Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Where is the choice? Maybe you can still roleplay whatever you want i DnD pen an paper. But in Baldurs gate 3 the game you can't choose a patron deity on the creation screen. And that's because of 5th Edition rules.
it's not the PHB. Relevant point:
"Although many paladins are devoted to the gods of good a paladin's power comes as much from a commitment to justice itself as it does from a god." You need a deity AND an oath.
On top that Dungeon Master's quote is about worldbuilding, Forgotten Realms has it's own rules, Ed Greenwood, its creator, has made it abundantly clear paladins need a deity in this setting:
One becomes a paladin by hearing and accepting a call to holy service. That acceptance is cemented by an oath. If a paladin transgresses against their oath, the usual absolution, as the PHB states, is to seek absolution from a cleric of the same faith. Paladins DO worship deities, and like any other mortal, may receive requests from mortal priests or divine servitors, or messages directly from a deity [...]
[...] Although you, as a paladin, serve a god or alliance of good gods (to literally fight evil, and do so largely ‘in your own way'[) ...]
[...] However, if your deity commands you to do something (like obey or work with a mortal priest) and you don’t, you shouldn’t expect to retain your paladinhood. What makes you a paladin is a “sacred oath,” and therefore the support of the gods [...]
"Divine powers do not need to be derived from deities."
again, this quote is not in the PHB but about worldbuilding in the Dungeon's Master guide, and not relevant to the rules of the Forgotten Realms setting
I'd also point out that Paladins in the current BG3 game aren't religious by default. When you do evil, you don't go and seek a cleric of the same faith to get absolution like a religious Paladin would. Some custodian of the fallen rocks up who can forgive you or make you an oathbreaker.
It's literally a section about homebrewing, not relevant to the Forgetten Realms. If Larian decides to homebrew then that's another issue alltogether, but by default paladins NEED a deity:
"YOUR WORLD IS THE SETTING OF YOUR CAMPAIGN, the place where adventures happen. Even if you use an existing setting, such as the Forgotten Realms, It becomes yours as you set your adventures there, create characters to inhabit it, and make changes to it over the course of your campaign. This chapter is all about building your world and then creating a campaign to take place in it.
I posted the relevant quotes from the Player Handbook and the creator of the Forgotten Realms setting, which clearly state you need a deity. Then I contextualized that quote about paladins not needing a deity, which is about your OWN homebrew campaign or world, not a 5e general rule.
The relevant quotes from the guy who wrote the Player's Handbook:
Some paladins serve a god or a group of gods. Some paladins don't.
https://twitter.com/JeremyECrawford/status/783780541413806081?s=20
"A paladin's oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion"
https://twitter.com/JeremyECrawford/status/783783267065401344?s=20
This is accurate in the PHB, so it's accurate in the 5E Forgotten Realms, because the Realms are the default setting for 5E (including the PHB), just as Greyhawk was the default for 3E and Points of Light was the default for 4E. This is further reinforced by paladins being a CHA-based class rather than WIS-based; their power comes from within, and is channeled through their devotion to the Oath.
If you want a further example, read the description for the Oath of the Crown from the Sword Coast Adventurer's Guide (a Forgotten Realms product):
"The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership.
Note the bolded part; the use of "or" denotes a single option, not an absolute. Service to a god is not a requirement.
Greenwood may have created the Realms, and that may have been the status quo for Realms paladins for previous editions, but as written in 5E paladins don't require a relationship with or service to a god - even in the Realms.
The End. Have fun continuing the arguments :)
Paladins are shifted towards gaining power through their oaths to distinguish themselves thematically from clerics, as well as to make room for martial cleric domains. Otherwise, what's the difference between a War Cleric of Torm and a Paladin of Torm, other than their kit? They'd both just be warrior-priests worshipping the same god and behaving largely the same in a fight, but arbitrarily given different mechanics to play with in the game.
The Court has come to a conclusion. We issue a restraining Order to Paton and Jekko. They have to stay at least one thread away of each other. OP is to gain full Custody of the Thread. No further Conclusions on Paladins have been made.