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#1 Sep 01, 2014 13:00:13 (Edited)

Oathbound: The Paladin Guide

GladiusLegis
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It is not the oath that makes us believe the man, but the man the oath.
Aeschylus

Guide linked on Google Docs, as well.

Table of Contents:
I. Introduction
II. Proficiencies, Attributes, Backgrounds and Class Features
III. Oaths
IV. Races
V. Feats
VI. Spells
VII. Equipment
VIII. Multiclassing
IX. FAQ
X. Builds and Combos

This guide will use the following ratings:


Red is dead. A choice that either adds nothing of value to your character or might even actively hurt it.
Purple is a substandard choice. It might be useful in corner-case situations, but overall it's not worth the investment.
Black is average. You're not hurting your character by taking this, and it might even help in some situations, but
there are better choices.
Blue is a good choice. It definitely helps your character in the majority of cases.
Sky Blue is a fantastic choice. An option you should strongly consider above most others.
Gold is mandatory. It's a rare rating that denotes something that is so good that you must take it, or you can't call
yourself optimized.

This guide takes from the following sources:


PHB - Players Handbook
MM - Monster Manual
DMG - Dungeon Masters Guide
EEPC - Elemental Evil Players Companion
UA X/X/XX - Unearthed Arcana (date of article)

I. Introduction
What's a Paladin?
A question that became an unfortunate meme from the unfortunate ninth and final entry in the Ultima series.

http://community.wizards.com/forum/player-help/threads/4135276

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The definition in D&D terms of a Paladin has changed over editions, but one constant that remains to this day is that
they are warriors bound by divine rites to serve something greater than them, whether that is a god or a cause, and
gain power beyond their martial training from the strength of their divinely manifested convictions.

It used to be that all Paladins had to be Lawful Good, period, end of sentence, or they would lose their divine powers.
Mechanically, this sort of made sense in AD&D (1e and 2e) where Paladins were literally Fighters with extra stuff. But
even back then, arguments arose at many a table over whether an individual act by a Paladin violated the nebulous
concepts of "lawful" or "good," which often in the end would result in a Paladin falling and becoming a mere Fighter.
Which at least wasn't that weak. But when 3rd Edition came about, Paladins couldn't even be considered "Fighterplus" anymore. Yet 3e kept the Lawful Good restriction and the "falling" concept in place, and when Paladins fell in
that edition, they were basically NPC Warriors with a d10 hit die, having none of the bonus feats the Fighter got.
Furthermore, Paladins were one of the most mechanically inept classes in 3e even when they didn't fall.

4e, recognizing that, took the bold step of making it so that Paladins could no longer fall and lose their powers
(although instead the DM was given free license to send constant disruptions to punish faithless Paladins).
Furthermore, 4e codified, in core rules, the existence of Paladins who weren't Lawful Good for the first time. Instead,
they matched the alignment of the god to whom they swore allegiance. The expansion of alignments Paladins could be
in the core rules was a welcome change, although explicitly tying them to gods where they weren't before was
arguably a step back.

Now with the coming of 5e, Paladins can once again suffer mechanical consequences for directly violating their oaths,
but with some welcome twists. Now Paladins can only fall by directly violating the tenets of their oaths, rather than
just some nebulous concept of "lawful" or "good." That also means that any justifications the player makes for his
actions to the DM are compared to actual concrete tenets, and while this certainly won't halt player vs. DM debates
altogether, it does more clearly define the battlefield on which those debates take place. And while the three oaths in
the Player's Handbook can be more or less mapped to certain alignments (which thankfully are not restricted to
Lawful Good), a Paladin's individual alignment need not necessarily match the oath's connotations. Also, as if
continuing to recognize that fallen Paladins became mechanically incapable after AD&D, falling means either being
forced to pick another class altogether or taking the as-of-yet unreleased Oathbreaker variant.

Paladins of this current edition hit that spot flavor-wise, finally becoming the divinely oath-bound warriors they were
purported to be all along, without the annoying direct ties to alignment.

Mechanical overview
Paladins in 5e have returned back to their classic "half-caster" status that was the case in 1e-3e. However, unlike
especially 3e, this isn't really a bad thing. Paladins start casting their spells at Lv. 2, making their spellcasting a vital
and working part of the class. Furthermore, with the way casting Difficulty Classes scale now, based on proficiency
bonus and casting stat, a spell cast by a Paladin is no less effective than that same spell cast by a Cleric or Wizard.
Moreover, while Paladins only top out at Lv. 5 spells, they top out with the same number of slots from Lv. 1-4 as full
casters do, and only one less Lv. 5 slot; plus with full casters' Lv. 6-9 slots coming at a premium in this edition, the
truth is that Paladins, as concerns the number of spells they can cast per day, are not terribly far behind the full
casters.

Paladins have traditionally been among the most multiple-attribute dependant (MAD) classes in D&D history. In 5e,
that holds true to the extent of what MAD is in this edition, which simply means requiring a peak physical and mental
stat to get the most out of the class, limiting the number of feats that the Paladin can reasonably take. Paladins in 5e
want peak Strength (or Dexterity) and Charisma scores (with some Constitution), but that is a far better situation
than in the past. Decoupling spellcasting from Wisdom (as it was in 3e) and attaching it to Charisma instead was a
major boon for the class this time around; in fact, Paladins have no Wisdom-dependent abilities this time around
(unlike 3e and 4e).

The abilities that Paladins get as they level in this edition are far, far more robust than in editions past. Aside from
getting spellcasting earlier (and better spells along with that), they get several auras that benefit both them and their
nearby allies, which include the classical Charisma bonus to all saving throws and even some straight-up immunities
and resistances to some common effects and attacks. They can also smite a lot more often and for more damage,
using their spell slots to power them, and thankfully this smiting is no longer alignment-restricted. Their Lay on Hands
is still a solid source of healing and is also much more versatile this time around, being able to heal poisons and
diseases as well.

Strengths and weaknesses


Strengths:

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Very versatile class as far as physical combatants go. Can heal, protect, spike their damage, wear the best armor,
and buff the entire party's combat abilities.
One Oath (Vengeance) is among the most damaging in the entire game against one powerful enemy every short
rest.
The second-deadliest reaction attacks in the game, after the Rogue, thanks to Divine Smite, which can make the
Paladin as effective as a 4e-style "Defender" can get.
High Charisma means solid social skills performance, and Paladins also get access to Persuasion and Intimidation
on their class' list.
Immune to diseases as early as Lv. 3, and auras later on not only increase their saves and flat-out negate some
of the most common and potentially deadly conditions, but extend that benefit to their allies.
Proficiency in Wisdom saves out of the box, the ability that some of the nastiest effects in the game target.

Weaknesses:
Weak in ranged combat. Most of a Paladins major combat features and spells are geared toward melee combat.
Thus when forced into a ranged-heavy battle, Paladins function at a fraction of their offensive power.
Generally weak against hordes. This depends on the Oath, but anti-horde spells and features are mostly either
highly situational or lacking altogether.
While MAD isn't nearly the devastating weakness it was in editions past, it still means Paladins must limit the
number of feats they take, and must pick wisely.
Reliant on spells (buffs or smites) for most of their big damage. Even with Improved Divine Smite from Lv. 11 on,
the Paladin's base, unbuffed DPR isn't going to match a Fighter's after that level. That divide becomes more
pronounced with magic weapons and feats like Great Weapon Master in the mix.

5e Player Help work


Oathbound: The Paladin Guide (http://community.wizards.com/forum/player-help/threads/4135276)
Into the Woods We Go: The Ranger Guide (http://community.wizards.com/forum/player-help/threads/4170201)
Dealing Death: Handbook of the True Assassin(http://community.wizards.com/forum/player-help/threads/4149876)
Ways to Attack with your Reaction (http://community.wizards.com/forum/player-help/threads/4130721)

Homebrew
Spell-less Paladin (http://community.wizards.com/forum/player-help/threads/4225671)

Top
#2 Aug 17, 2015 16:19:17 (Edited)

II. Proficiencies, Attributes, Backgrounds and Class Features


Proficiencies
GladiusLegis
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Armor: All armor and shields is as good as it gets.


Weapons: All simple and martial weapons is as good as it gets.
Tools: None. If you get any proficiencies here, they'll likely be from your background. Also, at least you can actually
spend money and downtime to pick up proficiencies in this category.

Saving Throws: Every class gets one "common" save (DEX, CON, WIS) and one "uncommon" save (STR, INT, CHA).
Yours are Wisdom and Charisma. Wisdom is the target for some of the nastiest mind-effecting conditions in the game,
so to have proficiency here is both thematic and very good in practice. And while Charisma saves are very rare, they
mostly deal with banishment effects, so its sure nice to have around when somethings trying to send you to another
plane.

Skills: Pick two from the following. (Your background will give you more skill proficiencies, which are not restricted to
this list. Your race may also give you more chances to pick skill proficiencies, again not limited to this list.)
Athletics (STR): Helps you climb, jump, and swim. More importantly, it can help you break out of grapples and
resist shoves. And, if youre STR-based, grappling and shoving become viable combat options for you. In any
case, a great pick. If the Shield Master feat is in your plans, this is mandatory because it governs how effective
your shove is.
Insight (WIS): Good for countering against lies and attempts to deceive you, so its a fairly important skill.
Taking proficiency in this helps make up for a likely average WIS.

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Intimidation (CHA): One of the social skills you're bound to be good at with a high CHA. Whether you pick
proficiency in this or Persuasion will largely depend on personality; if you want to be a mean Paladin, take this.
Medicine (WIS): Bleh. Your WIS will probably be average, and besides that, you throw around enough healing
magic in various forms to where the need to mundanely stabilize someone or diagnose a disease are rare.
Persuasion (CHA): Another social skill, and while YMMV, probably comes up in more crucial gatherings, if not
more often than Intimidation in a lot of cases. In any case, a prime pick.
Religion (INT): Uses the attribute that is very likely to be your dump stat, and even if it didnt, its not exactly
a useful skill to begin with. Do not waste your proficiency on this.
Non-class skills: You cant get these with your class options, but you might get these from your background or race:
Perception (WIS): If you can get proficiency in this all-important skill somehow, do so. Group Perception checks
are common when spotting enemies trying to ambush you, and you dont want to be a liability.
Stealth (DEX): If you choose to attack using DEX instead of STR (a viable option for a Paladin this time around),
you just might want proficiency here. Assassin allies will thank you for it.
Acrobatics (DEX): For DEX-based Paladins, this is often a substitute for Athletics. Its the DEX option for
escaping from grapples and resisting shoves (but NOT for grappling or shoving yourself), and it can also do things
like help you stay on your feet or on a tightrope.
Survival (WIS): An all-around useful skill in the exploration tier when stuck in the wilderness.
Deception (CHA): Youll certainly be good at it, and it can be useful if you need to work undercover, stay in
disguise, and so forth. Out of character for Oath of Devotion, but others can appreciate it.
Animal Handling (WIS): You might consider this one if you plan on being mounted a lot.
Sleight of Hand (DEX): Shouldnt be a priority, but not really a waste either if you get it from a background.
Can come in handy.
Performance (CHA): Can be a solid source of income during downtime, if nothing else. Definitely not a priority,
though.
Investigation (INT): The only remotely useful INT skill, but not good enough to want to invest in that attribute.
Arcana/History/Nature (INT): Like Religion, pretty much useless for you and not very useful skills regardless.

Attributes
In general, if you play a game that uses point buy, you'll definitely want to buy an array that starts with two 15s to
put in your attack stat and Charisma. (e.g. 15, 15, 13, 10, 10, 8). Depending on your race and the attribute bonuses
you get from your race, you might make a fine adjustment to 15, 14, 14, etc., or whatever.

The attributes in order of how you'll want to prioritize them:

1. Strength OR Dexterity: Your attack attribute. You are a weapon-based combatant, first and foremost, so you
want this as your highest to start, and you want to get it to the maximum 20 as soon as possible. (And yes,
indeed, Paladins who attack with DEX using a finesse weapon are completely viable in this edition; they lose
nothing out of their class features from doing so and carry with them their own advantages such as a higher
Initiative, cheaper armor, a saving throw that is tested far moreso than Strength is, the ability to go stealthy, and
better ranged weapon options.)
2. Charisma: Every Paladin needs this. CHA does many things for this class. Arguably the most significant is the
bonus to all of your saves (and nearby allies' saves) that gets applied starting at 6th level with Aura of Protection.
Also of importance, your spell and Channel Divinity DC are based on CHA. And finally, it determines the amount of
times per day you can use Divine Sense and, later, Cleansing Touch. This should be your second-highest attribute
to start, and you'll eventually want to get this up to 20 as well (but not before your attack stat). If you really
want some feats I could see topping this at an 18, but definitely no lower.
3. Constitution: Should definitely be your third-highest stat. More hit points is always good, for one. Constitution is
also an attribute that, like Wisdom, gets targeted often and by some of the nastiest effects in the game. And
finally, if you plan on casting Concentration spells in the middle of combat, you want a decent score here to
maintain them when taking damage. You'll want this around 14-16 for most of your career; if you're playing in a
game where feats aren't an option, definitely put any ability score increases after maxing out your attack stat and
Charisma here.
4. Wisdom: A stat you can be content to leave in the 10-12 range. It helps that the Paladin is proficient in Wisdom
saves. Boost Charisma instead and let Aura of Protection take care of the rest. You do NOT want a penalty here,
though; aside from it being a major save attribute, some very good skills are attached to this attribute.
5. Dexterity OR Strength: Basically, whichever of the two you didn't take as your attack stat. You do NOT want a
penalty in Dexterity if youre attacking with Strength, however, since you don't want a penalty to initiative and to
its oft-tested saving throw. Put a 10 there and be done with it. On the other hand, if youre attacking with
Dexterity, Strength is actually a viable dump stat IF you dont plan to multiclass. (If you DO plan to multiclass,
youll need STR 13 to qualify.)
6. Intelligence: The "Paladunce" is alive and well. And for good reason, as INT is the least-tested saving throw,
even less so than STR and CHA, is attached to skills you will likely never use, and helps none of your class
features. Dump it. Hard.

