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D&D 5e Paladin Subclasses (2014): All Nine Sacred Oaths Ranked
dnd 5e 2014

D&D 5e Paladin Subclasses (2014): All Nine Sacred Oaths Ranked

53 min read
By Andrew Blase

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  4. >D&D 5e Paladin Subclasses (2014): All Nine Sacred Oaths Ranked

The short answer

Oath of Vengeance, Oath of Conquest and Oath of Devotion are the three strongest Paladin subclasses in D&D 5e 2014. Vengeance gives permanent advantage on one target through Vow of Enmity, which converts directly into critical hits and doubled smite dice. Conquest locks frightened enemies at 0 speed inside a passive damage aura. Devotion adds Charisma to every attack roll and makes the party immune to being charmed. Oath of the Crown is the weakest. Every oath decision comes down to three things: the oath spell list, the Channel Divinity options, and the level 7 aura.

Introduction

A Paladin's oath is the largest single decision in the class, and almost every comparison of them gets weighted the wrong way. People argue about capstones at level 20, which most campaigns never reach, and skim past the level 7 aura, which quietly shapes every fight from tier 2 onward.

On this page

  • Introduction
  • The Nine Oaths at a Glance
  • Oath of Vengeance
  • Vengeance Oath Spells ●
  • Vengeance Channel Divinity
  • Relentless Avenger - Level 7 ●
  • Soul of Vengeance - Level 15 ●
  • Avenging Angel - Level 20 ●
  • Vengeance in play
  • Oath of Conquest
  • Conquest Oath Spells ●
  • Conquest Channel Divinity
  • Aura of Conquest - Level 7 ●
  • Scornful Rebuke - Level 15 ●
  • Invincible Conqueror - Level 20 ●
  • Conquest in play
  • Oath of Devotion
  • Devotion Oath Spells ●
  • Devotion Channel Divinity
  • Aura of Devotion - Level 7 ●
  • Purity of Spirit - Level 15 ●
  • Holy Nimbus - Level 20 ●
  • Devotion in play
  • Oath of the Ancients
  • Ancients Oath Spells ●
  • Ancients Channel Divinity
  • Aura of Warding - Level 7 ●
  • Undying Sentinel - Level 15 ●
  • Elder Champion - Level 20 ●
  • Ancients in play
  • Oath of Redemption
  • Redemption Oath Spells ●
  • Redemption Channel Divinity
  • Aura of the Guardian - Level 7 ●
  • Protective Spirit - Level 15 ●
  • Emissary of Redemption - Level 20 ●
  • Redemption in play
  • Oathbreaker
  • Oathbreaker Oath Spells ●
  • Oathbreaker Channel Divinity
  • Aura of Hate - Level 7 ●
  • Supernatural Resistance - Level 15 ●
  • Dread Lord - Level 20 ●
  • Oathbreaker in play
  • Oath of the Watchers
  • Watchers Oath Spells ●
  • Watchers Channel Divinity
  • Aura of the Sentinel - Level 7 ●
  • Vigilant Rebuke - Level 15 ●
  • Mortal Bulwark - Level 20 ●
  • Watchers in play
  • Oath of Glory
  • Glory Oath Spells ●
  • Glory Channel Divinity
  • Aura of Alacrity - Level 7 ●
  • Glorious Defense - Level 15 ●
  • Living Legend - Level 20 ●
  • Glory in play
  • Oath of the Crown
  • Crown Oath Spells ●
  • Crown Channel Divinity
  • Divine Allegiance - Level 7 ●
  • Unyielding Spirit - Level 15 ●
  • Exalted Champion - Level 20 ●
  • Crown in play
  • Ability Scores
  • Races
  • Feats
  • Multiclassing
  • Choosing by Campaign
  • Related Guides

Three things change when you pick an oath, and nothing else does:

  1. The oath spell list, which is always prepared and does not count against your prepared total.
  2. Two Channel Divinity options, sharing one use per short rest.
  3. The level 7 aura, which applies to your whole party, permanently, for free.

That third item is where the real difference lives. Aura of Warding halves all spell damage for everyone standing near you. Aura of Conquest pins frightened enemies at 0 speed while dealing them passive psychic damage every turn. Aura of Devotion makes your party immune to being charmed. None of these cost an action, a slot, or concentration, and you have them for the rest of the campaign.

Underneath all of it sits the Paladin's actual economy: every spell slot you spend casting is a Divine Smite you did not deliver. Oaths that hand you strong concentration spells are asking you to stop smiting. Oaths that hand you accuracy or advantage are asking you to smite harder. Deciding which of those two Paladins you want to be settles most of this page for you.

Verdict: Vengeance, Conquest and Devotion are the top tier. Ancients has the single best aura in the game. Crown is the one to avoid.

D&D 5e Paladin subclasses


The Nine Oaths at a Glance

Ranked by overall strength across a full campaign, weighting the level 3 and level 7 features most heavily because those are the ones you will actually play.

OathSourceLevel 7 auraWhat it is forOverall
Oath of VengeancePHBRelentless AvengerKilling one thing, reliably● Excellent
Oath of ConquestXanathar'sAura of ConquestFear-locking a room in place● Excellent
Oath of DevotionPHBAura of DevotionAccuracy and charm immunity● Excellent
Oath of the AncientsPHBAura of WardingHalving all spell damage, party-wide● Good
OathbreakerDMGAura of HateCommanding undead and hitting harder● Good
Oath of the WatchersTasha'sAura of the SentinelBeating casters and extraplanar enemies● Good
Oath of RedemptionXanathar'sAura of the GuardianAbsorbing hits meant for your allies● Good
Oath of GloryTasha'sAura of AlacrityMobility and party temp HP● Good
Oath of the CrownSCAGDivine AllegianceTaking the hit instead of your ally● Situational

Oath of Vengeance

Player's Handbook. ● Excellent.

The offensive Paladin, and the most reliable single-target killer in the game. Every part of this oath feeds one loop: get advantage, land the hit, spend the slot, double the dice on a critical.

Vengeance Oath Spells ●

Bane, Hunter's Mark, Hold Person, Misty Step, Haste, Protection from Energy, Banishment, Dimension Door, Hold Monster, Scrying.

This is the best oath list in the game and it is not particularly close.

Bane opens a fight by forcing up to three creatures to subtract a d4 from every attack roll and saving throw for a minute on a failed Charisma save - and Charisma is a weak save on most Strength-based enemies. Hunter's Mark adds 1d6 per hit on your chosen target and moves to a new creature when that one dies, so it stacks cleanly with Vow of Enmity on the same victim.

A paralysed humanoid is automatically hit by melee attacks, and every melee hit from within 5 feet is a critical hit. A critical Divine Smite doubles the smite dice. One landed Hold Person followed by a full attack action with smites is the highest single-turn damage most players will ever produce in 5th Edition.

