Does Oath of the Crown 5e bad in dnd for a Paladin Build?
It is true that Oath of the Crown for a Paladin has a mechanical advantage. Oath of the Crown can be among the most powerful defense options available to the Paladin. You’ll be very adept at protecting your allies. And you’ll be able to find several strategies to make it difficult for your enemies to take on any other player. The Sword Coast Adventurer’s Guide was packed with interesting suggestions. This oath to the Crown will be among the most ingenious ones.
This Oath of the Crown is the most basic definition of an oath that is lawful. Whatever the laws of the land are, it’s your creed. You respect the sovereignty and ensure that every person heeds your Word in your area of jurisdiction. You’re a shield against barbarism, the shining star in the night, that crowning jewel in our society. You most likely should have taken the Oath of Conquest. However, the Crown is full of unique flavors and possibilities to look at. Let’s discuss these!
Where is Oath of the Crown?
Subclasses, such as Oath of the Crown, are the Paladin class’s most sacred vow. The subclass is copyrighted by Wizards of the Coast and is located on pages 132-133 in the Sword Coast Adventurer’s Guide.
Best Race for Crown Oath Paladins
Oath of the Crown Paladins are looking for some Charisma. Charisma can affect your DCs, your bonus to saves, and the extent to which the Channel Divinity heals. However, they’ll also need Constitution to soak more damage. It’s also necessary to have Strength or Dexterity to deal with real damage.
We suggest Strength or Dexterity, followed by Charisma, followed by Constitution. You might want to consider taking on the Tough feat to soak up damage without adding more points to Constitution. However, you’ll want some points so that you have a decent Constitution to save.
Genasi (Air or Earth)
The Elemental Evil Player’s Companion provides a fantastic race, combining the Genasi. It starts with a racial advantage of +2 to Constitution and is great for your new role as a meatshield. It’s a bit of a guess, and you could call it air-shield since you’ll be born of the union of the elemental as well as the material plane.
Air Genasi gains a bonus to Dexterity, access Levitate and slight usefulness with the ability to keep your breath. Earth Genasi gets a bonus to Strength. And it can overlook difficult terrain, which allows them to better track down enemies, and have some anti-tracking technology by using Pass without Trace. Based on the weapon you like, you’ll need either one of the alternatives. Both are excellent options to take on adversity and combat.
Simic Hybrid
That is admittedly an unusual choice. Simic hybrids Simic hybrids are a collection of prebuilt races found in The guildmaster’s Guide to Ravnica. Sometimes, they are referred to as Guardians. They receive a +2 on Constitution and get another +1 on Strength Dexterity, Strength, Charisma, or any other attribute you like! Alongside Darkvision and Darkvision, you also receive certain animal-related bonuses. You’ll likely need Nimble Climber to the greatest extent based on your campaign. for water-related projects. Underwater Adaption is slightly better. If you’re in the plane of Elemental Air or Manta Glide may be the best choice. In the future, you’ll be able to get grapple options as well as acidic ranged attack options or even bonus AC without carrying heavy-duty armor. That extremely flexible race is the perfect fit for your muscular self!
Dnd 5e: Oath of the Crown
The principles of the Crown can differ between rulers. The most important thing is to uphold the laws you were raised under. This Paladin is always loyal to whatever religion you’ve decided to adhere to. You’re a courageous person in any circumstance that you encounter and take accountability for the acts you do. Suppose you choose to turn your back to your ruler. For instance, this is among the most effective ways not to be an Oathbreaker when they’re corrupted or corrupt.
Additionally, you’ll receive some factors which make it more difficult to deal with hits without falling into a state of unconsciousness. That is extremely beneficial. With the introduction to Redemption, the Redemption Subclass class has a lot less power.
Oath Spells
It is the Oath spells that represent the primary difference between the two. The list of Crown spells is focused on self-defense and not on out-of-combat strategies.
That is a compulsion spell. Duel is almost certain to be in your list of spells from the start, and being prepared for it at all times will make a difference. It’s a +2 known spell. The command is a great utility spell when you cannot be within range of your opponents. For foes who have low Wisdom saves to carry them across the battlefield.
Warding Bond is cool, as it gives an additional +1 bonus to AC and a chance to save. The amount of damage done to the player is the same, so it’s not a damage reduction. That could be beneficial if your Monk is damaged and you’re looking to recover a bit more. In other cases, it’s not exactly great. Zone of Truth is a great spell for out of combat, allowing users to collect information using Intimidation easily. If you’re not seeking specific information, you can use Zone of Truth.
