What caused them to join the army? Was it their god? Did they discover their god in war? The Variant Feature if you choose the Pirate is interesting for both role-play purposes and emphasizing the intimidation factor of your Paladin. When you roll a one or a two on a damage die when you attack with a two-handed weapon, you get to reroll the die.
And with as beefy a Paladin as this one is turning out to be, more damage is always better. That Dragonborn race will come in handy right about now because you have to be a Dragonborn to take this Feat. Your Strength, Constitution, or Charisma increases by one, and instead of using your Breath Weapon, you can choose to roar with terrifying ferocity. Is your Paladin using a glaive, halberd, or quarterstaff?
If so, get this Feat. When you take an attack with any of the aforementioned weapons, you can use your bonus action to make another attack with the other end of the weapon. Additionally, anyone that comes within your reach now provokes an attack of opportunity. This is a massive advantage for you, and it becomes an even bigger one when paired with the Sentinel Feat. Sentinel and Polearm Master are a match made on the Upper Planes. With Polearm Master, you gain an increased opportunity attack range.
With Sentinel, any creature you hit with an opportunity attack has its speed drop to 0 for the rest of its turn. Sentinel gives you the ability to make a melee weapon attack against a creature within your reach, even if it's attacking someone other than you. You can get disgusting with your Divine Smite now that your spell slots can recharge on a short rest, and you have some decent ranged attack power with Eldritch Blast.
Plus, think of the role-playing choices. However, the real strength of this oath is the 7th level feature Aura of Warding that flatly gives you and your allies resistance to all damage from spells. Consider this oath if you want to embrace the tank aspect of paladins. You also gain a boost to your initiative, a sore spot that most paladins lack.
This oath is a key part of some infamous Sentinel builds, mainly due to the Abjure Enemy feature that can freeze your opponents in place. The evilest of the evil paladin oaths, and quite possibly the most damaging. Aura of Hate boosts not only your damage output but the melee damage of your nearby allies, making this oath an extremely strong damage multiplier if one or more of your allies are also melee fighters.
Less powerful on its own but devastating in a party full of melee. Warlocks - Since they get their slots back on short rests, and their primary stat is Charisma, a dip into warlock is a popular multiclass for paladins.
Also, Eldritch Blast can solve range issues you may otherwise have with your paladin. Fighter - fighting style, bonus action heal, action surge, improved crit or battle master tactics or increased chance for critical with champion are useful. May be great for Dex paladin. Bard - Bardadin - Do you want to improve the team? Dips into bard are great for adding utility but tend to not do as much damage as others so probably best for not vengeance paladins.
Also helps if the party needs a face character. Rogue - Useful if stacked with a Dex paladin and especially if the assassin is used. Sentinel - Pairs well with Polearm master and the Oath of Vengeance relentless avenger ability. Vengeance paladins may want to have this. It can have a bad effect though as it causes people to bunch up in combat. Oath of the Ancients really shines here as giving everyone a plus to saving throws AND resistance to spells is extremely useful.
Remember this pool is limited, so 1 hp might be all you need to do to get your party member up and able to self tend. Why should you save these? Because you can also use 5 hit points worth to remove a disease or a spell at higher levels.
Oath of Vengeance is by far the biggest damage output for straight paladins. With this spell you can summon one. Also, flight is huge. These features are technically optional, but assuming your DM allows them, make sure to include these class features with your new paladin:.
Just like the fighter, paladins get an expanded fighting style list that can dramatically change how they play. Plus, paladins still only get one unless they spend a feat or multiclass. Harness Divine Power Addition : For paladin subclasses with poor or situational Channel Divinity options, this offers a great way to make use of a resource which might otherwise be ignored for several sessions at a time.
I recommend allowing Harness Divine Power on all paladins who take oaths which I have rated green or lower. Martial Versatility Addition : Being locked into your choice of Fighting Style at level 2 gives you very little time to decide on how your paladin is going to fight.
The ability to change styles occasionally makes that decision less permanent, and allows you to change styles if something happens like you find a cool weapon or you need to switch roles within the party. I recommend allowing Martial Versatility on all paladins.
