
In the game Dungeons and Dragons, players often debate whether a paladin character must be lawful or if they can have other alignments. Traditionally, in editions before 4th edition, paladins were required to be lawful good, and deviating from this alignment would result in the loss of their powers. However, in 5th edition, there are no alignment restrictions, and paladins are defined more by their code of conduct than their alignment. While most paladins tend to be lawful due to the nature of their oaths and the dedication and self-discipline required to uphold them, players can interpret these oaths in a way that allows for a chaotic or neutral playstyle. Ultimately, the interpretation of alignments and how they affect gameplay is up to the Dungeon Master (DM) and their style of play.
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What You'll Learn

Paladins don't have to follow a deity
In the role-playing game Dungeons and Dragons, a Paladin is a character class that was originally defined by its strict adherence to a code of conduct and its alignment as a "Lawful Good" character. This alignment meant that the character was expected to uphold a moral code and act in accordance with societal norms, often referred to as the "knight in shining armour" archetype.
However, in more recent editions of the game (specifically the 5th edition), the alignment restrictions for Paladins have been lifted, allowing players to create Paladin characters that are not strictly "Lawful Good". This change reflects a shift in the class design, moving away from the “holy warrior” stereotype and towards a more flexible interpretation of the Paladin's role.
With regards to the question of whether Paladins must follow a deity, the answer is no. While some Paladins may choose to serve a god or gods, it is not a requirement for the class. The power of a Paladin comes from their oath and conviction, which can be made to any deity, ideal, or cause that they choose. This interpretation is supported by the Player's Handbook, which states that a "paladin's power comes as much from a commitment to justice itself as it does from a god".
Ultimately, the specific interpretation of the Paladin class is up to the Dungeon Master (DM) and the players at their table. While the rules provide a framework, the nature of the Paladin's power source and alignment can be flexible to suit the needs of the campaign setting and the desires of the players.
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Alignment is a guideline, not a rule
In previous editions of Dungeons and Dragons, Paladins were required to be Lawful Good. If they deviated from this alignment, they would lose their powers. However, in the 5th edition, Paladins are no longer restricted to a specific alignment. While most Paladins tend to be Lawful, it is not a requirement, and players can choose to play a Paladin with a different alignment.
The alignment system in Dungeons and Dragons is a spectrum that includes Lawful, Good, Evil, and Chaotic. A character's alignment is a guideline that describes their general tendencies and outlook on life, but it is not a strict rule that dictates their every action. Players can interpret and role-play their characters' alignments in various ways, and alignments can change over time as the character develops.
For Paladins, their alignment is less important than their code of conduct, which is a set of unwavering rules that define their behaviour. A Paladin who breaks their code of conduct is no longer considered a Paladin. This code of conduct is what sets Paladins apart from other classes and gives them their unique identity.
While alignment is a guideline, it can still have an impact on gameplay. A Paladin's alignment can influence their relationships with other characters, their interactions with deities or religious orders, and the types of quests or challenges they face. A non-Lawful Paladin might struggle to maintain order or follow societal norms, but they can still uphold their oaths and maintain their powers.
Ultimately, the interpretation of alignments and their impact on gameplay can vary depending on the Dungeon Master (DM) and the specific campaign setting. Players should discuss their character's alignment with the DM to ensure that it fits within the narrative and themes of the game while still allowing for creative role-playing opportunities.
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Paladins are defined by their code of conduct
In previous editions of Dungeons & Dragons (D&D), paladins were required to be lawful good. If they deviated from this alignment, they would lose their powers. However, in 5e, paladins are not restricted to a specific alignment, and their powers do not depend on worshipping a god. This means that a paladin can have any alignment, typically matching the alignment of their god if they choose to have one.
While some players and dungeon masters (DMs) may prefer the traditional interpretation of paladins as lawful good, others argue that this alignment limits the character's flexibility and personality. A paladin's code of conduct can be interpreted through a different alignment lens, such as chaotic good or chaotic neutral. For example, a chaotic good paladin may uphold their oaths and values while still breaking laws or societal norms to protect innocent people from their sworn enemies.
Ultimately, the interpretation of a paladin's code of conduct and alignment is up to the player and DM. It is essential to discuss how the DM interprets the paladin's code and alignment to ensure that the player is not put in unwinnable situations or restricted to a specific path. By defining the code of conduct broadly and allowing flexibility in dealing with different situations, players can create more dynamic and interesting paladin characters.
