D&D: The Paladin Oaths, Ranked (2024)

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By Louis Kemner , Noelle Corbett , Jenny Melzer & Katie Doll

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D&D: The Paladin Oaths, Ranked (5)

The Paladins of take solid oaths to serve and protect the world around them from darkness, evil, cruelty and other threats. Their bond of service holds them accountable to their deities, the world and the people who depend on them to see justice laid out and stability maintained or restored. But while every Paladin is sworn to an oath that motivates their every action and grants them unique powers, from the first edition of Dungeons & Dragons to the latest Fifth Edition (5e), not all Paladin oaths are the same.

Some Paladin oaths are more lenient, while others are so overpowering they all but consume the Paladin, who is more than happy to give their life to see that oath fulfilled. Some Paladins break their oaths, allying themselves with dark forces in a pact that drives and empowers them with the same ferocity and dedication. Regardless of the oath taken, these lawful party members will do everything in their power to uphold their tenets and beliefs -- even if it means making questionable sacrifices that make the rest of the party uncomfortable.

Updated on June 17th, 2024 by Louis Kemner: This list of the best paladin oaths has been updated once again with even more information for players' reference. The paladin class may not be the game's most complex, but it can still be immensely rewarding to play with if D&D players understand the various paladin oaths in their full depth.

Related

D&D's Paladins often fill a number of roles during an adventure, and the right build will make them an essential member of any party.

10 Oath of the Crown Is Common, but Unexciting

D&D: The Paladin Oaths, Ranked (7)

Paladin Level

Oath Ability

3

Channel Divinity: Champion Challenge

3

Channel Divinity: Turn the Tide

7

Divine Allegiance

15

Unyielding Spirit

20

Exalted Champion

Paladins who swear an Oath to the crown offer their services to lawful deities who demand civilization remain upright and intact. They protect the realm they serve and follow strict tenets of law, loyalty, courage and responsibility, spending their lives ensuring that they and everyone else around them follows the law to its letter -- or take responsibility for their actions when they don't. This Oath is incredibly common, and the spells and attributes it offers are typical. While there's nothing wrong with that, there are definitely far more exciting options. So, this paladin oath ranks last. Oath of the Crown paladins have unique features that may not be game-breaking, but they can still make for memorable gameplay and roleplay.

With Divine Allegiance, for example, an Oath of the Crown paladin can take all the damage that another creature standing within 5 feet of them would take. That's the ultimate expression of a character being a meat shield, which is great if a squishy ally like a wizard or sorcerer is about to take a heavy blow. That's because the Oath of the Crown subclass is all about having an unbreakable defense, which extends to such traits as resisting the paralyzed and stunned conditions and forcing compelled duels on enemies. That's a fine way to protect the party's squishy wizard or sorcerers, though ideally, such spellcasters will already have their own way to escape harm, such as using Fey Step as an eladrin or the Shield and Absorb Elements spells.

9 Oath of Devotion is Righteous - And Little Else

Paladin Level

Oath Ability

3

Channel Divinity: Sacred Weapon

3

Channel Divinity: Turn the Unholy

7

Aura of Devotion (10 feet)

15

Purity of Spirit

20

Holy Nimbus

Related

The paladin is one of the best classes in Dungeons & Dragons, but it only gets better when combined with other classes.

Oath of Devotion paladins are the proverbial knights in shining armor that seem to ride straight out of a Bard's tale ready to serve and protect aback their lofty steeds. They hold the tenets and beliefs of their gods higher than all others and strive to be as worthy as the angels themselves. In fact, their dedication and devotion to the angels they long to imitate often appears in the form of wings on their helmets or armor. Paladins of Devotion swear tenets of honesty, courage, compassion, honor and duty. In time, their righteousness is so powerful, they can even shine an aura of divine sunlight that causes radiant damage against enemies within 30 feet.

Devotion paladins have cool abilities, but like Oath of the Crown Paladins, their stereotypical, storybook presence isn't the most interesting or creative choice. This may not be the best among the paladin oaths, since it just feels like a cleric with a sword and heavy armor, but it may still be fun for players who love cleric-style spells but want firmer defenses. Players should also note that this paladin Oath's spells are not that impressive, with Lesser Restoration being partially redundant with the Lay on Hands Class feature. Zone of Truth has little use, and Beacon of Hope isn't that great, either. Overall, this subclass focuses too much on the flavor of a noble hero fighting fiends and undead, because plenty of D&D adventures pit the party against totally different enemies. There won't always be a convenient storybook scenario in which a Devotion paladin may shine.

