One of the new subclasses in Heroes of Faerun is a surprisingly agile Paladin subclass, the Oath of the Noble Genies.
You might not think of an agile, almost swashbuckling swordsman when you think of Paladin. Nor might you think of an elemental powerhouse. And yet both of those are what you’ll find in the new Oath of the Noble Genies Paladin subclass, featured in the recently released Forgotten Realms: Heroes of Faerun.
Now, the idea of genies as a source of elemental power is a relatively new bit of lore/mechanical technique that has been bubbling up in the background of 5.5E. It’s not brand new. Certainly, genies as masters of the elements have been around since the earliest days of D&D. The Genasi are descended there from, depending on when you pick them – but it’s more than the idea of genies influencing a class’s mechanics is relatively new. How does it work? Let’s take a look.
Oath of the Noble Genies Paladin – A Study In Elements And Smites
Everything about this subclass is interesting, it sort of invites a different play style from the tyical Paladin. Even the tenets of the Oath (which might have consequences for breaking) invites a different sort of attitude. Consider: “Sow the seeds of creation amid the ashes of destruction. Lead with splendor and grace. Respect the elements and fear their wrath.” There’s a lot of room for interpretation there.
After all, the Paladin themselves might be the ones responsible for the ashes of destruction within which the seeds of creation are sown. Certainly that’s a possibility once you dig into the abilities of the subclass.

The very first feature you get could be enough to give the subclass a core identity all on its own. It’s called Elemental Smite, and it does exactly that. With this ability, you can use your Channel Divinity immediately after you cast Divine Smite to add an extra effect to your smite. You can cause earth to rise up and grapple your target (unless they save), and while they’re grappled, they’re also restrained.
Or you can give yourself a misty step that also makes you resistant to bludgeoning, piercing, and slashing damage, as well as immunity to being grappled, knocked prone, or restrained until the end of your next turn. Or you can set your target and one other creature within 30 feet on fire a little bit. Finally, you can smite everyone with a surge of power that knocks creatures back and prone if they fail a save.
But the other features really hone the “elements” theme. I love it. I wish more mechanics were this diverse within subclass design, while still all being on the same theme. Because at level 3 you also get a list of bonus Genie Spells. This includes Chromatic Orb, Mirror Image, Fly, Conjure Minor Elementals (huge on a Paladin), and Banishing Smite. Very elemental themed.

But wait, there’s more! You ALSO get Genie’s Splendor which makes you an unarmored Paladin, despite the subclass artwork. While you aren’t wearing any armor, you can determine your AC from your Dex + your Cha modifiers plus 10. Plus you can still use a shield. And you gain proficiency in Acrobatics, Intimidation, Performance, or Persuasion.
It feeds into the whole idea of a more swashbuckling Paladin. You play up the graceful, face angle. Especially as you get more into the later levels of the subclass. Speaking of…
Higher Level Elemental Powers
At higher levels, you gain more abilities to defend yourself (and your party) from elemental assaults, while also gaining new ways to inflict damage. “Amid the ashes of destruction” indeed. But first defenses! Starting at level 7, you’ll gain the Aura of Elemental Shielding, which does exactly what it says and provides you and your allies resistance to one type of elemental damage (Acid, Cold, Fire, Lightning, or Thunder), while within your Aura of Protection. But in a fun twist, you can change the damage type you’re resistant to at the start of each of your turns without needing an action.
At level 15, you gain Elemental Rebuke. This gives you a pumped up Hellish Rebuke. Sure, you only deal 2d10, but you can also halve the damage of an incoming attack with the same reaction. And you can do it up to your Charisma modifier times per day, too.
Finally at level 20, you get to cap it all off with Noble Scion. As a Bonus Action you can become suffused with the power of a Noble Genie, which means you gain two benefits for 10 minutes. For one, you gain a 60 foot fly speed. By this point in time you almost certainly have something that lets you fly, but it’s nice to have the extra speed. But what makes it sing is the other feature of Noble Scion, Minor Wish, which lets you turn any failed D20 test in your Aura of Protection into a success instead.
This is what I’m talking about. A new way to Paladin, a potent way to Paladin, lots to love, nothing to complain about. Exactly what you want in a subclass.
Check out the Oath of the Noble Genies Paladin and 7 other subclasses in Heroes of Faerun!
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