Harness the elemental powers of genies with this brand new paladin subclass from the Heroes of Faerun supplement.
Some paladins seek to embody the nobility and majesty of genie-kind, making the oath of the noble genies. While most paladins seem to swear oaths to a certain ideal (glory, vengeance etc), noble genie paladins seem to make their oath based on an entity instead which makes their driving principles a little less defined.
With this oath, these paladins draw upon elemental powers and those of genies to enhance their capabilities. This comes in many forms from divine smite enhancements, elemental spells, changeable damage resistances and even a minor form of wish at level 20. These paladins also happen to be your best option for creating a dexterity build due to their form of unarmored defense.
This is a brand new paladin subclass that’s been released in the Heroes of Faerun rules supplement for D&D 2024. In my write up for the Forgotten Realms Unearthed Arcana, I noted how it’s features were too powerful, and fortunately, they’ve toned some of these down in the final release (notably genie’s splendour so AC is less easy to abuse) and the damage from elemental rebuke.
For this article, I’ve analysed just how good the subclass is, tactics you can use and ways to build an optimised genie paladin.
At a glance
- Half caster, half martial class
- Tank class capable of taking a beating
- Wield elemental powers to enhance your smites
- Become resilient to the elements and share that resilience with allies
- Can make a great dexterity paladin build
5/5 – The oath of the noble genies is probably the best paladin subclass available. They cause nasty effects, have great spells and are defensively quite strong (even for a paladin).
Oath of the noble genies features

Elemental smite (Lv3) – 5/5
This is really good. You don’t need to take any extra action to activate it, it just happens as part of casting divine smite (which should be common enough if you want it to be). You’ll usually have 1-3 opportunities to use this per encounter, assuming reasonably regular short rests.
What you use it on is pretty flexible too. Most of these effects work automatically, other than marid’s surge, but this affects multiple creatures. I do think efreeti’s fury is perhaps the weakest effect here. It’s fine, and an extra 4d4 damage is OK, but not that potent compared to the rest of the effects.
Djinni’s escape is great for either moving to another part of the battlefield for more fighting, or to get some respite when you’re battered. The resistances are more potent than the teleportation so I’d almost be more tempted to use it as a durability feature while in the midst of combat rather than an escape feature.
Dao’s crush is one to use against a problematic and really powerful enemy. It works automatically, so unless the creature is immune to grappled or restrained, it’s just going to work. And advantage on saving throws against the grappled condition won’t help, at least not initially. Instead, they’ll need to spend an action trying to escape the grapple (maybe more) or become somewhat nullified for the duration.
If you’re dealing with crowds though, you may want to use marid’s surge, especially if allies or follow up attacks can benefit from enemies falling prone or you need some breathing space to escape.
Genie spells (Lv3) – 4/5
This is a really good spell list with loads of variety. Chromatic orb gives you a ranged spell attack (no need to throw javelins). Fly and gaseous form are excellent scouting options. I’d consider casting them on others, paladins aren’t known for their scouting capabilities (though a noble genie paladin is your best bet for this kind of thing). Fly is also a great safety measure for allied casters or a way for you to fight in the skies if needed.
Banishing smite and thunderous smite are both great smite spells. You can also summon an elemental to fight be your side or use conjure minor elementals to enhance every attack (dual wielding will give you the biggest advantage here as it’s an extra 2d8 on every attack).
I struggle a little with mirror image. It’s great defensively, but the action required is a steep cost for a paladin.
Genie’s splendor (lv3) – 4/5
This makes a dexterity build for a paladin viable. It gives you a potential AC of 22 based purely on ability scores and a shield (2 higher than heavy armor and a shield can get you). However, the investment to get here is significant. You’ll need to get your dexterity and charisma up to 20 and use a shield (reducing your damage output. You could go shield-less, but even then, using a standard array, you probably won’t be able to hit 20 in both ability scores until level 16. You’ll still exceed heavy armor performance at level 12 and equal it at level 8 (without the drawbacks in cost and stealth).
This makes it a good option and makes a dexterity build viable for a paladin, but only with heavy investment on your build. You also don’t need to be a stealth burden. An extra skill proficiency is also a nice bonus.
