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Oathbound The Paladin Guide
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<blockquote data-quote="Zardnaar" data-source="post: 6704012" data-attributes="member: 6716779"><p>Dwarf: +2 to CON is a big deal, along with advantage on saves vs. and resistance to poison, and Darkvision. Bonus proficiencies in an artisan's tools are a neat little bonus. </p><p>Mountain: +2 to STR makes this the obvious subrace of choice for a STR-Paladin.</p><p>Hill: Not bad for DEX-Paladins, with the extra hit point per level being quite nice, and the +1 WIS isn’t entirely a waste with the right configuration. STR-Paladins should definitely go Mountain, though.</p><p>Elf: All Elves get a +2 to DEX, so make that your attack stat. Immunity to magical sleep and advantage vs. charms are very good, as are Darkvision, Trance and automatic proficiency in the all-important skill Perception. </p><p>Wood: +1 WIS is fair, but the real perks are bonus to speed and Stealth in lightly obscured conditions.</p><p>Drow: The best subrace stats-wise with its +1 to CHA, along with your Drow magic using CHA and being useful in your arsenal. However, Sunlight Sensitivity can be quite the inconvenience, but at least it requires direct sunlight to trigger, so it could've been worse.</p><p>High: Don’t even think about it. INT bonus is useless, as is the INT-based cantrip.</p><p>Eladrin (DMG example): Still with the worthless +1 INT, but at least Misty Step 1/short rest is worth something.</p><p>Halfling: +2 to DEX, so you know which route to go with your attack stat. Lucky is straight-up awesome, protecting you from that dreaded natural 1, and moving through occupied spaces opens up a lot of options on the battlefield.</p><p>Lightfoot: Superior stats-wise with its +1 CHA, and if you’re somehow a stealthy type, hiding behind a Medium or larger ally is definitely useful.</p><p>Stout: The +1 CON of this subrace is still pretty good, and plucking the Dwarf's anti-poison defenses is useful to a wider range of builds.</p><p>Human: Meant to be the most versatile race. One particular variant delivers on that promise.</p><p>Default/Stock: +1 to all attributes is all they get. This effectively allows you to point buy an array such as 15, 15, 14, 9, 9, 8. The +1s will bump your fourth and fifth stats out of penalty territory, and since Paladins only have one real dump stat (INT), only one of those bonus points is truly wasted. Plus you wound up with a cool net gain on your tertiary. So, for that reason, the default Human isn’t the total waste like it is for some other classes; that said, it’s hardly inspiring.</p><p>Variant: The Variant Human, on the other hand, is absolutely fantastic, and in a game that uses feats, arguably the best race for this class considering its attribute needs. The bonus feat means you get a potentially build-making ability at Lv. 1 that other races have to wait until at least Lv. 4 to get, while being a full ASI ahead. That’s huge. And just having an extra feat on top of the other one, maybe two, you planned to take is also really beneficial. On top of that, you get two +1s you can put in any attributes you want (make those your attack stat and CHA), as well as a skill proficiency of your choice (ahem, Perception).</p><p></p><p></p><p>Aaracocra (EEPC): Yeah, this race is pretty unfair in general with its at-will flight from the start. Stats-wise, its +2 DEX is great for DEX-Paladins and the +1 WIS can at least round out an array. The introductory paragraph pretty much leaves it up to the DM whether or not to even allow you to play this race, and for good reason.</p><p> </p><p>Aasimar (DMG example): +2 CHA is nice, and even the +1 WIS has its uses balancing out an array. Resistance to necrotic and radiant damage, Darkvision and a few handy racial spells that are actually all stat-independent round out a solid offering.</p><p> </p><p>Changeling (UA: Eberron): Stat bonuses match up well for a DEX-Paladin (+1 DEX and CHA), you’ll definitely be good at Deception (out of character for Oath of Devotion though), and polymorph at-will into any humanoid is pretty neat. Not overly powerful, but definitely an interesting race to play.