This is a fantastic spell that you’ll get plenty of mileage out of. It is not sufficient to purely defeat an opponent in a fight. You can make an additional attack per turn, and your melee crits can be made on a 19 or 20. Not only that, but Oath of Conquest Paladins have some fantastic goodies in the form of reliable AoE crowd control that most other paladins don’t have. You won’t gain any additional Paladin spells from this Oath that Rangers don’t have with just three levels of Paladin. Oath of Conquest paladins emanate an Aura of Conquest starting at 7th level (XGtE, p. 38): Starting at 7th level, you constantly emanate an aura while you're not incapacitated. Most of the skills are comparable to but of a lower stage than the cleric’s abilities. Aura of Courage isn’t nearly as powerful as Aura of Protection, but to be fair, it’d be ridiculous if it was. All of us. They control their foes by instilling fear in their hearts so that they can break them physically, mentally, and emotionally. With the various build of a dexterity-based fighter, power will be in this location and can rapidly become the dump score sitting around a score of 8; with ability, it is still more significant to have higher skill than intelligence. It will also match the range of Channel Divinity: Conquering Presence and Fear which is handy! We don’t need to focus as much on Wisdom, despite it being another common saving throw ability since paladins have proficiency in wisdom saving throws. So basically you can have between 5-100 total. Bestow Curse*, Fear*, Dispel Magic, Revivify. This video explains and demonstrates the most annoying and powerful paladin character build for dungeons & dragons 5e. I played an evil one in a one-shot and had a blast. Paladins, like most of the divine casters (sorry rangers! There’s so much value in a freebie AoE fear, especially when you consider Aura of Conquest. My current Devotion (classic goody-two-shoes Boy Scout White Knight) Paladin happens to have followed all the tenets of Conquest while following all the tenets of Devotion. I mean, we need those for Divine Smite! Rule with an Iron Fist. Fear is a fantastic and necessary part of our spell list as it’s one of our most reliable ways to get usage out of Aura of Conquest. I mean, you’re a one-person army at this point. If you enjoyed what you read be sure to check out my ongoing review for all of the official D&D 5e books and my other 5e character builds! This build is simple, and relies on options from the SRD and the Basic Rules wherever possible. Their holy obligations concentrate on helping needy people, caring for the world, or extinguishing malevolent. There’s not much that we need from it and it’s better to just rely on another party member to pick up the Intelligence skill checks. Oath of Conquest Paladins gets both an AoE crowd control and a single-target damage enhancement Channel Divinity. You can even cure multiple diseases and poisons on a target at once by expending 5 x number of conditions and a single action. Oath of Conquest Paladins, however, have quite a few spells and features to subjugate their enemies. But I want to talk about using this character build from the other side of the Dungeon Master’s Screen. It’ll also be useful for grappling and escaping from grapples. Give yourself some cover by obscuring the battlefield as you deal a nasty 5d8 poison damage to all creatures within the spell that need to breathe! This aura, like all of your other auras, extends to 30 ft. at level 18 making it considerably more useful. This damage lags in output, healing authority, and raw survival. This Oath aligns well with a Ranger’s description, granting a nature-based Channel Divinity, Nature’s Wrath. If they leave survivors, they leave them in a state that ensures that they cannot enact revenge upon the paladin, the party, or any of their loved ones. However, it’s sure as hell powerful in 5e! Charisma is incredibly important for this subclass; you need to get your enemies Frightened. Aura of Conquest synergies with Wrathful Smite, Conquering Presence, and the Fear spell. You can switch out the two skill proficiencies or even the feature per the book. Either way, it doesn’t hurt. The Oath of the Crown is for Paladins who believe in the ideals of civilization above all else. They should crush the powers of the disorder. You can, however, end the spell early and either break an enchantment on a creature or you can use an action to banish a creature back to their plane of existence. If one of your spellcasters is in a bit of a pinch you can always toss this on them and give them a bit more wiggle room. Heavily inspired by chivalric tales and Arthurian legend, the Paladin is a class known for its high RP demands and frequent controversies around what it means to be lawful good. You’re now immune to all diseases! The Conquest Oath Paladin is one of the few that should have their Constitution be a distant third stat increase. The Paladin Oath of Conquest is just perfect for playing a character based on Udō Jin-e. It’s a unique character build that relies on fear effects unlike anything I’ve seen from other classes. The Power of the Oath is what makes the 5e Paladin a Paladin rather than just another Fighter with an attitude and some cool powers. The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. When I played this character in a one-shot I made her a power-hungry evil character and it worked quite well. Fear can end an empire. Most of these authorities relate to offering advantages to the people around Paladin. Keep in mind that you’ll only get one use of Channel Divinity per short or long rest so use your power wisely! Your word is regulation. Then you have to