As for the rest, Channel Divinity is a worse version of Ensnaring Strike, a spell it already gets and works as a smite spell instead of consuming its whole action.
Worth noting that the 5.5e version of the Channel Divinity ability (Nature's Wrath) is much better, as it applies to every creature of your choice in range, rather than just one.
Oh good. That's an improvement for sure. If for nothing else to differentiate it. Crowd control option for a Paladin is not super common.
I see this was an older thread, so it wasn't am option, but the Oath of Genies (while weirdly flavored) is an absolute blast to play. The channel divinity stuff is fun, the spells are decent, etc. I reflavored mine with my DM's permission because I liked the mechanics but the flavor is weird, but in general, it's kind of unique and fun. Dao's grasp with no immediate saving throw is pretty useful, etc.
Well, there are many great options for Paladin subclasses, both thematically and mechanically, although I would say that of all classes Paladins are the ones that depend the least on their subclass, usually their core features are more important than the subclass features.
I don't like Oathbreaker because that goes against what is a Paladin, don't like the idea of having a class designed around it. Having a dark Paladin like conquest or vengeance is acceptable, in real history knights were brutal many times, and the idea is solid, but Oathbreakers, alongside Genie Paladin just seems weird. Genie Paladin might be the worst even, it is very offputting for a Paladin.
Oath of Conquest matches better a warlord Paladin, which is what I am playing right now. I like the dark vibes and also how it flexibilizes gameplay thematically.
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Oh good. That's an improvement for sure. If for nothing else to differentiate it. Crowd control option for a Paladin is not super common.
I see this was an older thread, so it wasn't am option, but the Oath of Genies (while weirdly flavored) is an absolute blast to play. The channel divinity stuff is fun, the spells are decent, etc. I reflavored mine with my DM's permission because I liked the mechanics but the flavor is weird, but in general, it's kind of unique and fun. Dao's grasp with no immediate saving throw is pretty useful, etc.
Well, there are many great options for Paladin subclasses, both thematically and mechanically, although I would say that of all classes Paladins are the ones that depend the least on their subclass, usually their core features are more important than the subclass features.
I don't like Oathbreaker because that goes against what is a Paladin, don't like the idea of having a class designed around it. Having a dark Paladin like conquest or vengeance is acceptable, in real history knights were brutal many times, and the idea is solid, but Oathbreakers, alongside Genie Paladin just seems weird. Genie Paladin might be the worst even, it is very offputting for a Paladin.
Oath of Conquest matches better a warlord Paladin, which is what I am playing right now. I like the dark vibes and also how it flexibilizes gameplay thematically.