Aura of Vitality is an excellent choice. The Paladin’s bonus actions are typically used to cast magic, so using them to heal 2d6 isn’t bad at all. The total value of 20d6 can be very effective in the healing power. Because they’re divided into 2d6 pieces, it is a fantastic way to get your friends to join. Spirit Guardians are interesting, particularly as an anti-escape tool; however, you’ll need to keep chasing your enemies. Be careful not to use this in the hope of killing enemies using it, as they’ll be able to keep their distance quite easily.
Banishment is an amazing spell that keeps the threat (or healer) from getting into a fight. It can also be useful in helping to save the life of the party members in worse-case scenarios. Guardian of Faith is solid, and 60 damage for the ability of level 4 is quite impressive. Make the battlefield difficult for your enemies, generally by placing it between your backlinecasters.
Circle of Power makes you completely immunizable to magic, an excellent application of the spell slots. Geas is very flavorful and extremely cool. Not exactly a legitimate ability to use in combat; however, it’s a lot of fun.
An astonishing number of Paladin afflicts the list spells there, limiting the effectiveness of outside-of-class spells. However, the Paladin spells are very valid and are a great way to get the spells you have.
Channel Divinity
Like all Paladins, Paladins have two channels of divination. Both of them are impressive.
Champion Challenge. As a bonus move, you can offer other creatures an opportunity to fight against you. Every creature you see close to 30 yards has to make a Wisdom save. If you fail to save, a creature can’t freely move more than 30 yards far from you. This effect ends for the creature’s end if you’re disabled or die or if the creature is farther than 30 feet from you.
Champion Challenge is one of the most powerful Taunt effects available that you can get.
This bonus move is good that leaves your ActionAction open to attacking or casting. Limiting combat to 30 feet or less from your location can stop anyone, a melee fighter, from coming towards the backline. Also to keeping adversaries within 30 feet of each other makes for much more convenient targets for your spellcasters. It also stops teleportation effects speed of flight, burrows speeds, or any other method that a GM might let an NPC escape from a fight.
The drawback is that only the 30 feet range isn’t enough. Still, you’ll need a full move. Suppose your movement is in any way limited. In that case, it is impossible to catch up to an opponent who would like to move away from you. Suppose two enemies are located 30 feet before you, one over you. And one below and one below you – you have no alternative other than to let one get away out of the Champion Challenge for free. It could represent one of the rare Paladins who would like to increase your Dexterity instead of Strength to give you the option of a ranged attack.
Turn the Tide. You can help wounded creatures as a bonus move by using Your Channel Divinity. Any creature that can listen to you at a distance of 30 meters gets the hit point. It is equivalent to 1d6 plus Your Charisma multiplier (minimum one) when it’s got no less than 50% of the hit points.
Turn the Tide will heal your specific event for 4d6+20 at Charisma 20. It’s not a small amount when compared with Healing Word. The best way to use the Channel is, obviously it’s to bring allies from the state of being in awe, and it is a master at doing that!
The health restriction limits its use as general healing spells. However, it would be best to take it out for emergencies.
Utilize it to help give your Cleric more actions. Boost your entire party a boost, and then invest your time in something that is universally excellent.
Turn Tide Tide is ideal for emergencies. However, Champion Challenge is there for combat control. If your allies remain injured after a short rest, you might want to save your Channel to Turn the Tide. If not, the Champion Challenge’s motion limitation is extremely effective.
Divine Allegiance
Then, you know, this capability is the primary reason to choose the archetype. It’s also the reason why you should think about Oath of Redemption.
Starting at the 7th level, suppose a creature within five feet from you is struck with damage. You can utilize your reaction to replace your health with that of the creature and cause the creature to sustain the harm. Instead, you suffer the injury, and this harm to you cannot be prevented or reduced by any means.
That is an excellent skill. However, Wizards got it wrong when releasing Volo’s Guide to Monsters. Whoops!
Therefore, this has a certain advantage in comparison to other methods of Protection reaction. You can ensure that your friend will not suffer any damage, which could help save lives. As a Paladin, You tend to have a high level of health, and your large natural AC and saves help prevent much of the harm. You’ll have the capacity to remain afloat, while the melee Warlock or Monk may not be as well-nourished. The benefit of protection is that you could avoid damage, but it also ensures that you’re not the only one in the battle who’s being harmed.