Aura of elemental shielding (Lv7) -5/5
Fire damage is the most common on this list, followed by acid, so as standard, I’d have one of these as your usual resistance. This is one of the easiest resistance features to alter on the fly (at the start of your turn, no action or resource required). This makes it hugely flexible so you can adapt to the things you fight. Enemy spellcasters may be able to adapt to this, but other creatures probably can’t very much.
The fact that it affects allies in your aura is really potent too.
Elemental rebuke (Lv15) – 5/5
There’s no range on this and it affects weapon and spell attacks so it’s hugely flexible. You’ll likely want to use it against high damage attacks. Spell attacks could end up being some of your bigger damage dealers so you may want to unleash it when hit by something like that to maximise damage reduction.
The damage you inflict will be the same no matter the incoming damage. This is probably more damage than you’d deal from an attack of opportunity too.
Handily, this will stack with resistances (and you have a few options here), so you could quarter certain damage types against you.
Noble scion (Lv20) – 5/5
Flight is generally just a great option for manoeuvrability and it will increase your movement speed here too. The big thing is minor wish. This lasts for 10 minutes and the only limitations on uses is that it uses your reaction (so you can do it once per round). But basically, it means you can enact legendary resistance once per round for yourself or an ally. That’s extremely potent, especially as there will be some very nasty effects flying around at this level.
Is the oath of the noble genies any good?
Yes, it definitely is! It’s probably the best paladin subclass I’ve seen so far, and definitely a contender for best subclass in the game!
There’s so much flexibility in features from great spells to great enhancements to divine smite (which can work automatically on tough enemies). You’ve got changeable resistances for yourself and allies, reactions to reduce incoming damage and hurt enemies simultaneously.
Most paladins won’t reach level 20, but those that do are going to have an incredible time using minor wish too. There’s even the flexibility to go for a dexterity build and the increased potential AC that comes from that.
It’s just excellent feature after excellent feature.
5/5
Building an oath of the noble genies paladin

Building a noble genie paladin is a little different than it is for most paladins. That’s because of their genie’s splendor which lets them hit higher AC levels with a dexterity build (eventually).
You can still go for a strength build, but as genie’s splendor gives the best opportunity for AC through a dexterity build, I’m going to focus on a dexterity build for this subclass.
Ability scores
Recommended options
- Strength: Strength weapons will hit harder so tend to be your best option for damage, but you can’t afford to build for both strength and dexterity and as genie’s spelndor gives you better potential AC, I’d suggest building for that instead.
- Dexterity: Up your dexterity and charisma for higher AC and take a finesse weapon. A rapier and a shield will be equally as good as a longsword and shield or you can dual wield. You won’t hamper the party on stealth this way.
- Constitution: As with all paladin’s, you’re a tank and best at melee attacks so you’ll need to toughen up with constitution to stay standing.
- Charisma: Important for your spellcasting and your face skills and it’ll enhance some of your noble genie features including your AC and the number of times you can use elemental rebuke.
Options to avoid
- Intelligence: Almost pointless.
- Wisdom: Also rarely needed by a paladin.
| Ability score | Point Buy | Standard Array |
|---|---|---|
| Strength | 8 | 10 |
| Dexterity | 15 | 15 |
| Constitution | 15 | 13 |
| Intelligence | 8 | 8 |
| Wisdom | 8 | 12 |
| Charisma | 15 | 14 |
Skills
Recommended options
- Athletics or acrobatics: strength builds should go for athletics, dexterity builds for acrobatics since they’re fairly interchangeable skills anyway.
- Insight: Strong face skill.
- Intimidation: Decent face skill if you intend to roleplay in a more imposing manner.
- Persuasion: Your best face skill and should be top of your list as a potential party face.
- Performance: Probably the lowest priority of your face skills, but a decent enough option to have in the party.
Species/race
There are a few things to consider when choosing a species for an oath of the noble genies paladin including:
- Resilience: Anything that can toughen you up as you throw yourself into the midst of your enemies will be beneficial.
- Innate spellcasting: As a spellcaster, you can repeat cast spells and your charisma should be strong enough to do this well. It may be tempting to grab a damage dealing cantrip for ranged attacks which is a decent idea, though a dexterity build shouldn’t have a problem with a longbow, and will likely do more damage.
- Damage dealing: You’ll likely be making a lot of attacks so anything that can enhance this will be useful.