8 Oath of Glory Is the Noblest and Most Disciplined Paladin Subclass

Paladin Level

Oath Ability

3

Channel Divinity: Peerless Athlete

3

Channel Divinity: Inspiring Smite

7

Aura of Alacrity

15

Glorius Defense

20

Living Legend

Paladins who swear the Oath of Glory are destined to be true heroes alongside those they travel with. They are driven by their tenets of action, challenge, bodily honing and discipline. These Paladins drive the people around them to strive to be the best, putting true acts of heroism and glory above petty wants and needs. While they have the potential to become epic, almost godlike athletes, the fact that they're so adamant about everyone else following their path can make Glory Paladins insufferable, no matter how noble their intent.

In some ways, the Oath of Glory subclass feels like the fighter class, with a paladin emphasizing physical talents and sheer action over wordy oaths. That makes Oath of Glory a decent pick for paladin players who don't want to roleplay a self-righteous paladin who lectures wrongdoers all the time. This class is like fighter+, complete with relevant traits and the ever-useful Divine Smite. This paladin Oath's spells are decent to quite good, but too many rely on concentration, such as Magic Weapon, Enhance Ability, Haste, and Protection From Energy. On the plus side, casting these means the party's full caster can focus on other spells without having to cast such things themselves, but on the downside, the paladin class doesn't have proficiency with Constitution saving throws. Feats like Reslient and War Caster are needed to make this subclass work, meaning the player can't easily take other feats that they'd rather have.

7 Oath of Conquest Can Balance a Party - Or Tear It Apart

D&D: The Paladin Oaths, Ranked (9)

Paladin Level

Oath Ability

3

Channel Divinity: Conquering Presence

3

Channel Divinity: Guided Strike

7

Aura of Conquest

15

Scornful Rebuke

20

Invincible Conquerer

Related

There are many excellent choices for Dungeon Masters looking to hand their players' paladins a new magic toy.

The Oath of Conquest drives a Paladin into furious battle bent on absolute order and subjugation. They will stop at nothing to bend chaos to their will, leaving behind absolute order in their wake no matter the cost. Some of these Paladins have even been known to ally themselves with the lawful evil forces of the Nine Hells simply because their desire for order demands it. Conquest Paladins follow dark tenets that Douse the Flame of Hope, push them to Rule With An Iron Fist and ensure Strength above all. Their power-hungry motivations put them mid-list because they have the absolute potential to become tyrannical, which isn't generally good for balance within the party. Still, that could make for some fun gameplay for players who like running disruptive, edgy characters.

As for combat abilities, this paladin Oath likes to debuff its enemies with fear effects, such as the ultra-powerful Conquering Presence option for Channel Divinity. With it, the paladin can make any number of enemies within 30 feet of them afraid of them, which in itself is a potent effect to weaken those enemies. Then, an Oath of Conquest paladin can use their 10-foot aura to reduce a frightened enemy's speed to 0, ensuring they can't retreat. At 15th level, meanwhile, Scornful Rebuke will damage any enemy that strikes the paladin, dealing physical damage equal to the paladin's CHA modifier.

6 Critical Role's Oath of the Open Sea Offers Paladins Incredible Power

D&D: The Paladin Oaths, Ranked (11)

Paladin Level

Oath Ability

3

Channel Divinity: Marine Layer

3

Channel Divinity: Fury of the Tides

7

Aura of Liberation

15

Stormy Waters

20

Mythic Swashbuckler

Technically, Critical Role's Oath of the Open Sea Paladin is not an official D&D Paladin Oath. Created by Dungeon Master Matthew Mercer, followers of this oath take refuge in the natural beauty of the sea. They pay homage to deities like the Wild Mother and the Storm Lord, whose ever-changing nature is reminiscent of the sea that shapes every aspect of their lives. The tenets these Paladins cling to include freedom, trust in the skies, being as adaptable as water and a willingness to explore the uncharted depths and endless waves.

Open Sea Paladins gain abilities to shape, create and control water, as well as call upon aspects of the storm, such as lightning and maelstroms. Despite their incredibly powerful and dangerous nature, they aren't considered official, which means they can't be used in Adventurer's League events. Some of this Oath's spells and abilities are too situational for most D&D adventures, but several do stand out as must-have features. For example, Misty Step is excellent to help the paladin close in on a distant enemy or quickly escape a melee battle that's going sideways. Aura of Liberation, meanwhile, ensures the paladin and their nearby allies cannot be grappled or restrained. Plenty of monsters restrain or grapple with jaws, claws, and tentacles, but not when an Oath of the Open Sea paladin is around.

