Paladins in 168澳洲幸运5开奖网:Dungeons & Dragons are typically geared to face a specific kind of threat, whether that be fiends, devils, the undead, or fey (sometimes even other humanoids). Those paladins who take the Oath of the Watchers train their bodies and minds to defend a🍨gainst the e🔯xtraplanar creatures that one might find anywhere in the multiverse.

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As it turns out, the multiverse is a big place, which means an Oath of the Watchers paladin has to be prepared for almost anything. These particular paladins are more adaptable than their peers, with abilities that affect multiple monster types. If you're ready to stand against the forces of the outer planes, here's how you can take the Oath of the Watchers.

Oath Of The Watchers Paladin Features

gallea mtg elf paladin art
Galea, Kindler of Hope by Johannes Voss

Like all paladins, you take the Oath of the Watchers at level three and gain both your first batch of Oath Spells and your Channel Divinity ability. You 𒐪can view the Oath Spells learned at certain levels below.

Your Channel Divinity comes in two flavors. Watcher's Will lets you grant a number of creatures equal to your Charisma modifier within 30 feet advantage on Intelligence, Wisdom, and Charisma saving throws for one minute. Abjure the Extraplanar causes all aberrations, celestials, elemen🗹tals, fey, 🅘or fiends within 30 feet to be abjured for one minute if they fail their Wisdom saving throw.

Aura of the Sentinel at level seven provides a bon♋us to your initiative roll and each creature within 10 feet equal to your proficiency bonus. This aura grows to 30 feet at level 18.

Very few things in D&D provide bonuses to your initiative roll, making Aura of the Sentinel a uniqu♚ely potent abilit🦹y.

Vigilant Rebuke at level 15 lets you use your reaction🌄 to deal 2d8 + your Charisma modifier force damage to any creature that forced an Intelligence, Wisdom, or Charisma saving throw on you or an ally within 30 feet of you.

And finally, Mortal Bulkwark at level 20 lets you use your bonus action to gain a number of perks for one minute. First, you gain 120 feet of Truesight. Second, you gain advantage on attack rolls against aberrations, celestials, elementals, fey, and fiends. And third, whenever you successfully attack a creature, you can force it to make a Charisma saving throw. On a failed save, it's banished to its native plane.

Paladin Level

Spells

Third Level

  • Alarm
  • Detect Magic

Fifth Level

  • Moonbeam
  • See Invisibility

Ninth Level

  • Counterspell
  • Nondetection

13th Level

  • Aura of Purity
  • Banishment

17th Level

  • Hold Monster
  • Scrying

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Best Species For An Oath Of The Watchers Paladin

Steadfast Paladin by Chris Rallis
Steadfast Paladin by Chris Rallis

Anyone can take the Oath of the Watchers. You can be any species and still be a great paladin, but there are a few species that offer some synergistic benefits. Here are a few suggestions to get you started.

Astral Elf

Having Sacred Flame as a cantrip provides a much-needed ranged attack, while Starlight Step gets you into combat faster. Charm resistance is great for a class that struggles with mind-control effects, and Keen Senses provides another much-needed skill proficiency.

Bugbear

Aura of the Sentinel provides a bonus to your initiative rolls that may be enough to trigger Surprise Attack. If not, an extra five feet of reach is always useful for a melee character, as is charm resistance and Darkvision.

Centaur

Why bother with a horse when you could just be the horse? Ten extra feet of movement is always good, hooves give you an unarmed strike option and added bonus action damage, and Equine Build lets you pull the party's cart.

Dragonborn

There's less reason to be a dragonborn paladin ever since the custom origin rules allowed more flexible ability score bonuses. That said, Breath Weapon is still a valuable and viable crowd control ability for a class that sometimes struggles with crowds, and damage resistance is never a bad thing.

Duergar

Enlarge/Reduce is a useful spell for a melee-focused class, and Invisibility can help with a paladin's complete lack of subtlety. Resistance to poison and advantage against being poisoned, charmed, or stunned are all good for paladins, as is 120 feet of Darkvision.

Earth Genasi

Like the duergar, earth genasi's Pass Without Trace can help with those unavoidable stealth checks. Earth Walk can ensure your mobility, and Darkvision is always nice to have.

Goblin

Fury of the Small is a great damage boost for an already highly damaging subclass. Being able to disengage as a bonus action is great too, although you're not likely to use Nimble Escape to hide. Darkvision and charm resistance are good too.

Goliath

Paladins don't do a lot with their reactions (outside of opportunity attacks), so Stone's Endurance can really help keep you in the fight when other species are in their death saves. Athletics is a good skill to have, and cold resistance is also nice.