Oath of Retribution is the same power at this point. However, the range is only 10 feet, and the range expands to 30 feet by the level of 18. If your primary reason to enroll in this subclass is to honor Divine Allegiance, please think about Redemption.
Unyielding Saint
Level 15 can be described as an unofficial defensive buff for the majority classes. Crown follows this pattern with a specific direction.
Beginning at the 15, you get an advantage in saving throws to prevent becoming stunned or paralyzed.
Then, you can add your Charisma bonus to your savings. You’ll be invulnerable to stun or Paralysis. That isn’t necessary, but it’s useful to prevent the worst-case scenario using an extra dice set. Because stun effects tend to be Constitution saving throws – something that you’re not proficient in normally – a double roll can help you.
Both Paralysis, as well as Stun, are very bad status effects. Every turn you’re in a position to react or act is not something this archetype would like to take part in. The two Stun and Paralysis are quite common in the various spell lists (especially when combined with the Hold Person). Therefore, you’ll be able to counter a variety of potentially devastating choices. You’ll be the star of the party when you face the mummies and more! That is great when you use Cleansing Touch, which allows you to overcome Paralysis and then stop Paralysis on the other person.
The Crown Oath is taken to aspire towards the principles of civilization, whether it’s the nation’s spirit of fidelity to the sovereign or Loyalty to a god of law and authority. The paladins who swear to this vow are committed to serving society and, specifically, the same laws that keep society in check. They are the vigilant guardians of the walls, fighting against the raging tides of barbarism.
It threatens to destroy all civilization has built and is also known as guardians, exemplars, or sentinels. Most paladins who swear to this oath belong to the knighthood order in service to a nation. Or it may be a sovereign and take the oath to confirm their acceptance into the ranks of the order.
Tenets of the Crown
The rules are part of the Oath of the Crown, and they are typically established by the sovereign to whom the oath is taken. However, they generally emphasize the following Tenets.
- Law. The law is of paramount importance. It is the glue that keeps the foundations of civilization together and must be observed.
- Loyalty. Words are your commitment. If you don’t have Loyalty, oaths or laws have no value.
- Courage. You must be willing to take ActionAction when necessary to be done in the interest of order regardless of the odds of adversity. If you do not act and act, who else will?
- Responsibility. You are responsible for what happens to you due to actions. And you’re accountable for observing your duties and obligations.
Lawful, regardless of whether they are positive, negative, or neutral. Yes, evil too. The flimsy description might be about laws of justice and goodwill. But there’s anything in their vows which hinders them from serving tyrants. Paladins of Conquests probably have paladins from the Crown. The latter defend their homeland or become crown paladins after their conquests are over, as long as they’re not the most powerful Paladin.
The oath suggests that they are most likely to belong to a group (or knightly) order. Perhaps as a symbol of that order, and with knights and fighters as well as templars under you. Other oaths could and should also. However, they possess an individualistic aspect. The Crown, on the contrary, has to be a part of a religious, political, or other organization.
You can’t be a crown Paladin who doesn’t have the Crown or set of rules and laws to enforce. You cannot be a traveler learning how to conduct business in a brand new nation when they arrive. It is necessary to have an official crown that you swear allegiance to not to have to study. It enforces the laws of any country you choose you are about to enter or follow all laws that may conflict with various countries.
Ask your DM whether they will stick to one country during the campaign’s duration or if there are numerous of them. If you remain in the same nation, the knighthood of that country is yours.
If you’re a wanderer in the world, you’ll need to be a paladin in the Crown who cares and enforces the rules for the deities. You’ll have to be above the rules of the kingdoms, without being lawless or in an unlawful way.
Suppose these are the pantheon’s laws. It includes the gods of evil by popular vote or acknowledging the need for these laws. And laws that gods of civilization recognize as reasonable and appropriate with each kingdom. They are forming their laws around them and the law of a particular law god. You will receive laws you believe to be valid and enforceable everywhere. It is hoped that you will not be considered a rebel in certain countries.
That will give you some laws to observe without corrupt lawmakers or nations’ laws. It is becoming an issue of technicality to you. It enforces sensible laws without deciding which laws are relevant in this particular situation or based on the laws you prefer to follow.
What about paladins from the Crown, who implement their own particular set of rules? *Face slap* Do not allow that, and don’t even think about it. A crown paladin who creates the rules of their choice is a paladin of conquest. It is impossible to define or choose your own rules as a paladin and not be a conqueror that has to enforce them on other people.
