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Here’s a rundown of the episode:
Total runtime - 30:31
Sources & further reading: Tieflings:PHB: 42-43
Paladins:PHB: 82-88
SCAG: 131-133
XGTE: 36-39
Hermit:PHB: 134-135
Goblins:Monster Manual: 165-166
Linkshttps://dnd.wizards.com/dndlive2020- WotC’s red Nose Day event: Roll With Advantage
https://forgottenrealms.fandom.com/wiki/Tiefling- FR Wiki on Tieflings
https://en.wikipedia.org/wiki/Tiefling- Wikipedia on Tieflings
https://syrinscape.com- Syrinscape tabletop audio.
I'm also including a full transcript of each show in the show notes from now on, so you can go over my scripts and see where I've flubbed bits, or just check over some of the stats I mentioned. I'll go back and put transcripts into all previous shows up to this point too, but that might take a little while, so check back later if you can't see them for a particular episode. Thanks.
Episode 9 - Tieflings, Paladins, Goblins, and Hermits.Cold openWelcome to I Cast Pod, a D&D podcast about creating characters, taking chances, rolling dice and having fun. I’m Mike, your DM and guide to all things dungeonesque and dragon-y. In this episode, we’re talking about Tieflings, Paladins, Goblins and Hermits - Red Nose Day and other podcasts too!
Heard Any Good Rumours Lately?Between 18th-20th June, WotC are doing a series of live play D&D events called D&D live: Roll With Advantage, with various celebrities DM’ing and playing, including Deborah Ann Woll, Felicia Day, Brian Posehn, Amy Acker, Janina Gavankar, Matthew Lillard, David Harbour, Brandon Routh and more, to help Red Nose Day. WotC are also creating a special adventure, called Return to the Glory, available via the DM’s Guild, as well as event apparel, showing a Snowy Owlbear with a red nose AND a way to participate remotely through their live event portal - with proceeds going to Comic Relief US and the Red Nose Day fund - link in the show notes.
Off to the RacesTieflingOriginally introduced to D&D in the Planescape setting, Tieflings were described as a mix of human and, “something else”… implying that they had heritage that originated in the lower planes, which were evil. Tieflings were said to be descended from Fiends, but because their ancestral evil was many generations ago, they are not classed as half-fiends. This was changed in 4th Ed. So that now their ancestors made a bargain with devils to increase their power. They get their name from the the German “Tief” meaning deep, or low and the suffix “ing’ as in offspring. German also has another connected word: “Teufel” meaning devil, which may also have contributed.
Tieflings are generally maligned in society, due to their infernal heritage. Descended from a pact that happened generations ago, where the essence of Asmodeus, overlord of the nine hells, was infused into their bloodline, in order to make him a racial god, and ensure he had enough followers to gain godly powers. They carry vestiges of this demonic ancestry in their physical appearance - with large, prehensile tails that curl around their legs when they get nervous, extended canine teeth, and pupil-less eyes of solid colour - usually black, red, white, silver or gold. The most noticeable of their anatomical differences from humans, is a set of horns on their heads. Their horns come in a variety of colours and shapes. They may curl around their ears like a sheep, or spiral upwards like an antelope, or any number of variants, including antlers on those descended from Beshaba.
Some Tieflings whose heritage was particularly strong could have forked tongues, leathery or scaly skin, cloven hooves, a sulphurous or brimstone odour about them, and unusually warm flesh.
Speaking of flesh, their skin tones include the same range of tones as humans, but also various shades of red. Generally Tieflings are not supposed to be blue, like Laura Bailey’s character Jester from the second season of Critical Role, but D&D being the game it is, we can take it, turn it over and make it whatever we want it to be.
There are even Tieflings descended from Rakasha, a race of duplicitous outsiders, devious sorcerers and malevolent manipulators, that have feline eyes or furred skin.
In terms of usual Tiefling hair, that grows around their horns, is commonly black, or else other dark tones, like brown, dark red, deep blue or purple.