Backgrounds
You can customize your background with help from your DM, but here are the "official" backgrounds.

http://community.wizards.com/forum/player-help/threads/4135276

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Also keep in mind that if a background gives you a skill you already had from your class or race, you get to pick any
other skill to replace it (including a non-class skill). This is a good way to pick up something like Perception,
Acrobatics or Stealth.

Acolyte: Thematically appropriate, for sure, but mechanically it leaves a lot to be desired. Insight is good; Religion,
not so much. No tools proficiency, either; tools are generally a better proficiency to begin with than languages
(although you can learn both anyway through downtime and money). At least the free healing and care from temples
of your religion is nice?
Charlatan: Interesting dissonance in theme versus the typical Paladin, to say the least, but actually pretty solid for a
DEX-Paladin. Deceptions good, Sleight of Hand is OK. Also nice tool proficiencies in disguise kit and forgery kit, and
False Identity is a feature that can come in handy.
Criminal/Spy: Another dissonant theme (maybe less so if you say you're a Spy), but damn, it's a great pick for
DEX-Paladins, especially if you want to go Stealth. You'll make great use of Deception as well, and proficiency in
thieves' tools is icing on the cake. Having contacts is pretty nifty, too.
Entertainer/Gladiator: You'll certainly put Performance to good use, and if you're a DEX-Paladin, Acrobatics as well.
Other than that, pretty average.
Folk Hero: Pretty average as well. Animal Handling is OK and Survival is solid, though.
Guild Artisan/Guild Merchant: Good skill proficiencies in Insight and Persuasion, with a set of artisan's tools (or
navigator's if Merchant) as a proficiency. And guild membership's benefits are pretty nice.
Hermit: Nope. One marginal at best skill and another that's completely worthless to you.
Noble/Knight: Very thematically appropriate, but a mixed bag mechanically. Persuasion is awesome, but History is
worthless. Position of Privilege or (if a Knight) Retainers are both nice features, though.
Outlander: Athletics is great, Survival is good, and the Wanderer feature's exploration benefits and free food and
fresh water make for a solid background.
Sage: Worthless skills, and the feature isn't something a Paladin is likely to use either. Avoid.
Sailor/Pirate: Two winning skills in Athletics and Perception. Good tools proficiencies in navigator's tools and water
vehicles, and both Ship's Passage and the Pirate's Bad Reputation certainly have their uses. A top background choice,
for sure. (Pirates got some interesting dissonance, though.)
Soldier: Two skills right up a Paladin's alley in Athletics and Intimidation, land vehicles profieicncy and the potentially
wonderful campaign benefits of Military Rank. Can't ask for much better than that. Thematically perfect for a classic
Paladin, too.
Urchin: Much like Criminal/Spy, great for DEX-Paladins who want to go Stealth. You get Sleight of Hand, too, and
also thieves' tools and disguise kit proficiencies. And City Secrets is great for navigation in urban areas.

Class Features
Lv. 1

Divine Sense: No longer the always-on evil radar that it was in editions past, you now have to be judicious about
when to use this with its limited uses per day. The range is very limited on it, too (just 60 feet). It's probably most
likely to be used in situations when you might suspect something is a fiend in disguise.

Lay on Hands: The classical Paladin healing ability, and this time around its versatility is greatly increased. Its raw
healing numbers, which scale well with level, are solid for a power supplemental to your (or the Cleric's or Bard's)
healing spells, but better still is the ability to neutralize poison and cure diseases with your touch (costing 5 HPs from
the pool).

Lv. 2

Fighting Style: Choose one among the following.


Defense: Nothing wrong with it, per se, but an offensive style should be a higher priority. That said, this does
make a fine second style if you get one from, say, a Fighter multiclass.
Dueling: The best choice if you plan to primarily use a one-handed weapon, thanks to the flat damage bonus on
each hit.
Great Weapon Fighting: Rerolling 1s and 2s on damage dice for an attack with a two-hander makes for a neat
damage bonus. And since it applies to all dice rolled on an attack, this benefits stuff like Divine Smite, Improved
Divine Smite, Divine Favor, Elemental Weapon, smite spells and what have you. A must for two-handed weapon
users.
Protection: Again, I prefer offense, but this shield-exclusive style is good at what it does. With this, youll want
to finish your movement for the round next to someone under duress when you need to protect them. Does lose
its value if you plan to get other defender-style reactions like from the Sentinel feat.
Mariner (UA: Waterborne): You gain a swimming and climbing speed in light or medium armor and no shield,
along with +1 AC. For DEX-Paladins who dual-wield, this is strictly better than Defense.

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Spellcasting: Despite being only a half-caster, the Paladins spellcasting ability which comes online earlier than
ever before is quite potent and is where much of the class power lies. And as far as spellcasting mechanics go,
Paladins have it pretty damn good. They get immediate access to their class entire spell list as they hit the levels for
new spells, and they prepare their spells (rather than learn a limited repertoire), giving them amazing day-to-day
versatility. They use a holy symbol as their standard material component/focus, which is about the best type there is
since it can either be worn as an amulet or embossed on their shield. Their spell list is pretty solid, too, full of some
of the most staple combat buffs, quality healing spells and bonus-action smite spells that make them do a burst of
extra damage and often a harsh status effect on a following weapon hit.

Divine Smite: The cornerstone of your burst damage ability. This one can especially become devastating on a critical
hit, in which case the damage dice from this are doubled. (Incredible especially if you're attacking something under,
say, a Hold Person/Monster spell!) Another key thing to remember about this is that it uses no action whatsoever,
which means you can use it multiple times per round if you have additional attacks, can use it on the same turn you
cast a bonus action spell (including stacking this on top of a smite spell!), and can use it on reaction attacks (making
your Opportunity Attacks or attacks from the Sentinel feat especially threatening!). NOTE: The 5d8 cap means the
maximum damage from this uses a 4th-level spell slot, so you get no benefit from blowing a 5th-level slot. This may
need to be errata-ed to a 6d8 cap.

Lv. 3

Oaths will be described under their own section.

Divine Health: Immunity to diseases, straight up. Fantastic ability to get at Lv. 3, especially.

Lv. 4 (8, 12, 16, 19)

Ability Score Improvements: You get the standard 5 that everyone else who isn't the Fighter or Rogue gets.
Because you want both a high physical attack stat (STR or DEX) and a high CHA, you're only going to have room for
one or two feats if your game includes them.

Lv. 5

Extra Attack: Obviously great; at this level it literally doubles the power of your Attack action. Like every other
major weapon-using class that isn't the Fighter, this caps at two attacks.

Lv. 6

Aura of Protection: Arguably the signature of the Paladin class, where you add your CHA modifier to all of your
saving throws. And if allies are within 10 feet, they get that benefit, too. For you, this typically means a strong WIS
save between proficiency there and letting CHA do the rest. Also, with a CON around a +2 or +3 modifier, add this
on top of it and your CON saves will be at least passable for a few levels despite lack of proficiency; very important if
you want to maintain Concentration spells. If you do somehow get CON save proficiency (such as from taking the
Resilient feat), this feature can help push your Concentration checks into auto-save territory, which is a godsend.

Lv. 10

Aura of Courage: Flat immunity to the frightened condition, also with the 10 feet range to extend to allies. A very
good thing considering how many boss-type creatures look to have a fear power of some sort; as a melee combatant
you'll need to get close, and avoiding disadvantage on attack rolls is also important.

Lv. 11

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Improved Divine Smite: Your second-half source of extra damage; where Fighters get a third attack on their Attack
action, you get a flat 1d8 extra radiant damage to add to all melee attacks you make (but not ranged). While this
doesn't quite match the potential of a third attack, and the damage bonuses from certain feats and magical weapons
that accrue with more attacks, it is significant. And it does give you one key advantage: It makes any bonus action,
reaction, or other such extra attacks you might get to make more threatening than the Fighter's (e.g. Polearm Master,
dual-wielding, opportunity attacks, Sentinel, Haste, Commanders Strike, etc.). This feature also makes you
particularly effective against powerful undead creatures, many of whom have strong features that get disrupted by
radiant damage.

Lv. 14

Cleansing Touch: Negate a hostile spell on yourself or an ally with your action, with CHA-mod uses per day. Pretty
neat ability, if not quite a flat-out gamechanger.

Lv. 18

Aura Improvements: All those lovely Auras you get (Protection, Courage, anything from your Oath) expand from 10
feet to 30 feet. Whereas before it was pretty situational that your allies got your Auras' benefits, now it's practically a
sure thing.

5e Player Help work


Oathbound: The Paladin Guide (http://community.wizards.com/forum/player-help/threads/4135276)
Into the Woods We Go: The Ranger Guide (http://community.wizards.com/forum/player-help/threads/4170201)
Dealing Death: Handbook of the True Assassin(http://community.wizards.com/forum/player-help/threads/4149876)
Ways to Attack with your Reaction (http://community.wizards.com/forum/player-help/threads/4130721)

Homebrew
Spell-less Paladin (http://community.wizards.com/forum/player-help/threads/4225671)

Top
#3 Aug 23, 2015 0:22:53

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.
GladiusLegis
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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 its an action to activate,
youll 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.

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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 youre wearing +X armor/shield of some sort.
Holy Nimbus: Lv. 20 (1/day). Youre 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 thats 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, youll typically want to save your Channel Divinity use for the Vengeance Paladins 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 doesnt require concentration and cant 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.

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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 thats 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. Doesnt 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.
Youd 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 werent already attacking consistently with a
bonus action.

5e Player Help work


Oathbound: The Paladin Guide (http://community.wizards.com/forum/player-help/threads/4135276)
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Dealing Death: Handbook of the True Assassin(http://community.wizards.com/forum/player-help/threads/4149876)
Ways to Attack with your Reaction (http://community.wizards.com/forum/player-help/threads/4130721)

Homebrew
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#4 Jun 13, 2015 22:49:10

IV. Races
Common races

GladiusLegis
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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 isnt 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: Dont 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.

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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 youre 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 isnt the total waste like it is for some other classes;
that said, its 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 buildmaking ability at Lv. 1 that other races have to wait until at least Lv. 4 to get, while being a full ASI ahead.
Thats 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).

Uncommon Races
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), youll 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 youre 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 arent 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 thatll be useless without a good INT score, and a cute talk to small animals ability.
Cant 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.

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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 youll choose +2 STR. The big deal besides that is the free Chargeresque 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 cant 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 cant wear boots. Really depends on how your DM adjudicates this, but Im
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 STRPaladin race.

5e Player Help work


Oathbound: The Paladin Guide (http://community.wizards.com/forum/player-help/threads/4135276)
Into the Woods We Go: The Ranger Guide (http://community.wizards.com/forum/player-help/threads/4170201)
Dealing Death: Handbook of the True Assassin(http://community.wizards.com/forum/player-help/threads/4149876)
Ways to Attack with your Reaction (http://community.wizards.com/forum/player-help/threads/4130721)

Homebrew
Spell-less Paladin (http://community.wizards.com/forum/player-help/threads/4225671)

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#5 Aug 17, 2015 16:24:48

V. Feats

GladiusLegis
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Again, with the Paladin demanding intensive attention both on a physical stat (STR or DEX) and on CHA, the
opportunities to take feats are very limited. A typical Paladin with at least +2 worth of bonuses in relevant stats and
a 15, 15, 13, 10, 10, 8 point buy can take only one feat (two if a Variant Human) if they want 20s in both their
attack stat and CHA. A second feat (third if Variant Human) might be worth the sacrifice of a 20 CHA, at least, for a
few builds.

Because feats are going to come at a premium for Paladins, its very important to pick wisely, and preferably with an
eye toward the long term. Hence, only feats that Paladins conceivably would consider will be mentioned here.

If using a two-handed weapon:

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Great Weapon Master: A bonus action attack whenever you kill an enemy essentially serves as overkill
protection and is great in fights against multiple foes and hordes (again, your class' weakness). Getting that on a
crit also makes it decent against a boss. As for the -5 to hit for +10 to damage per hit trade, you'll mainly be
using that if you get your attack rolls buffed in some way (e.g. Advantage from Vow of Enmity, bonus from
Sacred Weapon), in which case your damage potential climbs dramatically. If you're Vengeance and using a
greatsword, consider this mandatory, since between the Vow and your Oath spells youll be getting advantage
and extra attacks often. If youre using a polearm, Polearm Master is the higher priority, although the -5 hit /+10
damage trade from this certainly plays nice in addition on the butt-end attack from Polearm Master if youre going
for pure damage.

If using a glaive or halberd:


Polearm Master: Lets face it, this feat is THE VERY REASON youd want to use a glaive or halberd. Getting an
extra trigger for an OA when the enemy moves to your 10-foot reach is huge, and a reliable source of
reaction attacks. Bonus action is covered, too, with an attack with the butt end of your weapon that even adds
your STR modifier (and plays very well with your Improved Divine Smite!). This feat combos very well with
Sentinel, in which case your OAs upon approach stop your enemy dead in their tracks. Thats a combo worth
sacrificing a 20 CHA for. Or if you just prefer raw damage, take Great Weapon Master for its -5 hit/+10 damage
trade instead, which works its magic on the butt-end attack.

If using a shield:
Shield Master: Solid set of benefits, with some limitations on them all that keep this feat from true greatness.
The bonus action to shove is great if youre a STR-attacker with Athletics proficiency, creating free advantage for
your ensuing Attack action if you choose the prone option but remember that shove is limited to Large or
smaller. Shield bonus to DEX save, likewise, great against single-target effects, but no use against area of effect
abilities like a dragons breath. The last benefit gives you a partial Evasion-type effect when you make any DEX
save (this one works against AoEs), using your reaction to take no damage; a DEX-attacker will actually benefit
from this quite often with Aura of Protection in play, but STR-attackers not quite as much. Overall, still a very
good pick, but just mind the limitations.

