πŸ’ Paladin Oaths – 5e – Oath of Protection | Dragon Robot Games

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The Oath of Devotion binds a paladin to the loftiest ideals of Aid others, protect the weak, and punish those who threaten.


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Oath of Protection: Paladin Oath - Dungeon Masters Guild | Dungeon Masters Guild
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D&D 5e/Next Oath of Nudity Paladin Subclass WIP If this is your first visit, be sure to check out the FAQ by clicking the link above. Protection When a mortal, you.


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3rd, +2, Divine Health, Sacred Oath, 3, -, -, -, -. 4th, +2, Ability Score Improvement, 3, -, -, -, -. 5th, +3, Extra Attack, 4, 2, -, -, -. 6th, +3, Aura of Protection, 4, 2, -, -, -.


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Oath of protection 5e. They have resistance to one damage type of your choice: acid, cold, fire, lightning, or poison. Actually they're more of Leaders, if we just.


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The Oath of Devotion binds a paladin to the loftiest ideals of Aid others, protect the weak, and punish those who threaten.


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The Oath of Devotion binds a paladin to the loftiest ideals of Aid others, protect the weak, and punish those who threaten.


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3rd, +2, Divine Health, Sacred Oath, 3, -, -, -, -. 4th, +2, Ability Score Improvement, 3, -, -, -, -. 5th, +3, Extra Attack, 4, 2, -, -, -. 6th, +3, Aura of Protection, 4, 2, -, -, -.


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Oath of Redemption: Focused on nonviolent solutions to problems, Oath of Redemption adds spells and abilities to protect yourself and your.


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5e Paladin subclass: Oath of Protection.


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The auras' benefits don't stack. Jeremy Crawford, official rules designer for 5e, released errata for the DMG that addresses this and similar situations: Combining​.


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oath of protection 5e

Extra Attack : A second attack is a sharp increase in your damage output, but you're still reliant on Divine Smite to keep up with Barbarians and Fighters. Resistance to necrotic damage is nice, too. When you pick up Aura of Protection, you suddenly get a huge boost to all of your saves, potentially giving you better saves than a Monk with Diamond Body. Protection PHB : Tempting for Defender builds, but allies need to remain adjacent to you for this to work. Drow SCAG : The spells are great utility options, especially Faerie Fire, but giving up two skills means that you really need to get all of your Face skills from your class skills and background skills. Con : All martial characters need Constitution, but it's especially important for Paladins since they don't get proficiency with Constitution saves. If you still want to play a full-blooded Orc, ask your DM if you can use the Eberron version because it's a much better-written race. Not every setting allows every race, and while most races presented in the core rules and in content for the Forgotten Realms can be used in other settings, races specific to settings like Ravnica aren't typically allowed in other settings. According to the Sword Coast Adventurer's Guide, the Feral Variant is compatible with other variants, so if your DM allows it you may be able to use this in conjunction with another useful subrace to get more useful innate spellcasting, which might make for a very useful combination. That makes them a bit MAD, but as long as you're using point-buy ability generation it doesn't really matter. Fighting Style : Paladins get a smaller list than Fighters, but your choice will frequently define how you approach combat. You get bonuses to all three of the Paladin's important ability scores, two free skills to round out your selection of Face skills, Darkvision, and Fey Ancestry adds another immunity to the Paladin's existing laundry list of immunities and resistances. De x : Dump it and grab some Full Plate unless you want to go for a Finesse build. It should be immediately apparent that this is a terrible trade.

I will use the color coding scheme which has become common among Pathfinder build handbooks, which is simple to understand and easy to read at a glance.

Fire : Nothing useful for the Paladin. Gnome : Nothing useful for the Paladin.

Paladins are also blackjack and of the more complex classes to play. Note that the reroll does not apply to Smite damage dice. Proficiencies : All armor, all weapons, and two skills from a decent skill list the Paladins actually have the abilities to use.

The Half-Elf is arguably the best race in the Player's Handbook, and they are practically tailor-made to be Paladins. Water : Nothing useful for the Paladin. Locathah LR : The only useful parts are the Strength increse and the free skills. Dispater MToF : Oath of protection 5e and the ability to oath of protection 5e thoughts may help you to locate and defeat enemies by more subtle means than a typical paladin.

The Flames of Phlegethos racial feat is tempting if you really enjoy Searing Smite, but probably not worth the feat. Charisma is already the Paladin's spellcasting ability, so you should already have a good ability to power these spells.

Tabaxi VGTM : Excellent for a finesse build, and feline agility can help to quickly oath of protection 5e to melee even if you're in heavy armor.

Setting-specific races are address below. Tortle TP : Strength and natural armor are great, but once you can afford full plate armor the Tortle will fall behind. Cha : Charisma oath of protection 5e many of the Paladin's abilities, including their spellcasting, Aura of Protection, and several Paladin skills.

Talk to your DM about what races are allowed in your game.

