Do Spell Slots Get Occupied By Paladin Oath Spells?

Paladin Oath spells, like Cleric Domain spells, are always prepared and do not count against preparation slots. Instead, a Paladin can prepare a number of spells equal to half their Paladin level plus their Charisma modifier. These spells must be of a level, and a Paladin can use them multiple times as long as they have spell slots to spend on them.

To cast one of the Paladin spells of 1st level or higher, a Paladin must expend a slot of the spell’s level or higher. When you finish a long rest, you regain all expended spell slots. Paladins must prepare a list of spells to cast spells, and the rules for casting these additional spells are the same as casting any other spell.

The Oath of Divine Health is a nice addition to the Paladin’s magical arsenal, as it adds choices rather than spell slots. A 3rd-level Paladin has 3 spell slots, so they can cast 3 spells. Their oath gives them 2 additional spells. A paladin’s oath influences what magic she can perform, and an oathbound paladin adds one spell to the paladin spell list at each paladin spell.

Oath spells do not consume spell slots, but they are just like normal spells but do not count against the daily limit of spells. A pure Paladin will not have any spell slots higher than 5th Level, and they will only have two of those. If you gain an oath spell that doesn’t appear on the Paladin spell list, the spell will be added to the list.


📹 Davvy’s D&D 5e Paladin Spell Guide


How many spell slots are in level 4 paladin?

As a 4th-level paladin, three 1st-level spell slots are available for casting, enabling the preparation of a diverse array of spells equivalent to half the paladin’s level plus the character’s Charisma modifier. Additionally, two free Oath spells are permitted, one of which is derived from the paladin’s 3rd-level experience.

Can paladin use Warlock spell slots?

The character is able to cast warlock spells using its paladin slots and paladin spells using its warlock slots, or both for any paladin and/or warlock smite. It should be noted, however, that JavaScript may be disabled or blocked by an extension or browser that does not support cookies.

Do paladin oath spells use spell slots?
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Do paladin oath spells use spell slots?

The Paladin table displays the number of spell slots available for casting spells. To cast a spell of 1st level or higher, you must expend a slot of the spell’s level or higher. All expended spell slots are regained after a long rest. To prepare a list of available spells, choose a number equal to your Charisma modifier + half your paladin level, rounded down. The spells must be of a level for which you have spell slots. For example, a 5th-level paladin with a Charisma of 14 can have four 1st or 2nd-level spell slots.

Casting a 1st-level spell doesn’t remove it from the list. To change the list of prepared spells, you must spend at least 1 minute in prayer and meditation per spell level for each spell on your list.

Do paladin Oath spells use spell slots?
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Do paladin Oath spells use spell slots?

The Paladin table displays the number of spell slots available for casting spells. To cast a spell of 1st level or higher, you must expend a slot of the spell’s level or higher. All expended spell slots are regained after a long rest. To prepare a list of available spells, choose a number equal to your Charisma modifier + half your paladin level, rounded down. The spells must be of a level for which you have spell slots. For example, a 5th-level paladin with a Charisma of 14 can have four 1st or 2nd-level spell slots.

Casting a 1st-level spell doesn’t remove it from the list. To change the list of prepared spells, you must spend at least 1 minute in prayer and meditation per spell level for each spell on your list.

Do oath spells count as spell slots?

Each oath has a list of associated spells, which can be accessed at specific levels. These spells are always prepared and don’t count against daily preparations. If an oath spell doesn’t appear on the paladin spell list, it’s still a paladin spell. Your oath also allows you to channel divine energy for magical effects. Each option explains how to use it, and you must finish a short or long rest before using it again.

Can a paladin have multiple oaths?
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Can a paladin have multiple oaths?

A paladin’s oath spells determine the magic she can perform, adding one spell to her spell list at each spell level she can cast. If a paladin has multiple oaths, the spells from each oath are added to her spell list. If a paladin has more than one oath, she may prepare any one of her oath’s spells in that slot.

Oaths for the oathbound paladin archetype include the oath against corruption, which protects the common people from strange alien entities that bubble up from the deep earth and beyond the sky. Paladins often work in secret to avoid spreading panic about their mission, and within cities, they may have underground bases that provide access to sewers and passages to strange vaults where the aberrant creatures live. Other oaths may exist for specific campaign enemies or events.

Can a paladin ritual cast?

It should be noted that Paladins are not ritual casters, as the feat in question requires a full caster class to be able to add rituals. All four paladin rituals are classified as first-level spells within the cleric spell list. It is possible that the issue is related to JavaScript being disabled or blocked by extensions or browsers that do not support cookies.

Do Paladins automatically get oath spells?

Oath spells are available at specific levels and are always prepared. Such preparations are not subject to the limitations of daily preparation. The number of hit points at the initial level is 10 plus the player’s Constitution modifier. At subsequent levels, the number of hit points is 1d10 or 6 plus the player’s Constitution modifier for each additional paladin level. Weapon proficiencies encompass both simple and martial weapons.

What class gets the most spell slots?