General options:
Alert: +5 to initiative is good for just about everyone, and youre no exception. Getting to act at least before
the enemy gets to take a turn can be pretty huge. And, you know, if your Wizard ally gets off a Hold Monster,
itd be nice if you got in your auto-crit smites before the enemy got a chance to save, eh?
Defensive Duelist: Worthy pick for DEX-Paladins with a finesse weapon, who stand a pretty good chance of
turning a hit against them into a miss every round. Does use your reaction to do that, though.
Heavy Armor Master: Absolutely fantastic for a 1st-level Variant Human, when the 3-point damage reduction
vs. nonmagical weapons will be of the highest benefit (plus with the +1 STR attached to this feat, it's a way for a
Variant Human to start with effectively a +2 STR bonus). The benefit does taper off at higher levels vs. harderhitting enemies or enemies who have some sort of magical weapons, but even then its still a neat boost to
overall survivability numbers, particularly against enemies with Multiattack.
Inspiring Leader: Youll certainly qualify for it, and if youre expected to play more of a leadership/support role,
this is easily a top-tier choice. Between short rests you grant yourself and all allies in a typical party an amount
of temporary hit points not much less than a Clerics Mass Cure Wounds spell can heal.
Lucky: Hardly a character-defining feat like others on the list, but its 3 per-day rerolls of a d20 is a solid
enough benefit to be mentioned here.
Mounted Combatant: All Paladins get easy access to a mount via their 2nd-level spell Find Steed. With that in
mind, this one is fantastic in a mounted combat-friendly campaign (i.e. ones that take place more outdoors
than in dungeons or buildings). Aside from the constant advantage on attacks vs. enemies smaller than your
mount, the largest benefit is the ability to take the hits for attacks targeted at your mount. Giving your mount an
Evasion-type effect on DEX saves can also be a real mount-saver, particularly working with your Aura of
Protection.
Resilient (Constitution): Getting proficiency in CON saves, along with a +1 to CON itself, is as good a pick as
any for you. CON is targeted often and by some of the nastiest stuff in the game. And then there's Concentration
checks so you can keep your buff and smite spells alive when taking damage; in fact, combined with Aura of
Protection and a decent CON bonus (+2 or +3) you can get Concentration checks into auto-save territory against
most typical instances of monster damage. (e.g. Lv. 9 Paladin with CHA 16, CON 14, and Resilient = +3 CHA +2
CON +4 proficiency = auto-save on DC 10 checks.)
Sentinel: If you played the Fighter in 4th Edition, this will look very familiar; it pretty much gives you that
Fighters two main Defender mechanics used to punish an enemy and/or keep them stuck next to you. This feat
becomes MUCH more effective if your DM has marking in effect (DMG p. 271), in which case youll be able to get
those speed-sapping OAs against more than just one enemy every round. The other case in which this feat
becomes much more valuable, as mentioned before, is with Polearm Master.
War Caster: A nigh-mandatory pick for arcane gish-types, but for you not nearly so. Thats because of the
beauty of holy symbols that can be inlaid on your shield, taking care of the requirements to cast V,S,M spells
even fully armed and shielded. As for V,S spells, just cast them before you draw your weapon. If youre using a

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two-hander, or otherwise dont use a shield, youre golden for both V,S,M and V,S spells fully armed with a holy
symbol worn as an amulet. In any event, Resilient (CON) is a much higher-priority choice for Paladins, by far.
On the other hand, if youre multiclassing with an arcane caster somehow, then this feat starts looking
appealing again.

5e Player Help work


Oathbound: The Paladin Guide (http://community.wizards.com/forum/player-help/threads/4135276)
Into the Woods We Go: The Ranger Guide (http://community.wizards.com/forum/player-help/threads/4170201)
Dealing Death: Handbook of the True Assassin(http://community.wizards.com/forum/player-help/threads/4149876)
Ways to Attack with your Reaction (http://community.wizards.com/forum/player-help/threads/4130721)

Homebrew
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#6 Aug 19, 2015 15:28:10

VI. Spells
You are a class that prepares spells and has access to the whole list when you do prepare them, same as the Cleric,
which gives you some degree of versatility and flexibility day to day. But with that said, it helps to know the best
options so you can keep the mornings you prepare a new slate of spells to a minimum.
GladiusLegis
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The number of spells you can prepare equals half your paladin level + CHA, which most of the time roughly works out
between two and three spells per spell level, assuming you're equal between spell levels (that part may vary).

For your convenience, spells will have their components listed, along with their action type (action, reaction, bonus
action) and if they require Concentration. An "M" with an asterisk (*) means that the material component has a cost
and/or is consumed by the spell, which means you can't use your holy symbol to cast it.

Lv. 1 Spells (Paladin Lv. 2)

Bless: 1 action; V,S,M; Concentration. Keep prepared at all times. The +1d4 (average +2.5 bonus) to all attack rolls
and saving throws makes this THE top-priority party-wide buffing spell for perhaps your entire career. Especially
important if youre the only divine caster in the party, but even if there is a Cleric around, keeping this prepared
frees up the Clerics Concentration options (and vice versa; a Cleric with Bless opens up your options). Also
interesting to note that if you Bless yourself, this spell is easier than others to make Concentration checks for, thanks
to the saves buff. For the most efficient use of your actions, cast in a round before you anticipate combat, or in a
round when you couldnt make a melee attack, anyway.
Command: 1 action; V. A WIS-save spell that can result in a lovely barrage of OAs if you and your melee allies
surround it on casting and you command it to flee. Otherwise, you can make the enemy waste its turn, amounting to
a soft stun of sorts. Has some targeting limitations (ineffective vs. undead, those who dont understand your
language), but this will work in more than enough battles that you will want it prepared the vast majority of the time.
Wrathful Smite: 1 bonus action; V; Concentration. 1d6 extra psychic damage, and the far more vital detail of
making the enemy frightened of you if it fails a WIS save. Frightened means disadvantage on attack rolls and ability
checks, which is very potent. But the best part comes when it tries to end the spell early; you make the enemy waste
an action to do so, and they have to make a WIS CHECK (NOT a save) to end it. Why is that a huge distinction?
Because (a) even if theyre proficient in WIS saves, they cant add their proficiency bonus, and (b) being frightened,
they have disadvantage on the check to end it! This smite spell really takes a huge bite out of any physical attacker
that isnt immune to fear. The only knock against this spell is that the damage cant scale with upcasting, but
compared to how strong the effect is, who cares?
Heroism: 1 action; V,S; Concentration. Free temporary hit points every round and immunity to fear! Bless is still
higher priority, but if a Cleric has that taken care of this ones quite nice for the first nine levels of play, in particular
(it tapers off Lv. 10 and beyond once you get Aura of Courage and 3rd-level spells). Other than you, only the Bard
has this one on its list.
Compelled Duel: 1 bonus action; V; Concentration. If you're familiar with the 4e Paladin, this is pretty much the
analog to that Paladin's Divine Challenge, except without the radiant zap. This one requires a WIS save, but also
makes the enemy attack everyone except you at disadvantage, typically a stronger penalty than the 4e mark was. It
also keeps the enemy from escaping you unless it makes a WIS save. Decent one to keep on reserve against a boss.
Cure Wounds: 1 action; V,S. Your classic D&D healing spell, scalable with higher spell slots. Its not a bad idea to

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keep this prepared early, but its quickly outclassed by the time you get 3rd-level spells.
Protection from Evil and Good: 1 action; V,S,M*; Concentration. This spell is on most full spellcasters' class lists,
so while it is indeed good when anticipating fights against the listed enemies, it's probably best to leave this one to
the full casters, so you can save your preparations for more offensive output. Devotion Paladins don't need to
prepare this one at all, since it's on their Oath list.
Purify Food and Drink: 1 action; V,S. A good utility spell to prepare for social and exploration settings.
Shield of Faith: 1 bonus action; V,S,M; Concentration. +2 to AC is pretty decent, and it greatly helps that this is
cast as a bonus action. Note you can cast this on yourself instead of an ally if you need to. A fair defensive pick if
you're not the one needing to concentrate on Bless.
Thunderous Smite: 1 bonus action; V; Concentration. Quite good from Lv. 1-4. 2d6 extra thunder damage (nearly
as strong as a Divine Smite for the same level) with push and prone as a nice little bonus. Stack a Divine Smite on
top of this for a strong nova at early levels. Unfortunately, this spell does not do any more damage when upcast and
quickly loses its luster from Lv. 5 onwards.
Detect Magic: 1 action; V,S; Concentration. At least this one isn't redundant with Divine Sense, but still, there's
better use of your preparations.
Detect Poison and Disease: 1 action; V,S,M; Concentration. Meh. Might be used in uncharted wilderness or
swamplands, or something, but again, your use of this is sporadic at best.
Divine Favor: 1 bonus action; V,S; Concentration. Adds 1d4 radiant damage to all your hits, which averages to 2.5.
Keep in mind that a 1st-level Divine Smite adds 2d8 (average 9). Assume a 65% hit rate: 9/(.65*2.5) = 5.54, which
means on average, youll need to attack 6 times before youre expected to surpass the damage contribution a 1stlevel Smite gives you. As you can see, thats pretty inefficient, especially when its very possible at early levels that
youll lose Concentration before you even get to 6 attacks for a fight. The only battles where this is really worth
casting are against hordes of CR 1/4 or 1/2 mooks, in which case the extra 1-4 points of damage can spell the
difference between living or dead enemy on a successful hit. Of course, this also becomes worthwhile when youre
stuck in an entirely ranged battle, since Divine Smite only works in melee.
Detect Evil and Good: 1 action; V,S; Concentration. No reason to ever prepare this one when you have Divine
Sense.
Searing Smite: 1 bonus action; V; Concentration. This smite spell should never see the light of day in your arsenal.
The effect is nothing else other than damage, its strictly worse at that than Thunderous Smite with a 1st-level slot,
and even if you upcast it, the damage doesnt even come close to matching a same-level Divine Smite even if the
enemy fails the first save for the ongoing damage.

Devotion Oath Spells

Sanctuary: 1 bonus action; V,S,M. A terrific protection spell to always have on tap; indeed one of the best.
Especially since its a bonus action with no concentration required. Break this out if you need to protect an ally in
danger and buy them a round to heal up, or even to cast an important spell (theres plenty that dont involve directly
affecting an enemy). Also useful if you need to shield a non-combatant from harm.
Protection from Evil and Good is already on the Paladin list. You always have it prepared, being an Oath spell, so
you might be expected to pitch in on castings of this.

Ancients Oath Spells

Ensnaring Strike: 1 bonus action; V; Concentration. A solid "smite" spell when used against anything smaller than
Large (and can be used at range as well!). Restraining means halted movement and, perhaps even more important,
advantage on attacks against the target. Only allows a Strength save, so feel free to use this on a Roguish-type. They
also take more damage round-to-round automatically while restrained and must blow their action to make a Strength
check (NOT a save, so no proficiency bonus!) to escape.
Speak with Animals: 1 action; V,S. Allows you to do what its name says. When you need it, it's there.

Vengeance Oath Spells

Bane: 1 action; V,S,M; Concentration. Pretty much the flip-side of Bless, letting you penalize enemy attack rolls and
saves by an average of 2.5. Affects up to three enemies with a first-level slot, more if you upcast. Can come in handy
in fights against strong multiple foes, one of the few tools in the box for these types of fights for Vengeance Paladins.
Hunter's Mark: 1 bonus action; V; Concentration. Well, you get to steal the Rangers staple spell for boosting singletarget DPR. But how good is it for you? Well, compared to a 1st-level Divine Smite (2d8 = 9), assuming 65% hit
rate, 1d6 = 3.5 damage per hit: 9/(.65*3.5) = 3.96. So an average of attacking 4 times before you match a 1st-level
Smite in damage contribution. Moreover, unlike even Divine Favor, its rather inefficient against hordes of mooks,
since selecting a new target always takes another bonus action. On the plus side, it can last up to an hour (or 8
hours with a 3rd-level slot, or an entire day with a 5th) but unless you can get Concentration checks into auto-save
territory vs. DC 10, at least, you cant count on maintaining it nearly that long. So, basically, its really not worth

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casting at Lv. 1-5. At Lv. 6 or higher, with Aura of Protection in play and preferably also with the feat Resilient
(CON), this spell looks a lot more attractive and has a much better chance of being the efficient long-term DPR boost
its meant to be.

Oathbreaker Spells

Hellish Rebuke: 1 reaction; V,S. A little bit of fire damage in retaliation to getting hurt out to 60 feet. Overall,
typically not worth the spell slot, and depending on your DM there may be logistical concerns casting this fully armed
and shielded.
Inflict Wounds: 1 action; V,S. Hot garbage. A normal attack plus just a 1st-level Divine Smite is going to do more
damage every time.

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#7 Aug 23, 2015 17:49:59 (Edited)

Lv. 2 Spells (Paladin Lv. 5)

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Find Steed: 10 minutes; V,S. If nothing else, keep this spell prepared just because a steed will greatly cut down on
your travel times. And even if you do get caught in combat, the penalty for your steed getting whacked in combat is
nothing compared to what it was in editions past; it just disappears in a puff of mist, and just cast this spell again to
bring it back fully healed. You really have nothing to lose from keeping this on hand and a lot to gain. If you DO plan
on making your steed a main avenue of combat, then you'll want the Mounted Combatant feat, which lets you take all
the hits for attacks targeted at your steed.
Magic Weapon: 1 bonus action; V,S; Concentration. Bless is still higher priority, mind, but if a Cleric has that
covered this is easily a staple buff all the way up until every main weapon-user has an actual magic weapon. If you
have a magic weapon but the Fighter doesnt, for example, cast this on the Fighters weapon. Retire this once/if
everyone does have a magic weapon.
Aid: 1 action; V,S,M. Up to three allies get 5 more maximum hit points for a full 8 hours (plus 5 more per each level
you upcast). You can easily cast this at the start of every day. A solid no-concentration buff, for sure, although if a
Cleric has this covered itll take the burden off you to prepare and cast this.
Branding Smite: 1 bonus action; V; Concentration. The most important thing to note about this Smite spell is that,
unlike most other Smite spells, this one works with a ranged attack. Just for that fact alone, its never a bad idea to
prepare this. The extra damage (2d6 radiant) does scale when upcast, too. The usefulness of the invisibility
prevention effect, on the other hand, is highly situational; if you are in melee its usually better to just save your
2nd-level spell slot for a Divine Smite.
Lesser Restoration: 1 action; V,S. Curing disease and poison is redundant with Lay on Hands, but curing blinded
and deafened is not, so it's still worth considering. If you're Devotion, it's an Oath spell, so congrats, prepare
something else.
Zone of Truth: 1 action; V,S. Very useful to prepare when youre getting ready to conduct an interrogation. If you're
Devotion, congrats, you always have it on tap since it's an Oath spell.
Protection from Poison: 1 action; V,S. With Lay on Hands in play, I can't really see preparing this one too often.
Locate Object: 1 action; V,S,M; Concentration. If you absolutely need to find an object and time isnt of the
essence, then here you go. Definitely not worth a full-time preparation, though.

