Admittedly I may have missed this, but it seems there's no _real_ requirement for a Paladin to declare an affinity to a deity. How do people resolve the 'holy symbol' issue if a Paladin doesn't follow a particular deity?
I ask because I have Paladin PC, that swore an Oath of Vengeance, but lost his holy symbol (I'm DMing a homespun campaign for my son and his friends). He wants to replace it and I'd rather not say, "OK, you have a new holy symbol"
The holy symbol is representation of a god or pantheon. I'd say, if you don't want to choose a specific god, the holy symbol is just a representation of your creed (it is up to the player).
If a player looses his symbol, I'd say at least the character must spend some downtime activity to replace it, somehow.
The holy symbol is representation of a god or pantheon. I'd say, if you don't want to choose a specific god, the holy symbol is just a representation of your creed (it is up to the player).
If a player looses his symbol, I'd say at least the character must spend some downtime activity to replace it, somehow.
Upon reflection this probably has more to do with /my/ baggage than the PCs. I started out in AD&D a million years ago and, at that time, Paladins choose a Deity IIRC.
I will give my player the option: let your holy symbol represent a god, or pantheon, or a representation of your creed.
This has already been answered but I want to add a little more. It's a good question - how can you have a holy symbol without a holy deity? I did some research and had fun theorizing over the different Oaths, though I've stuck to posting for the basic ones.
It says in the PHB that the power of a paladin comes as much from their commitment to justice as it does a god. Also, in the class's introduction, it lists three examples of how they swear their oath: by an altar, in a forest glade, or alone in desperation, surrounded by your fallen allies - the latter of these is clearly Vengeance. Both of these reinforce the lack of needing a deity, particularly for the Oath of Vengeance your player has.
I feel like the symbol for these paladins should be just as symbolic as they are for one with a specific deity.
- Why did they swear an Oath of Vengeance? Against who? Their symbol could show the reasoning, be a string of ears taken from the enemy to show your commitment, or anything else with some substantial meaning toward it.
- For Oath of the Ancients, perhaps you swore it not to a nature deity but to a group of druids who, through a series of unusual events, you ended up owing a great debt and this is how you're paying it - dedicating yourself to the path of a green knight. Your symbol could represent the debt, or just a very specific aspect of nature itself.
- The Oath of Devotion is trickier. It's effectively the classic super-holy paladin, seemingly very religious, but it could be fanatical devotion to the concept of justice itself - a less ruthless, more compassionate version of the Oath of Vengeance when it comes to the symbolism.
- Why did they swear an Oath of Vengeance? Against who? Their symbol could show the reasoning, be a string of ears taken from the enemy to show your commitment, or anything else with some substantial meaning toward it.
First, thanks for the great feedback, @VillainTheory.
Second, to your question: it is appropriate for the theme of the campaign I'm currently writing. My player's village was destroyed and they're on the trail to exact justice. ;-)
There is also the chance that the deity is picked first hand by the "god/goddess" and picks the paladin through the background phase of initial start up. Perhaps going more into your story about how the picked "god" showed many blessings to the character. This way, it's not so much as the paladin picking the pantheon but more the pantheon picking the player.
Admittedly I may have missed this, but it seems there's no _real_ requirement for a Paladin to declare an affinity to a deity. How do people resolve the 'holy symbol' issue if a Paladin doesn't follow a particular deity?
I ask because I have Paladin PC, that swore an Oath of Vengeance, but lost his holy symbol (I'm DMing a homespun campaign for my son and his friends). He wants to replace it and I'd rather not say, "OK, you have a new holy symbol"
Thoughts? Suggestions?
I wear pants, short pants.
I also ask a lot of questions; insatiably curious
The holy symbol is representation of a god or pantheon. I'd say, if you don't want to choose a specific god, the holy symbol is just a representation of your creed (it is up to the player).
If a player looses his symbol, I'd say at least the character must spend some downtime activity to replace it, somehow.
I wear pants, short pants.
I also ask a lot of questions; insatiably curious
This has already been answered but I want to add a little more. It's a good question - how can you have a holy symbol without a holy deity? I did some research and had fun theorizing over the different Oaths, though I've stuck to posting for the basic ones.
It says in the PHB that the power of a paladin comes as much from their commitment to justice as it does a god. Also, in the class's introduction, it lists three examples of how they swear their oath: by an altar, in a forest glade, or alone in desperation, surrounded by your fallen allies - the latter of these is clearly Vengeance. Both of these reinforce the lack of needing a deity, particularly for the Oath of Vengeance your player has.
I feel like the symbol for these paladins should be just as symbolic as they are for one with a specific deity.