Tieflings often live in human cities and towns, in small minorities. Treated as a subclass, (in the political sense of the word class,) by humans and most other races, Tieflings are often relegated to the poorer and rougher parts. This treatment often becomes a self-fulfilling prophecy, and Tieflings often turn to crime in order to support themselves, as due to their baleful appearance, they are often shunned, especially by superstitious commoners and this can make it difficult to earn an honest living. People will generally not buy from a Tiefling merchant - fearing curses, or just being swindled. Occasionally Tieflings rise to become crime lords in their area. Sometimes they live among other minorities, where their plight might find empathy.
In any case, life for a Tiefling might not always be a happy one. Some parents of Tieflings whose features were particularly demonic might kill their child, or it might be killed by frightened villagers who fear it’s presence might blight their crops or make their livestock sick.
Tieflings often don’t have the usual upbringing most human children enjoy, but are intelligent, and capable warriors naturally, with a dark and seductive demeanour. Growing up they become aware of their different nature early on, usually by derision at the hands of others. Despite this maltreatment, they don’t all naturally gravitate towards evil as expected, but instead span the gamut between extremes of good and evil, usually falling somewhere in-between, much like their human counterparts. Often proud, self reliant, (usually by necessity,) slow to trust and secretive - the latter trait only adding to their mistrust by others, which might be seen as enjoying their privacy in other races. Indeed most Tiefling traits can be viewed through the lens of prejudice, or seen as normal traits in a race of people who had little involvement in where they came from.
With no homeland, Tieflings have to integrate themselves into society in general, and know that they will have to make their way in the world on their own. Once you have shown you trust a Tiefling, they can become a lifelong friend and ally. Tieflings are generally carnivores, with bone marrow considered a particular delicacy, although that probably does little for their reputation.
Stat BlockPaladins are sometimes referred to as White Knights, Cavaliers or Holy Warriors. Their closest parallel in the real world is probably the Knights Templar - the famous holy warrior knights from history.
Paladins are typically clad in plate armour, brandishing a large sword and shield, they value virtue, nobility, and honour.
Paladins are bound by powerful oaths to uphold justice and righteousness against the dark forces of evil throughout the world. A common misconception about Paladins is that their sacred power comes only from the deity or deities they serve, when in actual fact it comes just as much from their devotion to justice. Training for years, Paladins master a variety of weapons and armour, but those martial skills pale in comparison to the divine magical power they wield. Paladins have powers to heal, to protect the innocent and the just, and to vanquish evil and the undead wherever they may linger.
Paladins are born to the adventuring life, persistently seeking out evil in the darker parts of the world, driven by a lust for justice that borders on, and some would say crosses the threshold into zealotry. Even though a Paladin may be in service to a monarch or country, they consider that allegiance secondary to their cause of righteousness, as they believe that every victory against evil, no matter how small, can help tip the scales in the favour of goodness and help save the world from darkness and oblivion.
A Paladin is often a good choice for a starting player who is a little unsure of what they want to do in terms of team role. A Paladin is a half-caster, so players get to dabble in magic both offensively and defensively, as well as getting stuck into the action as a melee fighter, while their plate armour soaks up damage, allowing Paladins to tank for the team, while the squishy casters - wizards, sorcerers and warlocks use ranged spells to take down foes, or rangers and rogues flank enemies for advantageous positions for sneak attacks etc.
The first thing to think about when creating a Paladin is the nature of your holy quest. By third level, which arrives pretty quickly, the features related to your oath will be available and you should be planning for this. In fact I’d go so far as to say when creating ANY character, you should be thinking of third and even fifth level features from the outset. Go through the oath features to see what sort of playing style you prefer. Also think about where your Paladin has come from and their journey to this point - remember a level 1 adventurer would still stand above your average soldier, fighter, or mercenary in terms of their level of skill and expertise - you are playing a hero character after all. Were they a knight errant? A leader of armies? A personal guard to the crown, or even an adviser on matters of war? You could even be a lone swordsman, driven to fight evil out of a need for revenge.