Work the arithmetic once and you will never forget it. A critical hit doubles all dice, including the smite dice. A 4th-level Divine Smite is 5d8; on a crit that becomes 10d8, averaging 45 radiant, on top of doubled weapon dice. Two attacks against a paralysed target, both automatic criticals, both carrying a 4th-level smite, is roughly 110 damage in a single turn before Improved Divine Smite is counted.

The restriction is the word humanoid. Hold Person does nothing to a dragon, a fiend, an aberration or a beast, which is why the level 17 upgrade below matters so much.

Haste grants an extra action usable to Attack, which on a Paladin means three attacks per round instead of two, each one a smite opportunity. Misty Step is a bonus-action 30-foot teleport that lets you bypass a front line and land next to the enemy caster. Banishment removes an extraplanar enemy permanently if you hold concentration for a minute. Hold Monster at 17th removes the humanoid restriction, so the crit-smite loop now works on dragons, fiends and constructs.

Vengeance Channel Divinity

Vow of Enmity ● - a bonus action granting advantage on all attack rolls against one creature for 1 minute. No saving throw; it simply works.

This is arguably the best Channel Divinity option any Paladin gets. Advantage raises your hit rate by roughly 20-25%, but the bigger effect is on criticals: with advantage, your chance of rolling at least one natural 20 across two dice roughly doubles from 5% to about 10%. Every one of those is a doubled-dice smite. Use it in round one of every fight.

Abjure Enemy ● - frighten one creature within 60 feet on a failed Wisdom save; its speed is halved for a minute even on a success. Solid, and almost always second priority behind Vow of Enmity.

The half-speed-on-a-success clause is the part worth remembering: this is one of very few effects in the class that does something useful even when the target passes. Against a charging brute you want kept off your back line, it buys a round whether or not the fear lands.

Relentless Avenger - Level 7 ●

When you hit with an opportunity attack, you may move up to half your speed immediately, as part of the same reaction, without provoking.

A pursuit mechanic rather than an aura, which is the one structural weakness of this oath compared to Ancients or Conquest - your level 7 feature helps you, not the party. It does what it says well: enemies who disengage do not escape you, and you can convert an opportunity attack into repositioning next to a more dangerous target.

Soul of Vengeance - Level 15 ●

While Vow of Enmity is active, use your reaction to make a melee attack against that creature whenever it makes an attack roll.

Deceptively strong. Against a boss with Multiattack or legendary actions, this generates a reaction attack nearly every round, with advantage from Vow of Enmity, eligible for Divine Smite. Combined with your own two attacks, you are making three advantage-laden smite-capable attacks per round against your chosen target, which is among the highest sustained single-target damage available to any martial in the 2014 rules.

Avenging Angel - Level 20 ●

One hour, once per long rest: a 60-foot flying speed, plus a 30-foot Aura of Menace that frightens enemies on a failed Wisdom save, and frightened creatures have disadvantage on saving throws against your Paladin spells and Channel Divinity.

The one-hour duration is unusually generous for a capstone - it covers a whole dungeon segment rather than a single fight. The disadvantage-on-saves clause is the real prize: it makes Hold Monster close to unanswerable.

Vengeance in play

The rotation is fixed and it is the reason this oath is easy to play well. Round one: Vow of Enmity as a bonus action on the most dangerous enemy, then attack. Round two onward: attack twice, spend slots on smites when you crit or when the target is nearly dead, and let Soul of Vengeance add a third attack whenever the target swings at anyone.

The slot decision is the only real skill. A Paladin who smites on every hit runs dry by the third fight; a Paladin who never smites is a Fighter with worse features. The usual discipline is to hold slots until one of three things is true: you rolled a critical, the target is close enough to dead that finishing it denies a whole turn, or you have Hold Person up and every hit is automatically a critical.

Against non-humanoids before level 17 you lose the Hold Person engine entirely, which is the oath's one structural soft spot. Vow of Enmity still functions, so you are still the most accurate attacker in the party - you are simply not doubling dice as often.

Take it if: you want to be the person who deletes the boss. It has the best spell list, the best Channel Divinity, and the weakest level 7 feature of the top tier.


Oath of Conquest

Xanathar's Guide to Everything. ● Excellent.

The control Paladin. Conquest turns fear into a hard lock and then charges rent on it every round.

Conquest Oath Spells ●

Armor of Agathys, Command, Hold Person, Spiritual Weapon, Bestow Curse, Fear, Dominate Beast, Stoneskin, Cloudkill, Dominate Person.

Armor of Agathys is exceptional on a front-line Paladin: temporary hit points plus automatic cold damage to anything that hits you in melee while they last, scaling to 25 and 25 when upcast. Command is a one-word save-or-lose-a-turn; "grovel" drops the target prone and hands your melee allies advantage. Spiritual Weapon adds bonus-action damage with no concentration, which a Paladin otherwise has no access to. Fear is a 30-foot cone that triggers your aura on every failure without spending Channel Divinity. That distinction matters more than it sounds: Conquering Presence is once per short rest, but Fear is a spell slot, so a Conquest Paladin can open two separate encounters with a full fear-lock rather than one. The cone also lets you choose exactly who is caught, rather than catching everything within 30 feet including creatures you would rather leave mobile.

Bestow Curse and Fear both demand concentration, and so does Stoneskin and Cloudkill. You cannot run two of them, so the practical rotation is Fear in the fight where Conquering Presence is already spent, and Armor of Agathys - which needs no concentration at all - as the default slot dump otherwise.

Conquest Channel Divinity

Conquering Presence ● - an action; every hostile creature within 30 feet makes a Wisdom save or is frightened for 1 minute.

This is the round-one action that defines the subclass. Every enemy that fails is immediately subject to Aura of Conquest below. Against low-Wisdom enemies - most beasts, most soldiers, many monstrosities - it is close to an automatic opening win. Against high-Wisdom undead and casters it is unreliable.

Guided Strike ● - +10 to one attack roll, declared after seeing the die. Turns a miss into a hit, which on a smite turn is a lot of damage recovered. It competes with Conquering Presence for the same resource, so save it for fights where fear is irrelevant.

Aura of Conquest - Level 7 ●

Every frightened creature within 10 feet (30 at 18th) has its speed reduced to 0 and takes psychic damage equal to half your Paladin level at the start of each of its turns.

Read the speed clause carefully: it does not halve movement, it sets it to zero. A frightened creature inside your aura cannot move at all. It cannot close, cannot flee, cannot reposition.

The damage looks modest and compounds fast. Half your level is 5 at level 10, 7 at 15, 10 at 20 - but it applies to every frightened creature, every round, with no action from you. Three frightened enemies at level 10 is 15 automatic psychic damage per round. Across three rounds that is 45 damage you spent nothing on.