Devotion Oath Spells

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Lesser Restoration and Zone of Truth are both already on the Paladin list.

Ancients Oath Spells

Moonbeam: 1 action; V,S,M; Concentration. 5-foot radius = 10-foot diameter, so theoretically can affect up to four
creatures, and will damage two adjacent enemies at once. Making this spell at least something to use against hordes.
2D10, with CON save for half, is respectable damage for this level, and it does scale with upcasting. Moving the beam
can be worth using your action if clusters of enemies form.
Misty Step: 1 bonus action; V. A bonus action teleport! Teleporting is great to have for many reasons, and you still
get your move and attacks afterwards with this.

Vengeance Oath Spells

Hold Person: 1 action; V,S,M; Concentration. Needs no introduction. Enjoy your auto-crits and free double-powered
Divine Smites on the poor humanoid sap afterwards.
Misty Step: 1 bonus action; V. Again, bonus action teleporting. Enough said.

Oathbreaker Spells

Darkness: 1 action; V,M; Concentration. Usefulness depends on if you have darkvision somehow (race, spell, item);
if you do this can actually be pretty useful. If you dont, you probably dont want to cast this.
Crown of Madness: 1 action; V,S; Concentration. The effect sounds neat at first, until you realize that the enemy
can only make the attack you coerce out of it before it moves, requiring some serendipitous positioning round to
round. Add the fact you have to spend your actions to maintain this, PLUS your concentration, PLUS the fact the
enemy can save against this after every one of its turns anyway, and this spell is a fail.

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#8 Aug 17, 2015 16:15:40

Lv. 3 Spells (Paladin Lv. 9)

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Aura of Vitality: 1 action; V; Concentration. Throws out a total of 20d6 healing (avg. 70) for its duration partitioned
among whomever needs it the most. One of the best healing spells from 1st-5th level in the whole game, and not
even the Cleric gets it. Consider this your staple heal to cast out of combat and keep prepared at all times.
Revivify: 1 action; V,S,M*. Bring someone back to life if they just got killed within the last minute. Keep prepared at
all times, even if there is a Cleric around but especially if theres not.
Blinding Smite: 1 bonus action; V; Concentration. 3d8 extra radiant damage on the next hit + blind on a failed CON
save. The damage is solid (but not scalable on upcasting), and blinding means advantage for you and disadvantage
for them. This one can be a gamechanger against strong enemies reliant on physical attacks just as long as they
dont have blindsight, truesight or tremorsense.
Crusader's Mantle: 1 action; V; Concentration. This is a solid party-wide damage buff, but with some caveats. First,
Bless is still higher priority, so make sure your party has that covered first before you cast this. Second, since this
takes an action to cast, you ALWAYS want to cast this BEFORE the start of a combat, NOT in the first round,

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otherwise youll lose too much damage from simply not attacking when you couldve (it lasts a full minute, or 10
rounds, which is a lot more than most combats take, so don't worry about wasting it). So assuming youre casting
this the right way, break down the math vs. a 3rd-level Smite (4d8 = avg. 18). Assuming the usual 65% chance to
hit in melee, 18/(.65*2.5) = 11.08, so 12 attacks from the party to surpass the damage contribution from a 3rd-level
Smite. A Fighter with Action Surge, over 3 rounds, will make 8 attacks at Lv. 9-10, and 12 attacks at Lv. 11+. Any
other character with Extra Attack will make 6 attacks over the same 3 rounds. So that indicates that, for this spell to
be worth a pre-battle cast, you want at least one Fighter in the party, and preferably also a third ally with Extra
Attack besides you. If, in addition to that, you happen to have an ally with Conjure spells or a Necromancers
army, or if youre commanding an actual army, then this gets much better still.
Elemental Weapon: 1 action; V,S; Concentration. Like Magic Weapon before it, this is one youd like to keep
prepared up until the point every main weapon user has a magic weapon (retire this then). Along with the bonus to
hit, this one also adds d4s to the damage, making it a step above Magic Weapon. Its also very versatile with the
damage types; choose the right one if you know what youre about to be facing. A very good buff spell, to be sure,
but the competition is just really stiff at this spell level.
Create Food and Water: 1 action; V,S. A good spell to prepare during very long expeditions.
Daylight: 1 action; V,S. A source of bright light can be good sometimes. Theres just too many other good spells at
this level, though.
Dispel Magic: 1 action; V,S. Its definitely good for the times you come upon magic that needs dispelling, or
especially in fights against spellcasters. How often those come up is the question, though. Have someone buff your
Charisma ability checks (e.g. someone with a Guidance or Enhance Ability spell) and you stand a decent shot at
dispelling even high-level magic. If you're Devotion, congrats, you have this always on tap, so prepare something
else.
Magic Circle: 1 minute; V,S,M*. Eh, if your party really needs to cast this spell, it's probably something best left to
the Cleric or Wizard to do it. And even then the benefits aren't particularly great for the minute-long casting time and
material cost.
Remove Curse: 1 action; V,S. Might need preparation every once in a while, but day-to-day this should generally be
on the backburner.

Devotion Oath Spells

Dispel Magic is already on the Paladin spell list. So you get to always be prepared for fights against spellcasters,
which is very nice.
Beacon of Hope: 1 action; V,S; Concentration. Advantage on WIS saves and death throws plus maximized healing
rolls all out to 30 feet. Pretty solid defensive buff always on tap, but how often are you really going to concentrate on
this one as opposed to Bless, Crusaders Mantle, or a smite spell? Probably not very.

Ancients Oath Spells

Plant Growth: 1 action/8 hours; V,S. The 1-action version is good for hindering approaching enemies, and the
8-hour version is neat for gardening purposes.
Protection from Energy: 1 action; V,S; Concentration. A strong protection spell if you anticipate either combat
against a certain type of enemy (e.g. some sort of elemental or dragon) or an area with elemental hazards around.

Vengeance Oath Spells

Haste: 1 action; V,S,M; Concentration. If you can get Concentration checks into auto-save territory (take Resilient
(CON) for that), this is as good as a Lv. 1-5 personal combat buff gets. Cast before you anticipate combat; it lasts 10
rounds, so dont worry about wasting the first couple rounds of duration. The extra attack from this is obviously
great, and against a Vow target can result in some of the gaudiest DPR numbers, not to mention giving you another
chance to Divine Smite. The double speed can even let you melee attack an enemy you couldnt reach otherwise that
round. And the advantage on DEX saves and +2 to AC cant be ignored, either. (If you didnt take Resilient (CON)
then this spell is much less attractive, and can become a double-edged sword).
Protection from Energy: 1 action; V,S; Concentration. Considering all your combat buffs that require Concentration,
you're more likely to use this one for exploring a hazardous area. Good for that purpose.

Oathbreaker Spells

Animate Dead: 1 minute; V,S,M. Having an undead army is fun. Especially when they benefit from your Aura of Hate
bonus.
Bestow Curse: 1 action; V,S; Concentration (no Concentration if upcast with 5th-level slot). Pretty nice choice of

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effects, one of which you can inflict on an enemy in melee touch range, including one that can even make your
Control Undead feature easier to use.

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#9 May 20, 2015 17:31:01

Lv. 4 Spells (Paladin Lv. 13)

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Banishment: 1 action; V,S,M; Concentration. Remove a strong enemy in a group from play, making the rest of the
fight easier, or if it's a single boss, have the party prepare readied actions for when it reappears for a nice full-scale
assault. Great either way. And if it's a creature non-native to the plane, even better, as you get rid of them
permanently, if that's what you wanted. If you're Vengeance, this is an Oath spell, so prepare something else.
Death Ward: 1 action; V,S. Can be quite literally a lifesaver. Protects someone against KO and instant death effects.
It doesnt require concentration, either, making this one of the better defensive buffs on the whole.
Aura of Life: 1 action; V; Concentration. Im generally not the biggest fan of defensive concentration buffs, but this
one is at least undeniably effective against enemies that can drain your hit point maximum, such as vampires. Also
like Death Ward it protects against KO but for all allies in aura range.
Aura of Purity: 1 action; V; Concentration. Grants you and allies immunity to disease, resistance to poison damage
and advantage on saves against most of the conditions you'll face. Again, not the biggest fan of defensive
concentration buffs, but I can certainly imagine fights where this might be useful.
Staggering Smite: 1 bonus action; V; Concentration. The damage and effects arent bad 4d6 extra psychic and on
a failed WIS save the enemy cant take reactions and has disadvantage on attacks and skill checks. These specific
effects take place even if an enemy is specifically immune to, say, blind or fear. BUT the one big problem keeping
this spell from greatness is the duration of the effects it only lasts until the end of the enemys next turn FLAT.
True, your party can still do a lot of damage during that time (IF the initiative order cooperates), but thats a bit
underwhelming for a 4th-level smite spell, dont you think? It doesnt hurt to prepare this one in case you run into
enemies immune to blind or fear, but if those immunities arent a factor, Blinding Smite and Wrathful Smite are just
better.
Locate Creature: 1 action; V,S,M; Concentration. Prepare it when you need it. Definitely dont prepare it full-time.

Devotion Oath Spells

Freedom of Movement: 1 action; V,S,M. Easily one of the high points of the Devotion list. Ignoring difficult terrain
is good, immunity to restrained is great, automatic escapes from grapples is excellent, and immunity to paralyzed is a
damn lifesaver. A very strong defensive spell, especially since it doesn't even require Concentration.
Guardian of Faith: 1 action; V. Gives you a chance at inflicting a little auto-damage, up to 60 points' worth. Pretty
decent, particularly against multiple enemies.

Ancients Oath Spells

Ice Storm: 1 action; V,S,M. Hooray, a direct damage spell you can use to fight hordes and multiple enemies!
Definitely an answer to the Paladin's overall weakness in those types of fights, and a pretty good one at that.
Stoneskin: 1 action; V,S,M*; Concentration. An old classic, and resistance to any nonmagical damage involving the
usual weapon types is nice indeed. Cost is 100 gp per cast, not insignificant, but not a complete drain, either, if used
judiciously.

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Vengeance Oath Spells

Banishment is already on the Paladin list.


Dimension Door: 1 action; V. Teleport up to 500 feet, for the win. You can bring one ally with you, too.

Oathbreaker Spells

Confusion: 1 action; V,S,M; Concentration. A solid control effect against multiple enemies that has an 80 percent
chance round to round of making the enemy a nonfactor against you.
Blight: 1 action; V,S. Your normal attack routine plus one 4th-level Divine Smite will outdamage this spell by a mile,
even against plant creatures and magical plants.

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#10 Aug 17, 2015 20:14:25 (Edited)

Lv. 5 Spells (Paladin Lv. 17)

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Destructive Wave: 1 action; V. This is THE horde-clearing spell for the Paladin class in general. Too bad it comes
really late in their career, but better late than never. The damage is equivalent to a Fireball cast at 5th-level, it's
friendly (i.e. you can exclude your allies from the burst), and the area of effect is enormous, being a 30-foot radius
from you. And it's only a Verbal component, so you can bust this out fully armed and shielded, even. Strongly
suggested that you keep this one prepared at all times, just in case.
Banishing Smite: 1 bonus action; V; Concentration. Gets its mark for the extra damage it does alone; 5d10 is no
joke, force is almost never resisted, and combined with a 4th-level Divine Smite results in a lovely damage spike
against a boss (and if you crit, whoa). However, the banishment effect isn't really something you want to rely on or
actively aim for, as it only goes into effect when you knock the enemy to less than 50 hit points with the hit. By
then, it's about to die. If you DO happen to get that banishing effect, have everyone ready actions for when the
enemy reappears and give it a swift end. NOTE: This Smite spell actually works with a ranged attack, too, so huzzah
for that.
Circle of Power: 1 action; V; Concentration. Grants what basically amounts to spell resistance for you and all allies
within 30 feet: Advantage on saves vs. spells and magic effects. An added bonus is an Evasion-like effect except for
all saves. A powerful defensive spell, to be sure, but again, its concentration so it competes with your staple
offensive buffs and smites. If youre fortunate enough to wield a Holy Avenger, you already get the most meaningful
part of this spell as a constant effect (and the same range, even, being Lv. 17+).
Geas: 1 minute; V. Can definitely be useful if you need to compel some low-level NPC into doing your will.
Dispel Evil and Good: 1 action; V,S,M; Concentration. Basically a Protection from Evil and Good spell combined with
either a very limited Banishment option or dispel of charm and fear and a possible exorcism. Considering its
competition at this level, hard to recommend a full-time preparation. One better left to the Cleric if it must be cast.
Raise Dead: 1 hour; V,S,M*. The 10-day limit on this spell is, in most cases, liberal enough that youll only prepare
this on a need basis. Revivify is typically enough.

Devotion Oath Spells

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Commune: 1 minute; V,S,M. Asking a god for answers can come in pretty handy.
Flame Strike: 1 action; V,S,M. Actually not that impressive in your case. This competes directly with Destructive
Wave, which both does more damage and has a much larger area of effect, plus doesn't require somatic and material
components unlike this one. It does have distance going for it, but even then it's only 60 feet, so I honestly can't
think of many cases where casting this is preferable to Destructive Wave.

Ancients Oath Spells

Commune with Nature: 1 minute; V,S. Solid exploration spell with a nice distance and some good knowledge
gained.
Tree Stride: 1 action; V,S; Concentration. Teleport between trees. That's handy at times.

Vengeance Oath Spells

Hold Monster: 1 action; V,S,M; Concentration. Again, needs no introduction. Enjoy your auto-crits and doublepowered Divine Smites.
Scrying: 10 minutes; V,S,M*; Concentration. Spy on your quarry, even more effectively if you know them well or
have a possession of theirs. Good for scouting.

Oathbreaker Spells

Contagion: 1 action; V,S. The effects of the disease have been clarified (by Jeremy Crawford here
(http://www.sageadvice.eu/2015/06/13/contagion-effects/)) to not kick in until 3 failed saves. Which is a good
thing for the game, because itd be hilariously broken otherwise. But in a pure combat situation, its utility is very
limited. The only time youd want to cast it in combat is if youre facing a likely recurring adversary who likes to
escape at the first sign of defeat; make them roll saving throws (or burn Legendary Resistances) as a parting gift.
Dominate Person: 1 action; V,S; Concentration. Mind-controlling humanoids is fun, and useful.