Which god or gods do you serve? Popular choices include Torm: god of courage and self-sacrifice; Tyr: god of justice; Heironeous: god of chivalry and valour; Paladine: god of rulers and guardians; Kiri-Jolith: god of honour and war; Bahamut: the platinum dragon god of good; The Silver Flame: deity of protection and good; and various others.
Paladins are also set apart by their calling to fight for good. How did you receive your calling? Was it written in letters of fire in the sky? Did you witness the destruction of a place of innocence and pledge yourself to ensuring it never happened again on your watch? Did an angel witness your deeds and bring word that you were chosen? Or did another Paladin see a spark in you that they nurtured into a flame of righteous indignation against the wicked and damned?
Paladin quick builds favour Strength, followed by Charisma, then choosing the Noble background, (see last episode for more info on Nobles.)
As a Paladin, you can sense the presence of evil, almost like a vile odour in the air. Conversely, the presence of powerful good also affects you as if notes of a heavenly choir were ringing out. You can use an action to detect such presences and until the end of your next turn, you know the location of any celestial, fiend, or undead within 60ft of you as well as it’s type, (restricted to those mentioned.) but not it’s identity. You can also detect the presence of any consecrated or desecrated place within the same radius. You can use this feature a number of times equal to your Charisma modifier +1 between long rests.
You can also lay on hands to heal from a pool of healing power - restoring HP to yourself during a long rest equal to your Paladin level x5, or as an action, to a character up to the amount available in the pool. You can also spend 5HP from the pool to cure a target of one disease or neutralise one poison affecting it. You can also cure multiple diseases and/or neutralise multiple poisonings on a character with a single use of laying on hands, spending HP separately for each instance. This feature may not be used on undead or constructs.
At second level, you adopt a fighting style, from:
You also get the ability Divine Smite, which allows you to add radiant damage on top of weapon damage, expending a spell slot. The extra damage is 2D8 for a 1st level spell, and an extra 1D8 for each spell level above 1st, to a maximum of 5D8. The damage increases by 1D8 if the enemy is undead or a fiend.
At 3rd level, you are immune to disease and you take your sacred oath, which allows you to channel divine energies, granting new features unique to each oath type.
Oaths include:
This Oath grants you access to the spells: protection from evil and good, sanctuary, lesser restoration, zone of truth, beacon of hope, dispelling magic and more at higher levels. You can also Channel Divinity, allowing you to turn the unholy, or bless your weapon, imbuing it with positive energy - meaning you add your Char mod to attack rolls with that weapon. The weapon also emits a bright light in a 20ft radius and dim light for 20ft further. This ends after a minute, as part of an action, or if you are no longer holding or carrying the weapon or if you fall unconscious.
This oath gives you the spells, ensnaring strike, speak with animals, misty step, moonbeam, plant growth, stoneskin and more. Your channel divinity options are: Nature’s Wrath, which invokes primeval forces to ensnare foes with grasping spectral vines; and Turn the Faithless, which involves an incantation that fey and fiends find painful to hear.
This oath grants you the spells bane, hunter’s mark, hold person, misty step, banishment and more. Your channel divinity options are: Abjure enemy , which frightens foes who fail a Wisdom saving throw within 60ft as you present your holy symbol and chant a prayer of denunciation. Frightened creatures have a speed of 0 and don’t benefit from any speed bonuses. A saved throw means the creature’s speed is halved. Both last one minute. You also have a vow of enmity, giving you advantage on attack rolls against a creature you can see within 10ft for one minute or until it drops to 0 HP.
