Is there a way to increase the Battlefield Presence “aura” size of the paladin archetype Holy Tactician?

I was wondering if there was a core pathfinder method to increase the size of the "aura" that the Holy Tactician 3rd level ability grants. I am not looking for a combat application, but a out of combat one as the only teamwork feats I plan on sharing are stealth and favored terrain based. Best option is a reasonably priced magic item (10k), but while feats are tight I could spend ONE for this. I might even consider a level dip into something.

Could you rate my paladin subclass for me? [duplicate]

I’ve created a homebrew subclass based on noelle from genshin impact. idk if this is where i should ask but can i get a honest review/feedback with some balancing tips?

The goal of this subclass is to be the absolute frontline of the party, with your aura you protect surrounding allies from as much damage as you can while you got earthern shield to kind of compensate for the extra incomming damage. This subclass is designed to work around your constitution, so strength or charisma will not be the main focus. meaning your damage will not be as much as other paladins. this is what i’ve thought would be a fun kit to work with:

Oath of the earthern protector:

Oath Spells: You gain oath spells at the paladin levels listed.

paladin level: spells: 3rd shield, protection from evil and good 5th aid, prayer of healing 9th beacon of hope, Life Transference 13th Guardian of Faith, aura of life 17th mass cure wounds, Skill Empowerment

Channel divinity: When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works. -Devotion: When an ally (excluding you) within 60 ft. takes damage that would reduce its health below 1. You can use your channel divinity as a reaction to give that ally temporary health to absorb the hit for them. this temporary health equals four times your constitution modifier + your paladin level and will stay until the end of the targets next turn.

-Inspiring Smite: Immediately after you deal damage to a creature with your Divine Smite feature, you can use your channel divinity as a bonus action to distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like.

3rd level: Earthern Breastplate: You can use your bonus action to guard yourself with a layer of transparant protective earth that surrounds you like a bubble for 1 minute. Upon activating this skill, you deal damage to enemies within 5 ft. equal to your constitution modifier. You then gain temporary health equal to twice your level in this class + your constitution modifier.

While you have this temporary health, your attacks inspire your allies to keep fighting. Once per turn when you hit an enemy, you and up to 3 allies you choose within 30 ft. will be healed for 1d6+ your constitution modifier.

you can use this feature a number of times equal to your Proficiency bonus. you regain your expended uses when you finish a short or long rest.

5th level: Whirlwind Attack: You can use your action to make melee attacks against any number of creatures within your reach, with a separate attack roll for each target.

7th level: Aura of warding: While an ally is within 10 feet of you, it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. At 18th level, the range of this aura increases to 30 feet.

15th level: When your breastplate expires due to its duration or is broken by damage from a hostile creature, the shield will shatter, scattering sharp pieces of earth in all directions, all creatures within 10 feet must make a dexterity saving throw equal to 8 + your strength modifier + proficiency bonus. taking four times your strength modifier on a failed save, or half as much on a succesful save.

20th level: Sweeping time: as a bonus action, you can call upon the power of the earth to guide your strikes in battle for 1 minute. gaining the following benefits: -your weapon gains a reach of 15 ft. -your weapon attacks will deal extra damage equals your constitution modifier. -the healing from earthern breastplate can now occur twice per turn.

once you use this feature, you cannot do so again until you finish a long rest.

Is this a good alternative, both mechanically and role-playing, to the oathbreaker paladin?

In a current D&D 5e game I’m running, one of my players is running an Oath of Glory paladin who, after coming to disagree with his war-god deity, effectively broke his oath. To clarify the exact disagreement, his god is a god of victory, war, and competition but the character has come to value protecting others and promoting free will. While we were initially talking about just changing him to a different deity, we both came to feel like either a class or subclass change to reflect this rather important change would be proper.

We started with Oathbreaker, but both agreed that wouldn’t work as the character isn’t evil and remains opposed to necromancy. Then, we considered Redemption, but agreed that his character won’t be into the pacifism there. We went through a lot of the other subclasses, but didn’t quite find one that fit.

