Introduction
Paladin Oaths are almost archetypes by themselves. They replace or modify one or more Paladin class features, and provide alternate features in much the same way as an archetype. As described in the Oathbound Paladin Archetype, these Oaths are made as a sacred pact with the Paladin’s god or temple, and can be abandoned once their oath has been fulfilled. It stands to reason that the Paladin could also take new Oaths beyond character creation if it makes sense in the context of the campaign. Check with your GM to see if they will allow you take a new oath as a plot point.
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- : Bad, useless options, or options which are extremely situational. Nearly never useful.
- : OK options, or useful options that only apply in rare circumstances. Useful sometimes.
- : Good options. Useful often.
- : Fantastic options, often essential to the function of your character. Useful very frequently.
Oaths
Oath Against Corruption
If you expect to face Aberrations instead of things which are miscellaneously evil, the Oath Against Corruption is a must. Otherwise, it is totally useless.
(Su): Very situational normally, but if you have this oath it can be assumed that you are fighting an unusually large number of abberations.
(Sp): The ability to smite evil is more effective than a small bonus to saves and attacks, especially if your party relies more on attacks than spells.
(Su): Basically Holy Champion for Abberations instead of evil outsiders.
: Several interesting options, but none of them are particularly useful.
- : Very hard to justify using.
- : The bonus is nice, but the short duration makes this hard to use. Useful for finding hidden objects like secret doors.
- : This can be a good way to weaken the DCs of enemies spells and special abilities, and doesn’t allow a save, but the 1d6 penalties can be unreliable.
- : Very powerful if you know what spells your enemies like to use, but predicting the spells of random enemies is very difficult.
Replaced Features: Aura of Courage, Aura of Justice, Holy Champion
Compatible Oaths: Charity, Chastity, Fiends, Loyalty
Oath Against Fiends
Despite an excellent spell list, Oath Against Fiends is hard to justify even when you expect to face evil outsiders.
(Su): The aura version is rarely useful. For it to make sense, you need to be fighting several enemies who are actively teleporting throughout the fight. Expending a use of Smite Evil to use Dimensional Anchor is excellent, especially considering how early you get this ability.
(Su): The ability to augment your armor and shield at the same time as your weapon is conceptually great, but in reality it’s a waste of your limited enhancement bonus. Enchanting armor costs half as much as weapons, so you’re already losing half of the value, and the list of abilities is pathetic.
: Several interesting options.
- : Always handy, and you get it a level early.
- : Situational.
- : The Paladin has very few options for finding invisible creatures, and this is good to have at high level when many enemies have access to invisibility.
- : Excellent to chase enemies into their home planes or to send them somewhere unpleasant.
Replaced Features: Mercy (9th), Aura of Resolve
Compatible Oaths: Charity, Corruption, Savagery, Vengeance, Wyrm
Oath Against Savagery
If your campaign features frequent large groups of evil enemies, Oath Against Savagery makes the Paladin much better at handling mobs.
(Su): Reach is fantastic, but Divine Grace is one of the Paladin’s best abilities, and spending Smite Evil attempts to improve your reach is very expensive. This makes the most sense when facing groups of enemies, while Smite Evil is typically best used for single opponents.
(Su): The extra damage is nice, but the improvement to Holy Reach is the real draw. This effectively makes Holy Reach an on/off button for when you need to be an area control defender.
: Some absolutely fantastic buffs which aren’t usually available to Paladins.
- : Ocasionally useful.
- : With and hours/level duration, you should be running this every day. Being felled by packs of archers is a serious problem when you expect to be fighting groups of enemies.
- : One of the best buffs in the game.
- : Doesn’t stack with haste, but the bonuses are fantastic.
Replaced Features: Divine Grace, Aura of Justice
Compatible Oaths: Charity, Fiends, Loyalty, Wyrm
Oath Against Undeath
I can’t think of a single non-evil undead. 3.5 had one or two in the Book of Exalted Deeds, but I chose to ignore them because they were ridiculous. Oath Against Undeath gives the Paladin some abilities to fight undead and protect himself from the abilities of Undead.
(Su): Detect Evil is considerably more versatile, and Detect Evil will detect undead, though it won’t tell you if the creature is undead if you don’t know already.
(Su): Incorporeal creatures are a pain to fight, and paying for Ghost Touch is an expensive investment which rarely pays off. Getting it for free will make you much less likely to die to incorporeal creatures.
(Su): Charms spells are uncommon and gentle, but negative levels can outright kill you.
(Su): Channel Energy is hardly the best way for the Paladin to destroy the undead, but their uses per day scale as they level, which can mean that the Paladin has a big pile of AOE positive energy damage.
: Darkvision is the only good option, though Darkvision is pretty fantastic.
- : Just take the body to a Cleric.
- : Fantastic on every character.
- : Lousy damage ray. Slightly less terrible against undead.