Paladin levelPsychic damage per frightened creature, per turn
7-93
10-135
14-177
18-209-10, and the aura widens to 30 feet

The counterplay your DM has is the repeating Wisdom save, so anything your party can do to suppress Wisdom saves - Bane, Bestow Curse, a Bard's Cutting Words - extends the lock substantially.

Conquering Presence plus Aura of Conquest is one of the most complete control packages any class gets: a room full of enemies that cannot move, attack you at disadvantage, and bleed every turn.

Scornful Rebuke - Level 15 ●

Any creature that hits you takes psychic damage equal to your Charisma modifier, automatically, no save.

At 20 Charisma that is 5 psychic per incoming hit. Drawing four attacks a round turns into 20 free damage. Stacked with Armor of Agathys, you become genuinely expensive to attack.

Invincible Conqueror - Level 20 ●

One minute, once per long rest: resistance to all damage, an extra attack (three per Attack action), and critical hits on 19-20.

The doubled crit range matters most, because every crit doubles smite dice across three attacks per round. Resistance to all damage while your aura keeps enemies pinned makes this a genuine area-denial transformation.

Conquest in play

Round one is Conquering Presence unless you know the enemy has strong Wisdom saves. Everything after depends on how many failed.

If several failed, do not move. Your aura is a stationary 10-foot zone and every frightened creature inside it is pinned at 0 speed taking damage each turn; walking away from them turns the lock off. Attack whatever is adjacent, let the aura grind, and let your party pick off targets that cannot reposition.

If nobody failed, you have spent your Channel Divinity and the fight is now an ordinary Paladin fight. This is the oath's variance: it is enormously strong when the saves land and flat when they do not, and that swing is wider than any other oath on this page. Carrying Fear as a prepared spell is the standard hedge, because it gives you a second attempt on a later round without a second Channel Divinity charge.

Armor of Agathys is the slot to spend when you have nothing better to do with one, since it needs no concentration and punishes exactly the enemies your aura is holding in melee range.

Take it if: you want to shut a fight down rather than out-damage it, and you do not mind that the whole plan is gated behind Wisdom saves.


Oath of Devotion

Player's Handbook. ● Excellent.

The classic holy knight, and the most complete defensive oath. It does not have a trick; it has no weaknesses.

Devotion Oath Spells ●

Protection from Evil and Good, Sanctuary, Lesser Restoration, Zone of Truth, Beacon of Hope, Dispel Magic, Freedom of Movement, Guardian of Faith, Commune, Flame Strike.

Utility and defence rather than damage. The whole list is built around removing problems rather than adding damage, which is why it pairs so well with Sacred Weapon: your Channel Divinity makes you hit harder, and your spells make the fight safer.

Protection from Evil and Good has aged extremely well: cast on your wizard before a boss fight, it blocks charm, fright and possession from six creature types and imposes disadvantage on all their attacks against them. Freedom of Movement shuts off grapples, restraints and paralysis for an hour. Dispel Magic and Lesser Restoration being permanently prepared frees your real prepared slots for something else entirely.

Devotion Channel Divinity

Sacred Weapon ● - for 1 minute, add your Charisma modifier to all attack rolls with one weapon, which also becomes magical.

At 20 Charisma this is +5 to every attack roll for ten rounds. Against a typical AC 17 enemy that moves you from hitting about 55% of the time to about 80%, and on a smite build every additional hit is a spell slot that converts into damage rather than being wasted on a miss.

The weapon also becomes magical for the duration, which quietly solves nonmagical resistance in exactly the level band where it starts appearing - no separate Magic Weapon spell, no waiting for the DM to hand you a +1 sword. For a class whose damage comes from landing hits and converting them into smites, a flat accuracy boost of that size is worth more than most damage features. It also solves nonmagical resistance for the duration. This is your default Channel Divinity in nearly every fight.

Turn the Unholy ● - turn fiends and undead within 30 feet. Excellent in Curse of Strahd or Descent into Avernus, irrelevant against humanoids.

Aura of Devotion - Level 7 ●

You and every friendly creature within 10 feet (30 at 18th) are immune to the charmed condition.

Immunity, not advantage. Charm is one of the most disruptive effects in the game and one of the most common on tier 2 and 3 bosses - vampires, fey nobles, hags, incubi, mages. It also blocks any ability that requires charm as a prerequisite. Always on, no action, no concentration.

Purity of Spirit - Level 15 ●

You are permanently under Protection from Evil and Good, with no concentration. Aberrations, celestials, elementals, fey, fiends and undead have disadvantage on attacks against you and cannot charm, frighten or possess you.

Campaign-dependent in the extreme: extraordinary in Avernus or Barovia, near-irrelevant in an urban political game against mortals.

Holy Nimbus - Level 20 ●

One minute, once per long rest: a 30-foot aura of sunlight dealing 10 radiant damage to undead and fiends that start their turn in it, plus advantage on saves against spells cast by fiends and undead.

Against the right enemy that is 100 free damage across the duration. Against anything else, the aura does nothing but light the room.

Devotion in play

Sacred Weapon in round one of any fight that matters, then attack. That is most of it, and the simplicity is the point - this oath asks nothing clever of you and gives back accuracy that compounds with every smite you land.

The spell list is where Devotion rewards preparation rather than improvisation. Protection from Evil and Good cast on your wizard before the door opens is worth more than anything you can do after initiative. Freedom of Movement on your melee character before a fight you expect to involve grapples or restraints is the same idea. These are pre-combat spells, and a Devotion Paladin who only casts reactively is wasting half the oath.

Aura of Devotion needs no management at all, which is easy to undervalue. From level 7 the party simply stops losing turns to charm effects, and the effect is invisible precisely because nothing happens.

Take it if: you want a Paladin with no bad matchups. Sacred Weapon's accuracy is the most consistently useful Channel Divinity in the class.


Oath of the Ancients

Player's Handbook. ● Good, with the best aura in the game.

The nature Paladin. Its level 7 feature is arguably the strongest single subclass feature on this page, and the rest of the kit is merely solid.

Ancients Oath Spells ●

Ensnaring Strike, Speak with Animals, Moonbeam, Misty Step, Plant Growth, Protection from Energy, Ice Storm, Stoneskin, Commune with Nature, Tree Stride.

Moonbeam is the standout and one of the best 2nd-level spells a Paladin can get: 2d10 radiant on a failed Constitution save in a cylinder you move as a bonus action each turn, for up to a minute. Radiant is rarely resisted. A Paladin holding Moonbeam is producing sustained damage without spending their attack action, which is unusual for the class. Over a six-round fight with the beam landing most turns, that is roughly 60 radiant damage from a single 2nd-level slot - better value than spending the same slot on a smite, which is not something you can say about many Paladin spells.

