figures. The other really nice part includes forcing disadvantage on enemies’ attacks against you and any allies, and the bonus action melee spell attack is a neat side benefit if you weren’t already attacking consistently with a bonus action.</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 6704004, member: 6716779"] III. Oaths Oaths are such a defining part of a Paladin that they get their own section. The choice of Oath you make at Lv. 3 will greatly affect the way your character not only plays, but their outlook and world view. Oath of Devotion: This is the "Classical Lawful Good Paladin" Oath, with an overall balance between offense and defense mechanically. And something to be especially thankful for is the way the tenets are written; they essentially nip the "Lawful Stupid" trope right in the bud. For example, Courage includes the admonition "caution is wise," so, no, don't go charging ahead at that Ancient Red Dragon to your doom. Compassion, likewise, "Show mercy to your foes, but temper it with wisdom," because some enemies just might be too dangerous to leave alive (but give them a swift and clean death; do not torture). And Duty's, "obey those who have just authority over you," so if you can prove that someone's authority is not just then you have no obligation to follow their word. Sacred Weapon: Lv. 3, Channel Divinity (1 total/short rest). An action to add your CHA-modifier to attack rolls for a minute (10 rounds). Does not require Concentration to maintain (thus stacks with any other buffs) and does not count as a spell (which means you can cast a swift spell in the same round). Since it’s an action to activate, you’ll want to use this power a round or two before you anticipate the start of combat for best results. A very good ability for that climactic fight during that part of the day. Turn the Unholy: Lv. 3, Channel Divinity (1 total/short rest). The classical Paladin's Turn Undead ability, with the additional twist of turning fiends as well. Can't destroy them the way a Cleric does Undead, but making them run away is still pretty good. This one is definitely best used against a horde of such enemy types; obviously situational, but considering your class' overall weakness against hordes in general you take what you can get there. Oath Spells (overall rating): Lv. 3. This Oath has four spells already on the Paladin list, by far the most in that category, making it gain the lowest rating among the Oaths by default. It does have a couple of really nice additions, however, namely Sanctuary and Freedom of Movement. Aura of Devotion: Lv. 7. Straight-up immunity to charms, and the ability to spread it to allies within aura range. Don't have to explain why this is fantastic, do I? Purity of Spirit: Lv. 15. Basically, this means aberrations, fiends, undead, fey, elementals and celestials will always attack you at disadvantage (and less importantly, they can't possess you). The benefits of this will definitely be felt against hordes of weaker enemies of these types. On the other hand, high-CR bosses of these creature types will often have high enough attack bonuses to make disadvantage not such a big deal to them — unless you’re wearing +X armor/shield of some sort. Holy Nimbus: Lv. 20 (1/day). You’re only going to bust this capstone out in a fight involving multiple enemies, or better still a horde, in which case you can rack up the damage figures round-to-round with the auto damage out to 30 feet. Does not count as a spell, so feel free to cast a swift spell on the same turn. Oath of the Ancients: This nature-themed Oath is most closely mapped to the Neutral Good alignment and even works in character with a Chaotic Good alignment. In quite a few ways, it evokes the spirit of the AD&D Ranger (which, if you recall, also required any Good alignment, but at least allowed Lawful, Neutral and Chaotic Good). Mechanically, this Oath is the most defensively inclined of the three, particularly against damaging magic. It's also easily the best Oath at dealing with hordes. Nature's Wrath: Lv. 3, Channel Divinity (1 total/short rest). An action to restrain an enemy within 10 feet. Requires a save to work, and does allow the enemy to try to save after every turn. Restraining is pretty nice, however, since it makes the enemy yield advantage to you and all your allies. Turn the Faithless: Lv. 3, Channel Divinity (1 total/short rest). Like Devotion's Turn the Unholy, except replace the undead with fey (still turns fiends, too). Again, best used against hordes of those creature types, and at least gives you a situational anti-horde tool. Oath Spells (overall rating): Lv. 3. None of the spells on your list are stock Paladin spells, and there are definitely some quality additions from this Oath, such as Ensnaring Strike, Misty Step, Moonbeam, Protection from Energy, Ice Storm, Stoneskin and Tree Stride. Moonbeam and Ice Storm, in particular, are viable anti-horde tools that no other Paladin gets. Aura of Warding: Lv. 7. Cuts all magic damage against you and allies in your aura in half! Too good. Undying Sentinel: Lv. 15. Once-per-day ability to stay upright at 1 hit point when you would be KO-ed, plus anti-aging stuff. Fair enough. Elder Champion: Lv. 20 (1/day). This capstone essentially works out as a way to get regeneration for the battle and start it off with a control spell that’s harder to resist thanks to the disadvantage on the saving throws. Takes the action to cast, and then use the bonus action you gain that first round to cast your spell. Oath of Vengeance: Mapped mostly to the Neutral and Lawful Neutral alignments, you take this Oath for two reasons — (1) you like getting