Half-Orc

Intimidation is a good skill proficiency for paladins, and Darkvision is great to have too. Relentless Endurance keeps you fighting beyond your hit points, and Savage Attacks can𓂃 make those rare crits that much more impactful.

Harengon

Hare Trigger combined with Aura of the Sentinel can provide a significant enough initiative bonus that it'll counteract the low Dexterity most paladins suffer from. Lucky Footwork also helps with your low Dexterity saves. Rabbit Hop is a gr🦹eat mobility aid for getting you into combat faster.

Hobgoblin

If you're playing with more than one front-line character, hobgoblins are incredible. Fey Gift lets you consistently use your bonus action to provide buffs to your pal. Fortune of the Many makes your rolls more consistent. Darkvision and Fey Ancestry are always groovy.

Human

Variant human gives you access to a powerful feat at level one𒅌. Polearm Master, Mobile, and Great Weapon Master are all great choices.

Kobold

Draconic Cry gives you another option to gain advantage in combat against a whole crowd of enemies. Draconic Sorcery provides you with a ranged attack cantrip like Fire Bolt or a useful combat trick like Booming Blade. Darkvision is always great to have.

Minotaur

Horns give you a useful unarmed strike, a bonus action push, and an attack after using a Dash action. Survival is a fine proficiency to have.

Satyr

Performance and Persuasion are both useful Charisma-based skills, and Magic Resistance helps protect you from a paladin's typical weakness. Mobility comes from Mirthful Leaps and an extra five feet of movement, and your horns give you a useful unarmed strike if you're ever disarmed.

Shifter

Paladins are already very tough. Shifters add some temporary hit points and either some AC or additional movement, but both are good. Pick Intimidation for your skill proficiency.

Warforged

Paladins are traditionally the heavy armor class of D&D. Add +1 to that AC, then add resistance to poison and immunity to sleep effects. Then add a skill and tool proficiency of your choice. Perfect match for a paladin.

Best Ability Scores For An Oath Of Watchers Paladin

nadaar the dragonborn paladin in d&d
Nadaar, Selfless Paladin by Aaron Miller

You'll want high Strength and Charisma scores to be an effective Oath of the Watchers paladin. Strength ensures your melee attacks hit accurately and hard. Charisma empowers your spells and abilities, so you'll want this to be as high as possible as well.

Constitution ensure🍨s you keep concentration for some of your spells and also provides you with all-𝄹important hit points.

You'll be wearing heavy armor, so Dexterity can be safely ignored along with Intelligence and Wisdom.

With your high Charisma score, Paladins make great "face" characters. However, you'll probably be relying on your teammates for skill checks that don't involve Strength or Charisma.

If you're using the points buy system for D&D, a good starting ability score spread might look something like this:

Strength

Dexterity

Constitution

Intelligence

Wisdom

Charisma

17(+3)

8(-1)

15(+2)

8(-1)

8(-1)

16(+3)

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Best Starting Equipment For An Oath Of The Watchers Paladin

You Hear Something On Watch by Zezhou Chen
You Hear Something On Watch by Zezhou Chen

A paladin has a lot of options in terms of starting equipment. You could play more defensively with a shield and a single martial weapon, or you could go for maximum offense with two martial weapons.

A battleaxe, longsword, and warhammer are all good options with a shield, or you can pair any of these with a larger two-handed weapon like a lance, maul, or greatsword.

A lance offers interesting mounted combat options, but you'd need a horse or some other ridable creature to make it work.

Five javelins provide you with a ranged option, but you can replace that with a simple melee weapon if you've taken a species that provides a ranged-attack cantrip.

An explorer's pack provides more goodies than a priest's pack, so pick that. A set of chain mail and a holy symbol are the last you need to prepare for yo𒁃ur adventure.

Best Spells For An Oath Of The Watchers Paladin

An orc woman in plate armour holds a blazing sword as she rides a dark horse
Devoted Paladin by Chris Rallis

As a half-caster class, Paladins have few spell slots and no ability to cast spells as a ritual. And since your Divine Smite ability uses spell slots, whatever spells you choose had better be good. Here are a few suggested spells to consider at each paladin level.

Spell Level

Spell Name

First Level

  • Bless
  • Compelled Duel
  • Protection From Good And Evil
  • Shield of Faith
  • Thunderous Smite

Second Level

  • Branding Smite
  • Find Steed
  • Magic Weapon

Third Level

  • Blinding Smite
  • Crusader's Mantle
  • Revivify
  • Spirit Shroud

Fourth Level

  • Death Ward
  • Find Greater Steed

Fifth Level

  • Banishing Smite
  • Destructive Wave
  • Holy Weapon

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