Saves : The Paladin's saves will keep you from being charmed or mind controlled, but you'll have problems with Constitution saves, in which Barbarians and Fighters both get proficiency. Aura of Protection : Better than proficiency in every save. When you get this at level 2, the base damage plus a longsword is enough to one-shot a decent chunk of the enemies you might encounter. The biggest appeal of Divine Smite over those spells is that you can choose to use it after you've rolled a critical hit, guaranteeing that you'll double the additional damage dice and therefore getting considerably more out of your spell slot than you might otherwise. Scourge : Makes you nice and durable. Bonuses to the Paladin's three big ability scores are great, and fortunately you have plenty of options to choose from to get them, which really opens up a lot of fantastic build options. St r : Paladins don't get access to any ranged combat styles, so Strength is typically a given. This also appeals to mounted combat builds because you can use to compensate for your mount's relative fragility. However, if you want to go for a Finesse build you can dump Strength. Vanilla PHB : Faces need quite a few skills, and two free skill choices gives you some flexibility to pick up a more interesting background or some non-Face skills. If you're looking at the Skilled feat, consider a Half-Elf instead. Mountain PHB : Strength! Earth : A bit of Strength, but the abilities are very situational. As such, they make excellent solo characters. Human PHB : Versatile and fantastic at everything. Variant : You still get crucial bonuses to your Strength and Charisma, and you can get an awesome feat at level 1. Divine Health : Diseases can be very problematic, but you already have the ability to cure them with Lay On Hands, so this isn't terribly helpful. Paladins are on the most durable, survivable, and self-sufficient class in the game. Still not as good as the Half-Elf, but potentially a very fun option. You don't even have to worry about saves much since you can rely on Aura of Protection to boost your weak saves. Variant: Winged SCAG : Flight is absolutely fantastic, and permanently available flight will be a huge advantage at every level. Unfortunately, none of the subraces are particularly good. Divine Smite : This will eat through your spell slots very quickly, but it's also the Paladin's greatest source of damage. Air : The Dexterity might be useful for a finesse-based Paladin, but Levitate is totally useless for a melee class. In a party, they serve as a Defender, Face, and Striker. Paladins are extremely durable and can survive a long hard day of adventuring, but none of their abilities except Channel Divinity recharge on a short rest, so you need to ration your resources more strictly than many classes. Fallen : Great for oathbrakers. Dragonborn PHB : The ability scores are great, and energy resistance is excellent, but the Dragonborn's breath weapon is really weak. Dueling PHB : Note that this works while using a shield. Armor of Agathys is a great defensive buff, and Ray of Frost is a useful ranged option. They have a long list of class features, touching on all of the games core mechanics. Paladins have three important stats, but also have three dump stats. If you plan to use two-handed weapons, consider picking Defense instead to compensate for lack of a shield. The Halfling racial feats in Xanathar's Guide to Everything are both potential good options for a Paladin. Dwarf : Bonus constitution, and some other stuff which makes the Paladin even more durable. Being adjacent to the front line tank is generally a bad place to be unless you can do so safely without someone defending you. Sacred Oath : Paladin subclasses are briefly summarized below. Yuan-Ti Pureblood VGTM : Magic resistance and immunity to poison make the pureblood exceptionally durable, though the race offers little to help the paladin's offensive capacity. While this make them difficult for new players, this also makes the Paladin a great introductory class because the player needs to learn so much to play it. Since it has such a deep pool and allow you to pick exactly how much you heal, it's actually viable during combat. Options like Booming Blade are tempting, but Extra Attack makes them much less important, especially once you add Improved Divine Smite and want to make as many attacks as possible. Lizardfolk VGTM : The ability increase don't help the paladin much, and the other racial traits are largely redundant with paladin class features. Goblin VGTM : Could be excellent for a finesse build, but goblin doesn't cater to paladins any better than it caters to a fighter. Lay On Hands : This is among the most efficient healing options in the game. I also won't cover Unearthed Arcana content because it's not finalized, and I can't guarantee that it will be available to you in your games. Spellcasting : Paladins get a nice mix of buffs and healing options, but they also get a set of mostly exclusive "smite" spells. Glasya MToF : Interesting, but paladins aren't built to be tricky. Asmodeus MToF : Charisma and good racial spells, but a front-line character like the paladin really needs a Strength or Dexterity increase. Stout PHB : Nice and durable. Githyanki MToF : Strength is the only significant thing you get. Keen Senses give you a single fixed skill, and you're giving up proficiency in any two skills. Aura of Courage : Fear effects generally won't kill you, but they're certainly inconvenient and it's nice to be able to ignore them. Verdan AcInc : Constitution and Charisma are great, but you'll have trouble offensively without a Strength or Dexterity increase. Improved Divine Smite : Paladins don't get as many attacks as Fighters, but this will help with your damage output. Protector : Wisdom doesn't do much for a paladin, but radiant soul is fantastic for temporary flight. With such a large pool you can easily bring many allies from 0 to full health in a single Action, or you can spend 1 point to bring them back to consciousness long enough to finish a fight so that they can rest and spend hit dice. Cleansing Touch : Fantastic for removing pesky effects like paralysis or charm. Searing Smite, Thunderous Smite, and Wrathful Smite can do comparable damage with helpful rider effects which may be more appealing than the small amount of extra damage that Divine Smite provides. However, you need to resist the temptation to feed all of your spell slots into Divine Smite as quickly as possible, or you will find yourself out of options at the end of the day. Zariel MToF : Perfect ability spread, a great cantrip, and free smite spells. You should also consider the utility of smite spells. Hit Points : d10 hit points is standard for a martial fighter-equivalent class. Gith : Nothing useful that you can't get elsewhere. I will not include 3rd-party content, including content from DMs Guild, even if it is my own, because I can't assume that your game will allow 3rd-party content or homebrew. Instead of relying solely on Divine Smite, they can cast various smite spells which deal damage and sometimes have rider effects, like Searing Smite. Triton VGTM : Increases to all of the paladin's important abilities, resistance to cold, and some innate spellcasting. Half-Elf : Incomparably good. See my Paladin Subclasses Breakdown for help selecting your subclass.