Ensnaring Strike is the level 3 option people overlook: a bonus action on a hit that restrains the target on a failed Strength save. It is unreliable against brutes and strong against high-Dexterity skirmishers who dumped Strength. Misty Step is excellent as always. Plant Growth quarters movement across a huge radius outdoors.

Ancients Channel Divinity

Nature's Wrath ● - spectral vines restrain a creature within 10 feet; you choose whether it saves with Strength or Dexterity, and it repeats that check each turn.

Choosing the save is the clever part: brutes fail Dexterity, nimble skirmishers fail Strength. Restrained means speed 0, disadvantage on its attacks, and advantage on attacks against it.

Turn the Faithless ● - turn fey and fiends. Excellent in a Feywild or demonic campaign, dead weight otherwise.

Aura of Warding - Level 7 ●

Every ally within 10 feet (30 at 18th) has resistance to damage from spells. Not one damage type - all spell damage.

Fireball halved. Lightning Bolt halved. Cone of Cold halved. Disintegrate halved.

At higher tiers, most of what actually threatens a party is magical: archmages, liches, dragons, death tyrants, beholders. A party clustered around an Ancients Paladin is running a permanent anti-magic buffer in the background, which roughly doubles their effective hit points against the worst things in the game. There is nothing else at level 7 in this class that compares.

Be precise about the scope, because tables get this wrong in both directions. It covers damage from spells, which includes a lich's Finger of Death, an archmage's Cone of Cold and a drow priestess's Flame Strike. It does not cover a dragon's breath weapon, a beholder's eye rays, or any monster ability that is not a spell - those are traits, not spellcasting. That still leaves the single largest category of high-tier damage halved for everyone standing near you.

Undying Sentinel - Level 15 ●

When you would drop to 0 hit points, you drop to 1 instead, once per long rest. You also cannot be aged magically.

Automatic, requiring no reaction and no decision. It simply happens, which means it cannot be forgotten or mistimed, and it protects your concentration as well as your life.

Elder Champion - Level 20 ●

One minute, once per long rest: regain 10 hit points at the start of each turn, cast Paladin spells with a 1-action casting time as a bonus action, and enemies within 10 feet have disadvantage on saves against your Paladin spells and Channel Divinity.

Bonus-action casting is the standout. Moonbeam as a bonus action, then two attacks with your action, then reposition with a bonus-action Misty Step next turn. The 10 hit points a round makes you very hard to kill inside the window.

Ancients in play

Position first, attack second. Aura of Warding only protects allies within 10 feet, so the Ancients Paladin's real job is standing where the party clusters when the enemy caster acts - which often means resisting the instinct to chase a target across the map.

Moonbeam is the slot you want up early in a long fight, because it pays out per round rather than per cast. Drop it on the densest cluster, move it with your bonus action each turn, and keep attacking with your action. It also means you are concentrating, so War Caster is close to required and smiting becomes your slot sink only after the beam is running.

The interaction worth planning: Aura of Warding halves incoming spell damage for the party, and Moonbeam is your own damage running independently of your attacks. In a caster-heavy fight you are simultaneously reducing what the enemy mage does to your party and adding damage that does not compete with your weapon attacks.

Take it if: your campaign involves serious spellcasters, which at high level it almost certainly does. Aura of Warding alone justifies the pick.


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Oath of Redemption

Xanathar's Guide to Everything. ● Good.

The pacifist Paladin. It has the best control spell list in the class and a level 7 feature built entirely around taking hits meant for other people.

Redemption Oath Spells ●

Sanctuary, Sleep, Calm Emotions, Hold Person, Counterspell, Hypnotic Pattern, Otiluke's Resilient Sphere, Stoneskin, Hold Monster, Wall of Force.

This is a caster's spell list handed to a martial class. Counterspell on a Paladin changes what your DM can do with enemy mages. Hypnotic Pattern is one of the strongest control spells in the game. Wall of Force is the best purely defensive spell in the game. Otiluke's Resilient Sphere removes one creature from a fight entirely.

The catch is the Paladin's slot economy: every one of those is a smite you did not deliver, and most of them demand concentration. This oath asks you to stop being a damage dealer.

That is a real trade and worth stating plainly: a Redemption Paladin who casts Hypnotic Pattern has spent a 3rd-level slot that a Vengeance Paladin would have turned into 4d8 of smite damage. What you get back is an effect no amount of smiting produces - an entire group incapacitated, or a wall nothing can cross.

Redemption Channel Divinity

Emissary of Peace ● - a bonus action granting +5 to Persuasion checks for 10 minutes.

Larger than it looks on a class that already has high Charisma. A Paladin with proficiency and 20 Charisma goes from about +9 to +14, which converts most DC 15-20 social checks into near-certainties. It costs a bonus action, not your action, so you open a negotiation with it and then talk normally.

Rebuke the Violent ● - a reaction when a creature damages an ally within 30 feet: the attacker takes radiant damage equal to the damage dealt, halved on a Wisdom save.

Aura of the Guardian - Level 7 ●

As a reaction, when an ally within 10 feet (30 at 18th) takes damage, you take that damage instead and they take none.

Full transfer, not reduction. A 60-damage hit on your wizard becomes a 60-damage hit on you. With heavy armour, a large hit point pool, Aura of Protection boosting your saves and Protective Spirit healing you passively at 15, you become a genuine damage sink for the fragile members of the party.

It works regardless of damage type or source, including spell damage - though DMs vary on how it interacts with multi-target spells, so settle that in advance.

The positioning discipline is the whole skill: keep the wizard or sorcerer inside 10 feet, and accept that you are choosing to be hit. Because it costs a reaction, it competes with opportunity attacks and with Rebuke the Violent, so you are making one interception per round and it should be the biggest one.

Protective Spirit - Level 15 ●

At the end of your turn, if you are below half your hit point maximum, regain 1d6 + half your Paladin level.

Roughly 10.5 per turn at level 15, automatically, with no action or resource. It closes the loop the oath opens: you absorb hits for others, and then you heal back up without anyone spending a turn on you.

Emissary of Redemption - Level 20 ●

You have resistance to all damage from any creature you have not attacked or forced to save, and when such a creature hits you it takes radiant damage equal to half the damage you took.

A strong effect gated behind a restriction that most fights break immediately - smiting, casting Hold Monster, or dropping a Hypnotic Pattern all end it for that creature. It shines only in the specific configuration where your allies control the enemy while you stand there absorbing.

Redemption in play

The turn structure is unlike any other oath here, because your most important action usually happens on someone else's turn. You attack normally, then hold your reaction for Aura of the Guardian and spend it on the largest hit aimed at your most fragile ally.