</p><p> </p><p>Dragonborn: +2 to STR and +1 to CHA matches up great stat-wise. Resistance to one energy type is solid, and since you're likely to have a decent CON score if you're a Paladin, you'll be able to use the Breath Weapon decently under bounded accuracy. Breath helps make up for the Paladin's general weakness against hordes.</p><p> </p><p>Genasi (EEPC): All Genasi get a +2 to CON, a solid stat bonus for all characters. All subraces get a 1/day free spell with no material components.</p><p>Air: +1 DEX, hold your breath forever as long as you’re not incapacitated, and Levitate as the racial spell. Pretty nice.</p><p>Earth: +1 STR, ignore some difficult terrain, and the very useful Pass Without Trace as the racial spell. Good.</p><p>Fire: +1 INT is a waste. making this the worst subrace for Paladins. Darkvision and fire resistance aren’t bad, though.</p><p>Water: +1 WIS has its uses, and breathing air and water and having a real swim speed can come in handy in campaigns with a lot of water.</p><p> </p><p>Gnome: Generally not a good race for the Paladin, thanks to +2 to INT being such a waste. Advantage on all mental stat saving throws vs. magic is about the only real positive. Stick to Halfling if you want to be small.</p><p>Forest: +1 DEX, a cantrip that’ll be useless without a good INT score, and a cute talk to small animals ability. Can’t say this appeals to Paladins.</p><p>Rock: Nope. +1 CON is OK, but Paladins have no use for tech knowledge.</p><p>Deep (EEPC): +1 DEX and Superior Darkvision. Probably the best Gnome Paladin race by default (damning with faint praise much?), but still not enough for success.</p><p> </p><p>Goliath (EEPC): +2 STR and +1 CON, automatic Athletics proficiency, reduce damage taken from something once per short rest and ability to carry and lift more stuff round out a pretty darn good race for STR-Paladins.</p><p> </p><p>Half-Elf: A legit contender vis-a-vis the Variant Human as the best Paladin race. +2 CHA and +1 to two other stats (make those your attack stat and CON). The immunity to magical sleep and advantage vs. charms that Elves get. And also two free skills of your choice (ahem, Perception).</p><p></p><p>Half-Orc: +2 to STR and +1 to CON are solid, along with a bunch of neat abilities like staying upright on a would-be KO once a day and adding an extra weapon die to a crit. Darkvision and free proficiency in Intimidation round out a worthy pick.</p><p> </p><p>Minotaur (Krynn) (UA: Waterborne): Typically you’ll choose +2 STR. The big deal besides that is the free Charger-esque ability you get with your horns. Decent, but not spectacular.</p><p> </p><p>Shifter (UA: Eberron): All Shifters get +1 to DEX, Darkvision, and a short-rest recharge Shifting power that gives them a solid amount of temp HPs plus a subrace-dependent benefit. Pretty solid.</p><p>Beasthide: +1 CON and extra AC when shifting. Good.</p><p>Cliffwalk: An extra +1 DEX and climbing speed when shifting. Decent, although Longstride is usually better for the same type of build.</p><p>Longstride: Extra +1 DEX and Dash as a bonus action while shifting. Overall the best subrace for a DEX-based Shifter Paladin.</p><p>Longtooth: +1 STR, but the bite attack while shifting is kinda weak. Pass.</p><p>Razorclaw: Extra +1 DEX and a bonus action slashing unarmed strike while shifting. Presumably, you can’t use a shield, a second weapon or a two-hander when making this attack, which really limits your build options. Unless you can kick, but then you probably can’t wear boots. Really depends on how your DM adjudicates this, but I’m going to err on the side of caution and recommend Longstride, instead.</p><p>Wildhunt: +1 WIS to round out an array, plus advantage on WIS checks and saves while shifting. Fair.</p><p></p><p>Tiefling: +2 to CHA is great, but the +1 INT is a waste. Besides that, there's the hilarious logistics behind trying to cast Hellish Rebuke if you're using a shield (since it has a somatic component). Overall, decent, but not great at Paladinhood.