New Paladin Features in Tasha’s Cauldron of Everything: D&D Reviews

The paladin features in Tasha’s Cauldron of Everything are quite average. There isn’t anything revolutionary, but there are some good options presented.

The paladin features in Tasha’s Cauldron of Everything seem lackluster at first glance. While most classes gain broken abilities or change the class, you merely gain options. This isn’t a bad thing, but it definitely doesn’t make Tasha’s as alluring to paladins as it is to other classes.

This section just provides more options for paladins. Most subclasses are good or very good. None are overpowered and the only debatably overpowered subclass is oath of vengeance which sacrifices teamwork in their abilities.

Paladin Optional Class Features

Normally this is where I would plug a link to see if Tasha’s is right for you, but there isn’t too much. The new paladin features in Tasha’s Cauldron of everything are there to present more options for you, and that is really it. The options aren’t going to make paladins more powerful, but the options presented are also not lackluster. They are just average and provide opportunity for you to customize your paladin.

Extra Spells:

Paladins get only a few new spells to chose from, and none of them are revolutionary. The main ones to keep in mind are probably prayer of healing and summon celestials. This allows paladins to have more options and makes them a bit more appealing. The good news is that paladins do not become overpowered by these extra spells.

Fighting Style Options:

You gain three fighting options. Celestial Warrior gives you the option of cantrips. making you more versatile or even able to use ranged weapons since many paladins neglect to have their own ranged weapon option. Interception is a variant of protection, and blind fighting does exactly what you think. New options, no new overpowered or underpowered one.

Harness Divine Power:

This is the one optional feature that is a clear power boost, but it is minor. You can sacrifice your channel divinity to gain spell slots. Normally your channel divinity is better than a smite, but when you short rest and haven’t used your channel divinity yet you get a free spell slot! Other than this though there isn’t much use unless you hate your channel divinity.

Martial Versatility:

You can now change out fighting styles every 4 levels. This is nice since you are not restricted to the decisions you made for your character at level 2.

Sacred Oaths

There are two new sacred oaths to chose from! These paladin features in Tasha’s Cauldron of Everything are merely options presented to help you customize how you want to play. Nothing is extremely powerful or weak, and you can chose to have some teamwork through glory, or watch for enemies that are not supposed to exist in your plane of existence.

Those are the two options presented. If either one of them appeals to you then enjoy, but know that we will not go over the new spells that you get since those are just flavor for your paladin.

Oath of Glory

Channel Divinity: Peerless Athlete

As a bonus action you are more athletic. This makes you have advantage on athletics, acrobatics, can jump more, and can do athletic things twice as well for 10 minutes.

Channel Divinity: Inspiring Smite

As a bonus action you give yourself and allies within 30 ft. 2d8+paladin level temporary hit points, but you must divide those hit points. This means that instead of giving everyone 2d8_paladin level temporary hit points, you must split and divide them amongst allies. Not the best since you have to divide them, but it is okay.

Aura of Alacrity:

Allies that start their turn right next to you gain 10 ft to their movement that round. This is an interesting aura, but it isn’t the greatest. You will need to really be focusing on teamwork for this aura to be effective, but that is also the whole point to this subclass so it sort of fits.

Glorious Defense:

This is a really good feature that allows you to stop an enemy from hitting an ally by giving them ac equal to your charisma modifier. It can stop an attack from hitting, and if the enemy misses you get a free attack if they are within your weapon range. An extremely good feature that comes quite late.

Living Legend:

As your level 20 ability you can as a bonus action for 1 minute get advantage on all charisma checks, hit on a missed attack once a turn, and lastly can as a reaction re-roll a failed save. This is very good even for paladin level 20 states. One of the best ones, but most players will unfortunately not get here.

Oath of the Watchers

Channel Divinity: Watcher’s Will

You make a creature have advantage on intelligence, wisdom, and charisma saving throws for 1 minute. This can change a fight and be an extremely powerful ability. This only works in the right circumstances, and detracts from the usefulness of this ability.

Channel Divinity: Abjure the Extraplanar

This is turn undead, but it effects aberrations, celestials, elementals, fey, or fiends.

Aura of the Sentinel:

Creatures within 10 ft of you gain your charisma bonus to their initiative. This can be good with gloomstalker rangers, assassins, and the like but most of the time isn’t that important. When you compare this to auras that other oaths get such as magic resistance, the bonuses here are minor at best.

Vigilant Rebuke:

Whenever a creature within 30 ft of you succeeds on your intelligence, charisma, or wisdom saving throws you can as a reaction deal 2d8+ Charisma modifier force damage to the creature that forced the throw. This synergizes well with your channel divinity and doesn’t have a limited number of times you can use this ability. That alone makes this great, and is an amazing ability. If you make it to level 15 that is.

Mortal Bulwark:

This is your final form! Every paladin at level 20 gets an amazing ability, and yours is also quite good. As a bonus action for 1 round you gain truesight up to 120 ft, advantage on attack rolls vs aberrations, celestials, elementals, fey, and fiends. As well as the chance to banish a creature you hit to it’s native plane for 24 hrs. This gives you the chance to end a fight vs an enemy you don’t want to fight, and that doesn’t belong on your plane.

Conclusion

The paladin features in Tasha’s Cauldron of Everything are alright. Nothing amazing here to boost the paladin’s overall power, but that is okay. Paladins are already fairly powerful and are fun to play. You do not need to give them a singular subclass and advertise it shamelessly as Tasha’s did with the fighter.

The optional paladin class features provide more options and don’t give blatant power boosts. They do make the paladin a little bit more powerful, but this is more power creep than a power jog like what other classes get. Especially the monk in Tasha’s.

They did well with the paladin in Tasha’s Cauldron of Everything, and I wish that they did this well with every other class. Sadly, that is not the case.

I hope that this has helped you understand the Paladin a bit better in Tasha’s Cauldron of Everything.

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