Loyalty isn’t the real term, but more an absence of deceit. I think that Crown paladins, the politics of intrigue, intrigue, and trickster races can’t work well together. This oath is saying that you don’t betray yourself. And unless it’s legally evil, you should not make up falsehoods, either.
When you make a statement you say, it’s true. Suppose you’re making a joke or a blatant lie that you don’t want others to believe. However, you should never make a statement that could be accepted as truth. You might say, ‘Oh, John always screws up in this way. With your acquaintances, you will not declare, ‘Don’t worry about John because he wouldn’t be able to do this even if he tried. If your words have weight, you are convinced that John will triumph over an adversary.
Your reputation will be reflected on you for some time. It is important never to lie, and your Word is your guarantee. You won’t commit a lie, indirectly, by f.e. exaggeration or lying when relevant. If someone comes to for your final breath to take revenge and you are aware that you will not be able to overcome the lich, then you’ll reply, “No. Or, ‘I’ll do it with reason if allowed, instead of making an offer to help them feel better.
That will ensure that it will be in your favor when you are honest or even a no-persuasion to check. If you promise to find and take down someone, it will be a promise made in writing, not just a vague threat.
For the sake of a summary to summarize, as a Crown Paladin, you cannot be a liar. It is possible to be flexible during banter situations that are not very professional. Still, you can’t commit fraud and (unless LE) cannot deceive without lying to ensure your commitment to your Word and Loyalty is always true and trustworthy. You. Cannot. Lie.
Courage can be an ambiguous term. You must be able to act when you must take ActionAction. Still, suppose you examine the fine print. In that case, it only states that you must safeguard lawful society when you observe it falling apart. If you adhere to the law, it could mean anything. However, you will never violate the law or violate your initial vow. Doing this is to do anything that is chaotic good by doing good over your rules. The precise meaning of this oath asks of you is ambiguous and subject to interpretation.
More specifically, more precisely, alignment. If you’re good, you’ll be a good person, morality and compassion within the law. That isn’t easy within the law, however. You may purchase bread for a hungry child, and however, you won’t overreach your authority to take the bread or permit your child to steal the bread.
If you’re impartial, you’ll defend the laws that you stand by against all challenges and moral dilemmas. Suppose the hundreds of angry commoners you must fight to defend the corrupt ruler present evident the law not being applied to its fullest potential. In that case, you are required to stop them. The oath obliges you to slay the ruler’s ego for breaking the law and corruption of the lawful society in the first place. Therefore, an effective crown paladin would never let it boil down to the point of. You uphold the laws in the way they were intended, and you try to help the law flourish and function within the confines of the law.
If you’re evil, courage can be the better option—a cold-hearted and deliberate type of good. You’ll do what you must do to ensure peace and order while applying secret laws or finding ways to circumvent the laws. Suppose you could lock up an individual rebel for alleged fraud to prevent having to kill thousands of people in violation of laws against rebellion openly one week from today. Wouldn’t that be in line with your oath of courage and the interest of the greater good?
Courage differs for each Paladin you create. Make sure you talk to your DM about the issue and their take on it, particularly if you plan to create an LE Paladin from the Crown. Don’t assume that your interpretation will be your DM’s. However, it could be the oath of doing well and being a good person. Or the oath to follow the law in the way it was is intended and never disregard the call of duty.
Finally, Responsibility is a way of doubling down on Loyalty. Suppose you wonder why I made Loyalty appear as a complete concept instead of accepting a wider definition. In that case, it’s due to its connection to this swearing. When you say something and then take ActionAction, you perform it because you stated you will.
This oath and dedication make people devoted to their honor and Word or obligations. That could mean a matter of having to honor the life-long debt of the person you owe it to until it’s paid back or making a commitment that is as solid as gold. It is because you must follow it through. It is impossible to start a journey and then not complete it. It would be best if you didn’t allow the event to happen and then declared Responsibility not to be your fault.
The exact details of Responsibility are again based on alignment. A skilled crown paladin could see punishment to the fullest extent that the law allows as an unjust decision. It is due to the consequences of putting an innocent child. It may be someone who steals bread in jail rather than opting for the most lenient legal punishment or deterring the crime to ensure that punishment isn’t required by law.
Forgiving, without a doubt, could also have consequences. Support you punish too lightly. Criminals could be breaking the law again, let the child go. And your decision to let them go and not take care of them will result in them committing crime again or transforming into a criminal. That is a very well-phrased vow to ensure that the Paladin acts by following the correct way instead of making an oath easily manipulated by sly villains.