The SCAG expands the oaths list to include the Oath of the Crown, dedicating the Paladin to serving society and the just laws that bind it together. Spells include Command, compelled duel, warding bond, spirit guardians and more. Channel divinity options are Champion Challenge - which compels other creature to enter into battle with you; and Turn the Tide - which bolsters creatures that can hear you within 30ft, allowing them to regain HP = to 1D6 + your Charisma mod.
XGTE further adds the Oath of Conquest - these Paladins seek not only glory in battle but the complete subjugation of their enemies, crushing the forces of chaos and evil underfoot. Sometimes called Knight Tyrants or Iron Mongers, some even consort with the powers of the nine hells - the archdevil Bel, warlord of Avernus counts many of this type of Paladin as his followers. Conquest tenets include breaking their opponents will and crushing all hope, ruling with an iron fist, and might makes right. Spells include armour of Agathys, spiritual weapon, bestow curse, fear, dominate beasts and person and more. Channel divinity options are: Conquering presence - which forces each creature of your choice within 30ft to become frightened of you for one minute on a failed Wisdom save, and Guided Strike - that allows you to gain +10 on an attack roll after you see the roll but before the DM says whether it hits or misses.
XGTE also includes the Oath of Redemption - which makes this type of Paladin use violence only as a last resort, which can be a very difficult path for an adventurer of any type to follow. These Paladins try to turn foes into allies, believing that anyone can be redeemed, provided they are not inherently evil, like devils, fiends, demons and the undead, who they apparently have free reign to smite as they see fit. The tenets of the redeemers are: Peace, innocence - setting people on the path to righteousness as early as possible by example, patience and wisdom. Spells include sanctuary, sleep, calm emotions, counterspell, hold monster and more. Channel divinity options are Emissary of Peace - which grants you a +5 to Persuasion (Charisma,) checks for 10 minutes; and Rebuke the Violent - When an attacker within 30ft deals damage to a creature other than you, you can use your reaction to force the attacking creature to make a Wisdom saving throw. On a fail, the creature takes radiant damage = to the damage it dealt. On a save, it takes half damage.
Background Check HermitAs a...
By Mike Rickard5
11 ratings
Here’s a rundown of the episode:
Total runtime - 30:31
Sources & further reading: Tieflings:PHB: 42-43
Paladins:PHB: 82-88
SCAG: 131-133
XGTE: 36-39
Hermit:PHB: 134-135
Goblins:Monster Manual: 165-166
Linkshttps://dnd.wizards.com/dndlive2020- WotC’s red Nose Day event: Roll With Advantage
https://forgottenrealms.fandom.com/wiki/Tiefling- FR Wiki on Tieflings
https://en.wikipedia.org/wiki/Tiefling- Wikipedia on Tieflings
https://syrinscape.com- Syrinscape tabletop audio.
I'm also including a full transcript of each show in the show notes from now on, so you can go over my scripts and see where I've flubbed bits, or just check over some of the stats I mentioned. I'll go back and put transcripts into all previous shows up to this point too, but that might take a little while, so check back later if you can't see them for a particular episode. Thanks.
Episode 9 - Tieflings, Paladins, Goblins, and Hermits.Cold openWelcome to I Cast Pod, a D&D podcast about creating characters, taking chances, rolling dice and having fun. I’m Mike, your DM and guide to all things dungeonesque and dragon-y. In this episode, we’re talking about Tieflings, Paladins, Goblins and Hermits - Red Nose Day and other podcasts too!
Heard Any Good Rumours Lately?Between 18th-20th June, WotC are doing a series of live play D&D events called D&D live: Roll With Advantage, with various celebrities DM’ing and playing, including Deborah Ann Woll, Felicia Day, Brian Posehn, Amy Acker, Janina Gavankar, Matthew Lillard, David Harbour, Brandon Routh and more, to help Red Nose Day. WotC are also creating a special adventure, called Return to the Glory, available via the DM’s Guild, as well as event apparel, showing a Snowy Owlbear with a red nose AND a way to participate remotely through their live event portal - with proceeds going to Comic Relief US and the Red Nose Day fund - link in the show notes.