Thus, we come to the homebrew subclass. It is meant to emphasize the ability to change, both yourself and others, and being able to learn from and grow from failures (side-note: there’s a god of free will in the world which will likely be his new deity). I’ll list out everything below with subclass content in bold and add my comments/justifications below. All help, opinions, and suggestions will be greatly appreciated.

Tenets of New Paths

  • Forgiveness. Forgive others who have erred and chosen the wrong paths, just as others have forgiven you.
  • Progress. Move forward and push others to do the same.
  • Consideration. Tradition does not make something right, nor does innovation. Everything must be judged for what it is, not where it came from.
  • Flexibility. Not everyone is fortunate enough to have one path which is correct for them. Be willing to change yourself and patient with others when they must change.
  • Reflection. Consider each of your actions and whether they can truly be called good in the eyes of the gods. Repeat those which are but do not be weighed down by those which are not.

This one is pretty straightforward and based largely in the character situation, described in the intro.

Oath Spells

3rd. Protection from Evil and Good, Comprehend Languages

5th. Alter Self, Fortune’s Favor

9th. Tongues, Protection from Energy

13th. Freedom of Movement, Polymorph

17th. Dispel Evil and Good, Passwall

This one I had some trouble with. I like the spells thematically, but I worry that they are too similar to the Devotion list and a bit too eclectic to be useful. Also, I worry somewhat that Polymorph overshadows the rest of the list. I initially justified it by being a balance between Animate Dead and Dominate Person from Oathbreaker, but the more I’ve thought about it, the less I like it here.

3rd level – Channel Divinity

Redeem the Fallen: You can use your Channel Divinity to lead discouraged or downcast allies to new victory. As an action, choose a number of allies that you can see within 30 ft. Any of those creatures which are charmed, frightened, or under the effects of a similar condition are returned to normal.

This one is roughly balanced against the Oath of the Crown’s Turn the Tide, but rather than healing a similar amount to a 1st level cure wounds, this removes a status condition in a similar way to a 2nd level lesser restoration. So, perhaps a bit stronger, but more circumstantial.

Break the Stubborn: You can use your Channel Divinity to scatter those who would block your path. As a bonus action, choose a number of creatures equal to your charisma modifier (minimum 1). Each of those creatures must make a Strength saving throw or be tossed aside by divine force. They are launched 20 feet in a direction of your choice, taking fall damage if necessary, and land prone.

For this one, it’s intended to be an alternative to the Channel Divinities which Turn enemies, such as Turn the Faithless from Oath of the Ancients. On the one hand, it doesn’t disable enemies for as long and it relies of strength saves, which monsters tend to do better at than something like Wisdom. On the other, it isn’t limited to a specific creature type, plus gives a lot more flexibility in battlefield control.

7th and 18th level – Aura of Hope

Beginning at 7th level, your example of determination inspires those around you. You and friendly creatures within 10 feet of you experience the benefits of the Bless spell. At 18th level, this increases to 30 ft.

This is a fairly straightforward comparison. As compared to the Oathbreaker’s Aura of Hate, this is again more versatile but less potentially powerful. That said, I also feel like it’s a bit weak to other auras, especially the Aura of Warding from Oath of the Ancients, but maybe I undervalue Bless.

15th level – Forge a New Oath

Starting at 15th level, you may call upon the power of your god for an exceptional boon. As an action, you may pick one spell of 7th level or lower from the cleric spell list with a casting time of 1 action and cast it. You may only use this feature once per day.

I found this one a bit hard to balance as the other subclasses have a lot of variation. I feel like it’s relatively equivalent to the permanent resistances granted by Oathbreaker’s Supernatural Resistance, but, again, there’s a lot of potential variation here.

20th level – Create a New Future

Starting at 20th level, you may use a bonus action to cause creatures within range of your Aura of Hope to do the impossible. Each friendly creature, including yourself, within range of your Aura of Hope may replace the roll of their next ability check, saving throw, or attack roll with a 20. You may only use this ability once per day.

I do feel this one might be too powerful. A lot of the other subclasses give the paladin some kind of super form, such as Dread Lord from Oathbreaker, but this one allows for truly massive burst damage. This largely comes from my preference for burst damage and more fast-paced combats. Still, I’m open to feedback.