Does Oath of the Crown 5e bad in dnd for a Paladin Build?
It is true that Oath of the Crown for a Paladin has a mechanical advantage. Oath of the Crown can be among the most powerful defense options available to the Paladin. You’ll be very adept at protecting your allies. And you’ll be able to find several strategies to make it difficult for your enemies to take on any other player. The Sword Coast Adventurer’s Guide was packed with interesting suggestions. This oath to the Crown will be among the most ingenious ones.
This Oath of the Crown is the most basic definition of an oath that is lawful. Whatever the laws of the land are, it’s your creed. You respect the sovereignty and ensure that every person heeds your Word in your area of jurisdiction. You’re a shield against barbarism, the shining star in the night, that crowning jewel in our society. You most likely should have taken the Oath of Conquest. However, the Crown is full of unique flavors and possibilities to look at. Let’s discuss these!
Where is Oath of the Crown?
Subclasses, such as Oath of the Crown, are the Paladin class’s most sacred vow. The subclass is copyrighted by Wizards of the Coast and is located on pages 132-133 in the Sword Coast Adventurer’s Guide.
Best Race for Crown Oath Paladins
Oath of the Crown Paladins are looking for some Charisma. Charisma can affect your DCs, your bonus to saves, and the extent to which the Channel Divinity heals. However, they’ll also need Constitution to soak more damage. It’s also necessary to have Strength or Dexterity to deal with real damage.
We suggest Strength or Dexterity, followed by Charisma, followed by Constitution. You might want to consider taking on the Tough feat to soak up damage without adding more points to Constitution. However, you’ll want some points so that you have a decent Constitution to save.
Genasi (Air or Earth)
The Elemental Evil Player’s Companion provides a fantastic race, combining the Genasi. It starts with a racial advantage of +2 to Constitution and is great for your new role as a meatshield. It’s a bit of a guess, and you could call it air-shield since you’ll be born of the union of the elemental as well as the material plane.
Air Genasi gains a bonus to Dexterity, access Levitate and slight usefulness with the ability to keep your breath. Earth Genasi gets a bonus to Strength. And it can overlook difficult terrain, which allows them to better track down enemies, and have some anti-tracking technology by using Pass without Trace. Based on the weapon you like, you’ll need either one of the alternatives. Both are excellent options to take on adversity and combat.
Simic Hybrid
That is admittedly an unusual choice. Simic hybrids Simic hybrids are a collection of prebuilt races found in The guildmaster’s Guide to Ravnica. Sometimes, they are referred to as Guardians. They receive a +2 on Constitution and get another +1 on Strength Dexterity, Strength, Charisma, or any other attribute you like! Alongside Darkvision and Darkvision, you also receive certain animal-related bonuses. You’ll likely need Nimble Climber to the greatest extent based on your campaign. for water-related projects. Underwater Adaption is slightly better. If you’re in the plane of Elemental Air or Manta Glide may be the best choice. In the future, you’ll be able to get grapple options as well as acidic ranged attack options or even bonus AC without carrying heavy-duty armor. That extremely flexible race is the perfect fit for your muscular self!
Dnd 5e: Oath of the Crown
The principles of the Crown can differ between rulers. The most important thing is to uphold the laws you were raised under. This Paladin is always loyal to whatever religion you’ve decided to adhere to. You’re a courageous person in any circumstance that you encounter and take accountability for the acts you do. Suppose you choose to turn your back to your ruler. For instance, this is among the most effective ways not to be an Oathbreaker when they’re corrupted or corrupt.
Additionally, you’ll receive some factors which make it more difficult to deal with hits without falling into a state of unconsciousness. That is extremely beneficial. With the introduction to Redemption, the Redemption Subclass class has a lot less power.
Oath Spells
It is the Oath spells that represent the primary difference between the two. The list of Crown spells is focused on self-defense and not on out-of-combat strategies.
That is a compulsion spell. Duel is almost certain to be in your list of spells from the start, and being prepared for it at all times will make a difference. It’s a +2 known spell. The command is a great utility spell when you cannot be within range of your opponents. For foes who have low Wisdom saves to carry them across the battlefield.
Warding Bond is cool, as it gives an additional +1 bonus to AC and a chance to save. The amount of damage done to the player is the same, so it’s not a damage reduction. That could be beneficial if your Monk is damaged and you’re looking to recover a bit more. In other cases, it’s not exactly great. Zone of Truth is a great spell for out of combat, allowing users to collect information using Intimidation easily. If you’re not seeking specific information, you can use Zone of Truth.