Off to the RacesTieflingOriginally introduced to D&D in the Planescape setting, Tieflings were described as a mix of human and, “something else”… implying that they had heritage that originated in the lower planes, which were evil. Tieflings were said to be descended from Fiends, but because their ancestral evil was many generations ago, they are not classed as half-fiends. This was changed in 4th Ed. So that now their ancestors made a bargain with devils to increase their power. They get their name from the the German “Tief” meaning deep, or low and the suffix “ing’ as in offspring. German also has another connected word: “Teufel” meaning devil, which may also have contributed.
Tieflings are generally maligned in society, due to their infernal heritage. Descended from a pact that happened generations ago, where the essence of Asmodeus, overlord of the nine hells, was infused into their bloodline, in order to make him a racial god, and ensure he had enough followers to gain godly powers. They carry vestiges of this demonic ancestry in their physical appearance - with large, prehensile tails that curl around their legs when they get nervous, extended canine teeth, and pupil-less eyes of solid colour - usually black, red, white, silver or gold. The most noticeable of their anatomical differences from humans, is a set of horns on their heads. Their horns come in a variety of colours and shapes. They may curl around their ears like a sheep, or spiral upwards like an antelope, or any number of variants, including antlers on those descended from Beshaba.
Some Tieflings whose heritage was particularly strong could have forked tongues, leathery or scaly skin, cloven hooves, a sulphurous or brimstone odour about them, and unusually warm flesh.
Speaking of flesh, their skin tones include the same range of tones as humans, but also various shades of red. Generally Tieflings are not supposed to be blue, like Laura Bailey’s character Jester from the second season of Critical Role, but D&D being the game it is, we can take it, turn it over and make it whatever we want it to be.
There are even Tieflings descended from Rakasha, a race of duplicitous outsiders, devious sorcerers and malevolent manipulators, that have feline eyes or furred skin.
In terms of usual Tiefling hair, that grows around their horns, is commonly black, or else other dark tones, like brown, dark red, deep blue or purple.
Tieflings often live in human cities and towns, in small minorities. Treated as a subclass, (in the political sense of the word class,) by humans and most other races, Tieflings are often relegated to the poorer and rougher parts. This treatment often becomes a self-fulfilling prophecy, and Tieflings often turn to crime in order to support themselves, as due to their baleful appearance, they are often shunned, especially by superstitious commoners and this can make it difficult to earn an honest living. People will generally not buy from a Tiefling merchant - fearing curses, or just being swindled. Occasionally Tieflings rise to become crime lords in their area. Sometimes they live among other minorities, where their plight might find empathy.
In any case, life for a Tiefling might not always be a happy one. Some parents of Tieflings whose features were particularly demonic might kill their child, or it might be killed by frightened villagers who fear it’s presence might blight their crops or make their livestock sick.
Tieflings often don’t have the usual upbringing most human children enjoy, but are intelligent, and capable warriors naturally, with a dark and seductive demeanour. Growing up they become aware of their different nature early on, usually by derision at the hands of others. Despite this maltreatment, they don’t all naturally gravitate towards evil as expected, but instead span the gamut between extremes of good and evil, usually falling somewhere in-between, much like their human counterparts. Often proud, self reliant, (usually by necessity,) slow to trust and secretive - the latter trait only adding to their mistrust by others, which might be seen as enjoying their privacy in other races. Indeed most Tiefling traits can be viewed through the lens of prejudice, or seen as normal traits in a race of people who had little involvement in where they came from.
With no homeland, Tieflings have to integrate themselves into society in general, and know that they will have to make their way in the world on their own. Once you have shown you trust a Tiefling, they can become a lifelong friend and ally. Tieflings are generally carnivores, with bone marrow considered a particular delicacy, although that probably does little for their reputation.
Stat BlockPaladins are sometimes referred to as White Knights, Cavaliers or Holy Warriors. Their closest parallel in the real world is probably the Knights Templar - the famous holy warrior knights from history.