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#11 Jun 07, 2015 0:15:23 (Edited)

VII. Equipment

The basics (STR-based):


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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 dualwielding)
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

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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.

Weapons
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 doesnt require attunement is
an added plus.
Sunblade: Rare; Longsword; Attunement. Its literally a lightsaber! Its nominally a longsword, but its 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 its
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?).

Armor
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 doesnt 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.

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

Belts
Belt of Giant Strength: Rare/very rare/legendary; Attunement. Depending on the type of giant its 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.

5e Player Help work


Oathbound: The Paladin Guide (http://community.wizards.com/forum/player-help/threads/4135276)
Into the Woods We Go: The Ranger Guide (http://community.wizards.com/forum/player-help/threads/4170201)
Dealing Death: Handbook of the True Assassin(http://community.wizards.com/forum/player-help/threads/4149876)
Ways to Attack with your Reaction (http://community.wizards.com/forum/player-help/threads/4130721)

Homebrew
Spell-less Paladin (http://community.wizards.com/forum/player-help/threads/4225671)

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#12 Aug 23, 2015 11:40:22

VIII. Multiclassing

Basics to remember:
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You need to meet the attribute prerequisites of ALL your planned classes, including your initial class. So, to
multiclass as a Paladin, youll 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. Its 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, thats 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 youre 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 youre 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. Thats great! But your next 5 levels should be all Paladin. Youll 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, its 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 its 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 dont
multiclass with another caster). That is pretty significant. You want to make sure that what you gain at Lv. 2 (or
Lv. 3 if youre going further in your dip) is worth this sacrifice. Fighters Action Surge? Yeah, Id say thats worth
it. The Sorcerers Lv. 2? Not worth it unless youre going for the real prize at Lv. 3. The Monks 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. Thats a pretty strong
ability from a tactical standpoint, so you want to make sure that your dips 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. Its up
to you to decide whether such a trade is worth it.

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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 casters 3rd-level spell list might look good, its probably not enough to consider taking Lv. 5 in
that class unless youre going for something else a few more levels into that class. Thus, if youre 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: Bards Font of Inspiration); otherwise, dont bother.
Lv. 15 Paladin for Lv. 6 dip: You give up a 4th-level spell slot (if you dont multiclass with another caster),
which can hurt. You also give up your Oaths Lv. 15 feature. For Devotion and Ancients Paladins, thats solid but
not a total gamechanger. For Vengeance, its pretty significant. For Oathbreakers, its very significant. In any
case, youll want to make sure that Lv. 6 feature youre 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.)

Potential Multiclass options:

Bard: Perfectly compatible stats qualifying-wise and spellcasting-wise (CHA 13). You get an extra skill of your choice
when entering this, too, along with some extra spellcasting and leader-type stuff.
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.
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
youre playing a Defender role to penalize an enemys attack roll as a reaction with your Inspiration dice. Very
robust level.
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, so it may be a bit surprising that it doesn't rank as highly as some other options.
But that said, it can be viable. 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. The prize most Paladins will go
for is at Lv. 6, with the Channel Divinity 2 times per short rest.
Lv. 1: Cantrips and your first Domain feature and pair of Domain spells. Life, in particular, is a really good
Domain for a Paladin dipping Cleric levels to take, since none of its features or Channel Divinity options are WISdependent, and only one of its Domain spells has an attack roll or DC related to WIS. The Lv. 1 feature of Life
powers up all healing spells, and not just Cleric ones, either. Heck, you even get Bless always on tap; how good
is that!?
Lv. 6: Channel Divinity twice per short rest. The main reason a Paladin will dip Cleric levels. You also get
another Domain feature, and Lifes, again, is pretty decent.

Fighter: If you plan a multi here, its pretty much strictly better to start as a Fighter. You give up no armor
proficiencies by doing so, and youd get Constitution as a save proficiency, the best common save to get. (That
said, it wouldnt 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 youre 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 theres ever a fight where you just need to go ham.
Lv. 3: Your Fighter Archetype, and all three choices here have something to offer. Battle Master is the most
consistently effective with the healthy short rest-recharge arsenal you gain (4 d8 Superiority Dice, 3 maneuvers).
Champion has its points with its doubled crit range, which means a better chance of adding doubled Smite
damage. Eldritch Knight is pretty pointless if a 3- or 4-level dip is all you want, but if youre going further than
that, it looks a lot more attractive thanks to the spell slot gain beyond your Paladin levels.
Lv. 11: 3 attacks per Attack action. With 9 Paladin levels, you still have 3rd-level spells, Aura of Protection, and
the particularly strong Lv. 7 Oath feature. If you went Eldritch Knight, youll still have a fair number of spell slots
to play with.

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-based Paladin of Vengeance somehow trained in Stealth (via race or background), in particular, this can be
quite an effective option. The first two levels contain the goodness of Expertise and Cunning Action (plus a Sneak
Attack die or two), and then the big prize of Assassinate at Lv. 3. Theres 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 Thieves Tools proficiency as well.

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Lv. 3: Assassin for Assassinate. This is why you want to be trained (and preferably even Expertised) in Stealth
somehow, so you have a better chance to set up those surprise round auto-crits! And you can imagine how lovely
those are going to get with a charged-up smite spell, Divine Smite and Extra Attack.

Sorcerer: Compatible qualifying and casting stat with CHA, so a very attractive option. 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: Favored Soul (UA: Class Design Variants) is overall the clear winner here, especially for a dip, with the free
Cleric domain spells you get at just this level (and 3rd, 5th, 7th and 9th if you go that far). And unlike with a
Cleric MC, those spells will be Charisma-based! Draconic Bloodline can be good for DEX-Paladins with that free
natural armor amounting to 1 AC better than studded leather, and looks more attractive if youre going to take 6
or more Sorcerer levels. (Dont take Wild Magic; it has nothing to offer you.)
Lv. 3: The big prize of two Metamagic options. Youll 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).
Lv. 6: A worthy level for Draconic Bloodline. Elemental Affinity goes very well with Elemental Weapon (extra CHA
modifier to damage) and perhaps some of your smite spells. Or spend a sorcery point for resistance to your
chosen damage type. For Favored Souls with more than 5 Paladin levels this is obviously a wasted level, since
two instances of Extra Attack do not stack.
Lv. 9: 5th-level Sorcerer spells. Still allows room for the Paladins Improved Divine Smite.

Warlock: Compatible qualifying and casting stat with CHA, making for an especially attractive dipping option. 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 PHB release, and was reflected as such in the June 2015 errata.
Lv. 1: A first-level Patron feature (Dark Ones Blessing and Fey Presence are both pretty good), a couple of
cantrips (ahem, Eldritch Blast) you can go nuts with since it uses CHA just like your own spells, and one
recharging spell slot all make for a terrific one-level dip.
Lv. 2: Your first pair of invocations. If you took Eldritch Blast, definitely take Agonizing Blast as one of them.
Devils 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 rechargeable Smites at maximum power. Still allows room for
4th-level Paladin spells at the end.
Lv. 9: 5th-level Warlock spells and slots. Still allows room for Improved Divine Smite.

Wizard: Requires heavy investment in what is typically the Paladins dump stat to enter (INT 13). There is one big
draw that might make the extra MAD worthwhile, especially if you plan to break your Oath.
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.

5e Player Help work


Oathbound: The Paladin Guide (http://community.wizards.com/forum/player-help/threads/4135276)
Into the Woods We Go: The Ranger Guide (http://community.wizards.com/forum/player-help/threads/4170201)
Dealing Death: Handbook of the True Assassin(http://community.wizards.com/forum/player-help/threads/4149876)
Ways to Attack with your Reaction (http://community.wizards.com/forum/player-help/threads/4130721)

Homebrew
Spell-less Paladin (http://community.wizards.com/forum/player-help/threads/4225671)

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#13 Jan 11, 2015 8:18:38

GladiusLegis

IX. FAQ

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Filling in as needed
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Oathbound: The Paladin Guide (http://community.wizards.com/forum/player-help/threads/4135276)


Into the Woods We Go: The Ranger Guide (http://community.wizards.com/forum/player-help/threads/4170201)
Dealing Death: Handbook of the True Assassin(http://community.wizards.com/forum/player-help/threads/4149876)
Ways to Attack with your Reaction (http://community.wizards.com/forum/player-help/threads/4130721)

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#14 Jun 05, 2015 6:32:59 (Edited)

X. Builds and Combos

I. Variant Human, Oath of Devotion, Shield Master


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Race: Human (Variant)


Background: Knight
Alignment: LG

Proficient skills: Persuasion (CHA), History (INT), Perception (WIS), Athletics (STR), Insight (WIS)
Proficient tools: Gaming set (one type)

Armor: Chain mail (Lv. 1) -> Plate (as soon as can afford it), Shield
Weapon: Longsword
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, Shield Master
Lv. 4: STR 18, DEX 10, CON 13, INT 8, WIS 10, CHA 16, Shield Master
Lv. 8: STR 20, DEX 10, CON 13, INT 8, WIS 10, CHA 16, Shield Master
Lv. 12: STR 20, DEX 10, CON 14, INT 8, WIS 10, CHA 16, Shield Master, Resilient (CON)
Lv. 16: STR 20, DEX 10, CON 14, INT 8, WIS 10, CHA 18, Shield Master, Resilient (CON)
Lv. 19: STR 20, DEX 10, CON 14, INT 8, WIS 10, CHA 20, Shield Master, Resilient (CON)

Fighting Style (Lv. 2): Dueling

Most oft-prepared spells (total 15 + Oath spells at Lv. 20):


1st level: Bless, Command, Wrathful Smite. Oath: Protection from Evil and Good, Sanctuary
2nd level: Find Steed, Magic Weapon. Oath: Lesser Restoration, Zone of Truth
3rd level: Aura of Vitality, Blinding Smite, Crusaders Mantle, Elemental Weapon, Revivify. Oath: Beacon of Hope,
Dispel Magic
4th level: Banishment, Death Ward. Oath: Freedom of Movement, Guardian of Faith
5th level: Banishing Smite, Circle of Power, Destructive Wave. Oath: Commune, Flame Strike

II. Dragonborn, Oath of Devotion, Sentinel


Race: Dragonborn
Background: Soldier
Alignment: LG

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Proficient skills: Athletics (STR), Intimidation (CHA), Persuasion (CHA), Insight (WIS)
Proficient tools: Gaming set (one type), vehicles (land)

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

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

Attributes and feats:


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

Fighting Style (Lv. 2): Dueling

Most oft-prepared spells (total 14 + Oath spells at Lv. 20):


1st level: Bless, Command, Wrathful Smite. Oath: Protection from Evil and Good, Sanctuary
2nd level: Find Steed, Magic Weapon. Oath: Lesser Restoration, Zone of Truth
3rd level: Aura of Vitality, Blinding Smite, Crusaders Mantle, Elemental Weapon, Revivify. Oath: Beacon of Hope,
Dispel Magic
4th level: Banishment, Death Ward. Oath: Freedom of Movement, Guardian of Faith
5th level: Banishing Smite, Destructive Wave. Oath: Commune, Flame Strike

III. Half-Elf, Oath of Ancients, Sentinel


Race: Half-Elf
Background: Outlander
Alignment: NG

Proficient skills: Athletics (STR), Survival (WIS), Perception (WIS), Acrobatics (DEX), Persuasion (CHA), Insight
(WIS)
Proficient tools: Musical instrument (one type)

Armor: Studded leather, Shield


Weapon: Rapier
Other: Holy Symbol (Emblem, on Shield)

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

Attributes and feats:


Lv. 1: STR 8, DEX 16, CON 15, INT 8, WIS 12, CHA 16
Lv. 4: STR 8, DEX 16, CON 15, INT 8, WIS 12, CHA 16, Sentinel
Lv. 8: STR 8, DEX 18, CON 15, INT 8, WIS 12, CHA 16, Sentinel
Lv. 12: STR 8, DEX 20, CON 15, INT 8, WIS 12, CHA 16, Sentinel
Lv. 16: STR 8, DEX 20, CON 16, INT 8, WIS 12, CHA 16, Sentinel, Resilient (CON)
Lv. 19: STR 8, DEX 20, CON 16, INT 8, WIS 12, CHA 18, Sentinel, Resilient (CON)

Fighting Style (Lv. 2): Dueling

Most oft-prepared spells (total 14 + Oath spells at Lv. 20):


1st level: Bless, Command, Wrathful Smite. Oath: Ensnaring Strike, Speak with Animals

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2nd level: Find Steed, Magic Weapon. Oath: Moonbeam, Misty Step
3rd level: Aura of Vitality, Blinding Smite, Crusaders Mantle, Elemental Weapon, Revivify. Oath: Plant Growth,
Protection from Energy
4th level: Banishment, Death Ward. Oath: Ice Storm, Stoneskin
5th level: Banishing Smite, Destructive Wave. Oath: Commune with Nature, Tree Stride

IV. Variant Human, Oath of Vengeance, Polearm Master/Sentinel


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

Proficient skills: Athletics (STR), Intimidation (CHA), Perception (WIS), Persuasion (CHA), Insight (WIS)
Proficient tools: Gaming set (one type), vehicles (land)

Armor: Chain mail (Lv. 1) -> Plate (as soon as can afford it)
Weapon: Glaive or Halberd
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, Sentinel
Lv. 8: STR 18, DEX 10, CON 13, INT 8, WIS 10, CHA 16, Polearm Master, Sentinel
Lv. 12: STR 20, DEX 10, CON 13, INT 8, WIS 10, CHA 16, Polearm Master, Sentinel
Lv. 16: STR 20, DEX 10, CON 14, INT 8, WIS 10, CHA 16, Polearm Master, Sentinel, Resilient (CON)
Lv. 19: STR 20, DEX 10, CON 14, INT 8, WIS 10, CHA 18, Polearm Master, Sentinel, Resilient (CON)

Fighting Style (Lv. 2): Great Weapon Fighting

Most oft-prepared spells (total 14 + Oath spells at Lv. 20):


1st level: Bless, Command, Wrathful Smite. Oath: Bane, Hunters Mark
2nd level: Find Steed, Magic Weapon. Oath: Hold Person, Misty Step
3rd level: Aura of Vitality, Blinding Smite, Crusaders Mantle, Elemental Weapon, Revivify. Oath: Haste, Protection
from Energy
4th level: Death Ward. Oath: Banishment, Dimension Door
5th level: Banishing Smite, Circle of Power, Destructive Wave. Oath: Hold Monster, Scrying

V. Half-Orc, Oath of Vengeance, Great Weapon Master


Race: Half-Orc
Background: Pirate
Alignment: N

Proficient skills: Athletics (STR), Perception (WIS), Intimidation (CHA), Insight (WIS), Persuasion (CHA)
Proficient tools: Navigators tools, vehicles (water)

Armor: Chain mail (Lv. 1) -> Plate (as soon as can afford it)
Weapon: Greatsword or Maul
Other: Holy Symbol (Amulet)

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

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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 18, DEX 10, CON 14, INT 8, WIS 10, CHA 16, Great Weapon Master
Lv. 12: STR 20, DEX 10, CON 14, INT 8, WIS 10, CHA 16, Great Weapon Master
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

Most oft-prepared spells (total 14 + Oath spells at Lv. 20):


1st level: Bless, Command, Wrathful Smite. Oath: Bane, Hunters Mark
2nd level: Find Steed, Magic Weapon. Oath: Hold Person, Misty Step
3rd level: Aura of Vitality, Blinding Smite, Crusaders Mantle, Elemental Weapon, Revivify. Oath: Haste, Protection
from Energy
4th level: Death Ward. Oath: Banishment, Dimension Door
5th level: Banishing Smite, Circle of Power, Destructive Wave. Oath: Hold Monster, Scrying

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#15 Sep 01, 2014 13:26:04 (Edited)

Reserved 15. That should be enough. Go ahead and post if you want.

