Tuesday, July 6, 2021

Paladin Subclasses - PHB

 The 5th Edition D&D Paladin is, I think, one of the best-designed classes in the game. Paladins have a lot that sets them apart as unique, are a welcome addition to almost any party, and have some very satisfying gameplay. And that's before you even get into the potential of the story - while there's a stereotype for paladins, the notion that you're a class defined by a code and a mission are the kind of "built in plot hook" that's gold for the RP part of RPGs.

As I see it, there are two really central themes to the class: smites and auras. Smites are an alternative means of spending spell slots to empower attacks, and have the added benefit of allowing you to wait until you hit (or crit) to actually burn them. So unless you're in the rare situation where you have a foe that is somehow immune to radiant damage, you'll only waste them if it's overkill. (Notably, also, because they use spell slots but are not themselves spells, divine smites can be used by a Paladin/Barbarian multiclass character who is raging.)

In addition to stuff like Lay on Hands, the huge bonus to the party is your Aura of Protection, which can provide a really nice bonus to saving throws that the Paladin almost always benefits from.

But, I also think this is one of those classes where the base class is so strong that the subclasses sometimes feel a little underwhelming. They can't be too amazing because then the class would just be overpowered. Indeed, I think the opposite is true for Rangers, where many might overlook the class because it seems you could do more with a Dex-based Fighter, but when you factor in the various things that good subclasses get, they can be very powerful.

Anyway, Paladins don't have quite as many subclasses as most other classes, only getting two new ones in each of the big rules-expansion books (and SCAG's Oath of the Crown is one that hasn't been reprinted.) It does have one of the two DMG-subclasses, which I looked at in a recent post. But for the sake of manageability, I figured I'd start us off with just the first three subclasses that were found in the PHB.

Oath of the Ancients:

The flavor of this one is interesting - kind of giving your paladin a slightly more druidic vibe, and while it doesn't deviate super far, it's probably the most against-type of the PHB subclasses.

First, oath spells: You get ensnaring strike, speak with animals, moonbeam, misty step, plant growth, protection from energy, ice storm, stoneskin, commune with nature, and tree stride.

There's a fair amount of mobility in these spells, though I think the most obvious element is just that it's all very druidic and natural, and good for forest-like environments.

Your first channel divinity option is Nature's Wrath, which allows you to restrain a creature if they fail on a Dex or Strength saving throw (they get to choose). The restraining vines last indefinitely, though the creature can repeat its save. The other is Turn the Faithless, which turns fey and fiends. This also reveals the true form of the creature if they've shapeshifted or hidden themselves through illusion.

Both of these are situationally useful - Nature's Wrath seems a bit weak in letting creatures choose which save they make, but given that it could last indefinitely, making it only strength or only dexterity could theoretically put a creature in a situation where they can literally never escape. Less likely that a creature would have negatives to both dexterity and strength.

At level 7, you get Aura of Warding, which gives everyone in it (10 feet and then 30 at level 18) resistance to damage from spells. This is actually pretty insane, though of course D&D adventurers are more often on the sending end of spellcasting than the receiving. Still, an amazing boost if you're fighting liches or any other kind of spellcasting monsters. Like, really amazing.

At level 15, you get Undying Sentinel, which gives you a once-per-long-rest recovery from being reduced to 0 hit points unless killed outright (so it won't save you from a disintegrate, but still quite good.) You also don't suffer any drawbacks from age, and can't be aged magically. This latter bit is, I think, mostly for flavor, as I don't think there are any actual mechanics for aging, but I've always liked the idea of playing a super old paladin, and this is pretty cool for enabling that.

Finally, at level 20, your "paladin ult" is Elder Champion. As an action, you can basically turn into the Green Knight, regaining 10 hit points per turn, being able to cast any paladin spell that takes an action to cast as a bonus action, and giving enemies within 10 feet of you disadvantage on saves against your channel divinity and spells.

I think this subclass is pretty strong - Aura of Warding is probably the stand-out, and Undying Sentinel seems like it could be a clutch ability, but I'll be honest and say that I'm not really blown away.

Oath of Devotion:

Devotion is, I think, the quintessential paladin subclass. Several classes have a subclass that is the most obvious choice for the classic example of the class, and I think Devotion screams "classic paladin."

Your oath spells are: protection from evil and good, sanctuary, lesser restoration, zone of truth, beacon of hope, dispel magic, freedom of movement, guardian of faith, commune, and flame strike.

These spells are all pretty on-brand. I think dispel magic is a pretty cool one for a paladin to have, and sanctuary really works well for a character who acts as a protector.

