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Five New DND Paladin Subclasses


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Introduction

Paladins stand as one of Dungeons & Dragons' most iconic classes, embodying the quintessential knight in shining armour with a divine twist. Known for their unwavering resolve, formidable combat abilities, and divine spells, Paladins offer players the unique opportunity to role-play as champions of their chosen deities, upholding the tenets of their sacred oaths. However, the true depth of a Paladin's character comes into play with the choice of a subclass, or Oath, which defines their abilities, motivations, and role within the party.


Subclasses are more than just a set of additional powers; they are a narrative device that allows players to refine their character's backstory, motivations, and personal growth. For Dungeon Masters (DMs), they provide rich thematic elements to weave into the campaign's fabric, offering new challenges and storylines tailored to the characters' unique identities.


Recognizing the importance of variety and personalization in character creation, this article introduces five new Paladin subclasses designed to inspire both experienced players and newcomers alike. Whether you're looking to embody the protector of ancient pacts, manipulate the fabric of the Astral Sea, or ensure the cosmic balance between order and chaos, these subclasses offer fresh mechanics and role-playing opportunities to enrich your D&D experience. Our goal is to expand your toolkit with innovative options that spark creativity, enhance gameplay, and open new avenues for storytelling. Let's dive into the heart of what makes each Paladin subclass a unique addition to any campaign, providing new options and ideas to explore the endless possibilities of Dungeons & Dragons.





The Importance of Subclasses in D&D

In Dungeons & Dragons, subclasses serve as a pivotal element in character creation and development, offering players the ability to fine-tune their characters beyond the basic class features. This system of specialization not only enhances the mechanical aspects of gameplay but also deepens the role-playing experience, allowing for a more nuanced and personalized approach to character building.


For the Paladin class, subclasses—or Oaths—go beyond merely providing a set of additional powers; they shape the very essence of the character's identity, ethos, and place within the world. Each Oath encapsulates a distinct set of values and responsibilities, compelling players to consider not just how their Paladin fights, but why they fight, whom they serve, and what they stand for. This leads to a richer narrative, as the character's decisions, conflicts, and growth are informed by the tenets of their chosen path.


Mechanically, subclasses significantly influence combat efficiency and strategy. Each Paladin Oath introduces unique abilities, spells, and features that can alter the dynamics of battle. For instance, a Paladin sworn to the Oath of the Ancients might harness the power of nature to protect allies and hinder foes, while one pledged to the Oath of Vengeance focuses on punishing wrongdoers with relentless zeal. This diversity allows Paladins to fill various roles within a party, from front-line defenders and healers to divine avengers striking down evil.


Furthermore, the choice of subclass affects the Paladin's interactions with the world around them. It can determine allies and enemies, guide quests and adventures, and shape the character's reputation and legacy. For DMs, a Paladin's Oath provides fertile ground for storytelling, challenging them to weave personal quests and moral dilemmas that test the Paladin's faith and convictions.


In sum, subclasses are indispensable for crafting characters of depth and complexity. They enrich the D&D experience by marrying mechanics with narrative, allowing players to explore diverse identities and stories within the framework of their Paladin's sacred Oath.





New Paladin Subclasses Overview

The creation of new Paladin subclasses is a process deeply rooted in creativity and a desire to expand the narrative and mechanical possibilities within Dungeons & Dragons. Recognizing the Paladin as more than just a warrior of faith, we sought to explore themes and powers that are both innovative and deeply integrated with the world's lore, providing players with fresh avenues for character development and role-playing.


Our goal was to push beyond traditional boundaries, imagining Paladins who draw their power from unconventional sources and serve unique roles within their parties and the broader world. This led to the development of subclasses that not only offer new combat abilities but also enrich a character's backstory and motivations, fostering a deeper connection between players and their characters.


1. Keeper of the Ancient Pact: Inspired by the mystique of forgotten gods and ancient agreements, this subclass is for those who wish to explore the secrets and responsibilities that come with unearthly pacts. Mechanically, it introduces the concept of ancient boons and curses, allowing Paladins to wield old powers with wisdom and caution.


2. Knight of the Astral Sea: This subclass draws on the vast, unexplored cosmos, offering powers that manipulate time, space, and the fabric of reality. It’s designed for players who yearn to connect with the cosmic scale of the D&D universe, bringing a touch of the astral and the unknown to the Paladin's arsenal.