Paladins have three important stats, but also have three dump stats. However, if you want to go for a Finesse build you can dump Strength. De x : Dump it and grab some Full Plate unless you want to go for a Finesse build. If you choose Fighting Style Blessed Warrior , you may also use it as your primary offensive ability.
Customized Origin : The ability to rearrange ability score increases does little to help the Aarakocra. You could build around Blessed Warrior and fight using cantrips, but that negates a lot of what makes the paladin useful. The subraces are distinguished by their transformation, and that distinction makes a big difference in your tactics, but all three subraces remain effective choices for the Paladin. Default Rules : An obvious and fantastic choice for a Paladin.
Default Rules : Thematically this works great for a Blessed Warrior build, and the innate spellcasting offers some cleric-like options. Surprise Attack can be useful, but you may want to build around Dexterity so that your initiative will be reasonably high.
The Draconblood and Ravenite subraces are addressed under Races of Wildemount , below. Default Rules : Bonus constitution, and some other stuff which makes the Paladin even more durable.
The Palid Elf subrace is addressed under Races of Wildemount , below. Unfortunately, none of the subraces are particularly good. Hidden Step is good, but if you want invisibility there are several races which can do it better. Default Rules : Extra constitution is great, but none of the subraces work for the Paladin. Gnome Cunning coupled with Aura of Protection allows you to easily overcome spells which target your mental saving throws, protecting you from all manner of annoying nonsense.
Nimble Escape is a weird choice for the Paladin since your party is probably relying on you to stand on the front lines and keep enemies at bay.
Default Rules : A perfectly fine option for a Dexterity-based build, but Nimble Escape is a weird choice for the Paladin. Default Rules : Incomparably good.
They remain an effective choice for aggressive builds, and if you grab a greataxe and reserve a spell slot for Divine Smite your critical hits are truly terrifying. Default Rules : Good ability scores, a free Face skill, Darkvision, and a couple of fun abilities.
Still not as good as the Half-Elf, but a good option that works really well for an aggressive build like Oath of Vengeance. Default Rules : Dexterity is okay for a finesse build, and Lucky is always fantastic. It provides a great way to turn near-miss failed rolls into successes, especially if you have numerous alies nearby. This provides great insurance against problematic saving throws.
Pack Tactics is still great, and Sunlight Sensitivity is still a pain, but Pack Tactics conveniently provides a way to negate it. The biggest problem for kobold paladins is that just one increase is a hard prospect for a MAD class. Sunlight Sensitivity is a pain, too.
Hungry Jaws is neat, but if you want temporary hit points you can cast Heroism. Among the better aquatic options, Leviathan Will provides a robust defensive option against a long list of harmful status conditions which any adventurer is sure to face. However, beware the Tank Fallacy. Default Rules : Strength increase, two great skills, and Leviathan Will. Note that errata has corrected the multiple versions of the Orc to all provide the same traits.
The Intelligence decrease has been removed, and the Primal Intuition now allows selecting two skills from a list. Aggressive is nice, but probably not worth what you give up to get it. The innate spellcasting is Charisma-based, which works really well for the Paladin. The Flames of Phlegethos racial feat is tempting if you really enjoy Searing Smite, but probably not worth the feat. Default Rules : Strength and natural armor are great, but once you can afford full plate armor the Tortle will fall behind.
Like the half-elf, having three increases is great for the Paladin since they need three high ability scores. The innate spellcasting is Charisma-based, which is nice, but the spells are terrible. Setting-specific races are address below.
Talk to your DM about what races are allowed in your game. Consider a race which can cast Disguise Self as an innate spell like the Glasya Tiefling instead. Consider other options like the Verdan and the Yuan-Ti Pureblood instead. You can move the Constitution increase around, but increasing Constitution is still the best way to use that increase. Default Rules : Constitution, a flexible ability increase, a pile of useful resistances that cover things that front-lint martial characters frequently face, and a bonus to AC which puts you ahead of every other heavyily-armored character in the game.
A warforged paladin with full plate armor, a shield, and the Defensive fighting style sits at 22 AC without magic items or spells, making you nearly untouchable.
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