The Oath of Devotion is the traditional interpretation of the paladin class. It is taken by paladins that seek to be the perfect embodiment of chivalry. A paladin of this oath cannot lie, retreat, or take any morally grey action. Ability wise, this oath includes all the abilities associated with the traditional paladin character. This oath allows paladin access to basic healing spell, some minor combat buff, and an attack bonus against undead creatures.
While having an adequate range of ability and this subclass is the most beginner-friendly , it not as groundbreaking or interesting as the other subclass. This subclass is an Unearthed Arcane one , so it is not fully implemented yet and subject to potential changes before being published. The Oath of the Watcher is a paladin who is devoted to the cause of defending the Material Plane from extraplanar threats.
A paladin with this oath must also be mentally prepared to take on any extraplanar threat. A paladin with the Oath of the Watcher has abilities to enhance their own and their allies' ability to fight off extraplanar creatures.
Their abilities also increased their situational awareness to deal with potentially unseen rates. The Class's only weakness is that it a useless class to take in any campaign that rarely or never deals with the extraplanar. While most paladins can be thought of as a combat-oriented version of a cleric, a paladin with the Oath of the Ancients is this to druids. The Oath of the Ancients calls upon the paladin to protect all that is good in the world and enjoy it.
These vows can think of as the chaotic good version of the Oath of Devotion. The Oath of the Ancients grants a paladin many of the same abilities as a ranger or druid.
This ability includes some druid spells and the ability to commune with nature. As melee DPS, you'll use a a slow, hard-hitting two-hand weapon and will choose the Retribution specialization, to gain access to an array of hard-hitting abilities. On multiple mobs, keep using [ Hammer of the Righteous ] and [ Divine Storm ] , using [ Judgment ] whenever Hammer of the Righteous is on cooldown, and [ Exorcism ] whenever available to prevent [ The Art of War ] procs going to waste.
For single target, prioritise keeping [ Exorcism ] on Cooldown, incase The Art of War procs, casting [ Crusader Strike ] and then [ Judgment ] in that order so that Crusader Strike comes off cooldown before, and not at the same time as, Judgment. It also generate another holy power, making it your fourth ability that generates it. Make sure that your. If you or a player who isn't a tank is taking a beating, you have several abilities to help remedy this.
Always be ready to cast [ Flash of Light ] , [ Word of Glory ] and [ Lay on Hands ] where the situation calls for it, as a Retribution heal's are buffed by [ Sword of Light ] making them very valuable.
When it comes to talents, [ Long Arm of the Law ] helps you move between mobs very quickly and easily, as Judgment is on a low cooldown and there are generally a lot of mobs spread over a wide area in group combat. Depending on the situation, you can also swap out for [ Speed of Light ] , for bosses such as the Iron Juggernaut in the Siege of Orgrimmar , where there is nothing to use Judgment on.
Next, taking [ Fist of Justice ] will allow you to interrupt non-boss mobs much more often, in the event that [ Rebuke ] is on cooldown. It can also help take some pressure off the Healers as less damage is being put out whilst a mob is stunned. Level 45 talents are all fairly useful, though [ Selfless Healer ] comes at the least penalty for the best benefit for a Retribution Paladin, as [ Eternal Flame ] costs Holy Power and [ Sacred Shield ] does not provide as big a benefit, especially when compared to the aforementioned [ Flash of Light ] alongside [ Sword of Light ] , and Selfless Healer's buff to healing on other targets.
At level 60, it is a choice between [ Clemency ] and [ Unbreakable Spirit ] , that decision should be left to the Paladin, his group and the encounter's needs. At level 75, [ Sanctified Wrath ] is generally the best choice for a Retribution Paladin, as [ Hammer of Wrath ] deals very high damage and also generates a Holy Power, so putting it on such a low cooldown can make the Paladin's DPS miles higher than without [ Avenging Wrath ] activated.
As a tank, you have the benefit of having more health than your allies as well as taking less damage, meaning you're much well suited for taking the brunt of the enemies head on. Make sure [ Righteous Fury ] is permanently active, and use [ Avenger's Shield ] , [ Consecration ] and [ Holy Wrath ] to get aggro on enemies.
Using [ Crusader Strike ] and [ Judgment ] to build Holy Power, using [ Avenger's Shield ] whenever [ Grand Crusader ] procs, and spam [ Shield of the Righteous ] until you have 5 stacks of Bastion of Glory, at which point use [ Eternal Flame ] whenever you have some health missing. Shield of the Righteous also reduces Physical damage taken, so use it whenever big damage is incoming. As a healer, remember to heal the tank.