dirty doing your divine work, and (2) you want to be the most effective at killing and killing quickly. This Oath is easily the most offensive of the three; in fact, against one big enemy per short rest, you're among the best round-to-round damage dealers in the game. And while you don't get any real defensive options from this Oath, the core of the Paladin class has enough of those that it doesn't really matter. If you can be said to have a weakness, it's that you're even less effective in horde battles than Paladins of the other two Oaths, since you don't get any special horde-clearing abilities. Abjure Enemy: Lv. 3, Channel Divinity (1 total/short rest). Has its uses, the big one being potentially keeping one melee-inclined enemy out of the fight while your party deals with its buddies, then saving that enemy for last. May also be useful when you need to capture someone alive and prevent them from escaping. However, if at all possible, you’ll typically want to save your Channel Divinity use for the Vengeance Paladin’s other option. Vow of Enmity: Lv. 3, Channel Divinity (1 total/short rest). When it's big and bad and positively needs to die, accept no substitute. This power, activated as a bonus action, gives you advantage, straight up and no strings attached, against the enemy you target. Obviously, you will ONLY use this against a boss enemy, but when you do, you have potential to be among the most damaging combatants round-to-round in the entire game. Oath Spells (overall rating): Lv. 3. Good gods, is your list loaded. Hold Person, Misty Step, Haste, Dimension Door, Hold Monster ... all spells the default Paladin list doesn't get, and all to make you the coldest killer on the block. Relentless Avenger: Lv. 7. Free movement after an opportunity attack helps you stay near your target ready to strike. Soul of Vengeance: Lv. 15. An upgrade to your Vow of Enmity that makes it even more devastating, letting you make a reaction melee attack against your Vow target if they make an attack, against anyone. Even if that boss enemy has reach (likely at this level), if you ended your movement next to it and the enemy has to start its turn with you bearing down, it faces the choice between trying to get away from you (eating an Opportunity Attack if it can't teleport), attacking (eating the attack from this feature), or Disengaging (most likely not making an attack that turn). Also note the timing if it tries to attack you — since it's triggered on making an attack, and not when it hits or misses, you still get a whack in even if that attack happened to come with forced movement or inflict a condition that would've denied your ability to make reactions. Avenging Angel: Lv. 20 (1/day). You get flight that doesn’t require concentration and can’t be dispelled. And it lasts for a full hour, unlike the other Oaths' capstones, which puts it a cut above those. The frightening aura is a nice bonus, too. Oathbreaker (DMG): Not an actual “Oath,” but rather the path a DM may let you take if you break your Oath unrepentantly and turn entirely over to the “dark side.” Becoming a full-blown evil Oathbreaker (or what was classically referred to as an Antipaladin or Blackguard) definitely has its perks gameplay-wise, mostly geared toward offense. It even has a pretty strong anti-horde debuff as a Channel Divinity power. Control Undead: Lv. 3, Channel Divinity (1 total/short rest). This one can get really, really powerful as you level. Pretty much any undead creature without Legendary Resistance that’s at least 1 CR lower than your level is fair game to be controlled for an entire day. Imagine yourself at Lv. 18 in full command of a Death Knight. Good times. Dreadful Aspect: Lv. 3, Channel Divinity (1 total/short rest). Mass frightening on everyone you choose within 30 feet of you for a full minute. Doesn’t get much better than that. Oathbreaker Spells (overall rating): Lv. 3. Unlike the Oath lists of the more righteous, the Oathbreaker spell list is very much a mixed bag. There are some real duds on this list (Hellish Rebuke, Inflict Wounds, Crown of Madness), but on the flip side, there are also some pretty good additions (Animate Dead, Confusion). Aura of Hate: Lv. 7. The chief offense-boosting feature of the Oathbreaker with CHA-mod damage bonus to all of your melee attacks, plus the melee attacks of any undead and fiends. This aura has some wonderful synergy involving any undead creature on which you used Control Undead, as well as some undead foot soldiers you gained with your Animate Dead Oathbreaker spell (or better still, if you have a necromancer ally providing you with an Animate Dead army). Note, however, that this aura boosts enemy undead and fiends as well, so in fights against those creature types this ability becomes a double-edged sword. Hey, being evil had to come at a price, somehow. Supernatural Resistance: Lv. 15. Resistance to all the usual weapon damage types from nonmagical weapons. You’d be surprised at just how many monsters that protects you from, even some legendary monsters with really high CRs. That includes all dragons and even the Tarrasque. Dread Lord: Lv. 20 (1/day). One of the better Paladin capstones with a host of nice benefits, best cast in the next round after you used your Dreadful Aspect, in which case you can rack up some pretty serious auto-damage figures. The other really nice part includes forcing disadvantage on enemies’ attacks against you and any allies, and the bonus action melee spell attack is a neat side benefit if you weren’t already attacking consistently with a bonus action. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Oathbound The Paladin Guide
Top