What are your thoughts on the Oath of Glory, previously known as the Oath of Heroism? I like the subclass, but preferred certain aspects of the UA version.
Post your reviews below.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
Admittedly, my favorite aspects of the UA version were the inclusion of "Expeditious Retreat" (a decent use of a 1st Level spell slot to give your normally-armored paladin a surprising burst of speed, while saving high-level spell slots for smites), and the ability to strike fear into the hearts of your enemies when you manage to crit or kill, or rally your friends with temporary HP.
I knew that this was overpowered (temp HP that frequently would be a bit bothersome to deal with), but I enjoyed the image...those are the scene from war movies where the hero leads a charge, breaking the morale of the enemy and turning the tide of battle...Lord of the Rings, The Patriot, Braveheart, etc...
The higher level abilities have remained; promoting a incredibly potent fully-levelled paladin...but the low levels don't particularly interest me any longer.
That said, I still enjoy the "legendary hero" vibe of this subclass.
I would've preferred Expeditious Retreat to the current Aura. I don't like the new Aura, it doesn't feel like a greek-hero. I also don't like how it is just like every other paladin, mostly focused on team support. I feel like a greek hero shouldn't be a team supporter, but a self-centered glorious warrior that brags about killing all the monsters.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
I started playing my first Paladin a few weeks ago. With Theros being right around the corner, the DM let me use the UA Oath of Heroism until I could switch to Oath of Glory. After having a couple of sessions to explore the UA before the official release, here are my thoughts:
I'm the most bummed about the removal of Expeditious Retreat, even if I was puzzled about Heroism not being included before... Like Tony1Adobe mentioned above, not only did it make the subclass more unique and fun, but it also fit very well for the theme it's going for! Yes, there were a couple of other fitting spells replaced - such as Conjure Volley - but they didn't work as well with the up-close style of the Paladin, in my opinion. I'm also a little sad to no longer have the Legendary Strike Channel Divinity option, not to mention Might Deed (aura) that worked well with it. Some have told me that if any subclass should increase the chance of landing crits, it should not be for Paladin, but the Fighter. I personally thought it went great with the power the subclass is trying to convey (especially if combined with Divine Smites!) but I can definitely see where people who think that are coming from.
I still think the subclass is still interesting and fun. Like others mentioned above, I adored the idea of a Paladin not being focused on team support as much as other subclasses, so it's a little upsetting to see it not be as unique, but I do admit some of the new additions are cool and work well. I'm definitely still going to be having fun running with my now-Oath of Glory Paladin and hope you all do too!
Not sure I like the changes at all to this sub-class.
I've been playing oath of heroism since about it release in a long campaign. We just reach level 7 and was excited to use it new aura power and then the Glory release came out and I felt a little robbed.
The new aura doesn't technically work very well and requires you to be last in the initative for your party to really get the use out of it. This ability has only been implemented to allow for the extra 10 feet of jump distance to be used from the peerless athlete upgrade. When you get the Haste spell at level 9 it does feel like you'll be anywhere near your party at any given time now anywhere. If the aura distance was maintained it might help.
The flavour has changed from a Paladin bolstering his party when he acheive mighty deeds to one that is just quite athletic. Where the mechanics were stream lined for this build this now seems a little janky.
Also mighty deed feels like an ability that keeps the Paladin useful when all the smites are spent, we've had some long days in the campaign so far and those days when I'm tapped out; I feel like I'm dragging my heels compared to the fighter who can just keep on going. Mighty deed however seems like something you could keep triggering no matter what shape you were in. The flavour kinda gives me a Boromir vibe where every kill is just giving you enough to keep going until the task it done.
Ultimately me and my DM spoke about it and he was happy for me to stick with the Heroism UA, if this starts to feel OP we might have to address it. As it stands we don't have a dedicated healer in the party so mighty deed will go a long way to keeping us alive.
I fully agree with everything that's been said here. Oath of Glory got hit with the nerf hammer pretty hard. Legendary Strikes was by far the best Channel Divinity someone could ask for...and it got replaced with a single use heal...that quickly becomes irrelevant at high level. Mighty Deeds needed to stay in. It was, in my opinion, the entire point of the subclass. Heroes perform mighty deeds that bring them glory. Aura of Alacrity, on the other hand...is not at all thematic or useful. I want to play a valiant hero who crushes the wicked and inspires his teammates in battle...not some weak Overwatch clone.