Since your mana pool will be small at lower levels, use [ Flash of Light ] instead of [ Holy Light ] whenever possible, since it's far more efficient.
Only use [ Holy Light ] if the tank's health is dropping too fast for Flash to keep up. Make certain you continue to keep everyone buffed to the best of your ability.
Keep [ Devotion Aura ] up to help the tank out, unless you need an elemental resistance aura or [ Concentration Aura ] for your own heals. If you're low on mana after a fight and need to drink, tell people! Overeager tanks may charge on ahead if you don't ask for time. Be sure to have a stack of water ready before going into a dungeon, though a mage can give you free drinks if you're grouped with one. Note that in anything below a level 80 heroic you do not need to specced for healing or tanking to perform those roles.
You do, however, need appropriate gear. To tank as retribution, keep Righteous Fury on, pull with Hand of Reckoning and use [ Seal of Command ] and Consecrate to keep your threat up. Work with your DM to ensure you are generating your statistics the same as the rest of your group and whatever method chosen, you will generate 6 different numbers; 1 for each attribute.
For Paladins, the first thing to remember is that, while you can cast spells, you are going to be wearing heavy armour, getting hit, and swinging your sword most of the time. Strength should be your highest statistic with your second highest being Constitution.
This should enable you to win any bar fights your party happens to start. Follow this template to prioritize your stats:. Just like other classes, the type of Oath you choose at 3rd level, will start to define other choices like your Fighting Style at 2nd level , so you should go into your Paladin with an idea of how this will play.
Each oath has a cool list of tenets that Paladins who take on that oath must aspire to live by, as well as a list of spells. At level five, Misty Step is a neat way to teleport around the battlefield and coordinate group attacks, while ninth-level spells Haste and Protection from Enemy are a potent pair of supportive buffs.
Straightforward and effective, this subclass is best played with speed and aggression. Rush into the fray of combat, whack on some buffs, and get bludgeoning. Glory in battle and total domination of the enemy are the hallmarks of this subclass, and its array of crowd control abilities lend it nicely to large encounters.
Wade boldly through multiple foes, and strike down swarms of smaller enemies as you go. This Oath really shines through its features. Although both its Channel Divinity options are formidable, try combining Conquering Presence, which frightens a creature for one minute, with seventh-level Aura of Conquest, which incapacitates and damages all frightened enemies within a foot radius, for easy kills.
Leveraging collective fear in your enemies is very much the focus of this subclass, but even the third-level Armour of Agathys spell, which grants five additional HP, and fifth-level Spiritual Weapon spell — which creates a floating weapon to freely move and attack enemies — will make you useful outside of swarm encounters.
Heroism and bravery, mixed with a sense of camaraderie and passion for bodybuilding, this subclass is about buffing the physical abilities of you and your party, both offensively and defensively.
Its Channel Divinity options are undoubtedly the standout qualities of this class. Peerless Athlete grants Advantage on Athletics and Acrobatics checks for 10 minutes, while Inspiring Smite lets you distribute temporary hit points to your party after a successful hit.
But the subclass falters in its spell list. Probably the most unusual of all the Paladin subclasses, those who take the Oath of Redemption are pacifists at heart, begrudgingly pursuing conflict only when all non-violent options have been exhausted. It makes for a fantastic, spell-focused support character, better suited to helping others and dissuading enemies from attacking, than to bonking things on the head. The Oath of Redemption subclass is not only a thematically fun choice, but one of persistent utility.
Exemplars of lawful warriors that fight for the preservation of natural, divine order, those who take the Oath of the Crown excel as party defenders and tanks. Soak up enemy attacks directed towards your compatriots for the sake of your less-armoured allies. At level three, Champion Challenge lets Paladins prevent all creatures within a foot radius from moving away from them — particularly useful to keep enemies where you want them, in open areas, as well as preventing them dashing towards your squishier party members.
On reaching level seven, Divine Allegiance lets you use your reaction to substitute your own HP for that of any ally within a 5-foot radius. Aura of Vitality will have you healing individual party members for 2d6 HP, including yourself. Act as a meat shield in combat, and revitalise yourself after the blows have stopped. Oath of the Crown is a subclass that can easily act as the linchpin of an entire party.
Another strongly thematic, but markedly narrow subclass, those you take the Oath of the Watchers dedicate themselves to warding off extraplanar threats. Otherwise, much of its glorious potential will be wasted. Early-level spells, including Detect Magic and Alarm, are solid, if unremarkable in their uniqueness, but higher-level abilities give fantastic magic resistance and debuffs. Make sure to invest heavily in Cha to get the most out of this magic-oriented subclass.
A fallen Paladin who has broken their code, they question their beliefs — but retain a strength of conviction.
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