</p><p> </p><p>Warforged (UA: Eberron): +1 STR and CON, free +1 to AC and no need to eat or breathe make for a solid STR-Paladin race.</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 6704012, member: 6716779"] Dwarf: +2 to CON is a big deal, along with advantage on saves vs. and resistance to poison, and Darkvision. Bonus proficiencies in an artisan's tools are a neat little bonus. Mountain: +2 to STR makes this the obvious subrace of choice for a STR-Paladin. Hill: Not bad for DEX-Paladins, with the extra hit point per level being quite nice, and the +1 WIS isn’t entirely a waste with the right configuration. STR-Paladins should definitely go Mountain, though. Elf: All Elves get a +2 to DEX, so make that your attack stat. Immunity to magical sleep and advantage vs. charms are very good, as are Darkvision, Trance and automatic proficiency in the all-important skill Perception. Wood: +1 WIS is fair, but the real perks are bonus to speed and Stealth in lightly obscured conditions. Drow: The best subrace stats-wise with its +1 to CHA, along with your Drow magic using CHA and being useful in your arsenal. However, Sunlight Sensitivity can be quite the inconvenience, but at least it requires direct sunlight to trigger, so it could've been worse. High: Don’t even think about it. INT bonus is useless, as is the INT-based cantrip. Eladrin (DMG example): Still with the worthless +1 INT, but at least Misty Step 1/short rest is worth something. Halfling: +2 to DEX, so you know which route to go with your attack stat. Lucky is straight-up awesome, protecting you from that dreaded natural 1, and moving through occupied spaces opens up a lot of options on the battlefield. Lightfoot: Superior stats-wise with its +1 CHA, and if you’re somehow a stealthy type, hiding behind a Medium or larger ally is definitely useful. Stout: The +1 CON of this subrace is still pretty good, and plucking the Dwarf's anti-poison defenses is useful to a wider range of builds. Human: Meant to be the most versatile race. One particular variant delivers on that promise. Default/Stock: +1 to all attributes is all they get. This effectively allows you to point buy an array such as 15, 15, 14, 9, 9, 8. The +1s will bump your fourth and fifth stats out of penalty territory, and since Paladins only have one real dump stat (INT), only one of those bonus points is truly wasted. Plus you wound up with a cool net gain on your tertiary. So, for that reason, the default Human isn’t the total waste like it is for some other classes; that said, it’s hardly inspiring. Variant: The Variant Human, on the other hand, is absolutely fantastic, and in a game that uses feats, arguably the best race for this class considering its attribute needs. The bonus feat means you get a potentially build-making ability at Lv. 1 that other races have to wait until at least Lv. 4 to get, while being a full ASI ahead. That’s huge. And just having an extra feat on top of the other one, maybe two, you planned to take is also really beneficial. On top of that, you get two +1s you can put in any attributes you want (make those your attack stat and CHA), as well as a skill proficiency of your choice (ahem, Perception). Aaracocra (EEPC): Yeah, this race is pretty unfair in general with its at-will flight from the start. Stats-wise, its +2 DEX is great for DEX-Paladins and the +1 WIS can at least round out an array. The introductory paragraph pretty much leaves it up to the DM whether or not to even allow you to play this race, and for good reason. Aasimar (DMG example): +2 CHA is nice, and even the +1 WIS has its uses balancing out an array. Resistance to necrotic and radiant damage, Darkvision and a few handy racial spells that are actually all stat-independent round out a solid offering. Changeling (UA: Eberron): Stat bonuses match up well for a DEX-Paladin (+1 DEX and CHA), you’ll definitely be good at Deception (out of character for Oath of Devotion though), and polymorph at-will into any humanoid