3. Herald of the Prime Elements: Embracing the primal forces of nature, this subclass allows Paladins to channel elemental energies, reflecting the diverse and dynamic power of the natural world. The mechanics focus on elemental manipulation, offering versatile options for combat and problem-solving.


4. Warden of the Shadowfell: Exploring themes of darkness and protection, this subclass grants Paladins the ability to harness the power of the Shadowfell to defend the realms of light. It introduces mechanics centered on shadows and darkness, offering a blend of stealth, protection, and manipulation.


5. Oath of the Cosmic Balance: Focused on maintaining the balance between order and chaos, this subclass is for Paladins dedicated to the cosmic equilibrium. The mechanics revolve around balancing effects, enabling Paladins to adapt and respond to the shifting tides of battle and morality.


These subclasses were designed with a spirit of exploration and innovation, aiming to provide players and DMs alike with new tools to tell compelling stories and engage in epic adventures. By weaving these themes and mechanics into the Paladin class, we hope to inspire creativity, challenge conventional roles, and open new dimensions of gameplay.






Subclass 1: Keeper of the Ancient Pact





Paladin Subclass: Keeper of the Ancient Pact


Theme:

The Keeper of the Ancient Pact is a Paladin who has forged a sacred bond with entities from the dawn of time, drawing power from agreements made with forgotten gods or ancient, powerful spirits. These Paladins are guardians of ancient wisdom and wielders of mysterious powers, tasked with upholding their part of the pact while being granted otherworldly abilities in return.


Subclass Features:

Oath Spells:

You gain oath spells at the Paladin levels listed.

- 3rd: Detect Magic, Comprehend Languages

- 5th: Hold Person, Silence

- 9th: Spirit Guardians, Tongues

- 13th: Banishment, Divination

- 17th: Contact Other Plane, Legend Lore


Channel Divinity:

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

- Invoke the Ancient Pact: As an action, you present your holy symbol, invoking your ancient pact to gain insight into dealing with a creature you can see within 30 feet of you. For the next minute, you and your allies gain advantage on attack rolls against the target creature. The creature must have an Intelligence of 4 or higher to be affected by this ability.

- Seal of the Protector: As an action, you create a magical seal on the ground within 30 feet of you. The seal radiates divine energy that bolsters your allies' defences. Allies within the seal gain a +1 bonus to AC and saving throws for 1 minute or until you are incapacitated.


Ancient Pact Boons (3rd Level):

Upon reaching the 3rd level, choose an ancient entity to form a pact with. This choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Entities might include The Eternal Flame, The Primeval Stone, The Ancient Depths, or The Whispering Wind. Each entity provides unique spells and abilities, detailed by the DM.


Guardian's Edict (7th Level):

You can invoke the power of your pact to protect those around you. As a reaction when an ally within 30 feet of you takes damage, you can reduce that damage by an amount equal to your Paladin level + your Charisma modifier. Once you use this feature, you can't use it again until you finish a long rest.


Wisdom of the Ages (15th Level):

Your bond with the ancient entity allows you to access a fraction of their timeless wisdom. You gain proficiency in the Insight and History skills if you don't already have it. Additionally, once per long rest, you can consult with your entity to gain advantage on any one ability check, attack roll, or saving throw.


Avatar of the Pact (20th Level):

At 20th level, you can assume the form of an avatar representing your ancient pact as an action. For 1 minute, you gain the following benefits:

- You are surrounded by an aura of ancient power that grants you resistance to all damage.

- Once on each of your turns, you can cast a spell from your Oath Spells list without expending a spell slot.

- Allies within 30 feet of you gain a +2 bonus to AC and saving throws.

Once you use this feature, you can't use it again until you finish a long rest.


Creating a Keeper of the Ancient Pact

When creating a Keeper of the Ancient Pact, consider the nature of your ancient entity and how your Paladin came to know of it. What does the pact require of you, and what drove you to accept such a bond? Your background and motivations can deeply influence your character's development and role-playing opportunities.