Aura of Vitality is an excellent choice. The Paladin’s bonus actions are typically used to cast magic, so using them to heal 2d6 isn’t bad at all. The total value of 20d6 can be very effective in the healing power. Because they’re divided into 2d6 pieces, it is a fantastic way to get your friends to join. Spirit Guardians are interesting, particularly as an anti-escape tool; however, you’ll need to keep chasing your enemies. Be careful not to use this in the hope of killing enemies using it, as they’ll be able to keep their distance quite easily.
Banishment is an amazing spell that keeps the threat (or healer) from getting into a fight. It can also be useful in helping to save the life of the party members in worse-case scenarios. Guardian of Faith is solid, and 60 damage for the ability of level 4 is quite impressive. Make the battlefield difficult for your enemies, generally by placing it between your backlinecasters.
Circle of Power makes you completely immunizable to magic, an excellent application of the spell slots. Geas is very flavorful and extremely cool. Not exactly a legitimate ability to use in combat; however, it’s a lot of fun.
An astonishing number of Paladin afflicts the list spells there, limiting the effectiveness of outside-of-class spells. However, the Paladin spells are very valid and are a great way to get the spells you have.
Channel Divinity
Like all Paladins, Paladins have two channels of divination. Both of them are impressive.
Champion Challenge. As a bonus move, you can offer other creatures an opportunity to fight against you. Every creature you see close to 30 yards has to make a Wisdom save. If you fail to save, a creature can’t freely move more than 30 yards far from you. This effect ends for the creature’s end if you’re disabled or die or if the creature is farther than 30 feet from you.
Champion Challenge is one of the most powerful Taunt effects available that you can get.
This bonus move is good that leaves your ActionAction open to attacking or casting. Limiting combat to 30 feet or less from your location can stop anyone, a melee fighter, from coming towards the backline. Also to keeping adversaries within 30 feet of each other makes for much more convenient targets for your spellcasters. It also stops teleportation effects speed of flight, burrows speeds, or any other method that a GM might let an NPC escape from a fight.
The drawback is that only the 30 feet range isn’t enough. Still, you’ll need a full move. Suppose your movement is in any way limited. In that case, it is impossible to catch up to an opponent who would like to move away from you. Suppose two enemies are located 30 feet before you, one over you. And one below and one below you – you have no alternative other than to let one get away out of the Champion Challenge for free. It could represent one of the rare Paladins who would like to increase your Dexterity instead of Strength to give you the option of a ranged attack.
Turn the Tide. You can help wounded creatures as a bonus move by using Your Channel Divinity. Any creature that can listen to you at a distance of 30 meters gets the hit point. It is equivalent to 1d6 plus Your Charisma multiplier (minimum one) when it’s got no less than 50% of the hit points.
Turn the Tide will heal your specific event for 4d6+20 at Charisma 20. It’s not a small amount when compared with Healing Word. The best way to use the Channel is, obviously it’s to bring allies from the state of being in awe, and it is a master at doing that!
The health restriction limits its use as general healing spells. However, it would be best to take it out for emergencies.
Utilize it to help give your Cleric more actions. Boost your entire party a boost, and then invest your time in something that is universally excellent.
Turn Tide Tide is ideal for emergencies. However, Champion Challenge is there for combat control. If your allies remain injured after a short rest, you might want to save your Channel to Turn the Tide. If not, the Champion Challenge’s motion limitation is extremely effective.
Divine Allegiance
Then, you know, this capability is the primary reason to choose the archetype. It’s also the reason why you should think about Oath of Redemption.
Starting at the 7th level, suppose a creature within five feet from you is struck with damage. You can utilize your reaction to replace your health with that of the creature and cause the creature to sustain the harm. Instead, you suffer the injury, and this harm to you cannot be prevented or reduced by any means.
That is an excellent skill. However, Wizards got it wrong when releasing Volo’s Guide to Monsters. Whoops!
Therefore, this has a certain advantage in comparison to other methods of Protection reaction. You can ensure that your friend will not suffer any damage, which could help save lives. As a Paladin, You tend to have a high level of health, and your large natural AC and saves help prevent much of the harm. You’ll have the capacity to remain afloat, while the melee Warlock or Monk may not be as well-nourished. The benefit of protection is that you could avoid damage, but it also ensures that you’re not the only one in the battle who’s being harmed.