Recommended options
- Aasimar (2024): Resistance to necrotic and radiant damage increases your durability. For celestial revelation, inner radiance is a little tricky as you’re such a big team player and it will hurt allies so necrotic shroud is probably your best bet. Temporary flight can be useful, especially out of combat or for hard to reach enemies. You don’t really need the healing, but it’s an OK emergency option if you run out of lay on hands.
- Dragonborn (2024): You don’t get much in the way of AoE damage as a paladin, but you will like getting close to your enemies. This makes a Dragonborn’s breath weapon a really useful tool, especially as it’s elemental like you. You can use it in place of just one of your attacks too. Temporary flight again lets you get to hard to reach enemies. Plus there’s a resistance for better durability.
- Dwarf (2024): Be the tankiest tank around with extra hit points, poison resistance and advantage on saving throws against the poisoned condition.
- Goliath (2024): Faster movement is handy for getting into battle quickly. Your giant ancestry grants some very useful options too. For a paladin, the durability of the stone giants and extra damage from fire giants are both great options. You can already teleport so cloud ancestry is less useful though.
- Human (2024): A great option if you want to be the party face and need the extra skill proficiency. You’ll also get an extra origin feat and a regular supply of heroic inspiration, which is always useful
- Orc (2024): Not only can you survive a bit longer as an Orc, you can also charge even further with a bonus action dash. Handy for a character that will often want to charge into combat quickly.
Backgrounds
Backgrounds are much more important now with D&D 2024 with ability score increases, origin feats and skills all now linked to your background.
For an oath of the noble genies, you’ll want a background that increases strength/dexterity with charisma or possibly constitution. Some face skills or even the skilled origin feat can help you beef out your face skills.
| Name | Ability scores | Origin feat | Skill proficiencies | Tool proficiency |
|---|---|---|---|---|
| Charlatan | Dexterity, constitution, charisma | Skilled | Deception, sleight of hand | Forgery kit |
| Entertainer | Strength, dexterity, charisma | Musician | Acrobatics, performance | One type of musical instrument |
| Farmer | Strength, constitution, wisdom | Tough | Animal handling, nature | Carpenter’s tools |
| Flaming fist mercenary (HoF) | Strength, constitution, charisma | Tough | Intimidation, perception | Smith’s tools |
| Lord’s alliance vassal (HoF) | Strength, intelligence, charisma | Lord’s alliance agent | Insight, persuasion | Calligrapher’s supplies |
| Merchant | Constitution, intelligence, charisma | Lucky | Animal handling, persuasion | Navigator’s tools |
| Noble | Strength, intelligence, charisma | Skilled | History, persuasion | One type of gaming set |
| Purple dragon squire (HoF) | Strength, wisdom, charisma | Purple dragon rook | Animal handling, insight | Navigator’s tools |
| Rashemi wanderer (HoF) | Strength, constitution, charisma | Tough | Intimidation, perception | Cartographer’s tools |
| Soldier | Strength, dexterity, constitution | Savage attacker | Athletics, intimidation | One kind of gaming set |
| Zhentarim mercenary (HoF) | Strength, dexterity, charisma | Zhentarim ruffian | intimidation, perception | Forgery kit |
Feats
I’d suggest the following feats for an oath of the noble genies paladin:
Origin feats
- Lord’s alliance agent (HoF) – Work as a team with other melee warriors to gain advantage and grant heroic inspiration.
- Lucky – More ways to be reliable at important rolls is universally beneficial.
- Musician – A universally great feat for dishing out heroic inspiration. Great for altruistic paladins (which is most of them). Plus you can ensure you have some heroic inspiration available too.
- Purple dragon rook (HoF) – Give heroic inspiration to your party on one encounter per day, plus a skill proficiency.
- Savage attacker – Decent enough damage dealing feat to make your attacks a little more powerful.
- Skilled – You aren’t able to be proficient in all face skills, but party faces typically need a bunch of these so skilled can help fill your skill gaps.
- Tough – Lean into your strengths and become even more durable.
- Zhentarim ruffian (HoF) – Advantage on initiative rolls is pretty good. Make sure someone in the group has musician or a similar feat to make sure you have a regular supply of heroic inspiration. Your opportunity attacks hurt a little more too. Thematically, it’s awkward though.