Subclass 2: Knight of the Astral Sea





Subclass 2: Knight of the Astral Sea


Theme:

Knights of the Astral Sea are Paladins who have been called to serve beyond the material realm, drawing their power from the vast, mysterious expanse of the Astral Sea. These celestial warriors are guardians against the threats that emerge from the cosmos, wielding the very essence of the universe to manipulate time, space, and the fabric of reality itself. Their sacred mission is to maintain the balance between the material world and the astral plane, ensuring that the flow of astral energy remains uncorrupted and benevolent.


Oath Spells:

You gain oath spells at the Paladin levels listed.

- 3rd: Misty Step, Shield

- 5th: Blur, Mirror Image

- 9th: Haste, Blink

- 13th: Dimension Door, Freedom of Movement

- 17th: Teleport, Wall of Force


Channel Divinity:

When you take this oath at 3rd level, you gain the following two Channel Divinity options:

- Astral Rebuke: As a reaction to being hit by an attack, you can use your Channel Divinity to teleport up to 30 feet to an unoccupied space you can see, potentially causing the attack to miss. If the attack still hits, the damage is reduced by half.

- Celestial Guidance: As a bonus action, you can use your Channel Divinity to grant yourself and allies within 10 feet of you advantage on attack rolls, ability checks, and saving throws for 1 minute.


Aura of the Cosmos (7th Level): Starting at 7th level, you and friendly creatures within 10 feet of you have resistance to psychic damage and advantage on saving throws against being teleported or banished. At 18th level, this aura extends to 30 feet.


Starlight Step (Level 15): You can teleport up to 60 feet to an unoccupied space you can see as a bonus action. This teleportation leaves behind a trail of soft starlight that lasts for 1 minute. Allies can step into this starlight to teleport as a bonus action to any point along the trail. This ability can be used a number of times equal to your Charisma modifier (minimum of once) and is replenished after a long rest.


Celestial Barricade (Level 20): As an action, you can summon a barrier of astral energy that forms a dome with a 30-foot radius around you. The barrier lasts for 1 minute, is impervious to all damage, and blocks any spell or attack from outside the barrier. Enemies within the barrier when it is summoned must make a Wisdom saving throw or be banished to the Astral Plane until the barrier fades. Once you use this feature, you can't use it again until you finish a long rest.


Knights of the Astral Sea embody the mystery and majesty of the cosmos, using their divine mandate to protect the realms from the dangers of the astral and beyond. With abilities that leverage the fabric of the universe itself, they offer a unique blend of mobility, defence, and strategic advantage, making them formidable foes and invaluable allies in any campaign.


Subclass 3: Herald of the Prime Elements





Subclass: Herald of the Prime Elements


Theme:

Paladins of the Herald of the Prime Elements subclass are chosen champions of the primal forces that compose the world. Bound by sacred oaths to maintain the balance and harmony of nature’s elements, these Paladins wield the powers of fire, water, air, and earth. They are protectors of the natural world, channelling the elemental energies to shield the innocent and smite their foes.


Subclass Features:


3rd Level - Elemental Channelling: Upon choosing this subclass at 3rd level, you gain the ability to channel elemental energy through your weapon attacks and spells. Whenever you take the Attack action on your turn, you can imbue your weapon with one of the four elemental energies: fire, ice (water), lightning (air), or stone (earth). This extra elemental damage is equal to your Paladin level divided by 3 (rounded down, minimum of 1). You decide the element type each time you take the Attack action, and this choice can change with each attack.


3rd Level - Elemental Aegis: Also at 3rd level, you learn to invoke the protection of the elements for yourself and your allies. As a bonus action, you can create a shield of elemental energy that grants you and allies within 10 feet of you resistance to one damage type (fire, cold, lightning, or bludgeoning) for 1 minute. This feature can be used a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses upon finishing a long rest.


7th Level - Nature’s Wrath: Your mastery over elemental energies intensifies, allowing you to unleash devastating elemental attacks. As an action, you can expend a spell slot to cast an elemental area of effect spell (such as burning hands, ice storm, lightning bolt, or erupting earth) at its lowest level without needing to have it prepared. The spell’s level can be no higher than what you can currently cast. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses upon finishing a long rest.


15th Level - Elemental Embodiment: You become one with the elements, gaining immunity to two types of elemental damage (fire, cold, lightning, or bludgeoning) of your choice. Additionally, whenever you use your Elemental Channelling to deal damage, you can choose to deal half the damage to another target within 10 feet of the original target.