Admittedly, Glorious Defense and Living Myth needed a nerf, and I think that part was handled well. However, this went from being one of the best subclasses (in terms of theme and mechanical power)...to one of the worst. Had this been handled correctly, we might have had a contender for #1 Paladin. I am sincerely hoping for updates when Glory gets reprinted in Tasha's Cauldron of Everything.
I fully agree with everything that's been said here. Oath of Glory got hit with the nerf hammer pretty hard. Legendary Strikes was by far the best Channel Divinity someone could ask for...and it got replaced with a single use heal...that quickly becomes irrelevant at high level. Mighty Deeds needed to stay in. It was, in my opinion, the entire point of the subclass. Heroes perform mighty deeds that bring them glory. Aura of Alacrity, on the other hand...is not at all thematic or useful. I want to play a valiant hero who crushes the wicked and inspires his teammates in battle...not some weak Overwatch clone.
Admittedly, Glorious Defense and Living Myth needed a nerf, and I think that part was handled well. However, this went from being one of the best subclasses (in terms of theme and mechanical power)...to one of the worst. Had this been handled correctly, we might have had a contender for #1 Paladin. I am sincerely hoping for updates when Glory gets reprinted in Tasha's Cauldron of Everything.
I agree. This subclass was great in UA form, a bit overpowered but it shouldn't have been nerfed as much as it was. It went from cool, powerful, and thematic to fairly weak, kind of plain, and not fitting to the intended theme. It is now slightly better than Oath of the Crown, but still one of the most disappointing paladin subclasses when compared to Oath of Vengeance, Oath of Conquest, and the other great subclasses.
This subclass's changes are probably my biggest disappointment in Mythic Odysseys of Theros.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
I mean, any paladin is going to lean towards team support, that's just kind of built into the parent class. As for glory... it has a mechanical niche as a swift mounted combatant, with the short ranged movement aura enhancing the speed of your find steed warhorse. That admittedly doesn't feel too much like a Greek Hero... until you hit level 13. Then Improved Find Steed trades your warhorse for a pegasus, and the character suddenly feels very greek hero indeed. Go for spear and shield with Polearm Master for both efficacy and style and the character concept comes together well enough. Not the best or most interesting Oath as printed, but not terrible, particularly if your DM goes with the more effective, more sensible, more intuitive 'shared turns' version of mounted combat rather than the more official sage advice 'sequential turns' version.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
What are your thoughts on the Oath of Glory, previously known as the Oath of Heroism? I like the subclass, but preferred certain aspects of the UA version.
Post your reviews below.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I like it seem to be more consistent and less of a DM's nightmare. I love the flavor and I am puzzled about the aura being 5/10ft instead of 10/30ft.
Admittedly, my favorite aspects of the UA version were the inclusion of "Expeditious Retreat" (a decent use of a 1st Level spell slot to give your normally-armored paladin a surprising burst of speed, while saving high-level spell slots for smites), and the ability to strike fear into the hearts of your enemies when you manage to crit or kill, or rally your friends with temporary HP.
I knew that this was overpowered (temp HP that frequently would be a bit bothersome to deal with), but I enjoyed the image...those are the scene from war movies where the hero leads a charge, breaking the morale of the enemy and turning the tide of battle...Lord of the Rings, The Patriot, Braveheart, etc...
The higher level abilities have remained; promoting a incredibly potent fully-levelled paladin...but the low levels don't particularly interest me any longer.
That said, I still enjoy the "legendary hero" vibe of this subclass.
I would've preferred Expeditious Retreat to the current Aura. I don't like the new Aura, it doesn't feel like a greek-hero. I also don't like how it is just like every other paladin, mostly focused on team support. I feel like a greek hero shouldn't be a team supporter, but a self-centered glorious warrior that brags about killing all the monsters.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Yeah, Greek Hero themed should have been more focused on individual ability than team support.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I started playing my first Paladin a few weeks ago. With Theros being right around the corner, the DM let me use the UA Oath of Heroism until I could switch to Oath of Glory. After having a couple of sessions to explore the UA before the official release, here are my thoughts:
I'm the most bummed about the removal of Expeditious Retreat, even if I was puzzled about Heroism not being included before... Like Tony1Adobe mentioned above, not only did it make the subclass more unique and fun, but it also fit very well for the theme it's going for! Yes, there were a couple of other fitting spells replaced - such as Conjure Volley - but they didn't work as well with the up-close style of the Paladin, in my opinion.