General feats
- Defensive duelist – Good for some reactionary defence. You will likely sacrifice some damage output, but if you’re going for sword and shield anyway, you can just grab a rapier for damage equal to a longsword. At level 15, you’ll get some different reactionary defence, but that has a usage limit so this remains useful.
- Dual wielder – Two weapon fighting is a strong option for a noble genies paladin. If you want more damage output with a dexterity build, this is the way to go for an extra attack and not being restricted by light weapons. It combines really well with conjure minor elementals at later levels too. Just be aware that it will restrict your smites, but you can mix and match usage of your bonus action on that front.
- Great weapon master – More damage from your attacks is great if you intend to wield heavy weapons, but only for a strength build.
- Heavy armor master – Basically reduce damage from all bludgeoning, piercing and slashing attacks is great for a tank if you’re going to be wearing heavy armor. Again, this only works for a strength build.
- Inspiring leader – Great for granting temporary hit points to the party. Go for the charisma increase to make this work best.
- Mage slayer – Best against mages, but having what is practically legendary resistance is also great.
- Mounted combatant – You can easily summon your own mount from level 5 onwards and this can give you a serious edge in combat. Advantage against basically anything medium or smaller is pretty nice for when vow of enmity isn’t giving you advantage.
- Purple dragon commandant (HoF) – Bonus action temporary hit points is pretty good, though you already have a lot competing for your bonus action. Advantage on attack rolls is really good too, even if it is just while bloodied.
- Shield master – Better protection from some nasty AoE damage spells and a free push or prone with your shield can free up your weapon mastery uses for something like cleave.
- Skill expert – If you want to get really good at a face skill, then this works great.
- War caster – You’ve got a lot of concentration spells while likely drawing a lot of attacks. This will help you maintain your concentration.
Fighting style feats
Your options here are mainly going to depend on how you want to approach fighting. While most fighting styles can be viable for you, I’d really consider two weapon fighting for all out aggression or dueling to compensate for the lower damage of a sword and shield build. A strength build might want to go for great weapon fighting.
You can check out my full guide to fighting style feats for more advice.
Weapons
This largely depends on how you want to lean into combat. Below is some broad advice you can apply when choosing what kind of weapon approach you want:
- Dual wielding: Go with dual wielding if you want more attacks. Grab a weapon with the nick property and make sure you take the dual wielder feat and two weapon fighting style to maximise your effectiveness here. The interactions between feats and abilities for dual wielding can get complicated so check out my dual wielding guide for some help here. This works great with conjure minor elementals, just be aware of the many demands on your bonus us action and you’ll need to use a feat in place of an ability score increases, which is a decent cost when trying to get ability scores high.
- Two-handed weapons: Go with these for the highest damage with a single weapon, but only if you’re a strength build.
- Sword and shield: Go for a sword and shield if you want greater protection. As a general rule, this will keep you in the battle longer and is often worth it in the long run, even if it does diminish your damage output. Grab the dueling fighting style feat and if you’re a dexterity build, a rapier is your best choice for damage.
- Unarmed fighting: You’ll need to grab some feats to make this work, namely, tavern brawler, grappler and unarmed fighting. With these though, you can be a really effective grappler and can even use smites with your unarmed attacks now, but only if you’ve gone for a strength build.
- Ranged weapons: A dexterity build can go for a longbow while a strength build might need to rely on thrown weapons like handaxes and javelins.
When it comes to which weapon to choose, this will primarily come down to the amount of damage the weapon causes and the weapon mastery associated with it. Check out my weapon mastery guide for more advice on this.
Armor
This depends largely on your build. If you’ve gone for high dexterity and charisma, then you can go unarmored and have the option of a shield for more defence over damage. At lower levels though, you’ll probably still find that medium armor like half plate, will outperform your unarmored defense so this may be an option (if you have enough gold) until genie’s splendor can get you 17AC (without a shield).
If you’ve gone for a strength build, you’ll struggle to invest in dexterity as well making light and medium armor redundant. Go for heavy armor and grab a shield if you want extra protection.
Other class guides
Not sure an oath of the noble genies paladin is for you. Not to worry. Why not check out one of our other D&D 2024 class and subclass guides.