That means two things in practice. Your positioning is dictated by where the squishy members stand, not by where the enemies are. And your hit point total is a party resource rather than a personal one - dropping to half is not a warning sign, it is Protective Spirit switching on.

The spell list asks for a decision most Paladins never face: whether to smite at all. Hypnotic Pattern or Wall of Force will frequently do more for the party than the same slot spent on damage. A Redemption Paladin who reflexively smites is playing a worse Devotion.

Take it if: you want to play the party's shield and you are comfortable casting more than you smite.


Oathbreaker

Dungeon Master's Guide. ● Good, and subject to DM approval.

Presented as an option for a fallen paladin rather than a standard oath, so ask your DM before building one. Mechanically it is a dark mirror of Devotion with one excellent aura and the best minion-control feature in the class.

Oathbreaker Oath Spells ●

Hellish Rebuke, Inflict Wounds, Crown of Madness, Darkness, Animate Dead, Bestow Curse, Blight, Confusion, Contagion, Dominate Person.

Animate Dead is the one that matters, because it compounds with your level 7 aura: every skeleton and zombie you raise adds your Charisma modifier to its melee damage. Blight is 8d8 necrotic with no concentration, among the highest-damage non-concentration spells on any Paladin list. Hellish Rebuke is free reaction damage in every fight, permanently prepared. Dominate Person at 17th turns an enemy into a puppet for a minute.

Crown of Madness is the trap on this list: it costs concentration and your action every turn to maintain, for one redirected attack. Contagion needs three consecutive failed Constitution saves before it does anything, which almost never completes inside a combat.

Oathbreaker Channel Divinity

Control Undead ● - one undead within 30 feet makes a Wisdom save or is charmed by you for 24 hours.

The duration is what makes this remarkable. It is not a concentration effect and not a one-minute effect; it persists through short rests, through other encounters, and into the following day. An Oathbreaker moving through an undead-heavy dungeon can accumulate a retinue across multiple Channel Divinity uses, and every one of them benefits from Aura of Hate.

There is no stated cap on how many undead you can have charmed at once, which is the clause that makes this scale. Each use charms one creature; the charms persist independently; nothing forces you to release an old one to take a new one. Over an adventuring day with two short rests you can be commanding three or four undead you never paid a spell slot for, on top of anything Animate Dead has raised.

Dreadful Aspect ● - a 30-foot fear aura; enemies save against Wisdom or are frightened for a minute, repeating each turn. One of the largest fear radii available at level 3.

Fear is also the trigger your own aura does not care about the source of - anything frightened inside your radius is subject to Aura of Hate's allies and your party's advantage, whether the fear came from Dreadful Aspect, a Fear spell, or another character entirely.

Aura of Hate - Level 7 ●

You, and all fiends and undead within 10 feet (30 at 18th), add your Charisma modifier to melee weapon damage rolls.

At 20 Charisma that is +5 damage on every melee attack you make - and +5 on every attack made by every controlled zombie, raised skeleton or allied fiend standing near you. Three animated minions hitting reliably is +15 damage per round that costs you nothing: no action, no concentration, no daily limit.

This is one of the strongest passive damage auras in the game, and it scales with two things at once - your Charisma and the size of your undead force.

CharismaBonus per melee hitYou alone, 2 attacksWith 4 undead attacking
16 (+3)+3+6 per round+18 per round
18 (+4)+4+8 per round+24 per round
20 (+5)+5+10 per round+30 per round

Note the restriction that keeps it honest: it applies to melee weapon damage rolls for you, fiends and undead. Your living party members get nothing from it. This is an aura that rewards a specific build rather than a specific party. An Oathbreaker running Animate Dead daily and holding Control Undead charges produces sustained damage that exceeds a lot of dedicated martials.

Supernatural Resistance - Level 15 ●

Resistance to bludgeoning, piercing and slashing from nonmagical weapons.

Strong against hordes of ordinary soldiers, constructs and unenhanced natural attacks; narrower at tables where the DM routinely arms enemies with magic weapons.

It arrives at 15, which is late for a defensive feature, and it does nothing about the spell damage that dominates the tier where you get it. Compare Aura of Warding, which halves exactly the damage this does not, four levels earlier, for the whole party.

Dread Lord - Level 20 ●

One minute, once per long rest: a 30-foot aura of gloom, enemies inside save against Wisdom or are frightened, frightened creatures inside cannot regain hit points, and you summon two shadow demons for the duration.

The healing lockout is the sleeper clause. In a boss fight where the enemy has a healer, regeneration, or potions, Dread Lord shuts all of it off. Combined with Aura of Hate feeding your minions, it turns a 30-foot bubble into a zone your side operates in freely and theirs does not.

Oathbreaker in play

This oath is a build rather than a rotation, and the build is Charisma plus bodies. Every point of Charisma multiplies across every undead you control, so the investment curve is steeper here than anywhere else in the class.

The daily routine matters more than the combat routine: cast Animate Dead each day to hold and extend control over your existing minions, add two more when you have the slot, and spend Channel Divinity on Control Undead whenever the dungeon supplies a target worth keeping. The retinue is the damage engine, and Aura of Hate is the multiplier on it.

In the fight itself you open with Dreadful Aspect when enemies are grouped, then stand where your minions are so the aura covers them. Ten feet is not much, so the practical shape is a tight cluster of you and your undead rather than a spread line.

The social cost is real and is not a mechanical footnote. A visible undead retinue changes how towns, temples and most parties react to you, and that is worth agreeing with your DM and your table before session one rather than discovering it at a city gate.

Take it if: your DM allows it and you want to command undead. Aura of Hate is the real draw, and it is excellent.


Oath of the Watchers

Tasha's Cauldron of Everything. ● Good, and the most campaign-dependent oath here.

The anti-caster, anti-extraplanar specialist. Against aberrations, fiends and fey it is one of the best oaths in the game. Against bandits it is one of the weakest.

Watchers Oath Spells ●

Alarm, Detect Magic, Moonbeam, See Invisibility, Counterspell, Nondetection, Aura of Purity, Banishment, Hold Monster, Scrying.

Counterspell, permanently prepared, on a Paladin. That is the headline and it changes what your DM can safely do with enemy spellcasters from level 9 onward. Aura of Purity grants everyone within 30 feet immunity to charm, fear, paralysis, poison and stun for ten minutes, which pre-empts most of what a tier 3 boss opens with. See Invisibility removes an entire category of ambush. Banishment against an extraplanar creature is permanent if you hold it for a minute.

That last point deserves emphasis because it is a win condition rather than a control effect. A demon, devil, elemental or fey that fails its Charisma save and stays banished for the full duration does not come back when concentration ends - it is returned to its home plane and the encounter is simply over. Against the creature types this oath is built to fight, one landed spell can end the fight outright.