5 Oath of the Watchers Has Lots of Story Potential

D&D: The Paladin Oaths, Ranked (12)

Paladin Level

Oath Ability

3

Channel Divinity: Watcher's Will

3

Channel Divinity: Abjure the Extraplaner

7

Aura of the Sentinel

15

Vigilant Rebuke

20

Mortal Bulwark

Related

In Dungeons & Dragons, feats are an invaluable asset in character customization. For the paladin, many feats offer a game-changing opportunity.

Paladins who bind themselves to the Oath of the Watchers are stalwart sentinels who stand between the mortal realms and extraplanar threats that would threaten their peace and stability. Their bodies, minds and spirits are aligned with detection and extermination of such threats, and they often run extensive spy networks to try and infiltrate cults that could bring dangerous enemies to the realm. Watchers swear tenets of vigilance, loyalty and discipline, becoming powerful shields against threats from beyond the stars. These Paladins have plenty of potential for intrigue and mystery.

omeone like this could work with a party for some time before their true nature is revealed, making them a dangerous but worthy ally. Also, this paladin oath's Aura of the Sentinel trait is excellent for difficult combat encounters, with all party members rolling higher on initiative to get the jump on monsters. Also, if the DM agrees to include enough monsters to make this Oath's traits relevant, then it's quite powerful, but otherwise, it might struggle. So, this paladin Oath ranks in the middle among the best paladin oaths in D&D. The main example of situational power is this Oath's Abjure the Extraplanar option for Channel Divinity, which will turn all fiends, fey, elementals, abberations, and celestials for one minute. In a campaign like Baldur's Gate: Descent Into Avernus, that should prover immensely helpful for the party.

4 Oath of the Ancients Is D&D's Epitome of Light

D&D: The Paladin Oaths, Ranked (14)

Paladin Level

Oath Ability

3

Channel Divinity: Nature's Wrath

3

Channel Divinity: Turn the Faithless

7

Aura of Warding

15

Unyielding Sentinel

20

Elder Champion

One neat thing about Paladins who take the Oath of the Ancients is that this knightly order is as old as time itself. Sometimes called Fey Knights or Green Knights, these Paladins seek to preserve the very beauty of life and light. The tenets they swear prompt them to kindle, shelter and preserve the light, while also embodying every aspect of light. They have access to nature in ways similar to Druids, and they're capable of putting both fey and fiend in their place with little more than the utterance of an ancient phrase.

This particular paladin oath has one of the class's best auras, Aura of Warding. giving the Oath of the Ancients paladin and nearby allies resistance to damage from spells. That's fantastic if the party often faces humanoid enemies with spells, such as mages, cult fanatics, evoker wizards, and more. Players should note, though, that this effect is irrelevant to making saving throws due to enemy spellcasting. Also, several of this Oath's spells aren't that good, such as Speak With Animals, but spells like Misty Step and Protection From Energy are quite good, and Undying Sentinel helps keep the paladin in the fight a little longer so they can hit back.

3 Oathbreaker Is Uniquely Dark Among All Paladin Subclasses

Paladin Level

Oath Ability

3

Channel Divinity: Control Undead

3

Channel Divinity: Dreadful Aspect

7

Aura of Hate

15

Supernatural Resistance

20

Dread Lord

Related

The paladin/sorcerer multiclass in Dungeons & Dragons 5e will make for a balanced character, as the two classes equalize each others' weaknesses.

A Paladin becomes an Oathbreaker if they cut ties with their sacred bond to pursue their own desires and ambitions. Many Oathbreakers swear allegiance to a dark entity or power, sort of like a Warlock and their Patron, and what light once lived within them becomes overpowered by the darkness. What's most interesting about these Paladins is how similar their power is to those who still cling to the light. Oathbreakers can't break their oaths until they reach level three, at which time they can replace their original oath with darker and more ambitious powers, like Hellish Rebuke, Darkness, Crown of Madness and Bestow Curse.

Oathbreakers also gain access to some really awesome features at later levels, like Aura of Hate and Dread Lord. Several of this Oath's spells are useful, such as Hellish Rebuke, Animate Dead, and Blight, while Crown of Madness ranks among the game's very worst spells, and Darkness isn't that useful for this subclass, either. As for Aura of Hate, the damage boost will probably not benefit the paladin's fellow party members, but if the Oathbreaker summons skeleton or zombie minions with Animate Dead, then they can benefit from it, and that will add up to a lot of extra damage over time.