Oath of Retribution is the same power at this point. However, the range is only 10 feet, and the range expands to 30 feet by the level of 18. If your primary reason to enroll in this subclass is to honor Divine Allegiance, please think about Redemption.
Unyielding Saint
Level 15 can be described as an unofficial defensive buff for the majority classes. Crown follows this pattern with a specific direction.
Beginning at the 15, you get an advantage in saving throws to prevent becoming stunned or paralyzed.
Then, you can add your Charisma bonus to your savings. You’ll be invulnerable to stun or Paralysis. That isn’t necessary, but it’s useful to prevent the worst-case scenario using an extra dice set. Because stun effects tend to be Constitution saving throws – something that you’re not proficient in normally – a double roll can help you.
Both Paralysis, as well as Stun, are very bad status effects. Every turn you’re in a position to react or act is not something this archetype would like to take part in. The two Stun and Paralysis are quite common in the various spell lists (especially when combined with the Hold Person). Therefore, you’ll be able to counter a variety of potentially devastating choices. You’ll be the star of the party when you face the mummies and more! That is great when you use Cleansing Touch, which allows you to overcome Paralysis and then stop Paralysis on the other person.
The Crown Oath is taken to aspire towards the principles of civilization, whether it’s the nation’s spirit of fidelity to the sovereign or Loyalty to a god of law and authority. The paladins who swear to this vow are committed to serving society and, specifically, the same laws that keep society in check. They are the vigilant guardians of the walls, fighting against the raging tides of barbarism.
It threatens to destroy all civilization has built and is also known as guardians, exemplars, or sentinels. Most paladins who swear to this oath belong to the knighthood order in service to a nation. Or it may be a sovereign and take the oath to confirm their acceptance into the ranks of the order.
Tenets of the Crown
The rules are part of the Oath of the Crown, and they are typically established by the sovereign to whom the oath is taken. However, they generally emphasize the following Tenets.
- Law. The law is of paramount importance. It is the glue that keeps the foundations of civilization together and must be observed.
- Loyalty. Words are your commitment. If you don’t have Loyalty, oaths or laws have no value.
- Courage. You must be willing to take ActionAction when necessary to be done in the interest of order regardless of the odds of adversity. If you do not act and act, who else will?
- Responsibility. You are responsible for what happens to you due to actions. And you’re accountable for observing your duties and obligations.
Lawful, regardless of whether they are positive, negative, or neutral. Yes, evil too. The flimsy description might be about laws of justice and goodwill. But there’s anything in their vows which hinders them from serving tyrants. Paladins of Conquests probably have paladins from the Crown. The latter defend their homeland or become crown paladins after their conquests are over, as long as they’re not the most powerful Paladin.
The oath suggests that they are most likely to belong to a group (or knightly) order. Perhaps as a symbol of that order, and with knights and fighters as well as templars under you. Other oaths could and should also. However, they possess an individualistic aspect. The Crown, on the contrary, has to be a part of a religious, political, or other organization.
You can’t be a crown Paladin who doesn’t have the Crown or set of rules and laws to enforce. You cannot be a traveler learning how to conduct business in a brand new nation when they arrive. It is necessary to have an official crown that you swear allegiance to not to have to study. It enforces the laws of any country you choose you are about to enter or follow all laws that may conflict with various countries.
Ask your DM whether they will stick to one country during the campaign’s duration or if there are numerous of them. If you remain in the same nation, the knighthood of that country is yours.
If you’re a wanderer in the world, you’ll need to be a paladin in the Crown who cares and enforces the rules for the deities. You’ll have to be above the rules of the kingdoms, without being lawless or in an unlawful way.
Suppose these are the pantheon’s laws. It includes the gods of evil by popular vote or acknowledging the need for these laws. And laws that gods of civilization recognize as reasonable and appropriate with each kingdom. They are forming their laws around them and the law of a particular law god. You will receive laws you believe to be valid and enforceable everywhere. It is hoped that you will not be considered a rebel in certain countries.
That will give you some laws to observe without corrupt lawmakers or nations’ laws. It is becoming an issue of technicality to you. It enforces sensible laws without deciding which laws are relevant in this particular situation or based on the laws you prefer to follow.
What about paladins from the Crown, who implement their own particular set of rules? *Face slap* Do not allow that, and don’t even think about it. A crown paladin who creates the rules of their choice is a paladin of conquest. It is impossible to define or choose your own rules as a paladin and not be a conqueror that has to enforce them on other people.