Watchers Channel Divinity

Watcher's Will ● - a number of creatures equal to your Charisma modifier gain advantage on Intelligence, Wisdom and Charisma saving throws for 1 minute.

At 20 Charisma that is five creatures with advantage on the three save types that cover mind control, fear, charm and psychic effects, for ten rounds. Against a mind flayer forcing Intelligence saves, or a fey court forcing Charisma saves, this converts a table-wide disaster into a set of routine successes. It is the best Channel Divinity in the class in the right fight.

The save categories are the point. Intelligence, Wisdom and Charisma cover mind control, fear, charm, psychic effects and most banishment-style removals - which is to say, the effects that take a player's character away from them for several rounds. Physical damage you can heal; a dominated fighter swinging at the party is a different kind of problem, and this is the cleanest preventative in the class.

Against a mind flayer forcing Intelligence saves, this is the difference between a stunned table and a fight.

Abjure the Extraplanar ● - turn aberrations, celestials, elementals, fey and fiends within 30 feet. The broadest turning effect any Paladin gets.

Aura of the Sentinel - Level 7 ●

You and allies within 10 feet (30 at 18th) add your proficiency bonus to initiative rolls.

That is +3 at level 7 rising to +6 at 17, applied to everyone standing near you. Initiative is chronically undervalued: acting first means your Counterspell is available before the enemy's opening spell resolves, your wizard lands Hypnotic Pattern before anything moves, and your rogue sets up before being seen.

It is also the only Paladin level 7 aura that is never irrelevant. Warding needs enemy spellcasters, Devotion needs charm effects, Conquest needs failed fear saves. Every combat has an initiative roll.

Paladin levelProficiency bonus added to initiative, party-wide
7-8+3
9-12+4
13-16+5
17-20+6, and the aura widens to 30 feet

Stack it with the Alert feat and your own initiative modifier reaches absurd territory, which is the build this oath quietly wants.

Vigilant Rebuke - Level 15 ●

As a reaction, when you or a creature you can see within 30 feet succeeds on an Intelligence, Wisdom or Charisma save, deal 2d8 + your Charisma modifier force damage to whatever forced the save.

Roughly 14 damage at 20 Charisma, and force is the least-resisted damage type in the game. It pairs directly with Watcher's Will: the advantage you granted makes those saves succeed more often, and each success is free damage.

The feedback loop is worth spelling out. Watcher's Will raises your party's success rate on exactly the three save types Vigilant Rebuke keys on; every one of those successes is a reaction-cost 2d8 + Charisma back at whatever forced the save. Against an enemy caster spamming save-or-suck effects at your party, the oath punishes them for trying.

Mortal Bulwark - Level 20 ●

One minute, once per long rest, against aberrations, celestials, elementals, fey and fiends: advantage on attack rolls, banishment on a hit if they fail a Charisma save, and they cannot teleport within 30 feet of you. Plus truesight to 120 feet.

The teleport lockout is the most disruptive part. Demons, devils, fey and githyanki all rely on teleportation to escape and reposition; this removes it entirely inside your radius. Against generic humanoids the whole capstone does nothing.

Watchers in play

Hold your Channel Divinity until you know which problem the fight is. Watcher's Will before the enemy caster's first big save effect is worth more than Abjure the Extraplanar used speculatively on creatures that were going to melee you anyway.

Counterspell changes how you hold your slots. Most Paladins spend everything on smites; a Watchers Paladin keeps at least one 3rd-level slot uncommitted in any fight with a visible spellcaster, because negating a Hold Monster or a Banishment aimed at your party is worth more than 4d8 of radiant damage. That is a genuine change in how the class plays.

Aura of the Sentinel does its work before the fight starts, which makes it the rare feature you benefit from without deciding anything. The follow-on is that your party should expect to act first, and can plan openers accordingly - the wizard's control spell lands before enemies scatter.

Take it if: your DM runs planar, fey or aberration content. Ask before you commit, because this oath's ceiling and floor are further apart than any other on this page.


Oath of Glory

Tasha's Cauldron of Everything. ● Good.

The buff-and-mobility oath. Nothing here is decisive on its own, and the package is consistently useful in a way several flashier oaths are not.

Glory Oath Spells ●

Guiding Bolt, Heroism, Enhance Ability, Magic Weapon, Haste, Protection from Energy, Compulsion, Freedom of Movement, Legend Lore, Mislead.

The best-balanced oath list among the Tasha's subclasses. Haste is the headline - cast it on your highest-damage ally, or on yourself for a third attack every round. Guiding Bolt gives a class with no ranged options a real opening action that also hands the next attacker advantage. Heroism is a bonus-action concentration spell granting fear immunity and temporary hit points every turn, which is better than it reads. Compulsion directs enemy movement with no attack roll - useful for walking a group off high ground or out of position.

Glory Channel Divinity

Inspiring Smite ● - immediately after you deal Divine Smite damage, distribute 2d8 + your Paladin level temporary hit points among any creatures within 30 feet, including yourself.

At level 10 that is about 19 temporary hit points to spread; at level 20, about 29. You choose the split, so it is either a large single-target buffer for whoever is about to be focused, or a thin party-wide shield. Free value attached to something you were already doing.

Paladin levelInspiring Smite poolSplit five waysGiven to one ally
62d8 + 6 (~15)3 each15
102d8 + 10 (~19)~4 each19
152d8 + 15 (~24)~5 each24
202d8 + 20 (~29)~6 each29

Temporary hit points do not stack with themselves, so spreading thin is wasted on anyone who already has some. The usual correct play is to dump the whole pool on whoever is about to be focused.

Peerless Athlete ● - a bonus action granting advantage on Athletics and Acrobatics, doubled carrying capacity and tripled jump distance, for 10 minutes. The Athletics advantage matters more than it looks: grappling is a real control option on a high-Strength Paladin, and this makes it reliable rather than a coin flip.

A grappled creature has a speed of 0 and can be dragged, which on a Strength-built Paladin is a genuine control option that costs no spell slot and no Channel Divinity beyond the initial activation. Ten minutes of duration covers a whole dungeon segment.

Aura of Alacrity - Level 7 ●

Your walking speed increases by 10 feet permanently, and allies who start their turn within 5 feet (10 at 18th) gain 10 feet of speed that turn.

Modest next to Warding or Conquest, and it is never dead. A Paladin who wants to be in melee every round wastes fewer turns closing distance, and in encounters where positioning decides the fight, ten feet is often the difference between reaching a target and not.

Read the ally clause carefully: they must start their turn within 5 feet of you, so the bonus rewards a party that clusters rather than one that scatters. In practice it helps your other melee character and rarely anyone else.

Glorious Defense - Level 15 ●

As a reaction, when you or a creature within 30 feet is hit, add your Charisma modifier to that creature's AC against the triggering attack. If that turns the hit into a miss, you may make one melee weapon attack against the attacker.

