
In the game Dungeons & Dragons, a paladin is a character class that traditionally adheres to a strict code of conduct and embodies goodness. In the game's 5th edition, paladins commit to a path that obeys a certain set of tenets and can choose from a number of sacred oaths that guide the nature of their quest. While paladins are traditionally lawful good, some players have explored the idea of a lawful neutral paladin, whose primary motivation is upholding the law rather than strictly distinguishing between good and evil. This interpretation of the character class is not officially recognized in the rulebook, but players have found creative ways to incorporate it into their gameplay, drawing inspiration from characters like Judge Dredd.
Characteristics | Values |
---|---|
Alignment | Lawful Neutral |
Affinity | Law over Good and Evil |
Quest | Cosmic struggle against darkness |
Oath | Vengeance |
Tenets | Fight the Greater Evil, No Mercy for the Wicked, By Any Means Necessary, Restitution |
Roleplay | Judge Dredd |
Powers | Depends on the interpretation of the DM |
What You'll Learn
Paladins are champions of a chosen deity
In the fourth edition of Dungeons & Dragons, paladins are champions of a chosen deity and can be of any alignment. They are no longer just righteous warriors, and they can't fall in disgrace or lose their paladinhood. This change means that paladins can be lawful neutral, a concept that some players find interesting.
A lawful neutral paladin might be focused on balance and maintaining order, putting the law above concerns of good or evil. They might be willing to do evil when they believe it is absolutely necessary to maintain order. This interpretation of the paladin class can be compared to Judge Dredd, where the character's focus is on upholding the law, rather than on concepts of good and evil.
However, this interpretation of the paladin class can be challenging to roleplay effectively. For example, a lawful neutral paladin might be less likely to go on grand adventures because they are more like a “super-cop” who brings law to lawless places. This can cause conflict, as the paladin might be constantly causing conflicts by enforcing laws that others do not follow or care about.
In the fifth edition of Dungeons & Dragons, paladins commit themselves to a path that obeys a certain set of tenets and choose one of several sacred oaths that encompass the nature of their quest. While paladins are typically associated with the lawful good alignment, some oaths, such as the Oath of Vengeance, are more commonly associated with lawful neutral or neutral alignments due to their focus on punishing wrongdoers and willingness to sacrifice righteousness to mete out justice.
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Paladins can be of any alignment
In the fourth edition of Dungeons & Dragons, paladins can be of any alignment and are champions of a chosen deity rather than just righteous warriors. They can be lawful good, lawful neutral, chaotic good, or even lawful evil.
In the fifth edition, paladins commit themselves to a path that obeys a certain set of tenets, and can choose one of a number of sacred oaths that encompasses the nature of their quest. For example, the Oath of the Ancients is typically taken by Neutral Good paladins who put the principles of good above concerns of law or chaos. The Oath of Devotion, on the other hand, is for those who are Lawful Good, appealing to the ideals of justice, virtue, and honor. The Oath of Vengeance is typically taken by those who are Lawful Neutral or Neutral, as they are willing to forsake their righteousness to mete out justice upon those who do evil.
While the rules and mechanics of the game may restrict paladins to certain alignments, it is important to note that alignments are always open to wide interpretation and can be flexible depending on the Dungeon Master and the specific campaign. For example, a player may choose to create a Lawful Neutral paladin who is focused on maintaining law and order, similar to Judge Dredd, where the concept of good and evil is less important than upholding the law.
Ultimately, the alignment of a paladin can vary depending on the specific oath they choose and how the player chooses to roleplay their character within the game world.
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Paladins are expected to demonstrate goodness
The paladin class is known for its restrictive codes of conduct, and players must carefully consider the implications of their character's actions. A paladin who willfully commits an evil act or violates the code of conduct will face consequences, including the loss of special abilities and the inability to progress in levels as a paladin. Atonement can restore their abilities, but the commitment to goodness is essential to the paladin's identity.
In the 5th edition of D&D, paladins commit themselves to a chosen path and sacred oath, such as the Oath of the Ancients or the Oath of Devotion, which embody different tenets and alignments. While some paladins prioritize the principles of good above concerns of law or chaos, others uphold the ideals of justice, virtue, and honor. The Oath of Vengeance, for example, attracts paladins who are willing to sacrifice their righteousness to punish those who do evil, often leading to a neutral or lawful neutral alignment.
