Everyone loves Paladins. Heck, I mained a Paladin in World of Warcraft because nothing beats being a paragon of justice, smiting your foes, protecting your allies, and running around with a big sword. In any case, here’s our guide to help you with the Paladin class and builds in Solasta: Crown of the Magister.
Note: For more information, check out our Solasta: Crown of the Magister guides and features hub. Likewise, please be reminded that this guide is based on my experience with a full campaign completion on Authentic difficulty. My party was comprised of a Cleric, Paladin, Ranger, and Wizard.
Solasta: Crown of the Magister – Paladin class and builds guide
- Race: Human
- Weapon change: Greatsword
- God: Any
- Sacred Oath (level 3): Oath of Tirmar
- Background: Aristocrat
- Ability Scores and Skills: I used dice rolls and optimize. You can see the results in the image below.
- Divine Sense – Reveals celestials, fiends, and undead.
- Healing Pool – Five points per Paladin level; used for various spells such as Neutralize Poison, Cure Disease, and Lay On Hands.
|Level||Unlocked Class Features, Extra Spell Slots, or Special Choice||New Domain Spells||Prepared Spells (Personal Preference)|
|Level 2||Divine Smite – Spend a spell slot when you hit a creature to deal additional radiant damage.
Paladin Spellcasting – You can now cast Paladin spells.
Defense (good pick) – +1 AC when you’re wearing armor
Dueling – +2 weapon damage when using a 1H with no other weapon in your offhand
Great Weapon Fighting – If using a 2H/versatile weapon, reroll a damage die if you get a 1 or 2
Protection – When wielding a shield, impose a disadvantage on a creature that attacks a nearby ally
|N/A||Prep 4 spells:
Shield of Faith
|Level 3||+1 spell slot (1st)
Channel Divinity action (once per rest)
Sacred Oaths: Devotion, Motherland, or Tirmar (best pick; explained below)
|Shield and Sleep become Domain spells if you pick the Oath of Tirmar||N/A|
|Level 4||Choose: Increase your ability score or gain a feat
Tip: If choosing a feat, pick Follow Up Strike.
|Level 5||+3 proficiency bonus
14 save DC
+6 spell attack
+1 spell slot (1st)
+2 spell slots (2nd)
Extra attack – Attack one more time during your turn
|Blindness and Hold Person become Domain spells if you pick the Oath of Tirmar||Lesser Restoration or Protection from Poison would be decent picks|
|Level 6||Aura of Protection – Provides a saving throw bonus to nearby allies equal to your CHA modifier||N/A||N/A|
|Level 7||+2 spell slot (2nd)
Aura of Truth – Nearby allies gain superior Darkvision and +2 perception
|Level 8||Choose: Increase your ability score or gain a feat
Tip: If choosing a feat, pick Armor Master
|Level 9||+4 proficiency bonus
15 save DC
+2 spell slots (3rd)
|Daylight and Slow become Domain spells if you pick the Oath of Tirmar||Remove Curse
|Level 10||Aura of Courage – Nearby allies cannot be frightened while you’re conscious.
The tooltip says that the aura’s range is increased at the 18th level, but the cap is level 10
Is the Oath of Tirmar Paladin good?
Absolutely. What makes this particular oath/subclass amazing is that you receive the following benefits:
- Shield, Sleep, Blindness are considered domain spells (no need to prep), though Daylight and Slow come a bit too late.
- You get two very useful Channel Divinity powers (one can be used each rest period). Golden Speech gives an advantage to Persuasion and Intimidation checks for one hour. Meanwhile, Scourge of the Hidden lasts for one minute, but you deal bonus radiant damage against enemies with shapeshifting or Darkvision perks (that means Soraks and vampires).
- Although not a domain spell when you select the Oath of Tirmar, Bless remains very handy to help boost the saving throws of your party members.
In general, an Oath of Tirmar Paladin is meant to pass most dialogue checks while complementing your Law Cleric. Your job is to get into the thick of the fray, expending your spell slots to smite stronger opponents with ease after slashing them with a two-handed weapon. Likewise, Follow Up Strike (take this feat at level 4) and Extra Attack (perk at level 5) means you can attack and smite three times per turn! That’s just ridiculous! Combine these with the Cleric’s healing and buffs, as well as the Paladin’s abilities like Divine Favor, and you can expect unparalleled burst damage and tankiness.