At 20 Charisma, +5 AC applied after the roll converts a lot of hits into misses - against a +7 attacker on an AC 16 target, roughly a 60% hit chance becomes about 30%. The free counterattack on a successful negation is a smite opportunity.

The reaction cost is the real constraint, as it is on every reactive Paladin feature: one per round, competing with opportunity attacks. Spend it on the biggest incoming hit against the most fragile target, not on the first attack you see.

Living Legend - Level 20 ●

A one-hour transformation, the longest of any Paladin capstone, which is the part worth planning around: it covers a whole dungeon segment rather than a single fight. Both of the effects this repo's sources agree on are strong - an improvement to your Charisma checks, and a once-per-turn correction that converts a missed weapon attack into a hit.

Check the exact wording in Tasha's Cauldron of Everything before relying on the details at your table.

Glory in play

Glory is the oath with the most decisions per round and the fewest wrong answers. Inspiring Smite converts any smite into party-wide temporary hit points, Peerless Athlete turns you into a credible grappler for ten minutes, and Aura of Alacrity quietly improves everyone's positioning.

The sequencing that gets the most out of it: smite early in a fight rather than saving slots, because Inspiring Smite's temporary hit points are worth most before the party has taken damage, not after. Temporary hit points do not stack, so handing out 19 of them to a full-health ally who then absorbs the boss's opening hit is strictly better than healing them later.

Haste is the other slot worth spending. On your party's highest-damage martial it is a straightforward damage increase; on yourself it is a third attack and therefore a third smite opportunity per round.

Take it if: you want a Paladin who makes the rest of the party better without giving up smites.


Oath of the Crown

Sword Coast Adventurer's Guide. ● Situational, and the weakest oath here.

The oath of law and duty. It has a coherent late-game tank identity and an early game that asks you to give something up every time you use it.

Crown Oath Spells ●

Command, Compelled Duel, Warding Bond, Zone of Truth, Aura of Vitality, Spirit Guardians, Banishment, Guardian of Faith, Circle of Power, Geas.

Spirit Guardians is excellent and the best thing on this list. Compelled Duel forces an enemy to focus you, which supports the oath's protector identity. Aura of Vitality is 2d6 of healing per round for a minute from one slot, which is the most slot-efficient healing in the game if you have the time to spend. Most of the rest is average.

Warding Bond deserves a specific mention because it is the oath's identity in spell form: an ally gains +1 AC, +1 to saves and resistance to all damage, and you take the same damage they take. On a Paladin with heavy armour and Aura of Protection it is a reasonable trade, and it stacks conceptually with Divine Allegiance below - both are ways of saying the same thing, which is that this oath's answer to danger is to stand in front of it.

Crown Channel Divinity

Champion Challenge ● - creatures of your choice within 30 feet make a Wisdom save or cannot willingly move more than 30 feet away from you.

A real taunt with a real hole in it: it only restricts voluntary movement. Against an archer, a spellcaster, or anything flying and staying put, it does nothing at all, because those enemies were never going to close on you anyway.

It also does nothing to stop a creature attacking you - it only stops it walking away. Against the melee bruiser it is designed for, that bruiser was already coming for you. The honest summary is that Champion Challenge works best against enemies who wanted to bypass you, and those are usually the ones with ranged options that make the effect irrelevant.

Turn the Tide ● - a bonus action healing every creature of your choice within 30 feet that is at or below half hit points for 1d6 + your Charisma modifier.

Good triage the moment two allies are bloodied. The problem is structural: both options draw on the same Channel Divinity use, so every fight you are choosing between controlling and healing. Vengeance never has to make that choice, because Vow of Enmity is simply always correct.

This is the clearest single reason Crown sits at the bottom of the list. Every other oath's Channel Divinity pair has an obvious default that you reach for in round one; Crown's two options pull in opposite directions and share one charge, so you are guaranteed to be giving up something useful in every fight.

Divine Allegiance - Level 7 ●

As a reaction, when a creature within 5 feet takes damage, substitute your own hit points: they take none, you take all of it, and it cannot be reduced or prevented on your end.

Full transfer with no mitigation, which cuts both ways. It saves a fragile ally from a killing blow, and against a single large hit it can drop you instead. Compare Aura of the Guardian, which does the same thing at 10 feet rather than 5 and belongs to an oath with passive self-healing to sustain it.

The phrase cannot be reduced or prevented in any way is doing real work against you. Your own resistances, Aura of Warding if an ally had it, temporary hit points from Inspiring Leader - none of it applies to the transferred damage. You take the raw number. Against a boss landing a 70-point critical on your wizard, saving them may well drop you instead.

Unyielding Spirit - Level 15 ●

Advantage on saves against being paralysed or stunned. Unglamorous and consistently valuable - both conditions remove you from a fight outright.

Exalted Champion - Level 20 ●

One hour, once per long rest: resistance to nonmagical bludgeoning, piercing and slashing for you, plus advantage on death saves and Wisdom saves for allies within 30 feet.

A strong capstone built entirely around keeping the party upright, with an hour-long window. It is also a capstone, which means most tables will never see it.

Crown in play

The honest playbook is narrow. Stand between the enemy and whoever you are protecting, use Turn the Tide when two or more allies are bloodied, use Champion Challenge when the enemy actually wants to walk past you, and spend Divine Allegiance only on hits that would drop someone.

Spirit Guardians is the spell that makes the oath function at mid levels, and it is easy to overlook on a list that otherwise reads as support. It is concentration, it deals damage every round to everything near you, and it rewards exactly the standing-in-the-middle posture the rest of the oath asks for.

Be realistic about the level 7 to 15 stretch. Divine Allegiance transfers damage with no mitigation and Crown has no passive healing to sustain it, so your hit point pool is the whole budget. Aura of Vitality from the oath list is the usual patch: a minute of 2d6 healing per round after the fight, from one slot.

Take it if: the theme of knighthood and duty is what you came for, or your campaign is explicitly about holding a line. On mechanics alone, Devotion does the protector job better from level 3.


Ability Scores

Written once, because eight of the nine oaths want the same thing.

The standard priority is Strength, then Charisma, then Constitution. Strength drives your attack and damage rolls and lets you wear heavy armour without a Dexterity investment. Charisma sets your spell save DC, powers Aura of Protection - which adds your Charisma modifier to every saving throw you and every nearby ally makes, and is the best feature in the class - and scales several oath features directly. Constitution holds your concentration together.

A defensible array: Strength 16, Charisma 16, Constitution 14, pushing Strength to 20 first and Charisma second, or Charisma first if your oath's save DC is doing heavy lifting.

Dexterity-based finesse Paladins work fine; you trade heavy armour for mobility and a better initiative modifier.