20th Level - Prime Elemental Guardian: As an action, you can undergo a transformation that lasts for 1 minute, during which you gain the following benefits:


- You are surrounded by a storm of elemental energy that damages foes. At the start of each of your turns, choose a point you can see within 30 feet of you. Each creature within 5 feet of that point must make a Dexterity saving throw against your Paladin spell save DC, taking 2d8 damage (type of your choice among your Elemental Channelling options) on a failed save, or half as much damage on a successful one.

- Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the type chosen for your Elemental Channelling to the target and each creature of your choice within 5 feet of it.

After you use Prime Elemental Guardian, you can't use it again until you finish a long rest.


Playing a Herald of the Prime Elements: As a Herald of the Prime Elements, you are a versatile combatant and protector with a deep connection to the natural world. Your abilities allow you to adapt to various combat situations, dealing with multiple enemies or shielding your allies from harm. In role-playing, your character may be deeply concerned with the balance and health of the natural environment, possibly leading to quests to heal corrupted lands or combat unnatural threats. Your Paladin could be a wandering guardian of the wilds or a knight sworn to a temple dedicated to elemental harmony.


Subclass 4: Warden of the Shadowfell





Subclass: Warden of the Shadowfell


Theme:

The Wardens of the Shadowfell are paladins who have taken their sacred oaths to guard the realms of the living from the encroachments of darkness and the malign forces of the Shadowfell. These paladins harness the very essence of the shadowy realm they vow to keep at bay, using its powers to protect, conceal, and move through the darkness. Unlike other paladins who might draw their strength from the divine light, Wardens of the Shadowfell embrace the gloom, finding in it the means to fight darkness with darkness.


Oath Spells

You gain oath spells at the paladin levels listed.

| Paladin Level | Spells |


3rd: Disguise Self, Shadow Blade

5th: Darkness, Pass Without Trace

9th: Shadow of Moil, Nondetection

13th: Greater Invisibility, Black Tentacles

17th: Mislead, Seeming


Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

- Shadow's Embrace: You can use your Channel Divinity to wrap yourself or an ally in shadows. For 1 minute, the chosen target gains advantage on Stealth checks and is hidden from divination magic.

- Banish Darkness: You can use your Channel Divinity to dispel magical darkness within 30 feet of you and make the area bright light for 1 minute or until you are no longer in the area.


Aura of Obscurity

Starting at 7th level, you and friendly creatures within 10 feet of you have resistance to damage from creatures in dim light or darkness. At 18th level, the range of this aura increases to 30 feet.


Shadow Step

Beginning at 15th level, you gain the ability to step from one shadow into another. As a bonus action, you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.


Veil of Dusk

At 20th level, you can call upon the shadows to protect you and your allies. As an action, you create a veil of darkness that grants you and any allies of your choice within 30 feet of you the benefits of invisibility and nondetection. This veil lasts for 1 minute or until you are incapacitated, dismiss it as a free action, or cast a spell or attack. Once you use this feature, you can't use it again until you finish a long rest.


Playing a Warden of the Shadowfell

As a Warden of the Shadowfell, you walk a fine line between light and darkness. Your powers come from a place of mystery and fear, but you wield them in the service of good. Your unique blend of shadow magic and martial prowess makes you a formidable opponent against the forces of evil. In your campaign, consider how your connection to the Shadowfell influences your perception of the world and your place within it. Your character may have a complex relationship with light and darkness, seeing both as necessary elements of the universe's balance.


When creating a Warden of the Shadowfell, think about why your character has chosen this path. Were they touched by the Shadowfell's energies during a near-death experience, or do they come from a lineage that has long guarded the boundary between light and darkness? How do they reconcile their use of shadow with the Paladin's traditionally radiant role? Your answers to these questions can add depth to your character and provide rich material for your adventures.


Subclass 5: Oath of the Cosmic Balance





Oath of the Cosmic Balance

The Oath of the Cosmic Balance is a sacred vow taken by Paladins who see the universe as a grand tapestry of opposing forces. These Paladins dedicate themselves to maintaining the equilibrium between order and chaos, believing that both are necessary for the cosmos to thrive. They draw upon the ancient energies that flow between the stars, wielding this cosmic power to enforce balance wherever they go. Paladins of this Oath often find themselves mediating conflicts, preventing either side from gaining too much power, and protecting the natural order of existence.