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EDIT: Umm, OK, how the heck do you add colors to text? I've tried HTML, BBCode, everything, and it's not doing it.
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Dealing Death: Handbook of the True Assassin(http://community.wizards.com/forum/player-help/threads/4149876)
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#16 Sep 01, 2014 14:09:47

Looking forward to the rest of the guide! One tiny peccadillo: in the sentence, "That also means that any
justifications the player makes for his actions to the DM are compared to actual concrete tenants...", I'm pretty sure
you meant to say "tenets" and not "tenants". My anal retentive eye has a tendency to zero in on stuff like that.
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To add color, you can surround the text that you want to change the color for with, for instance, a [color=#f80]
ORANGE[/color] tag.

See the BBCode guide at http://community.wizards.com/filter/tips(http://community.wizards.com/filter/tips) .

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#17 Sep 01, 2014 14:28:37

You may want to take a look at Heavy Armor Mastery for the Paladin since it provides DR and also gives +1
strength. Probably not as universally good as the feats you've listed for the lifetime of a Paladin Character, but well
worth taking for a level 1 human varient Paladin.
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#18 Sep 01, 2014 14:37:32 (Edited)

Ah, forgot about that one. Added it.


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Dealing Death: Handbook of the True Assassin(http://community.wizards.com/forum/player-help/threads/4149876)
Ways to Attack with your Reaction (http://community.wizards.com/forum/player-help/threads/4130721)

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#19 Sep 01, 2014 16:38:03 (Edited)

Whew, finally got everything colored.


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Dealing Death: Handbook of the True Assassin(http://community.wizards.com/forum/player-help/threads/4149876)
Ways to Attack with your Reaction (http://community.wizards.com/forum/player-help/threads/4130721)

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#20 Sep 01, 2014 17:45:18

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Great guide! I find it odd that you don't even mention War Caster, however, particularly for sword-and-board
paladins. I don't think there's any universal consensus that a paladin can execute somatic spell components if they
have a weapon in one hand and a shield in the other, even if their holy symbol happens to be emblazoned on their
shield. In games where the DM rules against this, War Caster is a pretty important feat, even if you set aside the
advantage that it grants on Concentration checks.
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#21 Sep 01, 2014 18:23:23 (Edited)

Leugren wrote:

Polaris
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Great guide! I find it odd that you don't even mention War Caster, however, particularly for sword-and-board paladins.
I don't think there's any universal consensus that a paladin can execute somatic spell components if they have a
weapon in one hand and a shield in the other, even if their holy symbol happens to be emblazoned on their shield. In
games where the DM rules against this, War Caster is a pretty important feat, even if you set aside the advantage that
it grants on Concentration checks.

I think Warcaster is a bit of a waste for a Paladin tbh. I see no reason why one handed weapons wouldn't have
thongs or someother device to allow the weapon to be dropped during spellcasting, and honestly Paladins (and clerics)
are SUPPOSED to be able to cast their spells with weapon and shield in hand...and that's been true since 1974. This
wasn't even an issue until 3.X. I also note that you are allowed to draw/pickup your weapon as part of an attack
action.

I would rate Warcaster with a split blue/red rating for a Paladin. If your DM is going to micromanage and take the
hardest line on somatic components (which is NOT in the spirit of traditional DnD), then it's blue. If you have DMs
like me (and even Mearls admitted that there were no balance issues with this), then it's red because for the most
part Paladins should be attacking and perhaps using spell slots to smite.

-Polaris
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#22 Sep 01, 2014 18:50:37 (Edited)

Polaris wrote:

Leugren
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Leugren wrote:
Great guide! I find it odd that you don't even mention War Caster, however, particularly for sword-and-board
paladins. I don't think there's any universal consensus that a paladin can execute somatic spell components if
they have a weapon in one hand and a shield in the other, even if their holy symbol happens to be emblazoned
on their shield. In games where the DM rules against this, War Caster is a pretty important feat, even if you
set aside the advantage that it grants on Concentration checks.

I think Warcaster is a bit of a waste for a Paladin tbh. I see no reason why one handed weapons wouldn't have thongs
or someother device to allow the weapon to be dropped during spellcasting, and honestly Paladins (and clerics) are
SUPPOSED to be able to cast their spells with weapon and shield in hand...and that's been true since 1974. This wasn't
even an issue until 3.X. I also note that you are allowed to draw/pickup your weapon as part of an attack action.

I would rate Warcaster with a split blue/red rating for a Paladin. If your DM is going to micromanage and take the
hardest line on somatic components (which is NOT in the spirit of traditional DnD), then it's blue. If you have DMs like
me (and even Mearls admitted that there were no balance issues with this), then it's red because for the most part
Paladins should be attacking and perhaps using spell slots to smite.

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-Polaris

I agree with your proposed split rating, though advantage on Concentration checks alone should rate at least as
situationally useful given that all of your best spells require Concentration, and given that, as a front-liner, you are
apt to draw a lot of enemy fire which will necessitate a lot of Concentration checks.
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#23 Sep 01, 2014 18:48:53

Leugren wrote:

ppaladin123
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Polaris wrote:

Leugren wrote:
Great guide! I find it odd that you don't even mention War Caster, however, particularly for swordand-board paladins. I don't think there's any universal consensus that a paladin can execute somatic
spell components if they have a weapon in one hand and a shield in the other, even if their holy symbol
happens to be emblazoned on their shield. In games where the DM rules against this, War Caster is a
pretty important feat, even if you set aside the advantage that it grants on Concentration checks.

I think Warcaster is a bit of a waste for a Paladin tbh. I see no reason why one handed weapons wouldn't have
thongs or someother device to allow the weapon to be dropped during spellcasting, and honestly Paladins (and
clerics) are SUPPOSED to be able to cast their spells with weapon and shield in hand...and that's been true since
1974. This wasn't even an issue until 3.X. I also note that you are allowed to draw/pickup your weapon as
part of an attack action.

I would rate Warcaster with a split blue/red rating for a Paladin. If your DM is going to micromanage and take
the hardest line on somatic components (which is NOT in the spirit of traditional DnD), then it's blue. If you
have DMs like me (and even Mearls admitted that there were no balance issues with this), then it's red because
for the most part Paladins should be attacking and perhaps using spell slots to smite.

-Polaris

I agree with your proposed split rating, though advantage on Concentration checks alone should rate at least as
situationally useful.

Well I think you have to compare it to proficiency in consitutiton saves through the resilience feat. You only really
have the space to take one. If you have micromanging DM then you'll want to take warcaster but if you don't you'll
want proficiency in consitution saves since it also covers saves aainst spells that target constitution. Warcast only
gives its benefit for concentration checks.
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#24 Sep 01, 2014 18:52:22

ppaladin123 wrote:

Polaris
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Leugren wrote:

Polaris wrote:

http://community.wizards.com/forum/player-help/threads/4135276

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Leugren wrote:
Great guide! I find it odd that you don't even mention War Caster, however, particularly for
sword-and-board paladins. I don't think there's any universal consensus that a paladin can
execute somatic spell components if they have a weapon in one hand and a shield in the other,
even if their holy symbol happens to be emblazoned on their shield. In games where the DM
rules against this, War Caster is a pretty important feat, even if you set aside the advantage
that it grants on Concentration checks.

I think Warcaster is a bit of a waste for a Paladin tbh. I see no reason why one handed weapons
wouldn't have thongs or someother device to allow the weapon to be dropped during spellcasting, and
honestly Paladins (and clerics) are SUPPOSED to be able to cast their spells with weapon and shield in
hand...and that's been true since 1974. This wasn't even an issue until 3.X. I also note that you are
allowed to draw/pickup your weapon as part of an attack action.

I would rate Warcaster with a split blue/red rating for a Paladin. If your DM is going to micromanage
and take the hardest line on somatic components (which is NOT in the spirit of traditional DnD), then
it's blue. If you have DMs like me (and even Mearls admitted that there were no balance issues with
this), then it's red because for the most part Paladins should be attacking and perhaps using spell slots
to smite.

-Polaris

I agree with your proposed split rating, though advantage on Concentration checks alone should rate at least as
situationally useful.

Well I think you have to compare it to proficiency in consitutiton saves through the resilience feat. You only really have
the space to take one. If you have micromanging DM then you'll want to take warcaster but if you don't you'll want
proficiency in consitution saves since it also covers saves aainst spells that target constitution. Warcast only gives its
benefit for concentration checks.

Which is why I proposed split blue and red. A Paladin's proficiency (like everyone's) goes from +2 to +6 eventually
becoming better than Advantage, and not only that but as you say, it works on ALL constitution saves not just
concentration checks. Really, if the issue of which feat is better to help you cast spells in combat vis a vis
concentration, then Resilance (Con) is the better choice and since you only have space for one, that would make
Warcaster 'red'. If the DM OTOH won't let you cast in combat without Warcaster, then this changes.....

-Polaris
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#25 Sep 01, 2014 19:09:49

Polaris wrote:

Leugren
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ppaladin123 wrote:

Leugren wrote:

Polaris wrote:

Leugren wrote:

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Great guide! I find it odd that you don't even mention War Caster, however,
particularly for sword-and-board paladins. I don't think there's any universal consensus
that a paladin can execute somatic spell components if they have a weapon in one
hand and a shield in the other, even if their holy symbol happens to be emblazoned on
their shield. In games where the DM rules against this, War Caster is a pretty
important feat, even if you set aside the advantage that it grants on Concentration
checks.

I think Warcaster is a bit of a waste for a Paladin tbh. I see no reason why one handed
weapons wouldn't have thongs or someother device to allow the weapon to be dropped during
spellcasting, and honestly Paladins (and clerics) are SUPPOSED to be able to cast their spells
with weapon and shield in hand...and that's been true since 1974. This wasn't even an issue
until 3.X. I also note that you are allowed to draw/pickup your weapon as part of an attack
action.

I would rate Warcaster with a split blue/red rating for a Paladin. If your DM is going to
micromanage and take the hardest line on somatic components (which is NOT in the spirit of
traditional DnD), then it's blue. If you have DMs like me (and even Mearls admitted that there
were no balance issues with this), then it's red because for the most part Paladins should be
attacking and perhaps using spell slots to smite.

-Polaris

I agree with your proposed split rating, though advantage on Concentration checks alone should rate at
least as situationally useful.

Well I think you have to compare it to proficiency in consitutiton saves through the resilience feat. You only
really have the space to take one. If you have micromanging DM then you'll want to take warcaster but if you
don't you'll want proficiency in consitution saves since it also covers saves aainst spells that target constitution.
Warcast only gives its benefit for concentration checks.

Which is why I proposed split blue and red. A Paladin's proficiency (like everyone's) goes from +2 to +6 eventually
becoming better than Advantage, and not only that but as you say, it works on ALL constitution saves not just
concentration checks. Really, if the issue of which feat is better to help you cast spells in combat vis a vis
concentration, then Resilance (Con) is the better choice and since you only have space for one, that would make
Warcaster 'red'. If the DM OTOH won't let you cast in combat without Warcaster, then this changes.....

-Polaris

There is a big assumption going on here that, as a Paladin, you will somehow be forced to choose between one feat
or the other. If you want your best spells (which are the greatest source of your damage riders) to last a long time,
then you might very well opt for both of these feats, particularly if you are a human. I don't think that any of us
have enough experience with high-level play yet to declare whether or not the loss of Concentration will be a large
factor in determining character efficacy at high levels. It is definitely one of the things that worries me most about
spellcasters, and particularly those spellcasters who also happen draw a lot of aggro by virtue of their roles as
frontline combatants.
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#26 Sep 01, 2014 19:15:57

Leugren wrote:

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Polaris wrote:

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ppaladin123 wrote:

Leugren wrote:

Polaris wrote:

Leugren wrote:
Great guide! I find it odd that you don't even mention War Caster, however,
particularly for sword-and-board paladins. I don't think there's any universal
consensus that a paladin can execute somatic spell components if they have a
weapon in one hand and a shield in the other, even if their holy symbol
happens to be emblazoned on their shield. In games where the DM rules
against this, War Caster is a pretty important feat, even if you set aside the
advantage that it grants on Concentration checks.

I think Warcaster is a bit of a waste for a Paladin tbh. I see no reason why one
handed weapons wouldn't have thongs or someother device to allow the weapon to be
dropped during spellcasting, and honestly Paladins (and clerics) are SUPPOSED to be
able to cast their spells with weapon and shield in hand...and that's been true since
1974. This wasn't even an issue until 3.X. I also note that you are allowed to
draw/pickup your weapon as part of an attack action.