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Vengeance Paladins break laws to kill sworn enemies
In the game of Dungeons and Dragons, Paladins are traditionally defined by their code of conduct, which is a hard and fast rule—if broken, they are no longer considered a Paladin. In earlier editions of the game, Paladins were required to be Lawful Good, meaning they had to stay true to their Oaths and faith, which required a lot of dedication and self-discipline.
However, in the 5th edition, Paladins are no longer alignment-locked. This means that they can be of any alignment, usually matching the alignment of their god, and are not restricted to being Lawful Good. Vengeance Paladins, for example, are often Neutral or Lawful Neutral in alignment, and their Oaths revolve around punishing wrongdoers by any means necessary.
Vengeance Paladins are willing to sacrifice their own righteousness to mete out justice upon those who do evil. They are known for their uncompromising stance against their sworn enemies, showing no mercy and pursuing them by any means necessary. This can lead to situations where a Vengeance Paladin may break the law in their pursuit of justice.
For instance, in one scenario, a Vengeance Paladin may come across a blacksmith who has forged a weapon capable of slaying their sworn foe. If the blacksmith refuses to sell the weapon at a reasonable price, the Paladin might be justified in taking the sword by force. While this action may be illegal, it could be argued that it falls within the Vengeance Paladin's code of conduct, as they are doing what is necessary to fight their enemy.
It is important to note that while Vengeance Paladins have a reputation for being edgy, gray-area antiheroes, they are still ultimately Paladins who fight against evil. Breaking the law may be permissible as long as it aligns with their Oath and does not compromise their fight against their sworn enemies.
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Chaotic Good Vengeance Paladins kill corrupt politicians
In the original version of Dungeons and Dragons, Paladins were required to be Lawful Good. If they strayed from that path, they would be stripped of their powers. However, in the newer editions of the game, Paladins are no longer alignment-locked. While most Paladins are still Lawful, it is not a requirement, and players can choose to play a Paladin of any alignment, including Chaotic Good.
A Chaotic Good Paladin is guided by a strong sense of morality and a desire to do good, but they do not follow a strict code of conduct or adhere to societal norms. They might be more impulsive and unpredictable than a Lawful Paladin, but they are still motivated by a desire to help others and fight evil.
A Chaotic Good Vengeance Paladin seeks to punish evildoers and is driven by a strong sense of justice. They might be more willing to bend or break the rules to achieve their goals, as long as their actions are ultimately for the greater good. For example, they might be willing to kill a corrupt politician if they believe it will benefit the realm as a whole, even if it is not strictly lawful to do so.
However, it is important to note that a Chaotic Good Paladin's actions should not be arbitrary or motivated by personal gain. While they may not follow a strict code of conduct, they should still have a strong sense of ethics and morality that guides their actions. Their actions might be more impulsive or unpredictable than a Lawful Paladin's, but they should still be driven by a desire to do what is right.
When creating a Chaotic Good Vengeance Paladin who kills corrupt politicians, it is important to consider the character's backstory, motivations, and personal code of ethics. Why does the character feel driven to seek vengeance against evil? Are they motivated by a desire to help others, or are they seeking personal revenge? How do they determine who is corrupt and worthy of punishment? By answering these questions, you can create a well-rounded character who is true to the Chaotic Good alignment and the Oath of Vengeance.
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Frequently asked questions
No, in 5e there are no alignment restrictions. In previous editions of D&D, Paladins were required to be Lawful Good.
Alignment is a guideline, and it's up to the DM to decide how they interpret the rules. You can ask your DM to show you where it says that Paladins must be lawful good because it isn't in the rules.
Yes, a Vengeance Paladin who is Chaotic Good or Chaotic Neutral. They are focused on killing their sworn enemy and will break any laws or codes to do so.
Even Oaths that are traditionally lawful can be interpreted for a chaotic lifestyle. For example, not wanting to lie could be a personal preference, or courage isn't necessarily lawful. You can also focus on your earnest belief in your oath rather than following rules for their own sake.
Yes, being lawful good can suck out the flavour and personality of a character. It can be more fun if the way of the Paladin costs them something and they have to exhibit the best qualities of humans while displaying none of their weaknesses.











