And there we have it! Again, my main question is twofold:

  1. Does it makes sense from a role playing perspective for the PC as described?
  2. Does it seems mechanically balanced against other Paladin subclasses, especially Oathbreaker?

Thanks for reading and feel free to let me have it for this mess.

Paladin archer looking to combat optimize my 9th level choices

I am looking for any good point to improve my character. I’d like to be the “rock star” among my companions. This is my first character what i made. I already looked in all known guides: Bodhi’s, Cryptic’s, Deadeye’s Servant, Thallin’s, …

My companions are a Cleric and a Fighter.

The fighter’s primary role is to beat weak creatures and to keep away strong ones from us. He is using two kukris (using the weapon finesse feat) or one kukri with a heavy shield. He can have around 28-30 AC. So he is primarily a damage dealer and secondary a “tank“.

The cleric usually tries to save(like cure *** wounds etc.) us. If he isn’t doing that, he often uses Divine Power spell to kick out our enemies. He has Impaler of Thorns to do this job well. He is primary a “nuker” and secondary a healer(support). Both players have level 8 characters.

And finally I usually cast Bless and/or Bless Weapon (on the fighter) before an encounter from wands. When a situation requires, I use weapon bond, lay on hands class ability, and the Divine Favor (one reason of Fate’s Favored trait) spell which I prepare 3 per day. I use a Wand of Cure Light Wounds to fulfill our healing after combat needs.

In combat, I try to beat evil creatures as soon as possible via application of DPS.

My character

Name: Dranko Alignment: Lawful good Race: Human Hit Dice: 8 Class: Level 8 Paladin Deity: Iomedae

Point to buy attributes: 15 Attributes:

Attribut | stat | bonus | point to buy Strength | 12 | +1 | 2 Dexterity | 16 | +5 | 10 Constitution | 8 | -1 | -2 Inteligence | 10 | +0 | 1 Wisdom | 8 | -1 | -2 Charisma | 15 | +4 | 7 2+10-2+0-2+7=15


(with bonus from items, race, lvl points):

[Strenght] | 14 | +2 (Belt of Giant Strength +2) [Dexterity] | 20 | +5 (Snakeskin Tunic (Dex +2), race) [Constitution] | 8 | -1 [Inteligence] | 13 | +1 (Ring of Vast Intelligence +2, lvl point) [Wisdom] | 8 | -1 [Charisma] | 18 | +4 (Headband of alluring charisma +2, lvl point)


  • [1] Point-Blank Shot (Bonus Human Feat)
  • [1] Deadly Aim
  • [3] Precise shot
  • [5] Rapid Shot
  • [7] Manyshot


Save | Base | mod | misc. | total

Fortitute | 6 | -1 | 5 | 10

Reflex | 2 | 5 | 5 | 12

Will | 6 | -1 | 5 | 10


  • Oath of Vengeance


  • Magical Knack – +2 caster level to one spellcasting class up to your HD.
  • Fate’s Favored – Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.


  • Snakeskin Tunic
  • Efficient Quiver
  • Belt of giant strength +2
  • Headband of Alluring Charisma +2
  • Composite Bow +2 (+1magic)
  • Ring of Vast Intelligence +2
  • Cloak of resistance +1
  • Boots of Levitate

Its cost is about 30 000 golds together. I gather items this during 8 level progressing.


  • Perception, Diplomacy, Use Magical Device [8 points]
  • Acrobatics [5 points]
  • Spellcraft, Sense Motive, Ride, Knowledge(religion, nobility, planes, nature, arcana), Heal, Handle Animal, Disable Device [1 point]

[What is my idea]

My idea is at 9 level, get feat Unsanctioned Knowledge. Problem is that I am very hesitant… I cant decide what should I pick. Here is the list of my ideas…

  • [1] Unseen Servant/Expeditious Retreat
  • [2] Heroism
  • [3] Haste/Channel Vigor
  • [4] Greater invisibility/Echolocation/Stoneskin/Divine Power

I looked for long duration buffs, that improve my combat skills or spells that complete our shortcomings.