The number of spell slots available to characters is contingent upon their class. Full casters, such as wizards or bards, possess a greater number of slots than half casters, including paladins. Each class has a distinct rule for determining spell casting. The act of resting allows energy to return, a process that is identical for spell casters and martial fighters. Subsequent posts will address the class-specific rules governing spell casting.

What is the most powerful oath in paladin?

The Vigence Paladins are a relentless group with special abilities that allow them to track and hold onto enemies using spells like Hunter’s Mark and Hold Person. They can also become avenging angels with wings, evoking fear and a terrifying aura. The Oath of Vengeance is the best Paladin Oath, as it allows them to grow wings and use them to fly. The Oath of Vengeance is the best paladin subclass, using features like Vow of Enmity to decimate enemies. Dungeons and Dragons, a fantasy roleplaying tabletop game, was created by Gary Gygax in 1974 and has been expanded in various editions.

Do ritual spells take up spell slots?
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Do ritual spells take up spell slots?

D and D 5E have simplified the Ritual Casting feature in Dungeons and Dragons, merging it with spellcasting. In Fifth Edition, there are no dedicated Rituals, only spells with the Ritual tag. Casting a spell as a Ritual extends the casting time by 10 minutes, reducing the need for a spell slot. Rituals cannot be cast at higher levels, making them a great choice for utility spells with niche uses and non-time-dependent effects.

In Dungeons and Dragons Fifth Edition, only five classes can cast Rituals by default: Artificers, Bards, Clerics, Druids, and Wizards. These five classes can cast any appropriate spell in their spellbook as a Ritual without preparing it. However, Rituals are not limited to these five classes.

In summary, Ritual Casting is a useful tool for utility spells with niche uses and is not time-dependent.


📹 Paladins in Tasha’s Cauldron of Everything: D&D

I go over the optional class features for Paladin and the Oath of the Watchers Paladin. If you like what I do and would consider …


Do Spell Slots Get Occupied By Paladin Oath Spells?
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17 comments

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  • I think the Vigilant rebuke feature may be a bit more effective than talked about in the article. It’s trigger is a creatures mental save success that occurs within 30 feet of you. There are quite a few creature abilities that force saves in a radius that have friendly fire, so there’s a decent chance someone will pass a save. It’s also potentially reinforced by your aura of devotion which boosts saving throws. It may also be worth noting that though the success trigger is within 30 feet of you, there are no limits on hurting the creature that caused the save. No distance or sight required. Can punish scrying which is cool.

  • I completely understand the “circumstantial” arguments in this article, but in my experience with T3-T4 AL play, most of the enemies you’re fighting are fiends/devils/celestials/aberrations/undead and a Watchers paladin will rarely find their abilities wasted. If they can’t find a reason to use their circumstantial spells, they can feel freer to smite with that slot while keeping on their toes for counterspells. The initiative bonus aura is very interesting, and being tied to pb makes paladin 7 multiclasses very interesting besides Ancients. And imho their capstone in particular is bonkers as a mass banish/dispel evil and good + truesight in one on a bonus action without burning a single smite slot

  • I think you’re reading Vigilant Rebuke wrong. It deals damage to the creature that forced the save, not the creature that made the save, so this is only useful when you’re up against enemies who are forcing the party to make saves round after round, which isn’t very common. As a whole, I very much agree with your assessment, and I also think this is a good way to take the Paladin. Paladins didn’t need crazy buffs, they didn’t need some significantly power crept subclasses to keep up with the more powerful classes, and they didn’t get any. They got something unique, but circumstantial.

  • A couple of things about Vigilant Rebuke. 1) It makes the being who forced the save to take the force damage, not the one who succeeded. This combined with the Paladin’s Aura of Protection and their website Divinity Watchers Will is very powerful. 2) If one of your allies succeeds on the save against the being/enemy who forced the saving throw, that being/enemy will automatically take damage, no saves required. Now granted this does use your reaction to which a Watchers Paladin will eventually get Counterspell and maybe other feats like Sentinel which also uses your reaction, but it’s still a viable option in my opinion. Overall this was a well made article and I do agree with what you bring up in it. There’s a reason as to why the Paladin is my favorite class in all of D&D. There’s quite a bit given to each Paladin subclass to make them all feel unique in comparison to each other and this one is no exception, though it is a bit more circumstantial.

  • I will say concerning their 15th lvl ability, that this may work nice to at least slightly punish a creature for using their legendary reactions to auto save on spells. This has come up for me as earliest as 11th lvl play as a spellcaster, and the creatures could just nullify my save or suck spells w/ no negative repercussions. At least w/ this ability, they could get punished a little and not get away scott free. In my case the monster had 3 auto save reactions so the paladin could do an extra 21 damage to him minimum at least. Again, not the greatest 15th lvl ability, but w/ legendary reactions coming up a lot at higher lvls, will be in play a bit.

  • So oath of watchers are basically 40k Grey Knights for d&d. Just like the chapter in question, I feel that this is an extremely niche subclass. In an out of the abyss or descent into avernus campaign it would be ridiculous but I couldn’t see it being as viable as the other paladin classes in a regular campaign.