is pretty neat. Not overly powerful, but definitely an interesting race to play. Dragonborn: +2 to STR and +1 to CHA matches up great stat-wise. Resistance to one energy type is solid, and since you're likely to have a decent CON score if you're a Paladin, you'll be able to use the Breath Weapon decently under bounded accuracy. Breath helps make up for the Paladin's general weakness against hordes. Genasi (EEPC): All Genasi get a +2 to CON, a solid stat bonus for all characters. All subraces get a 1/day free spell with no material components. Air: +1 DEX, hold your breath forever as long as you’re not incapacitated, and Levitate as the racial spell. Pretty nice. Earth: +1 STR, ignore some difficult terrain, and the very useful Pass Without Trace as the racial spell. Good. Fire: +1 INT is a waste. making this the worst subrace for Paladins. Darkvision and fire resistance aren’t bad, though. Water: +1 WIS has its uses, and breathing air and water and having a real swim speed can come in handy in campaigns with a lot of water. Gnome: Generally not a good race for the Paladin, thanks to +2 to INT being such a waste. Advantage on all mental stat saving throws vs. magic is about the only real positive. Stick to Halfling if you want to be small. Forest: +1 DEX, a cantrip that’ll be useless without a good INT score, and a cute talk to small animals ability. Can’t say this appeals to Paladins. Rock: Nope. +1 CON is OK, but Paladins have no use for tech knowledge. Deep (EEPC): +1 DEX and Superior Darkvision. Probably the best Gnome Paladin race by default (damning with faint praise much?), but still not enough for success. Goliath (EEPC): +2 STR and +1 CON, automatic Athletics proficiency, reduce damage taken from something once per short rest and ability to carry and lift more stuff round out a pretty darn good race for STR-Paladins. Half-Elf: A legit contender vis-a-vis the Variant Human as the best Paladin race. +2 CHA and +1 to two other stats (make those your attack stat and CON). The immunity to magical sleep and advantage vs. charms that Elves get. And also two free skills of your choice (ahem, Perception). Half-Orc: +2 to STR and +1 to CON are solid, along with a bunch of neat abilities like staying upright on a would-be KO once a day and adding an extra weapon die to a crit. Darkvision and free proficiency in Intimidation round out a worthy pick. Minotaur (Krynn) (UA: Waterborne): Typically you’ll choose +2 STR. The big deal besides that is the free Charger-esque ability you get with your horns. Decent, but not spectacular. Shifter (UA: Eberron): All Shifters get +1 to DEX, Darkvision, and a short-rest recharge Shifting power that gives them a solid amount of temp HPs plus a subrace-dependent benefit. Pretty solid. Beasthide: +1 CON and extra AC when shifting. Good. Cliffwalk: An extra +1 DEX and climbing speed when shifting. Decent, although Longstride is usually better for the same type of build. Longstride: Extra +1 DEX and Dash as a bonus action while shifting. Overall the best subrace for a DEX-based Shifter Paladin. Longtooth: +1 STR, but the bite attack while shifting is kinda weak. Pass. Razorclaw: Extra +1 DEX and a bonus action slashing unarmed strike while shifting. Presumably, you can’t use a shield, a second weapon or a two-hander when making this attack, which really limits your build options. Unless you can kick, but then you probably can’t wear boots. Really depends on how your DM adjudicates this, but I’m going to err on the side of caution and recommend Longstride, instead. Wildhunt: +1 WIS to round out an array, plus advantage on WIS checks and saves while shifting. Fair. Tiefling: +2 to CHA is great, but the +1 INT is a waste. Besides that, there's the hilarious logistics behind trying to cast Hellish Rebuke if you're using a shield (since it has a somatic component). Overall, decent, but not great at Paladinhood. Warforged (UA: Eberron): +1 STR and CON, free +1 to AC and no need to eat or breathe make for a solid STR-Paladin race. [/QUOTE]
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