Your first channel divinity option is Sacred Weapon. This lets you add your Charisma modifier (at least +1) to attacks with your weapon and makes the weapon magical. This is amazing at low levels before you have a magic weapon, but can also be really powerful for Great Weapon Master builds. (The weapon also glows, so it's good for people without darkvision.) The only downside is that it takes an action and only lasts a minute, so timing is tricky.

The other option is Turn the Unholy, which turns fiends and undead. I think this is basically just like the Cleric's turn undead, though without any "destroy undead" part. Situationally pretty good.

At level 7, you get Aura of Devotion, which grants immunity to the charmed condition, which is actually pretty amazing. When you get Aura of Courage at 10, you and anyone near you is extremely safe from any mind-altering spells or abilities.

At level 15, you get Purity of Spirit, which places you under a permanent protection from good and evil spell, which means that aberrations, celestials, elementals, fey, fiends, and undead all have disadvantage on attacks against you, can't possess you, can't charm or frighten you (which, to be fair, is redundant with your auras).

It's a really powerful spell that has a costly component and only lasts a minute, and you just get this at all times. That's crazy. Also, I'll point out that the Demonomicon of Iggwilv only has one real downside, which is that you're at risk for demonic possession as long as you hold this. Give that book to a level 15 or higher Devotion Paladin and you have no downside.

Finally, your level 20 paladin ult is Holy Nimbus. You glow with light, and any creature that starts its turn within 30 feet of you takes 10 radiant damage automatically, and you get advantage on saving throws versus spells cast by fiends or undead.

The guaranteed damage on the ult is cool, but it's overall a little less exciting.

Still, overall the Devotion Paladin is very strong. Sacred Weapon can boost a weapon's attack bonus very high, and I still think Purity of Spirit is bonkers, covering so many creature types.

Oath of Vengeance:

The darkest of the PHB paladins (though it loses out to Oath of Conquest and of course Oathbreakers,) Vengeance paladins are a bit more intense, but still fall, I think within the classic paladin archetype - though they might fit more in a dark fantasy setting.

Your oath spells are bane, hunter's mark, hold person, misty step, haste, protection from energy, banishment, dimension door, hold monster, and scrying.

These are, frankly, some really great spells. Hunter's Mark is a nice early-level damage boost, and I think we all forget how powerful hold person is (it paralyzes, meaning that attacks are auto-crits against the targets). Haste is amazing, of course. Banishment is really good, dimension door is really good, and of course Hold Monster is good for the same reason Hold Person is.

The first channel divinity option is Abjure Enemy, which has them make a wisdom saving throw or become frightened and have its speed drop to zero for a minute or until they get damaged. And fiends and undead have disadvantage on the save. But even if the target succeeds, their speed is halved until they take damage (or a minute passes.)

The other option is Vow of Enmity, which is a bonus action against a target within 10 feet of you, and you get advantage on attacks against it for a minute or until it goes to 0 hit points.

Vow of Enmity is the obvious one you're going to use more frequently, and is quite strong. The fact that Abjure Enemy even does something on a successful save is also quite nice.

At level 7, when you hit with an opportunity attack you can move up to half your speed without drawing op attacks yourself as part of the same reaction. This is very situational, but can definitely help you chase down flighty foes - if that's something your DM uses.

At 15, if your Vow of Enmity is on a target and the target makes an attack, you can use your reaction to make a melee attack against them if you're in range. This is, again, a bit situational, though it does give you more attacks per round.

Finally, a 20, the Vengeance Paladin Ult is Avenging Angel. As usual, it's an action once per long rest to gain a buff that lasts a minute. You sprout wings and gain a fly speed of 60 feet, and you have a 30-ft aura that causes any enemy that enters the aura or starts there for the first time in a battle to make a Wisdom save or become frightened of you for 1 minute (or until they take damage) and attack rolls against creatures frightened that way are at advantage.

I mean, you had me at wings. But the fear aura, even if it's only once per battle (and thus once per day unless you have two battles within a 1-minute span) can really make it easier to sort through a horde of low-wisdom monsters.

So, overall, I think Vengeance has some really strong points (the spell list is fantastic, and I think they have the coolest Ult) though there are a couple that are pretty lackluster.

I'm currently playing a Great-Weapon-based Vengeance Paladin in a Curse of Strahd campaign, and while the actual Vengeance elements only come up occasionally, it's a really fun playstyle. (Having a +2 Greatsword we took off of a revenant is also really, really, really nice.) I think that the choice between these three is pretty situational. I'm not surprised that I see plenty of Devotion Paladins, as it's a pretty universally strong kit, where Vengeance is a bit less consistent.

Of course, there are several other subclasses: Oathbreakers, Oath of the Crown, of Conquest, of Redemption, of Glory, and of the Watchers. So, this is hardly a definitive list. Perhaps I'll go through and explore those other subclasses to come up with a sense of which subclass I think is the strongest and which is the most lacking.

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