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Dungeons and Dragons: Basic Guide to Paladin | Game Rant

One of the best parts of Dungeons and Dragons is the ability to create an original character. Players get to make a whole person from scratch, determining everything- name, gender, race, backstory, and see their creativity integrated with an immersive world. But character creation can be daunting for a new player.

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There are twelve different classes to choose from, some of which have multiple sub-classes and modifications to the already-complicated game statistics. The paladin is an interesting class as one that has some clear defining features but also a lot of versatility.

Paladins are warriors motivated by religious conviction. They are driven by a sense of honor and duty, combined with undying loyalty to their chosen deity. Often this instills a desire to help others and fight evil wherever it appears, which leads to paladins often being seen as lawful good. That also comes with the often-parodied stereotype of paladins being "lawful stupid" by adhering too strictly to their code even when it defies common sense. In actuality, paladins can be any alignment. They can be chaotic, or outright evil. It all depends on the god they serve and the nature of their vow.

Whatever they ultimately choose, paladins are expected to uphold their sacred oath in the face of adversity. It usually comes with a strict moral code about how they are to accomplish their goals- something that can also vary widely. A lawful paladin may make a point of never harming civilians or pursuing justice wherever there is none, while a chaotic paladin may vow to destroy their enemies no matter the cost.

The religious convictions of a paladin can make it easy to confuse with the cleric. The main distinction is that paladins are better suited for fighting instead of being a support class. Paladins get an automatic proficiency in all types of armor as well as access to both simple and martial weapons. This allows a wide range of options for their loadout, similar to a fighter. A paladin's fighting style could range from a light-armored agile warrior with a sword and shield to a heavily armored juggernaut with dual flails.

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Paladins also come with the advantage of being able to support their martial skills with spellcasting. While this is possible with the "arcane knight" subclass of fighter, paladins get access to a pretty good range of spells starting from level 2. They have a limit on how many spells can be prepared at a time but, much like sorcerer, they can swap one spell for another after each long rest.

One of the key defining characteristics of a paladin is being bound to a sacred oath. They officially make their oath at level 3, but usually have some idea of what it will be in the first two levels. Oaths are what drive a paladin towards their goals and dictate how they will achieve them. Oaths centered around justice and helping others are common choices, but there are actually several different choices for a paladin's oath. Oaths often take the form of a moral code, which can range from a code about who they will not kill to deciding that no price is too high for their goals. Whatever they choose, paladins are expected to commit to their oaths and do everything in their power to uphold them.

There are several different oaths to choose from:

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There can be serious consequences if a paladin should break their oath, which are determined by the dungeon master. Paladins who show remorse for their actions may have to go through some form of penance ritual. Paladins who break their oaths and refuse to atone can be forced to change classes or become an "oathbreaker" which drastically changes their gameplay. The Dungeon Master's guide states that oathbreaker paladins have to be evil, though this claim has been rejected by some players who have developed homebrew mechanics to allow for good or neutral oathbreakers.

The best place to start when creating a paladin is to try and get a sense of who they are. The player should have an idea of where their paladin came from and what they ultimately hope to accomplish. Motivation is an important factor to consider- what led the paladin to choose this particular path? An Oath of Vengeance paladin is usually motivated by a traumatic incident where they were wronged- after all if they were not wronged in any way they have no reason to seek revenge. An Oath of Devotion paladin might be motivated by experiences with injustice in the world. An Oath of Redemption paladin may be inspired by moments when they experienced or witnessed the kindness of others.

Once there is a clear idea of who the paladin is, the next step is deciding on which deity they serve. There are lots to choose from, but it is important to pick one that aligns with the character's goals. A vengeful paladin serving a god of peace is going to make about as much sense as a redemption paladin swearing loyalty to a god of vengeance. The paladin's relationship with their chosen deity is also something that should be considered. Do they communicate with some regularity or is the deity selective in when they appear? How do they view their patron deity?

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