Three oaths shift the emphasis:

  • Oath of Conquest leans harder on Charisma than most, because Conquering Presence's save DC is the entire opening play and Scornful Rebuke's damage scales off the modifier.
  • Oathbreaker wants Charisma maximised above almost anything, because Aura of Hate adds that modifier to the melee damage of you and every fiend and undead near you.
  • Oath of the Crown puts Charisma first and Constitution second in its own guidance, because Divine Allegiance asks you to absorb other people's damage directly and Turn the Tide's healing scales off Charisma.

Races

Two races are correct on essentially every oath, and the rest are oath-specific.

  • Half-Elf ● - +2 Charisma plus two flexible +1s and two extra skills. It lands exactly on the Paladin's two priority stats and appears as the top pick in eight of the nine oath guides this page replaces. The default.
  • Variant Human ● - a feat at level 1, which on a class with this much feat demand is enormous. War Caster or Polearm Master immediately.

Oath-specific picks worth knowing:

  • Fallen Aasimar ● - Necrotic Shroud frightens everything within 10 feet as a bonus action, which triggers Aura of Conquest without spending Channel Divinity. Thematically ideal for Oathbreaker too.
  • Aasimar (Protector) ● - Charisma plus Healing Hands and Radiant Soul, fitting Devotion and Redemption.
  • Kalashtar ● - psychic resistance and advantage on Wisdom saves; strong on Watchers against mind flayers and on Redemption thematically.
  • Githzerai ● - advantage on Intelligence, Wisdom and Charisma saves overlaps neatly with Watcher's Will, plus innate Shield.
  • Wood Elf and Firbolg ● - speed, stealth and thematic fit for Ancients.
  • Half-Orc ● - Savage Attacks adds a weapon die on a critical, which stacks with the Vengeance crit-smite loop. Relentless Endurance also suits Crown's damage-absorption plan.
  • Leonin and Centaur ● - Daunting Roar and a 40-foot base speed respectively, both feeding Glory's mobility identity.
  • Loxodon ● - natural armour and Constitution for Redemption's damage-sink role.
  • Bugbear ● - surprise-round bonus damage plus reach, which on Vengeance turns an opening crit-smite into something absurd.
  • Dhampir ● - if your DM allows Van Richten's options, it ties directly into Oathbreaker's necrotic theme.

Feats

See the full Best Feats for Paladin guide for the level-banded plan. These are the ones an oath choice actually changes the value of.

  • Sentinel ● - recommended in all nine oath guides this page replaces, which makes it the most universally endorsed Paladin feat in the library. Stopping an enemy's movement on an opportunity-attack hit supports every oath, and it is close to mandatory on Conquest, where enemies pinned at 0 speed are the whole plan.
  • War Caster ● - recommended in eight of nine. Advantage on Constitution saves protects the concentration spells each oath hands you: Fear on Conquest, Moonbeam on Ancients and Watchers, Haste on Vengeance and Glory, Hypnotic Pattern on Redemption.
  • Polearm Master ● - the bonus-action attack is another smite opportunity every round, and reach opportunity attacks trigger Relentless Avenger more often.
  • Great Weapon Master ● - the -5/+10 gamble is much safer on oaths that supply accuracy: Sacred Weapon offsets the penalty directly, and against a paralysed target the hit is automatic anyway.
  • Inspiring Leader ● - Charisma-scaled temporary hit points for the party, layering with Inspiring Smite and with Oathbreaker's undead minions.
  • Alert ● on Watchers - +5 initiative stacked on Aura of the Sentinel's proficiency bonus produces turn-order dominance, and going first is what makes a permanently prepared Counterspell matter.
  • Shield Master ● on Redemption - the shove knocks enemies prone and the reaction halves area damage, both fitting a reactive protector.
  • Athlete ● on Glory - stacks with Peerless Athlete and Aura of Alacrity. Thematic, niche.

Multiclassing

Four dips recur across every oath guide on this page, for the same underlying reason: a Paladin's damage is spell slots converted into smites, so anything that produces more slots or more accuracy compounds.

  • Paladin / Sorcerer (Divine Soul) ● - the strongest and most-recommended multiclass in the class. Sorcery points convert into spell slots, which convert into smites, and Quickened Spell lets you cast Hold Person as a bonus action and then attack with your full action in the same turn. On Vengeance that collapses the two-round crit-smite setup into one round.
  • Paladin / Warlock (Hexblade) ● - Pact Magic slots return on a short rest, which is smite fuel that refreshes several times a day, and Hexblade's Curse adds Charisma to attack rolls so you can drop Strength entirely. Note the overlap: on Devotion it partly duplicates Sacred Weapon, and on Oathbreaker the Curse's damage bonus is personal while Aura of Hate also buffs your minions.
  • Paladin 2 / Fighter ● - Action Surge is a complete extra action, which on a smite build is one more chance to land a critical with a slot behind it. Cheap at two levels; the cost is delaying your level 7 aura.
  • Paladin / Cleric 1 ● - a single level for domain features and a wider spell list, reinforcing whatever your oath already does. Most defensible on Crown and Redemption.

The cost to weigh in every case: delaying or forfeiting your level 7 aura. Giving up Aura of Warding or Aura of Conquest permanently is a much larger sacrifice than most multiclass guides acknowledge, and taking at least 7 Paladin levels before dipping is the safe default.


Choosing by Campaign

The useful question is not which oath is strongest but what the next twenty sessions contain.

If your campaign is...Take
Boss fights against single big enemiesOath of Vengeance
Crowded fights against many weaker enemiesOath of Conquest
Heavy on enemy spellcastersOath of the Ancients
Planar, fey, or aberration contentOath of the Watchers
Undead and fiends (Barovia, Avernus)Oath of Devotion
A fragile party you need to keep aliveOath of Redemption
Social and exploration heavyOath of Redemption or Glory
Your first Paladin, mixed contentOath of Devotion
You want to command undead, DM permittingOathbreaker

Hot Take: The level 20 capstone should be close to irrelevant to your decision, and it dominates most oath comparisons anyway. Very few campaigns reach 20, and the ones that do usually arrive there in a final arc where the fight is scripted. What you will actually play is levels 3 through 11 - your Channel Divinity, your oath spells, and your level 7 aura. Judge an oath on those three and you will get the right answer; judge it on Invincible Conqueror or Dread Lord and you are choosing a character based on a feature you will probably never use.


Related Guides

  • D&D 5e Paladin Guide - the base class, Divine Smite, Aura of Protection, and level 1-20 progression.
  • Best Feats for Paladin
  • Best Paladin Spells
  • D&D 5e 2014 Class Guides hub

Ready to swear an oath at a real table? Find a D&D 5e game on The Role Players Guild.

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