become powerful and complete the challenge or get down to your ruin. 1. While a deftness build is achievable, there are no benefits over the standard (and very easy to arrange) strength build, so the suggested option here—particularly for newer gamers–is power. Eldritch Blast takes care of the Paladin’s long range short-comings. Spiritual Weapon, while typically a cleric-only spell, somehow squeaked onto our spell list! With that being said. To use Divine Smite, you need to expend a spell slot. The Oath of Conquest's Aura of Conquest (Lvl 7) has synergy with the Fallen Aasimar's Necrotic Shroud racial feature. This is an excellent utility feature, especially for high-level play where powerful magic users will be cursing and debuffing your party left and right. You can use an action to end a single spell on either yourself or a willing creature. We’re an alright off-tank, but 18 AC is our absolute maximum. Conquering Presence is an AoE Channel Divinity that forces nearby creatures to make a Wisdom saving throw or become frightened for up to 1 minute. Aura of Purity, while requiring concentration, gives you and your allies in a 30 ft. radius become immune to disease, get resistance to poison damage, and gain advantage on saving throws against effects that cause a laundry list of different conditions. Searing Smite*, Armor of Agathys*, Command*, Bless, Shield of Faith, Thunderous Smite. I’m playing a Conquest Paladin with one level of Hexblade Warlock. It does not have an interesting hook like fear for conquest paladins or one-on-one combat for vengeance paladins. This is just one reason why Charisma is an important ability score for us to focus on. Some links to stores and online shopping websites include an affiliate code. It has a bit of something for everyone! Your powerful lord stands before you, reciting an oath that you repeat, committing yourself to the tenets. I will use the color coding scheme which has become common among Pathfinder build handbooks, which is simple to understand and easy to read at a glance. Once you win, don’t tolerate any dissatisfaction. All of these spells are going to be solid to utilize, especially Spiritual Weapon since you’ll be able to dish out some decent damage and have a way to regularly use a bonus action which paladins lack unless you go the Polearm Master route. Bottom Line. It isn’t enough for these paladins to establish order. This oath is a key part of some infamous Sentinel builds, mainly due to the Abjure Enemy feature that can freeze your opponents in place. - paladin oath of conquest - It’s a good spell in that it’s always prepared for free, otherwise, we probably wouldn’t bother with it outside of niche situations. Each oat the paladin takes is unique. Using the correct and right build, they are the right mix of crime and security, capable of dealing damage while keeping themselves (and the other person) standing. They hit hard, they talk good, and they have fountains of utility. While with some mental gymnastics our Oath of Conquest paladin/College of Whispers bard multiclass can be a player character legal for Adventurers League. However, that’s not to say that it isn’t a solid feature in its own right. Shield of Faith is another solid low-level utility spell. When you mention Thunderous Smite, you’re actually talking about Wrathful Smite. The DM is probably sick of your Divine Smite bullshit by now. It gives up to three of your party an additional 5 max HP for 8 hours. Instead, warriors on the path must dedicate themselves completely to an Oath devoted to certain ideals. At least that’s been my experience thus far. CHA: 16 (+3) – + 2 from Descendent of Zariel Tiefling. Also, creatures behind total cover aren’t detected by Divine Sense which sucks but is understandable. Goals of this Build Heavy-Hitting Single Target Damage. Up until 5th edition, though, paladins have generally been framed as the “good guys” of D&D. Each higher-level spell slot adds 1d8 radiant damage into the mix, up to a maximum of 5d8 which comes from a 4th-level spell slot. Thanks to this, it is useful in the widest range of campaigns. This is a bit more powerful in that it’s 2d6 damage, but it also marks the target and prevents them from going invisible. Just like with Dispel Magic, if no one else can revive a dead party member, it’s up to you to keep this one prepared when you know the party is going into a dangerous area. You may wind up getting a ton of mileage out of this feature, or it may just be a minor convenience. The Sentinel feat also aids us in gaining battlefield control. Sure, you sacrifice a little bit of damage compared to just Divine Smiting your target. It is society and its just laws that matter most, and work to safeguard their civilizations against interlopers and … The goal here is to choose the right combination of aspects from the dragonborn and Paladin, dishing out fiery, divine punishment and tanking at the same time. Either way, it’s a nice offensive crowd control spell. Other than that build the Vow of Enmity option makes for a strong “dualist” style damage dealer and an overall powerful option for any paladin focused on damage dealing. Orange: OK options, or useful options that only apply in rare circumstances 3. Terror can stop a territory. You’ll get a more consistent bonus action attack than what Great Weapon Master gives you, plus you’ll have an increased chance at making opportunity attacks. Any of the +2 CHA +1 STR/CON/DEX ones are all options. Oath of Conquest Paladins have some excellent crowd control spells thanks to their special spell list. The Oath of Conquest capstone is basically like you are temporarily a hasted, raging barbarian that’s dipped into champion fighter