Tenets of the Cosmic Balance

- Equilibrium: You must strive to maintain balance in all things, recognizing that excessive order leads to tyranny and excessive chaos to destruction.

- Harmony: Seek to harmonize opposing forces rather than annihilating them, for in their balance lies the true nature of the cosmos.

- Insight: Understand the underlying currents of order and chaos in every situation, using this knowledge to guide your actions.

- Guardianship: Protect the cosmic balance against those who would upset it, whether through ignorance or malice.


Oath Spells

You gain Oath spells at the Paladin levels listed.


3rd: Detect Magic, Comprehend Languages

5th: Hold Person, Calm Emotions

9th: Counterspell, Protection from Energy

13th: Freedom of Movement, Divination

17th: Commune, Synaptic Static


Channel Divinity

When you take this Oath at 3rd level, you gain the following two Channel Divinity options:

- Mantle of Equilibrium: As an action, you can use your Channel Divinity to create a field of balancing energy. For 1 minute, allies within 30 feet receive a bonus to saving throws equal to your Charisma modifier (minimum of +1), and enemies receive a penalty to saving throws equal to your Charisma modifier.

- Dichotomy Shift: You can use your Channel Divinity to force a creature you can see within 30 feet to make a Wisdom saving throw. On a failure, the creature is either calmed, ending any effect on them making them aggressive, or incited, causing them to become aggressive or fearful towards a target of your choice, for 1 minute. This decision must align with restoring balance to the situation.


Balance Strike

Starting at 7th level, when you hit a creature with a melee weapon attack, you can declare it a Balance Strike. The target suffers an additional 1d8 radiant or necrotic damage (your choice) if it is aligned with extremes of order (lawful) or chaos (chaotic). You can use this feature a number of times equal to your Charisma modifier (minimum once). You regain all expended uses when you finish a long rest.


Cosmic Harmony

At 15th level, you emanate an aura of cosmic energy in a 20-foot radius. Allies in this aura, including you, gain advantage on saving throws against being frightened or charmed, and enemies have disadvantage on saving throws to maintain concentration on spells. This effect represents the stabilizing influence of the cosmic balance.


Champion of Balance

At 20th level, you can assume the form of a perfect balance between cosmic order and chaos as an action. For 1 minute, you gain the following benefits:

- You emit bright light for 30 feet and dim light for an additional 30 feet.

- Once on each of your turns, when you deal damage to a creature, you can restore hit points to another target within 30 feet equal to the damage dealt.

- Enemies within 30 feet of you have disadvantage on attack rolls against targets other than you.

Once you use this feature, you can't use it again until you finish a long rest.

Paladins who take the Oath of the Cosmic Balance walk a challenging path, mediating between the forces that shape reality. Theirs is a quest for harmony, guided by the belief that in the balance of power lies the true order of the cosmos.


Implementing New Subclasses into Your Campaign


Integrating new Paladin subclasses into your D&D campaign offers an exciting opportunity to enrich the narrative and challenge your players in new ways. Whether you're weaving them into an existing story or building a new adventure around them, these subclasses can serve as focal points for complex moral dilemmas, epic quests, and dynamic relationships with allies and enemies.


For the Keeper of the Ancient Pact, consider quests that delve into uncovering lost civilizations or sealing away ancient evils that threaten to upset the natural order. Allies could include scholars of forgotten lore and spirits bound by these ancient pacts, while enemies might be those seeking to harness or disrupt these ancient powers for their own gain.


The Knight of the Astral Sea offers a unique cosmic perspective, perfect for campaigns that stretch beyond the material plane. Quests could involve navigating the astral plane to prevent cosmic imbalances or confront entities that seek to manipulate space and time. Allies might be astral travellers or celestial beings, whereas enemies could range from time-warping sorcerers to astral pirates.


For the Herald of the Prime Elements, crafting quests around elemental imbalance—such as a region overrun by wildfires or a city plunged into eternal winter—can highlight their abilities. Elemental spirits or druidic circles make natural allies, while elemental cultists or beings from the Elemental Planes serve as compelling antagonists.