Paladins are typically clad in plate armour, brandishing a large sword and shield, they value virtue, nobility, and honour.
Paladins are bound by powerful oaths to uphold justice and righteousness against the dark forces of evil throughout the world. A common misconception about Paladins is that their sacred power comes only from the deity or deities they serve, when in actual fact it comes just as much from their devotion to justice. Training for years, Paladins master a variety of weapons and armour, but those martial skills pale in comparison to the divine magical power they wield. Paladins have powers to heal, to protect the innocent and the just, and to vanquish evil and the undead wherever they may linger.
Paladins are born to the adventuring life, persistently seeking out evil in the darker parts of the world, driven by a lust for justice that borders on, and some would say crosses the threshold into zealotry. Even though a Paladin may be in service to a monarch or country, they consider that allegiance secondary to their cause of righteousness, as they believe that every victory against evil, no matter how small, can help tip the scales in the favour of goodness and help save the world from darkness and oblivion.
A Paladin is often a good choice for a starting player who is a little unsure of what they want to do in terms of team role. A Paladin is a half-caster, so players get to dabble in magic both offensively and defensively, as well as getting stuck into the action as a melee fighter, while their plate armour soaks up damage, allowing Paladins to tank for the team, while the squishy casters - wizards, sorcerers and warlocks use ranged spells to take down foes, or rangers and rogues flank enemies for advantageous positions for sneak attacks etc.
The first thing to think about when creating a Paladin is the nature of your holy quest. By third level, which arrives pretty quickly, the features related to your oath will be available and you should be planning for this. In fact I’d go so far as to say when creating ANY character, you should be thinking of third and even fifth level features from the outset. Go through the oath features to see what sort of playing style you prefer. Also think about where your Paladin has come from and their journey to this point - remember a level 1 adventurer would still stand above your average soldier, fighter, or mercenary in terms of their level of skill and expertise - you are playing a hero character after all. Were they a knight errant? A leader of armies? A personal guard to the crown, or even an adviser on matters of war? You could even be a lone swordsman, driven to fight evil out of a need for revenge.
Which god or gods do you serve? Popular choices include Torm: god of courage and self-sacrifice; Tyr: god of justice; Heironeous: god of chivalry and valour; Paladine: god of rulers and guardians; Kiri-Jolith: god of honour and war; Bahamut: the platinum dragon god of good; The Silver Flame: deity of protection and good; and various others.
Paladins are also set apart by their calling to fight for good. How did you receive your calling? Was it written in letters of fire in the sky? Did you witness the destruction of a place of innocence and pledge yourself to ensuring it never happened again on your watch? Did an angel witness your deeds and bring word that you were chosen? Or did another Paladin see a spark in you that they nurtured into a flame of righteous indignation against the wicked and damned?
Paladin quick builds favour Strength, followed by Charisma, then choosing the Noble background, (see last episode for more info on Nobles.)
As a Paladin, you can sense the presence of evil, almost like a vile odour in the air. Conversely, the presence of powerful good also affects you as if notes of a heavenly choir were ringing out. You can use an action to detect such presences and until the end of your next turn, you know the location of any celestial, fiend, or undead within 60ft of you as well as it’s type, (restricted to those mentioned.) but not it’s identity. You can also detect the presence of any consecrated or desecrated place within the same radius. You can use this feature a number of times equal to your Charisma modifier +1 between long rests.
You can also lay on hands to heal from a pool of healing power - restoring HP to yourself during a long rest equal to your Paladin level x5, or as an action, to a character up to the amount available in the pool. You can also spend 5HP from the pool to cure a target of one disease or neutralise one poison affecting it. You can also cure multiple diseases and/or neutralise multiple poisonings on a character with a single use of laying on hands, spending HP separately for each instance. This feature may not be used on undead or constructs.