I would rate Warcaster with a split blue/red rating for a Paladin. If your DM is going to
micromanage and take the hardest line on somatic components (which is NOT in the
spirit of traditional DnD), then it's blue. If you have DMs like me (and even Mearls
admitted that there were no balance issues with this), then it's red because for the
most part Paladins should be attacking and perhaps using spell slots to smite.

-Polaris

I agree with your proposed split rating, though advantage on Concentration checks alone should
rate at least as situationally useful.

Well I think you have to compare it to proficiency in consitutiton saves through the resilience feat. You
only really have the space to take one. If you have micromanging DM then you'll want to take warcaster
but if you don't you'll want proficiency in consitution saves since it also covers saves aainst spells that
target constitution. Warcast only gives its benefit for concentration checks.

Which is why I proposed split blue and red. A Paladin's proficiency (like everyone's) goes from +2 to +6
eventually becoming better than Advantage, and not only that but as you say, it works on ALL constitution
saves not just concentration checks. Really, if the issue of which feat is better to help you cast spells in combat
vis a vis concentration, then Resilance (Con) is the better choice and since you only have space for one, that
would make Warcaster 'red'. If the DM OTOH won't let you cast in combat without Warcaster, then this
changes.....

-Polaris

There is a big assumption going on here that, as a Paladin, you will somehow be forced to choose between one feat
or the other. If you want your best spells (which are the greatest source of your damage riders) to last a long time,
then you might very well opt for both of these feats, particularly if you are a human. I don't think that any of us have
enough experience with high-level play yet to declare whether or not the loss of Concentration will be a large factor in

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determining character efficacy at high levels. It is definitely one of the things that worries me most about spellcasters,
and particularly those spellcasters who also happen draw a lot of aggro by virtue of their roles as frontline combatants.

I don't think that's a big assumption really for the same reason that the OP doesn't apparently (I don't want to speak
for you OP, but from what I read of your guide my reasoning seems similiar). A Paladin is extremely stat heavy
especially if you are going for a strength primary build. You need Dex (or Strength) for combat, Con to survive, and
Charisma to fuel your casting and Paladin abilities. Now maybe if you start with a 16 you won't need to invest any
more in Con, but you'll want to improve Dex (or Strength) at every opportunity just to be able to hit creatures in
combat (a key class requirement) and you'll want to improve your Charisma at almost every opportunity to fuel your
charisma dependant abilities (which are very good). Paladins don't get any extra attribute boosts either (getting the
normal ones at 4th, 8th, 12th, 16th, and 19th). That leaves one spare feat MAYBE two if human and only at the very
end of your career.

-Polaris
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#27 Sep 01, 2014 20:04:56

So I noticed that the stat suggestion lists Str or Dex as equally valid options, yet the Feat suggestions are weighted
towards Strength.

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#28 Sep 01, 2014 20:13:44 (Edited)

HeirRaktus wrote:

Polaris
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So I noticed that the stat suggestion lists Str or Dex as equally valid options, yet the Feat suggestions are weighted
towards Strength.

There aren't very many good Dex feats that work for a Paladin, that's why. OTOH, there are a ton of good feats that
boost strength.

-Polaris
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#29 Sep 01, 2014 20:51:30 (Edited)

Re: War Caster.

GladiusLegis
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Yes, I did leave that off on-purpose. Polaris did a pretty good job of explaining why I would. Even if a DM is really
strict about the somatic components free hand requirement, and you're using a shield, most of your somatic spells
are the type that you want to cast to start combat. In which case you may have your weapon sheathed at the start,
using your weapon hand for the somatic component. If the spell was a bonus action, you can still draw your weapon
as your one interact for the round and make your Attack action anyway. And if the spell was an action, then it didn't
matter if you drew your weapon or not; in fact, you could've sheathed it before casting without an issue next round.

As for the Concentration save, given a choice vs. Resilient (CON), well, it isn't a choice. It's Resilient all the way. Just
for the sake of it, let's take a non-Variant Human, to apply it to more examples, so they'd take Resilient at Lv. 12. At
that level, let's say they have a 14 CON (+2), 16 CHA (+3) and then the proficiency bonus from their new feat (+4).
That's a +9, which is already good for autopassing every single DC10 Concentration save. And again, that's only at
Lv. 12.

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And also keep in mind, at least judging from the enemies we've seen so far, that you don't start regularly running
into enemies that consistently deal more than the 20 damage needed for a higher DC until some of the CR 20+
bosses. There are some really strong abilities untill then like Dragon's Breath, but the damage from that results in a
save that nobody's ever going to make anyway, so that's irrelevant. But the CR 20+ bosses will start dealing hits
generally up to 35 damage (if even that), so a DC 17. But at Lv. 20 your CON save will be roughly +2 (CON 14) +5
(CHA 20) +6 (proficiency), autosaving on a DC 14, and still having a very good chance to make the save vs. DC 17.

Resilient, especially combined with Aura of Protection, really does a lot for Concentration saves, to the point where
you really wouldn't miss War Caster. And as Resilient helps ALL CON saves, and CON-targeting abilities tend to be
frequent and nasty, again, the choice between Resilient and War Caster is pretty clear. And if taking a second or third
feat, again, War Caster vs. something like Sentinel or Great Weapon Master or Polearm Master ... or heck, even
Heavy Armor Master or Mounted Combatant, again, no contest.
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#30 Sep 01, 2014 20:56:52

GladiusLegis wrote:
Re: War Caster.

Leugren
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Yes, I did leave that off on-purpose. Polaris did a pretty good job of explaining why I would. Even if a DM is really strict
about the somatic components free hand requirement, and you're using a shield, most of your somatic spells are the
type that you want to cast to start combat. In which case you may have your weapon sheathed at the start, using your
weapon hand for the somatic component. If the spell was a bonus action, you can still draw your weapon as your one
interact for the round and make your Attack action anyway. And if the spell was an action, then it didn't matter if you
drew your weapon or not; in fact, you could've sheathed it before casting without an issue next round.

As for the Concentration save, given a choice vs. Resilient (CON), well, it isn't a choice. It's Resilient all the way. Just
for the sake of it, let's take a non-Variant Human, to apply it to more examples, so they'd take Resilient at Lv. 12. At
that level, let's say they have a 14 CON (+2), 16 CHA (+3) and then the proficiency bonus from their new feat (+4).
That's a +9, which is already good for autopassing every single DC10 Concentration save. And again, that's only at Lv.
12.

And also keep in mind, at least judging from the enemies we've seen so far, that you don't start regularly running into
enemies that consistently deal more than the 20 damage needed for a higher DC until some of the CR 20+ bosses.
There are some really strong abilities untill then like Dragon's Breath, but the damage from that results in a save that
nobody's ever going to make anyway, so that's irrelevant. But the CR 20+ bosses will start dealing hits generally up to
35 damage (if even that), so a DC 17. But at Lv. 20 your CON save will be roughly +2 (CON 14) +5 (CHA 20) +6
(proficiency), autosaving on a DC 14, and still having a very good chance to make the save vs. DC 17.

Resilient, especially combimed with Aura of Protection, really does a lot for Concentration saves, to the point where you
really wouldn't miss War Caster. And as Resilient helps ALL CON saves, and CON-targeting abilities tend to be frequent
and nasty, again, the choice between Resilient and War Caster is pretty clear. And if taking a second or third feat,
again, War Caster vs. something like Sentinel or Great Weapon Master or Polearm Master ... or heck, even Heavy Armor
Master or Mounted Combatant, again, no contest.

OK. I buy it. Thanks for the analysis. Be advised, however, that if Concentration becomes an issue for my Paladin,
then you'll be hearing from my lawyers.
D&D 5E Tools I have created(http://1-dot-encounter-planner.appspot.com/)

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#31 Sep 01, 2014 23:39:23 (Edited)

Polaris wrote:

GladiusLegis
Joined Jul 2014
812 Posts
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HeirRaktus wrote:
So I noticed that the stat suggestion lists Str or Dex as equally valid options, yet the Feat suggestions are
weighted towards Strength.

There aren't very many good Dex feats that work for a Paladin, that's why. OTOH, there are a ton of good feats that
boost strength.

-Polaris

Plus Sentinel and Resilient (CON) are equally as effective for both STR and DEX characters, anyway.
5e Player Help work
Oathbound: The Paladin Guide (http://community.wizards.com/forum/player-help/threads/4135276)
Into the Woods We Go: The Ranger Guide (http://community.wizards.com/forum/player-help/threads/4170201)
Dealing Death: Handbook of the True Assassin(http://community.wizards.com/forum/player-help/threads/4149876)
Ways to Attack with your Reaction (http://community.wizards.com/forum/player-help/threads/4130721)

Homebrew
Spell-less Paladin (http://community.wizards.com/forum/player-help/threads/4225671)

Top
#32 Sep 02, 2014 9:08:16 (Edited)

I am playing in the adventurer's league with a drow oath of the ancients paladin and I have been considering a
shillelagh build.

Litania84it
Joined Aug 2009
121 Posts
View All Posts
View Profile
Block User

Grabbing that cantrip allows a paladin to concentrate exclusively on CHA and not bother at all with dex or str,
therefore opening up 2 or 3 feats.
However, there is only one way I found right now to open up that option, since magic Initiate will keep your shilleagh
tied to Wis (obvious no-no). The right way is: 3 levels of Pact of the Book Warlock.

Around level 15 (depending on how you decide to advance) if you pick up polearm master you can end up with 3
attacks, each dealing 2d8(improved smite)+cha+2(duelist) while still holding a shield. Also you get an attack
onanybody entering your reach and your spell DC is maxed thanks to high charisma.

You lose the capstone ability and the aura improvement (ouch) and have to decide between 5th level paladin spells or
one extra feat/bump (by going warlock 4). BUT... you get a great pact boon (fiend provides a stream of temp hit
points, Archfey gives a much needed crowd control), two invocations and two charisma spell slots you could use on
Hex, Arms of Hadar, Armor of Agathys or others.
Personally I am picking devil's sight to be able to see through my drow's darkness spell, negating sunlight sensitivity
and giving myself advantage and everybody else disadvantage. If my DM allows me to ride that Giant Spider, my
mount will also benefit from darkness thanks to blindsight.

What do people think of a shillelagh build? It only comes into play at higher levels, but maybe a human could get
there quicker, snagging polarm master earlier?

http://community.wizards.com/forum/player-help/threads/4135276

9/13/2015

Oathbound: The Paladin Guide | The Wizards Community

Page 38 of 44

Top
#33 Sep 02, 2014 10:21:41 (Edited)

Litania84it wrote:
What do people think of a shillelagh build? It only comes into play at higher levels, but maybe a human could get there
quicker, snagging polarm master earlier?

mellored
Joined Jul 2008
29632 Posts
View All Posts
View Profile
Block User

It's probably slightly better then a straight paladin at higher level. Definatly worse at low levels.
5e houserules and tweaks(http://community.wizards.com/forum/rules-questions/threads/4187181).
Celestial Link Evoking Radiance into Creation (http://community.wizards.com/forum/player-help/threads/4168996)
A Party Without Music is Lame: A Bard(http://community.wizards.com/forum/player-help/threads/4146291)
Level Dip Guide(http://community.wizards.com/forum/player-help/threads/4133666)

4e stuff
guides
List of no-action attacks (http://community.wizards.com/forum/4e-character-optimization/threads/3924166).
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide (http://community.wizards.com/forum/4e-character-optimization/threads/3924181) Good

(http://community.wizards.com/forum/4e-character-optimization/threads/3924181)
Powers to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor

(http://community.wizards.com/go/thread/view/75882/29251995/F-111_Interdictor,_dropping_bombs_behind_enemy_lines.)
Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.
Thought Switch (http://community.wizards.com/go/thread/view/75882/29221005/Thought_Switch_

(OA_generator).) Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.
Elven Critters(http://community.wizards.com/go/thread/view/75882/29079827/Elven_Critters__

(warlordavengerardent_championdestined_scion).) Crit op with crit generation. 5 of these will end anything. Broken.
King Fisher(http://community.wizards.com/go/thread/view/75882/29046021/King_Fisher_(net_snare_avenger))
Optimized net user. Moderate.
Boominator

(http://community.wizards.com/go/thread/view/75882/29054877/Boominator:__Booming_blade_abuse&post_num=27#518534499)
Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock

(http://community.wizards.com/go/thread/view/75882/28276273/Very_Distracting_warlock_(14_to_hit_and_dazed)) Lot's of dazing and major penalties to hit. Overpowered.


Pocket Protector(http://community.wizards.com/go/thread/view/75882/28673369/Pocket_Protector_

(pixie_stealth_knight)) Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin (http://community.wizards.com/go/thread/view/75882/28652611/Yakuza_NinjIntimiAdin__

(cunning_rougepaladinassassingnome_nightcloak)): Perma-stealth Striker that offers a little protection for ally's, and can intimidate
bloodied enemies. Very Strong.
Chargeburgler with cheese

(http://community.wizards.com/go/thread/view/75882/28292509/Chargeburgler_with_cheese.) Ranged attacks at the


end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender

(http://community.wizards.com/go/thread/view/75882/28318871/Void_Defender.__Protecting_people_while_not_there.)
Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die

(http://community.wizards.com/go/thread/view/75882/28192609/Scry_and_Die,_killing_from_rooms_away.)
Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher

(http://community.wizards.com/go/thread/view/75882/28095051/Skirmisher.__Dont_stand_so_close_to_me.) Fly
in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game
un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible(http://community.wizards.com/go/thread/view/75882/28888939/Indestructible) Simply won't die, even if
you sleep though combat. One of THE most abusive character in 4e.

http://community.wizards.com/forum/player-help/threads/4135276

9/13/2015

Oathbound: The Paladin Guide | The Wizards Community

Page 39 of 44

Sir Robin (Bravely Charge Away)(http://community.wizards.com/go/thread/view/75882/27972009/Sir_Robin.__

(Bravely_Charge_Away)) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level,
since it's terrain dependent.
Death's Gatekeeper(http://community.wizards.com/go/thread/view/75882/27545357/Deaths_Gatekeeper_

(Make_your_party_unkillable)) A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually
make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition)

(http://community.wizards.com/go/thread/view/75882/27582781/Deaths_Gatekeeper_mk2,_Stealth_Edition) Make
your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken,
until your DM get's enough of it.
Domination and Death (http://community.wizards.com/go/thread/view/75882/27532705/Domination_and_Death_

(made_with_real_cheese).) Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze(http://community.wizards.com/go/thread/view/75882/27526617/Battlemind_Mc_Prone-

Daze) Protecting your allies by keeping enemies away. Quite powerful.