  • This brings up something I think is extremely important . . . players and game masters are supposed to cooperate to tell a story together. If a player is investing twenty levels into a class designed to fight various sorts of outsiders that should be something the GM is aware of and that fits into the world being crafted and the story being told. Circumstantial powers shouldn’t be such a big deal because when the player got the OK to play this class the GM also should have been saying “I’ll give you circumstances where this is useful, perhaps even essential”. I know somebody is going to scream “But players should have complete control over their character!” or “But game masters should have complete control over the setting/story!” but both of those take away from the game. If what the players want to DO doesn’t fit with the opportunities the GM wants to give them at best somebody isn’t having as much fun as they’d like, and at worst it ruins the experience for more than one person. Working together is essential. A really good circumstantial ability is just “really good” if you are in the right campaign. 🙂

  • Maybe I’m reading too much into this, but would the “Loyalty” tenet of the oath prevent you from being in the same party as a fiend pact warlock? It says you can’t accept gifts or favors from fiends and specifically those who “truck” with them(which I looked up and means to be involved with). So does this mean that the whenever the warlock tried to offer a gift or do some sort of favor for the paladin(which has a very wide definition of what counts) that the paladin would be bound by their oath to refuse or break their oath?

  • Players: Oh so you are a Paladin! you must be a good guy then! Oath of the Watchers Paladin when they hear a village has been corrupted by extra-planetary forces: “When we hunt, we kill! No one is safe! Nothing is sacred! We are The Watchers! We are the last line of defense! We will burn our own to hold the red line, it is the last line to ever hold!”

  • I LOVE the Oath of the Watchers paladin, but then, as a DM I also love the concept of extraplanar invasions … or at least extraplanar incursions. And I love that the subclass abilities are as effective against Puck or Oberon as against Jubilex or a Balor. That said, I admit that I have a personal bias; because I love hellspawn and Things Man Was Not Meant to Know doesn’t mean every DM will. I also understand that the 20th-level capstone for the Oath of the Watchers is circumstantial, but … since I’ve been playing (since 1980, so 40 years now), I have not ONCE gotten a character above 14th level. Also, since it is now POSSIBLE to multiclass paladins (n00bs: see any edition from 1st through 3.x), I tend to do so. A LOT. This may be just me, but I love combining paladin with Hexblade or Celestial warlock, or with just about any kind of sorcerer. So the capstone ability is a non-issue for me, though I ALSO understand that, again, this is a personal consideration. But really, a 20th-level capstone should have minimal effect on a subclass review, since most campaigns last only to level 11-13. 😉

  • Is there a paladin that is EVEN better at killing undead? That’s the only non-humanoid creature type I would expect to be fighting at all levels of play. The watcher has one of the most annoying oaths, as many of the summoning spells conjure the things you hate, and then you have to get into an argument with the wizard or warlock afterwards. Even a tiefling that knows their parent could get shade or worse thrown at them from a Watcher paladin. Looking forward to your discussion of the Soulknife.

  • WRT the 15th-level Rebuke – a niche case, perhaps, but if an enemy forces multiple members of your party to make a mental save, and some fail but at least one succeeds, this gives you a chance to potentially break their concentration really early. … Assuming you didn’t just Counterspell it to begin with.

  • Respectfully I disagree with your assessment of the level 15 ability. 2d8+charisma for no resource than a reaction which might not get used otherwise isn’t bad. It might break concentration and it lessens the sting of an enemy succeeding a save. Also, it does more damage than a martial character would, in general, outside their turn. Admittedly, last I checked and itz been awhile, most of the things in the monster manual don’t have great mental saves.

  • I think this would be a good option in any campaign if only that 20th level ability provided any bonus at all to every combat. Advantage on mental stat saves would be enough, even though it won’t help every combat, it’s going to help in a lot. Even without that though, it’s a cool option and I would happily play it. Counterspell alone is pretty damn amazing.

  • Hmmm, Chris maybe I missed something but I thought that Blessed Warrior was really good over any other fighting style? Really surprise me your evaluation about it being so low. I mean, you get two cantrips, that is great. Paladins don’t have any good ranged option, so sacred flame and toll the dead are really nice additions, and you can eve chose one cantrip jus for flavor or something used outside of combat like guidance. The other fighting styles make you a bit little better in something you already do or are quite situational while blessed warrior make you capable of things useful all the time that you otherwise can’t or isn’t really suited to do.

  • Due to the strength of the baseline Paladin, I don’t think it’s possible to have a weak Paladin. That said, I think this is among the lower oaths. In fact, I think I’d mostly forget that I had a subclass at all. Yeah, the improved Turn is nice. Meh. The paladin spell list is good enough that adding more is meh. Boosting the initiative of tanks is meh, and having the squishies clustered around the Paladin is a big no. It’s not that any of these are bad. But the opportunity costs mean that pretty much any other oath would give you more.

  • This sublcass reminds me of the watchers of the wall in game of thrones. Overall though a meh subclass. Not bad but not as awesome as vengeance or conquest either. Imo theres nothing to build around in the watchers paladin. It feels like the champion fighter. The initiative bonus is the only standout ability.

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