- Why did they swear an Oath of Vengeance? Against who? Their symbol could show the reasoning, be a string of ears taken from the enemy to show your commitment, or anything else with some substantial meaning toward it.
- For Oath of the Ancients, perhaps you swore it not to a nature deity but to a group of druids who, through a series of unusual events, you ended up owing a great debt and this is how you're paying it - dedicating yourself to the path of a green knight. Your symbol could represent the debt, or just a very specific aspect of nature itself.
- The Oath of Devotion is trickier. It's effectively the classic super-holy paladin, seemingly very religious, but it could be fanatical devotion to the concept of justice itself - a less ruthless, more compassionate version of the Oath of Vengeance when it comes to the symbolism.
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First, thanks for the great feedback, @VillainTheory.
Second, to your question: it is appropriate for the theme of the campaign I'm currently writing. My player's village was destroyed and they're on the trail to exact justice. ;-)
I wear pants, short pants.
I also ask a lot of questions; insatiably curious
There is also the chance that the deity is picked first hand by the "god/goddess" and picks the paladin through the background phase of initial start up. Perhaps going more into your story about how the picked "god" showed many blessings to the character. This way, it's not so much as the paladin picking the pantheon but more the pantheon picking the player.
The Willow Adventure Module
A full Dungeons & Dragons adventure module inspired by the story of Willow, Slaide, Sue Nami, and the Slaide School.
Introduction
Welcome to *The Willow Adventure*, a full fantasy module centered on the legendary Slaide School for Paladins,
the young prodigy Willow “Wisp,” her grandpa Willow the Cleric, the heroic paladin Slaide, and the bard Sue Nami.
This module is designed to accommodate character levels 3–6 and mixes exploration, investigation, roleplay,
and supernatural encounters.
Background Lore
The Slaide School for Paladins was founded decades ago by Slaide the Brilliant, wielder of the +5 Holy Avenger.
The school trains young paladins in discipline, faith, and battlecraft. Willow “Wisp,” age 15, was raised on the grounds
under the guidance of her grandfather Willow the Cleric and alongside Sue Nami, the renowned traveling bard
and longtime friend of Slaide.
Recently, strange disturbances have spread from the Dark Forest, an ancient woodland bordering the school.
Whispers tell of creatures of mist, lost ruins, and banishments undone.
Adventure Overview
The players arrive at the Slaide School during escalating supernatural events. The module contains:
- Investigation of mysterious forest lights
- Encounters with corrupted woodland spirits
- Discovery of the Sanctuary Ruins
- A climactic banishing ritual to stop an awakened planar creature
Act I – Arrival at the Slaide School
The players enter during morning drills. They meet:
- Slaide (stern but fair)
- Willow the Cleric (warm and wise)
- Wisp (energetic, hopeful, curious)
- Sue Nami (clever, talkative, cheerful)
The first hints of trouble appear when students report glowing shapes in the tree line.
Act II – Investigating the Dark Forest
Players travel with Wisp and Sue Nami to explore the twisted edges of the Dark Forest.
Encounters include:
- Tracking corrupted deer
- Solving the puzzle of the Shimmering Path
- Meeting the Mistborn Creature for the first time
Act III – Confrontation at the Sanctuary Ruins
The Ruins pulse with planar energy. The Mistborn Creature gathers strength.
Players must hold off waves of corrupted forest spirits while Wisp attempts to stabilize the holy circle.
Act IV – The Banishing Ritual
The ritual requires:
- A paladin’s vow
- A cleric’s blessing
- A bard’s guiding verse
- A child of faith’s spark (Wisp)
The creature attempts to break the circle in three phases. If the ritual succeeds, the forest heals.
If it fails… the creature tears into the world fully.
NPC Profiles
Slaide – Paladin (STR 18/66), stoic, powerful, protective of Wisp.
Willow the Cleric – Wisp’s grandpa, gentle but firm, devoted to guiding her growth.
Sue Nami – Traveler and bard, playful and sharp, but serious when it matters.
Wisp – 15-year-old student, brave, compassionate, with a gift for holy resonance.
Monsters and Encounters
Mistborn Creature (Unique)
- AC: 5
- HP: 60
- Abilities: Mist Step, Mind Chill, Corruption Beam
Corrupted Forest Spirits
- AC: 7
- HP: 10
- Abilities: Entangling Roots, Forest Wail
Treasure and Rewards
Players may earn:
- Blessing of the School (temporary +1 to saving throws)
- Light of Willow (holy charm)
- Sue Nami’s Echo Stone (bardic inspiration token)
Conclusion
If the banishing is successful, peace is restored and Wisp earns recognition as a rising student of destiny.
If it fails, the forest collapses into planar disorder, marking the beginning of a much larger campaign arc.