Next plan is to get some useful feats like Clustered Shot[11], Weapon Focus[13]. After that maybe Shatter Defenses[15] + Dazzling Display[17], Steadfast Personality[15](Self Delusion [17]).

Sadly, we usualy don’t get a lot of money. So I write my item wish list….

-better enchants for composite longbow, -Pearl of Power to extend first(or higher) level slot, -Mithtil breastplate +2 or more, -Bracers of Archery, -Headband of Mental Superiority to save some item slots, -lot of scrolls to keep situational divine spells (for instance Endure Elements, Undetectable Alignment, Zone of Truth, etc…)

[My Questions]

My questions are mainly focused on my future 9 level. Books: Core, APG, UC, UM, ISWG

  • Is there any way to improve my combat skills more (attack rolls primarily) with my 9th level choices?
  • Which paladin spells should I prepare every day?

I have a separate question about what spells to take from Unsanctioned Knowledge: Unsanctioned Knowledge, best combat buffs for a paladin and small party?

Is a Dexterity-based paladin build competitive with a Strength-based paladin as a front-line fighter?

After the release of Volo’s Guide to Monsters, I was bantering with some friends about character concepts with the new races. One that came up was a Kobold Paladin—and once that seed was planted, the character idea has developed personality and backstory and wants to become a real PC.

My question: Is a Dexterity-based paladin build competitive with a Strength-based paladin as a front-line fighter?

The stereotype for paladin that’s presented is a burly, heavy-armour-wearing, heavy-weapon-swinging pillar of righteous wrath. If we challenge the stereotype and make a high-dex, lightly-armoured finesse paladin, what effects would it have on the class’s combat effectiveness (which seems to be tied primarily to damage output and survivability) in filling the role of a front-line fighter?

  • AC: Low STR means no access to heavy armour. Full plate is a fixed AC 18 but studded leather (AC 12 + DEX mod) will give AC 17 by Lv8 and without spending ridiculous wads of cash (which would probably put the full plate out-of-reach until about this level anyways).

  • Damage The best finesse weapon deals d8 damage (average roll: 4.5), heavier weapons usually deal d10 (average roll: 5.5). That’s only 1 point of damage difference (on average), which shouldn’t be make-or-break territory?

None of the other Paladin features that I saw seemed to use STR as an attribute—so as far as I can see the only hits to making this holy kobold avenger are -1 to max AC, -1(average) to damage output.

Am I missing anything? Alternatively, are these seemingly-small disadvantages actually much larger than they appear?

In case it helps, feats are allowed, as are any rules from official supplements from WotC

If a paladin becomes Large, at what point does the paladin’s aura originate?

If you enlarge a paladin (so that they take up 2×2 squares on a grid), what point does their aura’s radius start at?

For Medium/Small creatures (who take up a 1×1 square on a grid), it radiates from one of the corners of the square. For Large creatures, is it still at one of the corners of the 2×2 square, at the intersection at the center of one of the sides of the creature’s space, or at the intersection at the center of the creature’s space?

Additional info:

  • According to the designers, the point of origin of a spherical area of effect is at the intersection of squares on a grid.
  • According to Mike Mearls, paladin auras work the same way.

Can the Oath of Vengeance paladin cast Vow of Enmity on invisible target

I was reading the Channel Divinity abilities of the Oath of Vengeance of the paladin and under Vow of Enmity, it says

As a bonus action, you can use your Channel Divinity to choose a creature within 10 ft. and gain advantage on attack rolls against it for 1 minute or until it drops to 0 HP or falls unconscious.

My question is can this spell be cast on an invisible creature, since it is not written that I need to see it ?

For reference, Channel Divinity: Abjure Enemy says the following:

As an action, you can choose one creature within 60 ft. of you that you can see to make a WIS saving throw (14). Fiends and undead have disadvantage on this saving throw. On failure, the creature is frightened and its speed is reduced to 0 (and it can’t benefit from bonuses to speed) for 1 minute or until it takes any damage. On success, the creature’s speed is halved for 1 minute or until the creature takes any damage.

Here is proof that I’m reading it in DnDBeyond, on my character’s page enter image description here