Paladins are one of the most versatile classes in Dungeons & Dragons since they can deal respectable damage while also contributing healing and utility spells to the party. Players who decide to create a Paladin character have an important choice when it comes to the subclass they want to use, since each Sacred Oath in D&D comes with its own spell list, Channel Divinity options, and additional features. The best Sacred Oaths will vary greatly based on the setting of the campaign a Paladin plays in and what level they reach, but there are a few that stand out among the rest.

Oath of the Ancients is a great D&D subclass choice for Paladins who want to forge a connection with the outdoors, and it also has powerful defensive abilities that become available relatively early. The most important feature that Oath of the Ancients Paladins receive in Dungeons & Dragons is their Aura of Warding, which grants themselves and nearby allies resistance to damage for spells. Considering how easy it can be for an enemy spellcaster to devastate a party in Dungeons & Dragons, being able to resist spell damage without even needing to expend spell slots is a great ability that is available at 7th level. Oath of the Ancients Paladins also receive the Undying Sentinel ability which can prevent them from being killed, and this mix of defensive options is what makes them a great choice for a tank overall in D&D.

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Whereas some Sacred Oaths help Paladins to keep their party safe in D&D, others are more helpful for those looking to hunt enemies down. Oath of Vengeance is exactly this, an offensive subclass that provides the Paladin with an excellent boost to their spell list and great Channel Divinity options. Both Hold Person and Hold Monster are useful spells for a Paladin to have at their disposal during battle, and Haste offers a major boost to either the Paladin or their ally. The Channel Divinity option Vow of Enmity grants the paladin with advantage on their attacks against a chosen creature, and at 15th level they gain additional attacks against that target. Taking into account the additional movement Dungeons & Dragons’ Oath of Vengeance Paladins earn after taking an opportunity attack, it’s clear that this subclass is perfect for Paladins who want to take down powerful creatures.

Oath of Conquest Paladins in Dungeons & Dragons

Introduced in Xanathar’s Guide to Everything, there is a strong argument that the Oath of Conquest is the best subclass choice for Paladins in D&D. Oath of Conquest Paladins are able to make interesting use of D&D‘s “Frightened” condition, which they are able to impose by either casting Fear or using their Conquering Presence Channel Divinity option. Since their 7th Level Aura of Conquest makes it so that frightened creatures are unable to move and take damage while nearby the Paladin, this is an excellent build for taking out many enemies at once. At 15th level creatures also take damage when attacking an Oath of Conquest Paladin directly, which makes them formidable even without frightening their opponents.

Since a Paladin’s Sacred Oath is directly tied to how a player should roleplay them in Dungeons & Dragons, the various subclass features and spells aren’t the only thing a player needs to consider. With that said, Sacred Oaths can have a major impact on how a Paladin performs in combat, so players should be sure to pick the one with a playstyle that fits their character.

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