The Retaliator(http://community.wizards.com/go/thread/view/75882/27040065/The_Retaliator) Getting hit deals more
damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit(http://community.wizards.com/go/thread/view/75882/27549153/Dead_Kobold_Transit) Teleports
98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.
Psilent Guardian (http://community.wizards.com/go/thread/view/75882/26538557/Psilent_Guardian) Protect your allies,
while being invisible. Overpowered, possibly broken.
Rune of Vengance

(http://community.wizards.com/go/thread/view/75882/26572629/AvengerRunepriest__Hammer_of_Vengance) Do
lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent Barrage (http://community.wizards.com/go/thread/view/75882/26904849/Chargedent_Barrage_

(up_to_6_charges_per_turn)A charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams
of 5.
Super Knight(http://community.wizards.com/go/thread/view/75882/26289097/Super_Knight) A tough, sticky, high
damage knight. Strong.
Super Duper Knight(http://community.wizards.com/go/thread/view/75882/26471521/Super_Duper_Knight) Basically
the same as super knight with items, making it far more broken.
Mora, the unkillable avenger

(http://community.wizards.com/go/thread/view/75882/26055817/Mora,_the_unkillable_avenger) Solid damage, while


being neigh indestuctable. Overpowered, but not broken.
Swordburst Maximus(http://community.wizards.com/go/thread/view/75882/28841789/Swordburst_Maximus_

(redux)) At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Top
#34 Sep 02, 2014 12:01:34 (Edited)

(Reply to #32)

Litania84it wrote:

pupoochi
Joined Aug 2014
116 Posts
View All Posts
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Block User

I am playing in the adventurer's league with a drow oath of the ancients paladin and I have been considering a
shillelagh build.
Grabbing that cantrip allows a paladin to concentrate exclusively on CHA and not bother at all with dex or str, therefore
opening up 2 or 3 feats.
However, there is only one way I found right now to open up that option, since magic Initiate will keep your shilleagh
tied to Wis (obvious no-no). The right way is: 3 levels of Pact of the Book Warlock.

Around level 15 (depending on how you decide to advance) if you pick up polearm master you can end up with 3
attacks, each dealing 2d8(improved smite)+cha+2(duelist) while still holding a shield. Also you get an attack onanybody
entering your reach and your spell DC is maxed thanks to high charisma.

You lose the capstone ability and the aura improvement (ouch) and have to decide between 5th level paladin spells or
one extra feat/bump (by going warlock 4). BUT... you get a great pact boon (fiend provides a stream of temp hit points,
Archfey gives a much needed crowd control), two invocations and two charisma spell slots you could use on Hex, Arms
of Hadar, Armor of Agathys or others.
Personally I am picking devil's sight to be able to see through my drow's darkness spell, negating sunlight sensitivity and
giving myself advantage and everybody else disadvantage. If my DM allows me to ride that Giant Spider, my mount will
also benefit from darkness thanks to blindsight.

What do people think of a shillelagh build? It only comes into play at higher levels, but maybe a human could get there
quicker, snagging polarm master earlier?

http://community.wizards.com/forum/player-help/threads/4135276

9/13/2015

Oathbound: The Paladin Guide | The Wizards Community

Page 40 of 44

Not to be a party couper BUT: there's a few wrong in your idea...


1) polearm requires 2 hands.
2) dam is 1d8 (2H) or 1d6 (1H) + a butt end for 1d4. With Sillelagh the base damage goes up to o1d8, butt's
damage still gonna be 1d4 dho.
3) duelist only work if your off hand is free, aka no shield.
Rest seems oki.
Top
#35 Sep 02, 2014 12:14:04

Nothing you said is correct.

1eejit
Joined Jul 2013
956 Posts
View All Posts
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Block User

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#36 Sep 02, 2014 13:09:00

pupoochi wrote:
Not to be a party couper BUT: there's a few wrong in your idea...

GladiusLegis
Joined Jul 2014
812 Posts
View All Posts
View Profile
Block User

1) polearm requires 2 hands.

Wrong, quarterstaff is a one-handed weapon.

3) duelist only work if your off hand is free, aka no shield.


Rest seems oki.

Wrong, you just can't have a weapon in your off-hand. A shield works just fine.
5e Player Help work
Oathbound: The Paladin Guide (http://community.wizards.com/forum/player-help/threads/4135276)
Into the Woods We Go: The Ranger Guide (http://community.wizards.com/forum/player-help/threads/4170201)
Dealing Death: Handbook of the True Assassin(http://community.wizards.com/forum/player-help/threads/4149876)
Ways to Attack with your Reaction (http://community.wizards.com/forum/player-help/threads/4130721)

Homebrew
Spell-less Paladin (http://community.wizards.com/forum/player-help/threads/4225671)

Top
#37 Sep 02, 2014 13:41:11 (Edited)

the earliest it kicks in at is 8th level.


5 paladin, 3 warlock. Use that one feat for polearm master, or for a cha bump if you're a human. I still think I would
want to get to level seven paladin for the auras first.
Litania84it
Joined Aug 2009
121 Posts
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Block User

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#38 Sep 02, 2014 14:01:44 (Edited)

(Reply to #33)

mellored wrote:

Litania84it
Joined Aug 2009
121 Posts
View All Posts
View Profile
Block User

Litania84it wrote:
What do people think of a shillelagh build? It only comes into play at higher levels, but maybe a human could get
there quicker, snagging polarm master earlier?

It's probably slightly better then a straight paladin at higher level. Definatly worse at low levels.

I guess... although...

Let's assume this is my progression:

Shillelagh build, nonhuman, dex 16, cha 16, rapier and shield

1) Paladin 1 - 1d8+3
2) pal 2 - duelist= 1d8+5
3) pal 3
4) pal 4 - warcaster/resilient
5) pal 5 - second attack, 2d8+10
6) Warlock 1
7) war 2
8) war 3 - shillelagh= 2d8+10
9) pal 6
10) pal 7
11) pal 8 - polearm master= 3d8+15
12) war 4 - cha bump= 3d8+18, save dc 16
13) pal 9
14) pal 10
15) pal 11 - improved smite= 6d8+18
etc...

Straight paladin, dex 16, cha 16, rapier and shield


1) 1d8+3
2) duelist 1d8+5
3)
4) dex bump, 1d8+6
5) extra attack= 2d8+12
6)

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7)
8) dex bump= 2d8+14
9)
10)
11) improved smite= 4d8+14
12) feat?=save dc 15/cha bump= save dc 16
13)
14)
15)

That is assuming you take only dex bumps early on, and not feats. The shillelagh build could take a +2 cha at level
4, but it's probably more beneficial to take something else, since all it does that early on is save dc and skills.

It seems to be quite a lot better at higher levels, at it only would lag slightly behind between 11 and 15. The Straigth
pally peaks at 11.

Top
#39 Sep 02, 2014 14:38:02

Litania84it wrote:
It seems to be quite a lot better at higher levels, at it only would lag slightly behind between 11 and 15. The Straigth
pally peaks at 11.

mellored
Joined Jul 2008
29632 Posts
View All Posts
View Profile
Block User

There's good spells to be had at higher levels.


5e houserules and tweaks(http://community.wizards.com/forum/rules-questions/threads/4187181).
Celestial Link Evoking Radiance into Creation (http://community.wizards.com/forum/player-help/threads/4168996)
A Party Without Music is Lame: A Bard(http://community.wizards.com/forum/player-help/threads/4146291)
Level Dip Guide(http://community.wizards.com/forum/player-help/threads/4133666)

4e stuff
guides
List of no-action attacks (http://community.wizards.com/forum/4e-character-optimization/threads/3924166).
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide (http://community.wizards.com/forum/4e-character-optimization/threads/3924181) Good

(http://community.wizards.com/forum/4e-character-optimization/threads/3924181)
Powers to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor

(http://community.wizards.com/go/thread/view/75882/29251995/F-111_Interdictor,_dropping_bombs_behind_enemy_lines.)
Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.
Thought Switch (http://community.wizards.com/go/thread/view/75882/29221005/Thought_Switch_

(OA_generator).) Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.
Elven Critters(http://community.wizards.com/go/thread/view/75882/29079827/Elven_Critters__

(warlordavengerardent_championdestined_scion).) Crit op with crit generation. 5 of these will end anything. Broken.
King Fisher(http://community.wizards.com/go/thread/view/75882/29046021/King_Fisher_(net_snare_avenger))
Optimized net user. Moderate.
Boominator

(http://community.wizards.com/go/thread/view/75882/29054877/Boominator:__Booming_blade_abuse&post_num=27#518534499)
Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

http://community.wizards.com/forum/player-help/threads/4135276

9/13/2015

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Page 43 of 44

Very Distracting Warlock

(http://community.wizards.com/go/thread/view/75882/28276273/Very_Distracting_warlock_(14_to_hit_and_dazed)) Lot's of dazing and major penalties to hit. Overpowered.


Pocket Protector(http://community.wizards.com/go/thread/view/75882/28673369/Pocket_Protector_

(pixie_stealth_knight)) Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin (http://community.wizards.com/go/thread/view/75882/28652611/Yakuza_NinjIntimiAdin__

(cunning_rougepaladinassassingnome_nightcloak)): Perma-stealth Striker that offers a little protection for ally's, and can intimidate
bloodied enemies. Very Strong.
Chargeburgler with cheese

(http://community.wizards.com/go/thread/view/75882/28292509/Chargeburgler_with_cheese.) Ranged attacks at the


end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender

(http://community.wizards.com/go/thread/view/75882/28318871/Void_Defender.__Protecting_people_while_not_there.)
Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die

(http://community.wizards.com/go/thread/view/75882/28192609/Scry_and_Die,_killing_from_rooms_away.)
Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher

(http://community.wizards.com/go/thread/view/75882/28095051/Skirmisher.__Dont_stand_so_close_to_me.) Fly
in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game
un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible(http://community.wizards.com/go/thread/view/75882/28888939/Indestructible) Simply won't die, even if
you sleep though combat. One of THE most abusive character in 4e.
Sir Robin (Bravely Charge Away)(http://community.wizards.com/go/thread/view/75882/27972009/Sir_Robin.__

(Bravely_Charge_Away)) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level,
since it's terrain dependent.
Death's Gatekeeper(http://community.wizards.com/go/thread/view/75882/27545357/Deaths_Gatekeeper_

(Make_your_party_unkillable)) A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually
make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition)

(http://community.wizards.com/go/thread/view/75882/27582781/Deaths_Gatekeeper_mk2,_Stealth_Edition) Make
your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken,
until your DM get's enough of it.
Domination and Death (http://community.wizards.com/go/thread/view/75882/27532705/Domination_and_Death_

(made_with_real_cheese).) Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze(http://community.wizards.com/go/thread/view/75882/27526617/Battlemind_Mc_Prone-

Daze) Protecting your allies by keeping enemies away. Quite powerful.


The Retaliator(http://community.wizards.com/go/thread/view/75882/27040065/The_Retaliator) Getting hit deals more
damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit(http://community.wizards.com/go/thread/view/75882/27549153/Dead_Kobold_Transit) Teleports
98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.
Psilent Guardian (http://community.wizards.com/go/thread/view/75882/26538557/Psilent_Guardian) Protect your allies,
while being invisible. Overpowered, possibly broken.
Rune of Vengance

(http://community.wizards.com/go/thread/view/75882/26572629/AvengerRunepriest__Hammer_of_Vengance) Do
lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent Barrage (http://community.wizards.com/go/thread/view/75882/26904849/Chargedent_Barrage_

(up_to_6_charges_per_turn)A charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams
of 5.
Super Knight(http://community.wizards.com/go/thread/view/75882/26289097/Super_Knight) A tough, sticky, high
damage knight. Strong.
Super Duper Knight(http://community.wizards.com/go/thread/view/75882/26471521/Super_Duper_Knight) Basically
the same as super knight with items, making it far more broken.
Mora, the unkillable avenger

(http://community.wizards.com/go/thread/view/75882/26055817/Mora,_the_unkillable_avenger) Solid damage, while


being neigh indestuctable. Overpowered, but not broken.
Swordburst Maximus(http://community.wizards.com/go/thread/view/75882/28841789/Swordburst_Maximus_

(redux)) At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Top
#40 Sep 02, 2014 16:35:26

Seraphex
Joined Dec 2007
206 Posts
View All Posts
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So from a power point of view, how does a Dex-based Paladin stack up against a Strength one? The only real benefit
seems to be higher initiative. Only at the lowest of levels does the cost of the armor really come into play, and the
Dexadin will find themselves with a lower AC rather quickly. Stealth is nice I guess, and I could see a 3 level dip into
Rogue for Assassinate do absolute wonders with Smite-empowered attacks (If you can make that kindo f tactic work
in your game), but overall from both an offensive as defensive perspective, Dex seems inferior to Str...

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Block User

Page 44 of 44

Which is a shame, and probably won't stop me making a Fire Emblem Lord inspired Dexadin :D

Top
#41 Sep 02, 2014 16:48:50 (Edited)

Seraphex wrote:
So from a power point of view, how does a Dex-based Paladin stack up against a Strength one? The only real benefit
seems to be higher initiative. Only at the lowest of levels does the cost of the armor really come into play, and the
Dexadin will find themselves with a lower AC rather quickly. Stealth is nice I guess, and I could see a 3 level dip into
Rogue for Assassinate do absolute wonders with Smite-empowered attacks (If you can make that kindo f tactic work in
your game), but overall from both an offensive as defensive perspective, Dex seems inferior to Str...

ppaladin123
Joined Feb 2008
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Which is a shame, and probably won't stop me making a Fire Emblem Lord inspired Dexadin :D

You also get a good dex save...conbined with the oath of the ancients feature (resistance to spell damage) and maybe
shield master you'd be pretty damn hard to kill.
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http://community.wizards.com/forum/player-help/threads/4135276

9/13/2015

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