I'm also a little sad to no longer have the Legendary Strike Channel Divinity option, not to mention Might Deed (aura) that worked well with it. Some have told me that if any subclass should increase the chance of landing crits, it should not be for Paladin, but the Fighter. I personally thought it went great with the power the subclass is trying to convey (especially if combined with Divine Smites!) but I can definitely see where people who think that are coming from.
I still think the subclass is still interesting and fun. Like others mentioned above, I adored the idea of a Paladin not being focused on team support as much as other subclasses, so it's a little upsetting to see it not be as unique, but I do admit some of the new additions are cool and work well. I'm definitely still going to be having fun running with my now-Oath of Glory Paladin and hope you all do too!
I agree. I really liked the Legendary Strikes Channel Divinity, it paired really well thematically with Greek Heroes.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Having a second look at it I can’t help but think that this would be a great grappler, almost as good as the Rune Knight (UA).
Not sure I like the changes at all to this sub-class.
I've been playing oath of heroism since about it release in a long campaign. We just reach level 7 and was excited to use it new aura power and then the Glory release came out and I felt a little robbed.
The new aura doesn't technically work very well and requires you to be last in the initative for your party to really get the use out of it. This ability has only been implemented to allow for the extra 10 feet of jump distance to be used from the peerless athlete upgrade. When you get the Haste spell at level 9 it does feel like you'll be anywhere near your party at any given time now anywhere. If the aura distance was maintained it might help.
The flavour has changed from a Paladin bolstering his party when he acheive mighty deeds to one that is just quite athletic. Where the mechanics were stream lined for this build this now seems a little janky.
Also mighty deed feels like an ability that keeps the Paladin useful when all the smites are spent, we've had some long days in the campaign so far and those days when I'm tapped out; I feel like I'm dragging my heels compared to the fighter who can just keep on going. Mighty deed however seems like something you could keep triggering no matter what shape you were in. The flavour kinda gives me a Boromir vibe where every kill is just giving you enough to keep going until the task it done.
Ultimately me and my DM spoke about it and he was happy for me to stick with the Heroism UA, if this starts to feel OP we might have to address it. As it stands we don't have a dedicated healer in the party so mighty deed will go a long way to keeping us alive.
I fully agree with everything that's been said here. Oath of Glory got hit with the nerf hammer pretty hard. Legendary Strikes was by far the best Channel Divinity someone could ask for...and it got replaced with a single use heal...that quickly becomes irrelevant at high level. Mighty Deeds needed to stay in. It was, in my opinion, the entire point of the subclass. Heroes perform mighty deeds that bring them glory. Aura of Alacrity, on the other hand...is not at all thematic or useful. I want to play a valiant hero who crushes the wicked and inspires his teammates in battle...not some weak Overwatch clone.
Admittedly, Glorious Defense and Living Myth needed a nerf, and I think that part was handled well. However, this went from being one of the best subclasses (in terms of theme and mechanical power)...to one of the worst. Had this been handled correctly, we might have had a contender for #1 Paladin. I am sincerely hoping for updates when Glory gets reprinted in Tasha's Cauldron of Everything.
I agree. This subclass was great in UA form, a bit overpowered but it shouldn't have been nerfed as much as it was. It went from cool, powerful, and thematic to fairly weak, kind of plain, and not fitting to the intended theme. It is now slightly better than Oath of the Crown, but still one of the most disappointing paladin subclasses when compared to Oath of Vengeance, Oath of Conquest, and the other great subclasses.
This subclass's changes are probably my biggest disappointment in Mythic Odysseys of Theros.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I mean, any paladin is going to lean towards team support, that's just kind of built into the parent class. As for glory... it has a mechanical niche as a swift mounted combatant, with the short ranged movement aura enhancing the speed of your find steed warhorse. That admittedly doesn't feel too much like a Greek Hero... until you hit level 13. Then Improved Find Steed trades your warhorse for a pegasus, and the character suddenly feels very greek hero indeed. Go for spear and shield with Polearm Master for both efficacy and style and the character concept comes together well enough. Not the best or most interesting Oath as printed, but not terrible, particularly if your DM goes with the more effective, more sensible, more intuitive 'shared turns' version of mounted combat rather than the more official sage advice 'sequential turns' version.