Change ), You are commenting using your Facebook account. Dual Wielder: Unfortunately, two-weapon fighting isn’t a combat style available to you, or this would be agreat way to increase your AC. 3rd-Level: Hellish Rebuke is fantastic for a character that frequently wades into combat and gives you a great use for your reaction. Versatile, but not ideal. This paladin gets the ability to have a long period of time with charisma bonuses. How does this add up to a standard Paladin? As a reminder, I’m avoiding describing features as I go, because this article is in no way intended as a replacement for owning a copy of the text. The best use of this choice is if you’re going to be mounted frequently, as it allows you to protect your mount. This is focused on Tanking, but it does enough damage to run content. This paladin lives for the subjugation of their enemies. Barbarian: Rage damage is the only reason to take a dip into this class, as most of the barbarian’s abilities are contrary to or redundant with the Paladin’s own. Intelligence: You can safely dump this stat. Touch a target in a crowd and watch them deteriorate before confronting them for the kill. Emissary of Redemption: By being a punching bag, you can take no actions and kill something. Proficiencies with water vehicles and free passage to new places opens up avenues of exploration. Artificial Intelligence: DM of the Future? You should just take Lucky instead. DispaterMToF: Useful if you’re an inquisitor. LizardfolkVGtM: The ability score increases don’t mesh well with Paladin, and the racial abilities are redundant with your Paladin abilities. Bard: Bardic Inspiration and Song of Rest would make you a very good support character, but in general you want to stick with more martial classes. It was kind of fun creating a slow and steady paladin, one that was more about tracking and resisting attacks than being good at killing things. As long as you have the materials prepared ahead of time, your reinforcements can arrive when you most need them. CourtierSCAG: Two solid skills and a language. Channel Divinity: Two solid options you’ll use interchangeably. Unlike other Paladins, the Oath of Redemption Paladin emphasizes nonviolent options. 5th-Level: Both of these spells are defensive and passive, making them overall weaker than many other options you have access to off the basic Paladin spell list. Perception: Spot enemies sneaking up on you. From the Warlock class pick the invocations improved pact weapon, thirsting blade, and life drinker. EladrinMToF: Charisma, and the teleportation ability make a nice combo. Shield Master: If you’re a dueling combat style paladin fighting with a shield, this feat is incredible. 13th-Level: Stoneskin is a great spell for you, but the material component is expensive. OrcERLW: Half-Orc is still better, but this version is much better than the other Orc. As an experienced Dungeon Master, he is always pushing for players to find the stories they want to tell, while also pushing himself to refine his craft. Champion Challenge: Taunt effects are rare in 5e, and this one hits a wide area. Supernatural Resistance: Resistance to nonmagical damage makes you very difficult to kill when facing down minor enemies. TP Tortle Package Dexterity: Paladins don’t gain access to a ranged combat style. EEPC Elemental Evil Player’s Companion Being an eldritch sniper never felt so good, this build is for when you want to deal nasty ranged damage consistently. Game Mechanics: Various utility spells assist in stopping combat abilities. 9th-Level: Plant Growth is situational. Yuan-Ti PurebloodVGtM: Magic resistance and poison immunity. At later levels, the oathbreaker can deal additional melee damage, granting this bonus to their allies (ie. Game Mechanics: Heavy concentration on frightening opponents, with the choice to sometimes ensure a single hit gets a massive attack bonus. Oath of the Ancients shares a lot of abilities with both Rangers and Druids. You have no reason to have a high Dexterity score, so you can safely dump it. All your abilities, smites specifically, can be used in a greater area around you. Paladins who break their oaths may take this class when they change from their original class, or they may choose to take this class instead of taking an oath. Plus, I managed to not have too much overlap with the Oath of Vengeance unless it made sense to do so. Consider taking Polearm Master to further increase your threat radius and keep chasing them down. Lucky: An all-around great feat for any class. Oath Spells: Most of the spells are amazing, but most of them require Concentration, which is tough to manage when you’re wading into the middle of combat and risk losing it. If you really want Booming Blade or Green Flame Blade, go with the feat so you at least get a 1st level spell out of it as well. Skilled: You don’t need a ton of skills, so make sure you’re covered by your background and class selections. Cleansing Touch: A great way to un-curse your allies without using a spell slot. You’re also coming up to a level where a lot of things deal magical damage, so it might diminish in usefulness. Turn the Unholy: Adding turning undead and fiends to your list of abilities is useful for dealing with crowds of monsters. They are proficient with heavy armor. Some of these spells are going to be used constantly, others are going to be converted into smites. Polearm Master: Gaining the extra abilities with reach weapons is amazing for Paladins. Aura of Warding: Resistance to spell damage turns you into a safe haven from enemy spellcasters. Your Smite spells are unique to your class, and powerful options for your swordsmanship. GoblinVGtM: A hilarious choice, your movement and Fury of the Small can be useful, but other races are generally better. Scrying is situational. Vehicle proficiency helps you contribute to the crew. Magic Initiate: Useful if you want to grab Booming Blade/Green Flame Blade. Deception: Paladins are straight-talking Lawful Good guys, but they do have Charisma as a main stat…. While the mythological flavor is incredible, the subclass gets some goodies that were historically only available by multiclassing: expanded critical range, Haste as an oath spell, and free attacks. MinotaurGGTR: Another powerful monstrous race. Your auras help on saves, and you don’t have good enough healing spells for it to be effective. Folk Hero: An Oath of the Ancients Paladin might find this flavorful, though not functional. 9th-Level: Haste and Protection From Energy are two of the best and most important buffs in the game. If an ally takes damage within their aura, the Redemption Paladin redirects this damage to themselves, which is selfless, but also dangerous if used carelessly. Intimidation: Another great Charisma skill for you. 9th-Level: Beacon of Hope is just bad for Paladins to use. Control Undead: Rather than turning undead, you can redirect them. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. 13th-Level: Both spells at this level are powerful both offensively and defensively. Geas is usually less useful than killing something outright, but plays into your good-alignment sensibilities, and grants you some depth and could ultimately add a fun twist to the plot. 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