Despite the removal of alignment restrictions in 5th edition, paladins are still expected to uphold the values of their chosen oaths and demonstrate goodness in their own unique ways. The powers granted to paladins are not just a result of their words but also their actions, emphasizing the importance of embodying the principles they have sworn to uphold. While the specifics may vary depending on the table and the Dungeon Master's discretion, the expectation of goodness remains a core aspect of the paladin class.
In conclusion, while the mechanics and rules of D&D may evolve, the paladin class is inherently tied to the concept of goodness. Whether it is through their commitment to a sacred oath, adherence to a code of conduct, or the demonstration of righteous actions, paladins are expected to embody and uphold the ideals of goodness in their quests and adventures.
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Paladins can lose their powers if they act against their alignment or code of conduct
The role of a paladin in role-playing games such as Dungeons & Dragons (D&D) is a highly restrictive one, with paladin characters expected to demonstrate and embody goodness. In the 5th edition of the game, paladins commit themselves to a path that obeys a certain set of tenets, and they can choose one of a number of sacred oaths that encompass the nature of their quest.
The Oath of the Ancients, for example, sees paladins cast their lot with the forces of light in a cosmic struggle against darkness, not necessarily because they believe in principles of honour, courage, and justice, but because they love the beautiful and life-giving things of the world. Those who take this oath are typically Neutral Good, putting the principles of good above concerns of law or chaos.
The Oath of Devotion, on the other hand, sees paladins appeal to the loftiest ideals of justice, virtue, and honour. Those who take this oath are typically Lawful Good, following the tenets of honesty, courage, compassion, honour, and duty.
However, if a paladin ceases to be lawful or good, willfully commits an evil act, or grossly violates their code of conduct, they lose their special abilities and spells. They may also be unable to progress in levels as a paladin. To regain their abilities, they must atone for their violations.
In the 4th edition of D&D, paladins became champions of a chosen deity, and could be of any alignment. They could also no longer fall in disgrace and lose their paladin status. However, some players have noted that the game's rules do not prevent a paladin from being Lawful Evil or Lawful Neutral in alignment.
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Paladins can take different oaths, such as Oath of Devotion or Oath of Vengeance
In 5th edition, paladins commit themselves to a path that obeys a certain set of tenets, and they can choose from a number of sacred oaths that encompass the nature of their quest.
Oath of Devotion
Paladins who take the Oath of Devotion appeal to the loftiest ideals of justice, virtue, and honor. Those who take this oath are typically Lawful Good, following the tenets of honesty, courage, compassion, honor, and duty. They treat others with fairness and let their honorable deeds be an example. They are also expected to do as much good as possible while causing the least amount of harm.
Oath of Vengeance
The Oath of Vengeance is a solemn commitment to punishing those who have committed grievous sins. Those who take this oath are typically Lawful Neutral or Neutral due to their willingness to forsake their own righteousness to mete out justice upon those who do evil. Their tenets are simple: Fight the Greater Evil, No Mercy for the Wicked, By Any Means Necessary, and Restitution. They are nicknamed avengers or dark knights.
Other Oaths
There are several other oaths that paladins can take, such as the Oath of the Ancients, where paladins cast their lot with the side of light in the cosmic struggle against darkness. They are typically Neutral Good, putting the principles of good above concerns of law or chaos.
In addition, the release of 5th edition sourcebooks has expanded the number of oath options. For example, the Oath of the Crown involves serving society and upholding the just laws that hold it together. On the other hand, the Oath of Conquest is for paladins who seek glory in battle and the subjection of their enemies.
Lawful Neutral Paladins
While the rulebook states that paladins cannot be lawful neutral, some players have expressed interest in this concept, comparing it to characters like Judge Dredd or Inspector Javert from Les Misérables. To make this work within the rules, one suggestion is to switch "evil" with "chaotic" in the Paladin class, focusing on maintaining law and order rather than good and evil.
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Frequently asked questions
Yes, a paladin can be lawful neutral.
A paladin is a character in the game Dungeons & Dragons.
A lawful neutral paladin is focused on maintaining order and balance. They are willing to do evil if it is absolutely necessary.
Judge Dredd and Inspector Javert from Les Misérables.
A lawful neutral paladin player is less likely to go on grand adventures as they are more like a "super-cop". They might also cause conflict everywhere they go.