Loyalty isn’t the real term, but more an absence of deceit. I think that Crown paladins, the politics of intrigue, intrigue, and trickster races can’t work well together. This oath is saying that you don’t betray yourself. And unless it’s legally evil, you should not make up falsehoods, either.
When you make a statement you say, it’s true. Suppose you’re making a joke or a blatant lie that you don’t want others to believe. However, you should never make a statement that could be accepted as truth. You might say, ‘Oh, John always screws up in this way. With your acquaintances, you will not declare, ‘Don’t worry about John because he wouldn’t be able to do this even if he tried. If your words have weight, you are convinced that John will triumph over an adversary.
Your reputation will be reflected on you for some time. It is important never to lie, and your Word is your guarantee. You won’t commit a lie, indirectly, by f.e. exaggeration or lying when relevant. If someone comes to for your final breath to take revenge and you are aware that you will not be able to overcome the lich, then you’ll reply, “No. Or, ‘I’ll do it with reason if allowed, instead of making an offer to help them feel better.
That will ensure that it will be in your favor when you are honest or even a no-persuasion to check. If you promise to find and take down someone, it will be a promise made in writing, not just a vague threat.
For the sake of a summary to summarize, as a Crown Paladin, you cannot be a liar. It is possible to be flexible during banter situations that are not very professional. Still, you can’t commit fraud and (unless LE) cannot deceive without lying to ensure your commitment to your Word and Loyalty is always true and trustworthy. You. Cannot. Lie.
Courage can be an ambiguous term. You must be able to act when you must take ActionAction. Still, suppose you examine the fine print. In that case, it only states that you must safeguard lawful society when you observe it falling apart. If you adhere to the law, it could mean anything. However, you will never violate the law or violate your initial vow. Doing this is to do anything that is chaotic good by doing good over your rules. The precise meaning of this oath asks of you is ambiguous and subject to interpretation.
More specifically, more precisely, alignment. If you’re good, you’ll be a good person, morality and compassion within the law. That isn’t easy within the law, however. You may purchase bread for a hungry child, and however, you won’t overreach your authority to take the bread or permit your child to steal the bread.
If you’re impartial, you’ll defend the laws that you stand by against all challenges and moral dilemmas. Suppose the hundreds of angry commoners you must fight to defend the corrupt ruler present evident the law not being applied to its fullest potential. In that case, you are required to stop them. The oath obliges you to slay the ruler’s ego for breaking the law and corruption of the lawful society in the first place. Therefore, an effective crown paladin would never let it boil down to the point of. You uphold the laws in the way they were intended, and you try to help the law flourish and function within the confines of the law.
If you’re evil, courage can be the better option—a cold-hearted and deliberate type of good. You’ll do what you must do to ensure peace and order while applying secret laws or finding ways to circumvent the laws. Suppose you could lock up an individual rebel for alleged fraud to prevent having to kill thousands of people in violation of laws against rebellion openly one week from today. Wouldn’t that be in line with your oath of courage and the interest of the greater good?
Courage differs for each Paladin you create. Make sure you talk to your DM about the issue and their take on it, particularly if you plan to create an LE Paladin from the Crown. Don’t assume that your interpretation will be your DM’s. However, it could be the oath of doing well and being a good person. Or the oath to follow the law in the way it was is intended and never disregard the call of duty.
Finally, Responsibility is a way of doubling down on Loyalty. Suppose you wonder why I made Loyalty appear as a complete concept instead of accepting a wider definition. In that case, it’s due to its connection to this swearing. When you say something and then take ActionAction, you perform it because you stated you will.
This oath and dedication make people devoted to their honor and Word or obligations. That could mean a matter of having to honor the life-long debt of the person you owe it to until it’s paid back or making a commitment that is as solid as gold. It is because you must follow it through. It is impossible to start a journey and then not complete it. It would be best if you didn’t allow the event to happen and then declared Responsibility not to be your fault.
The exact details of Responsibility are again based on alignment. A skilled crown paladin could see punishment to the fullest extent that the law allows as an unjust decision. It is due to the consequences of putting an innocent child. It may be someone who steals bread in jail rather than opting for the most lenient legal punishment or deterring the crime to ensure that punishment isn’t required by law.
Forgiving, without a doubt, could also have consequences. Support you punish too lightly. Criminals could be breaking the law again, let the child go. And your decision to let them go and not take care of them will result in them committing crime again or transforming into a criminal. That is a very well-phrased vow to ensure that the Paladin acts by following the correct way instead of making an oath easily manipulated by sly villains.