Warden of the Shadowfell Paladins fit well into darker, more morally ambiguous campaigns. Quests could involve the Shadowfell's encroachment into the material world, requiring players to navigate its influences without being consumed. Allies might include beings from the Shadowfell itself, wary of their realm's expansion, while enemies could be agents of darkness or undead horrors.


The Oath of the Cosmic Balance is ideal for campaigns that revolve around the themes of balance and duality. Quests might involve mediating conflicts that threaten the cosmic balance or facing beings that embody pure chaos or order. Potential allies include other balance-keeping forces in the universe, while enemies could be extremists of law or chaos, from zealot paladins to anarchic demons.


Conclusion

The introduction of these Paladin subclasses into your D&D game is more than just an expansion of the mechanics—it's an invitation to explore new stories, characters, and worlds. We encourage DMs and players alike to experiment with these concepts, adapting and evolving them to fit your unique campaign settings. Your feedback and creative adaptations are invaluable as we continue to explore the boundless possibilities of Dungeons & Dragons. Whether through epic quests, complex moral choices, or the deepening of character backstories, these subclasses are designed to inspire and challenge, enriching your D&D experience in unexplored ways.


Bonus Article: Paladin Training and Initiation





Creating a Paladin character in Dungeons & Dragons 5th Edition is more than just choosing a class; it’s about crafting a story of faith, valour, and divine power. The journey of a Paladin, from their initial training to the ordeals of initiation that forge their path, is rich with opportunities for deep character development. This article explores how players can use aspects of Paladin training and initiation, incorporating a multitude of keywords to enrich the narrative fabric of their characters.


Training and Initiation: The Making of a Paladin

The life of a Paladin begins with rigorous training, where mastery over martial weapons and heavy armour is just the beginning. This period is not just about physical preparedness; it’s an intense spiritual journey. A Paladin learns to channel divine power through their holy symbol, casting paladin spells and invoking divine smite to deal radiant damage to foes. This training culminates in the selection of a sacred oath, a pivotal moment that defines a Paladin's powers and responsibilities.


The Ordeals of Initiation

Choosing an oath, whether it be the Oath of Devotion, Oath of Vengeance, or the Oath of the Ancients, among others, is a sacred process. It involves rigorous tests that not only challenge a Paladin's combat abilities, making use of their fighting style and spell slots, but also their moral fibre. For instance, an initiate might face trials that test their ability to protect friendly creatures or utilize their channel divinity options in defence of the innocent.

Conquest Paladins and Redemption Paladins might undergo distinct trials reflective of their paths—conquest might involve mastering the aura of conquest and crowd control tactics, while redemption focuses on emissary of peace and nonviolent resolution skills.


Training Rituals

Rituals often involve the use of paladin spells like spiritual weapon or misty step, allowing initiates to familiarize themselves with spellcasting and the strategic use of bonus actions and reaction. Initiates learn the importance of their charisma modifier in enhancing their spells and abilities like the aura of protection or divine sense.


Beyond the Basics

At higher levels, Paladins gain access to more potent abilities and subclass features. Oath spells specific to their chosen path become crucial tools in their arsenal. For instance, a Paladin who has reached 7th level might unlock unique oath spells that reflect their growing divine connection, such as the nature’s wrath for Ancients Paladins or hallow spell for those devoted to the Oath of Devotion.


Paladin subclasses offer a variety of channel divinity options like champion challenge or nature’s wrath, empowering Paladins to lead in combat and embody their oaths in every action. The choice of subclass affects not only a Paladin’s combat style but also their role in the party and the larger world.


Aura abilities evolve, becoming more potent as the Paladin reaches milestones like 18th level, with effects that can protect or empower party members and chosen creatures. For example, the aura of hate of Vengeance Paladins or the aura of conquest that defines Conquest Paladins.


Conclusion

For new players and veterans alike, understanding the significance of a Paladin’s training and initiation opens up a wealth of character-building opportunities. It’s not just about the number of times you can use lay on hands or how many temporary hit points you can bestow; it’s about the journey to become a beacon of divine power and moral authority. Whether your Paladin wields the sacred weapon of the Oath of Glory or channels the serene power of the Oath of Redemption, remember that each feature, each ability, tells a part of their story. As a Dungeon Master or player, diving deep into these aspects can make your Paladin characters not just warriors of might, but paragons of narrative depth and complexity in the world of Dungeons & Dragons.


Further Reading:

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