At second level, you adopt a fighting style, from:
You also get the ability Divine Smite, which allows you to add radiant damage on top of weapon damage, expending a spell slot. The extra damage is 2D8 for a 1st level spell, and an extra 1D8 for each spell level above 1st, to a maximum of 5D8. The damage increases by 1D8 if the enemy is undead or a fiend.
At 3rd level, you are immune to disease and you take your sacred oath, which allows you to channel divine energies, granting new features unique to each oath type.
Oaths include:
This Oath grants you access to the spells: protection from evil and good, sanctuary, lesser restoration, zone of truth, beacon of hope, dispelling magic and more at higher levels. You can also Channel Divinity, allowing you to turn the unholy, or bless your weapon, imbuing it with positive energy - meaning you add your Char mod to attack rolls with that weapon. The weapon also emits a bright light in a 20ft radius and dim light for 20ft further. This ends after a minute, as part of an action, or if you are no longer holding or carrying the weapon or if you fall unconscious.
This oath gives you the spells, ensnaring strike, speak with animals, misty step, moonbeam, plant growth, stoneskin and more. Your channel divinity options are: Nature’s Wrath, which invokes primeval forces to ensnare foes with grasping spectral vines; and Turn the Faithless, which involves an incantation that fey and fiends find painful to hear.
This oath grants you the spells bane, hunter’s mark, hold person, misty step, banishment and more. Your channel divinity options are: Abjure enemy , which frightens foes who fail a Wisdom saving throw within 60ft as you present your holy symbol and chant a prayer of denunciation. Frightened creatures have a speed of 0 and don’t benefit from any speed bonuses. A saved throw means the creature’s speed is halved. Both last one minute. You also have a vow of enmity, giving you advantage on attack rolls against a creature you can see within 10ft for one minute or until it drops to 0 HP.
The SCAG expands the oaths list to include the Oath of the Crown, dedicating the Paladin to serving society and the just laws that bind it together. Spells include Command, compelled duel, warding bond, spirit guardians and more. Channel divinity options are Champion Challenge - which compels other creature to enter into battle with you; and Turn the Tide - which bolsters creatures that can hear you within 30ft, allowing them to regain HP = to 1D6 + your Charisma mod.
XGTE further adds the Oath of Conquest - these Paladins seek not only glory in battle but the complete subjugation of their enemies, crushing the forces of chaos and evil underfoot. Sometimes called Knight Tyrants or Iron Mongers, some even consort with the powers of the nine hells - the archdevil Bel, warlord of Avernus counts many of this type of Paladin as his followers. Conquest tenets include breaking their opponents will and crushing all hope, ruling with an iron fist, and might makes right. Spells include armour of Agathys, spiritual weapon, bestow curse, fear, dominate beasts and person and more. Channel divinity options are: Conquering presence - which forces each creature of your choice within 30ft to become frightened of you for one minute on a failed Wisdom save, and Guided Strike - that allows you to gain +10 on an attack roll after you see the roll but before the DM says whether it hits or misses.
XGTE also includes the Oath of Redemption - which makes this type of Paladin use violence only as a last resort, which can be a very difficult path for an adventurer of any type to follow. These Paladins try to turn foes into allies, believing that anyone can be redeemed, provided they are not inherently evil, like devils, fiends, demons and the undead, who they apparently have free reign to smite as they see fit. The tenets of the redeemers are: Peace, innocence - setting people on the path to righteousness as early as possible by example, patience and wisdom. Spells include sanctuary, sleep, calm emotions, counterspell, hold monster and more. Channel divinity options are Emissary of Peace - which grants you a +5 to Persuasion (Charisma,) checks for 10 minutes; and Rebuke the Violent - When an attacker within 30ft deals damage to a creature other than you, you can use your reaction to force the attacking creature to make a Wisdom saving throw. On a fail, the creature takes radiant damage = to the damage it dealt. On a save, it takes half damage.
Background Check HermitAs a...