If RP isn't an issue, I think it boils down to channel divinity options, oath spells, and your 7th level ability (as most campaigns don't get into high levels. Yours may be different). I don't think there's any bad oath for you to take, though each is definitely better at doing certain things.
Oath of the crown has some nice oath spells that can manipulate enemy behavior, which is always a great tanking ability. Having a healing option for your channel divinity is just awesome. The 7th level aura lets you take another player's damage. It's great for protecting weak NPCs (or your wizard) but reckless fellow players may try your patience as you try to absorb damage for them. The fact that you have a druid also acting sort of as a tank might not make this so bad. I know that for my reckless party, I'd get annoyed, haha. RP-wise, I'm also hesitant to pick an oath where I'm not supposed to lie, but that's just personal preference.
I must of course (as I almost always do, sorry) bring up my favorite oath: Oath of the Ancients. The channel divinity options are sort of situational, but can be useful to restrain an enemy or turn fey/fiends. Since you're investing in charisma, your DC would be high enough to make these useful. The level 7 ability is by far my favorite. It halves damage caused by spells for you and any ally within 10ft. This greatly adds to your tanking ability and the survivability of the whole party. The flavor of the oath can be somewhat bland, but I actually like the freedom to make a non-lawful paladin.
Ancients is 7th or nothing for me. And only worth it if spellcasting enemies are big feature of your adventures.
Crown is defence oriented and is like a golf bag of options for different situations.
Then there is the MurderHobo-din alternative. A dead enemy is an enemy unable to hurt you, so to defend - Attack! Vegeance-adins excel at cutting people up if you go that route.
Have fun, because whatever you pick you should get something fun from the oath.
take the oath of devotion to the forge, your old master and the riddle of steel itself! and be rewarded with the honour of wielding the "sacred weapon" of the blacksmith when your need is great!
My first ever character is a Paladin (and still alive), and went Oath of the Crown. I've had some fun moments involving Turn The Tides to bring players back up off the ground to finish a fight, Commanding and Compelling enemies into disadvantageous positions, and some fun RP moments involving Zone of Truth, both as an interrogation option and a way for the characters to learn about one another over a pint. x3 And -tons- of use out of Warding Bond keeping those Rogues and Wizards alive.
Granted, I haven't got to the higher Crown stuff, as I dipped into Fighter to make up for the Protection Fighting Style being a bit too situational a choice... and because Action Surge and Champion seem like very, very powerful options to bolster my offensive ability.
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Working on a supplement for the adventure-minded. A project including (and crediting) homebrew subclasses from the community, a world of my own design, premade characters, magic items, and even a prologue adventure to start things off!
Past and Current Characters: Morgann 'Duskspear' Solbeard, Hill Dwarf Paladin/Fighter/Warlock; Ephemeral 'Skye' Solbeard, Hill Dwarf Artificer; Zaldrick Lawscrip of Orzhov, Hobgoblin Wizard; Eremys Spydrun, Shadar'kai Monk; Cuchulainn, Wood Elf Blood Hunter.
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If RP isn't an issue, I think it boils down to channel divinity options, oath spells, and your 7th level ability (as most campaigns don't get into high levels. Yours may be different). I don't think there's any bad oath for you to take, though each is definitely better at doing certain things.
Oath of the crown has some nice oath spells that can manipulate enemy behavior, which is always a great tanking ability. Having a healing option for your channel divinity is just awesome. The 7th level aura lets you take another player's damage. It's great for protecting weak NPCs (or your wizard) but reckless fellow players may try your patience as you try to absorb damage for them. The fact that you have a druid also acting sort of as a tank might not make this so bad. I know that for my reckless party, I'd get annoyed, haha. RP-wise, I'm also hesitant to pick an oath where I'm not supposed to lie, but that's just personal preference.
I must of course (as I almost always do, sorry) bring up my favorite oath: Oath of the Ancients. The channel divinity options are sort of situational, but can be useful to restrain an enemy or turn fey/fiends. Since you're investing in charisma, your DC would be high enough to make these useful. The level 7 ability is by far my favorite. It halves damage caused by spells for you and any ally within 10ft. This greatly adds to your tanking ability and the survivability of the whole party. The flavor of the oath can be somewhat bland, but I actually like the freedom to make a non-lawful paladin.
This is just my take on a few of the oaths. There's actually a really nice article here on DndBeyond that gives another point of view if you want it: https://www.dndbeyond.com/posts/292-paladin-101-a-beginners-guide-to-divine-justice
Ancients is 7th or nothing for me. And only worth it if spellcasting enemies are big feature of your adventures.
Crown is defence oriented and is like a golf bag of options for different situations.
Then there is the MurderHobo-din alternative. A dead enemy is an enemy unable to hurt you, so to defend - Attack! Vegeance-adins excel at cutting people up if you go that route.
Have fun, because whatever you pick you should get something fun from the oath.
take the oath of devotion to the forge, your old master and the riddle of steel itself! and be rewarded with the honour of wielding the "sacred weapon" of the blacksmith when your need is great!
Jesus Saves!... Everyone else takes damage.
My first ever character is a Paladin (and still alive), and went Oath of the Crown. I've had some fun moments involving Turn The Tides to bring players back up off the ground to finish a fight, Commanding and Compelling enemies into disadvantageous positions, and some fun RP moments involving Zone of Truth, both as an interrogation option and a way for the characters to learn about one another over a pint. x3 And -tons- of use out of Warding Bond keeping those Rogues and Wizards alive.
Granted, I haven't got to the higher Crown stuff, as I dipped into Fighter to make up for the Protection Fighting Style being a bit too situational a choice... and because Action Surge and Champion seem like very, very powerful options to bolster my offensive ability.
Working on a supplement for the adventure-minded. A project including (and crediting) homebrew subclasses from the community, a world of my own design, premade characters, magic items, and even a prologue adventure to start things off!
Past and Current Characters: Morgann 'Duskspear' Solbeard, Hill Dwarf Paladin/Fighter/Warlock; Ephemeral 'Skye' Solbeard, Hill Dwarf Artificer; Zaldrick Lawscrip of Orzhov, Hobgoblin Wizard; Eremys Spydrun, Shadar'kai Monk; Cuchulainn, Wood Elf Blood Hunter.