for a whole minute. Find Steed is surely one of the paladin’s most iconic spells. This is certainly a nice bit of utility in that it completely negates one form of crowd control from your DM’s arsenal. The idea is build a paladin optimized to avoid the combat frightened the enemy and distruct them when is necessary. Bless is a fantastic low-level utility spell that only requires your concentration to bolster the abilities of all (or most of) your allies. Paladins don’t typically get Cantrips, but Legacy of Avernus gives us Thaumaturgy along with two additional smite spells. Instead, we’ll wield something that can make use of Great Weapon Master so we can choose to gamble for some even more burst damage. Oh, and thanks to our naturally high Charisma and some utility spells we’ll be exceptional face characters if the need arises! Cloudkill*, Dominate Person*, Dispel Evil and Good, Holy Weapon. We’ll do well to be the face or one of the faces of the party. This Oath is bound to principles of good, such as mercy and kindness, above law. Paladin characters likely to establish and represent goodness and law – they are not meant to lie or use venom, and some interpretations say they must only use slyness, missile armaments, and other types of real fighting as a last resort. This feature, like all of your other features with unique resources, recharges after a long rest. Background: Soldier Dispel Evil and Good has a whole bunch of utility packed into a single 1-minute concentration spell. It … While you could certainly take a level dip into Hexblade Warlock or even three levels into Champion Fighter to crit fish you don’t need to. Those who avoid it will reprove as an instance to all who may follow. They bring plenty of utility and support to the party, but usually, they are more focused on decimating their foes than preventing them from doing anything. Just keep in mind that since you prepare your spells, you can always slot in a niche spell when you think you may have a situation that can make use of that spell! Excellent spell. I’ve played various editions of D&D throughout various stages of my life now. The Oath Of Conquest calls to Paladins, who find magnificence in a fight and the defeat of their opponents. Fallen Aasimar gives +2 Cha, +1 Str, and a 10ft fear radius 1/long rest. And don’t forget that each cast costs 100 gp. I made a shout-out to this feature in my Gloom Stalker Ranger build because it felt like a much better version of Primeval Awareness. You get the choice to tack on -5/+10 to any of your weapon attacks that use a heavy weapon. Oath of Conquest Paladins have many crowd control spells. The path of a paladin is not for the weak of heart, mind, or will. Eat that, Barbarians. What this means is that instead of needing to use a 4th-level spell slot to deal a max of 5d8 radiant damage, you’ll now use a 3rd-level spell slot. Let’s talk about how we should use them all! Paladins are half-casters meaning that they’re a mix of martial combatants and divine spellcasters. You can totally play Conquest as a Lawful Good hero. Paladin capstones are tied to their subclass which I’m a fan of. Death Knight; Dragonknight You can also detect whether a place or object has been consecrated or desecrated, making this a useful feature for tracking said creature types if you’re looking for clues of their whereabouts! Divine Smite is often regaled as a crit fisher’s blessing. To that end, this build is going to be focused on damage output, sustain and in-combat spell utility. It’s an excellent spell to have available to you! Use Divine Sense to hunt them down, and Divine Smite to smack them down. For your dragonborn conqueror, I'm going to recommend straight paladin to level 9, taking defense style at level 2, oath of conquest at level 3, +2 cha at level 4, and warcaster at level 8. Thematically, they tend to use intimidation and shows of force to break the wills of their enemies. Keep in mind that this will only work during your turn so by RAW it won’t work when using a Ready action. If your party doesn’t have someone better-suited to cast Dispel Magic you should probably grab this one. You can easily multiclass a paladin build with a few levels of sorcerer or a dip into hexblade warlock, but honestly, it’s solid as hell on its own and I don’t think we need to give up anything to meet our initial goals for this build. It’s a decent freebie to give yourself some extra damage and potentially force an enemy to use an action to douse the fire. Magic Weapon is a nice spell to prepare if you know you’re going up against ghosts or other creatures with resistance/immunity to nonmagical weapons. Dominate Person allows you to control a humanoid temporarily, but it’s more useful than Dominate Beast since you’re more likely to fight a powerful humanoid than you are a powerful beast. It is really, really good. From now on, you are not a fighter with a slew of weapons and armour; you are not a scholar of magical spells; you are the righteous paladin of this oath who will carve a legend into the history books with tales of your devotion. The Paladin 5e is a winner of honesty and demolisher of evil secured and supported by a collection of divine controls. My favorite Conquest build is a Fallen Aasimar Shield Master. Once you gain these spells you’ll always have them prepared and they will not count against your total number of prepared spells. There’s tons of control, some damage, and a bit of utility. The second-most significant score is Personality, as it is a useful stat for both skill checking and Paladin’s spelling ability. Oath Spells: About half of the options on the list are bad, but you generally get one viable option from each pair spells.