2 Oath of Redemption Is Perfect for D&D Role-Players

D&D: The Paladin Oaths, Ranked (16)

Paladin Level

Oath Ability

3

Channel Divinity: Emissary of Peace

3

Channel Divinity: Rebuke the Violent

7

Aura of the Guardian

15

Protective Spirit

20

Emissary of Redemption

One thing that makes Redemption Paladins interesting is that they work tirelessly to maintain balance and bring redemption -- even to those others might consider unworthy -- using minimal violence. Following tenets of peace, innocence, patience and wisdom, they do everything in their power to redeem those they come in contact with in hopes of restoring balance. On the other hand, they don't waste time or effort on what they know in their hearts to be lost causes, like undead, demons, devils and other inherently evil supernatural entities.

With plenty of options to protect and preserve through the radiance of their oath, they can shelter the innocent while restoring the wicked to righteousness. Redemption Paladins come with tons of potential for amazing role-playing, especially in a world of darkness that feels absolutely irredeemable. It helps that Oath of Redemption paladins have a list of excellent spells to use, many of which can either protect the party, debuff hostile creatures, or both, such as Hold Person, Counterspell, and Wall of Force, so this paladin shines when played with defense in mind. Also, Aura of the Guardian is a great way to prevent an ally from getting knocked out, though the paladin is encouraged to buff their own HP first, such as with the Tough feat so this Aura isn't too costly to use.

1 Oath of Vengeance Makes Paladins Are Terrifying Avengers

D&D: The Paladin Oaths, Ranked (17)

Paladin Level

Oath Ability

3

Channel Divinity: Abjure Enemy

3

Channel Divinity: Vow of Enmity

7

Relentless Avenger

15

Soul of Vengeance

20

Avenging Angel

Those who swear an Oath of Vengeance seek to punish the most grievous of sins. They will avenge the downtrodden, the desolate, the helpless and the meek, putting the forces who brought ill circ*mstances down upon them in their place. They abhor suffering and will do anything in their power to put a stop to it. While other Paladins seek glory and honor, these heroes act because everyone should get what they deserve -- especially the wicked.

Vengence Paladins are relentless in their pursuit, and their special abilities allow them to track and hold onto enemies with spells like Hunter's Mark and Hold Person, though casting so many concentration spells is a tad risky for a class that doesn't emphasize CON. Oath of Vengance paladins also gain the power to become literal avenging angels that sprout wings and emanate a terrifying aura of fear. The fact that they can grow wings and actually use them to fly makes the Oath of Vengeance the best Paladin Oath. On offense, the Oath of Vengeance is easily D&D's best paladin subclass, using such features as Vow of Enmity to make sure a specified enemy will quickly get decimated.

D&D: The Paladin Oaths, Ranked (18)
Dungeons and Dragons

A fantasy roleplaying tabletop game designed for adventure-seekers, the original incarnation of Dungeons & Dragons was created by Gary Gygax in 1974.

Franchise
Dungeons & Dragons

Original Release Date
January 26, 1974

Publisher
Wizards of the Coast , TSR Inc.

Designer
E. Gary Gygax , Dave Arneson

Player Count
4-8 Players Recommended

Age Recommendation
12+

Length per Game
3 hours +

Expansions
Dungeons & Dragons 2nd Edition , Dungeons & Dragons 3rd Edition , Dungeons & Dragons 4th Edition , Dungeons & Dragons 5th Edition

Summary

Dungeons & Dragons is the fantasy tabletop role-playing game that has persevered for nearly 50 years and continues to grow strong. Created by Gary Gygax and Dave Arneson, the game first made publication in 1974 and now falls under the Wizards of the Coast publishing wing. A typical game of DnD consists of 4-6 players, with one player acting as the Dungeon Master. Players can take a sheet and by consulting the various rule books and expansions, can create their own character with weapons, skills, and physical appearance. Once all characters are created, the Dungeon Master sets them off in a campaign of their choosing or design, where players will have to follow the rules of the DM as they roleplay their way through storylines. The characters will level up, find equipment, and experience permanent changes based on the way the story plays out. A roll of the dice can mean the difference between a successful hit, and a painful end. The most recent edition of Dungeons & Dragons is the 5th edition rule book.

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