- : You should not be hiding, you should be smiting!
Replaced Features: Detect Evil, Mercy (3rd, 9th), Aura of Resolve, Aura of Justice
Compatible Oaths: Charity, Wyrm
Oath Against the Wyrm
If you fight a lot of dragons, this is fantastic. If you fight a lot of anything else, you are going to have problems. The spell list includes some fantastic buffs, but the abilities are almost entirely exclusive to fighting dragons.
(Su): If you’re fighting a lot of dragons this is fantastic, but otherwise its useless.
(Sp): Fantastic against Dragons, and the Mount version makes your Mount fearless, which is nice when a Dragon shows up.
(Su): This turns every hit into a save or die for Dragons.
: Several fantastic buffs that have nothing to do with dragons.
- : Fantastic on any melee character.
- : The least useful ability score enhancement spell because you can fall over dead when the duration ends.
- : Fantastic on any character.
- : Fantastic buff, but the material component is too expensive to cast daily.
Replaced Features: Channel Positive Energy, Divine Bond, Holy Champion
Compatible Oaths: Chastity, Fiends, Loyalty, Savagery, Undeath
Oath of Charity
Oath of Charity is a great flavor for a Paladin, and can help the Paladin to step up as the party’s primary healer.
(Su): Using Lay on Hands on yourself is a Swift action, so you can afford to do it more frequently to compensate for the lost healing. The additional healing to allies can really help compensate if your party doesn’t include a primary healer.
(Su): Divine Bond is an unfortunate loss, but this adds a lot of versatility to Lay on Hands. The ability to constantly retrain also means that you can have more high level mercies than normally possible.
Oath Spells: Magic Vestment will save you a fortune, but the other spells are useless.
- : Very poor damage.
- : Very situational.
- : With hours/level duration, this can save you a fortune on enhancing your armor and shield.
- : Your spellcasting is very limited already, so you don’t have enough to justify sharing it.
Replaced Features: Lay on Hands, Divine Bond
Compatible Oaths: Chastity, Corruption, Fiends, Loyalty, Savagery, Undeath, Vengeance
Oath of Chastity
You simply don’t get enough from Oath of Chastity to give up Divine Grace.
(Su): Losing Divine Grace really hurts. You still get the bonus to Will saving throws, but the bonuses against Charm and Figments are nearly useless.
(Su): You already get a bonus against Charm effects, and 50% immunity to critical hits is quite a lot.
: Nothing that you really need, but some nice buffs at higher levels.
- : You are immune to fear and rpovide your allies with a bonus against it.
- : This seems sort of torturey for a Paladin. I’m not sure I would be comfortable with a Paladin using this.
- : Great buff for yourself.
- : Great buff, but situational.
Replaced Features: Divine Grace, Aura of Resolve
Compatible Oaths: Charity, Corruption, Vengeance, Wyrm
Oath of Loyalty
Garbage. Totaly garbage. The signature ability, Loyalty Oath, would be nice if you could use it more than 3 times per day at very high level, and you have two bad options to end the effect prematurely.
(Su): This is a really cool bodyguard ability, but it’s not very exciting, and it won’t win fights. Ending the ability when someone eventually gets past the bonus totally defeats the purpose of the ability because the bonus goes away.
(Su): That’s nice of you to take the hit instead of your friend, but ending the buff is probably worse than just letting them take the hit.
: A couple of decent buffs, but a Cleric or a Bar will provide better bonuses of the same type.
- : Decent buff, and it scales well as you level.
- : Decent buff to use on yourself.
- : very situational.
- : Way too high level for you.
Replaced Features: Smite Evil, Aura of Resolve
Compatible Oaths: Charity, Corruption, Savagery, Undeath, Vengeance, Wyrm
Oath of Vengeance
Do you like Smite Evil? Do you want to smite all of the evil forever? Take Oath of Vengeance, stop healing your friends, and start smiting things more.
(Su): If your party already has enough healing available that you don’t need to help out, this is a great way to continue fueling your Smite Evil throughout the day, especially at early levels when you only have a handful of Smite Evil attempts. It’s also notably the only way to get additional uses of Smite Evil beyond what you get from your normal level progression.
(Su): Giving up the additional bonus to attack and the ability to bypass DR is annoying, but your allies should be able to hit and damage things without your help. The bonus damage is still nice.
: A couple of decent buffs and couple of crappy damage spells.
- : Decent buff, and it scales well as you level, but it only applies against one creature, and it’s a common bonus type.
- : This seems sort of torturey for a Paladin. I’m not sure I would be comfortable with a Paladin using this.
- : Arguably better than Haste because it allows your allies to do so much more than just hit things faster, and you get it a spell level early.
- : Your DC will be awful, and the damage is pitiful.
Replaced Features: Channel Positive Energy, Aura of Justice
Compatible Oaths: Charity, Chastity, Fiends, Loyalty