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Paladin Subclass Ratings: D&D 5e Oaths Ranked

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D&D 5e’s Paladin class isn’t my favorite, but several of its subclasses (oaths) inspire me to play them. I’ll go through each one to share my thoughts and point out the oaths that I believe are best for players to try.

Premise and Rating System

I’m rating each subclass based on the game overall for Paladins only, so I’m not comparing a Paladin subclass to a Wizard subclass. That wouldn’t feel fair. I also rate each subclass based on five criteria:

  1. Subclass Features: How the abilities and perks synergize. I look at all levels of play, not just low levels like many do these days. I play at high levels, plenty enough to look at those features.
  2. Game Design: How well do the features avoid misunderstandings and how well do they fit into the game overall? Features that are clunky or feel exploitative will suffer.
  3. Fun: If a subclass feels easy and enjoyable for the average player to pick up, it will be rated well here.
  4. Versatility: I like to see subclasses that can be played and flavored in multiple ways without feeling stuck.
  5. Lore & Roleplaying: Subclasses that evoke fantasy and live up to it will do well here.

This clearly isn’t a science, but it’s the system that works for me! It also helps me to be objective and not feel burdened by community perceptions.

Quick Poll: Favorite Paladin Subclasses from the 5e Community

Before or after you read through my Paladin subclass ratings, let us know which is your favorite! Voting will reveal the votes of others, too.

Skip to Your Favorite Paladin Subclass Rating

Ancients Paladin Subclass Rating (PHB)

  1. Ensnaring Strike, Speak with Animals
  2. Moonbeam, Misty Step
  3. Plant Growth, Protection from Energy
  4. Ice Storm, Stoneskin
  5. Commune with Nature, Tree Stride

Summary of subclass features: Restrain an enemy with spectral vines. Turn fey and fiends on a failed Wisdom saving throw for one minute or until they take damage. Allies in your aura resist damage from spells. Old age doesn’t hinder you, and you can’t be aged magically. You can choose to stay at one hitpoint once when you’d be reduced to zero hitpoints. Transform as an action into a nature champion for one minute to gain the following benefits: regain ten hitpoints at the start of your turn, cast Paladin spells as a bonus action instead of action, and inflict disadvantage on the enemy’s saving throws against your Paladin spells and Channel Divinity while they’re within ten feet of you.

  • Subclass Features: ★★★
  • Game Design: ★★
  • Fun: ★★★
  • Versatility: ★★★
  • Lore & Roleplaying: ★★★★

Flutes’ Evaluation (3/5)

This subclass can seem crazily strong at first, but its abilities are more niche than they seem. Even the resistance to spell damage is becoming less and less relevant with more monsters using spell-like abilities that are not spells. Not all spells will deal damage, either.

Channel Divinity: Nature’s Wrath would’ve been much better as a bonus action. Enemies have two chances to pass a saving throw before it matters to the Paladin (though teammates might appreciate it). It’s also interesting that the feature describes spectral vines springing up as if assuming the Paladin is on solid ground. I think describing it in the air or water can be fun.

Channel Divinity: Turn the Faithless is probably going to be more impactful than Nature’s Wrath. This obviously only applies if you fight fiends and fey. You can force shapeshifters out of their false appearances. Hags will hate you!

The oath spells are honestly pretty garbage. Misty Step is the only one that I’d use regularly. Ensnaring Strike can have its uses. Plant Growth is worth considering.

Undying Sentinel is a fifteenth-level feature that can be gained at half the level or even level one. It’s garbage on a Paladin that has to wait so long to get it after the level-seven aura. Elder Champion at level twenty is ok, but this subclass doesn’t have crazy spells to utilize the bonus action to cast spells or the forced disadvantage. The regeneration is feeble.

If you can’t tell, this subclass has fallen from my favor over the years. It’s not horrible, but it has many disappointments and dead ends that only get worse as D&D 5e ages. Even the themes of the oath tenets feel strange.

Conquest Paladin Subclass Rating (XGtE)

  1. Command, Armor of Agathys
  2. Hold Person, Spiritual Weapon
  3. Bestow Curse, Fear
  4. Dominate Beast, Stoneskin
  5. Cloudkill, Dominate Person

Summary of subclass features: Frighten enemies and improve your accuracy. Freeze enemy movement and harm them psychically when they’re frightened of you in your aura. Deal Charisma damage to anyone harming you with attacks. Transform for one minute to resist damage, crit more, and gain an additional attack.

  • Subclass Features: ★★★★
  • Game Design: ★★★★
  • Fun: ★★★★★
  • Versatility: ★★★★★
  • Lore & Roleplaying: ★★★★★

Flutes’ Evaluation (5/5)

The Oath of Conquest scratches an itch for me. I love subclasses that reinvent existing mechanics, and the Conquest Paladin does this with the frightened condition. It can frighten enemies to freeze them in place and wet their pants as they suffer psychic damage.

Reach weapons can be useful for Conquest Paladins since they can keep frightened enemies ten feet away while still attacking. Alternatively, they could focus on increasing their armor class with a shield while counting on the disadvantaged attacks from fear. Spiritual Weapon can be an excellent use of a bonus action instead of investing in feats and other ways to make bonus action attacks (though not required).

Channel Divinity: Conquering Presence and the Fear spell (oath’s spell list) are important for this subclass. It’s also important to invest in Charisma to get the most out of the subclass. On the homebrew side, gaining the new Cause Fear spell might be appropriate. There are feats to provide more frightening options.

At higher levels, these oath spells aren’t great for a Paladin. Scornful Rebuke is a fun feature. I like abilities like this that don’t further crowd the action economy at higher levels. The level-twenty transformation is fantastic and feels like an Invincible Conqueror. It doesn’t get flight, but maybe something else can help with flight.

When you’re not frightening enemies, humanoids should beware of your Hold Person spell. You can auto-crit paralyzed creatures, and Paladins love to crit and smite.

The biggest weakness of this Paladin is that creatures who are immune to fright and charm are going to make it a vanilla Paladin. The lore and roleplay potential here are amazing, and I love the use of fear. This might be my favorite Paladin even if it’s not objectively the strongest. Some players won’t enjoy the steps to set up Conquest’s abilities and make the most of it.

Crown Paladin Subclass Rating (SCAG)

  1. Command, Compelled Duel
  2. Zone of Truth, Warding Bond
  3. Aura of Vitality, Spirit Guardians
  4. Banishment, Guardian of Faith
  5. Circle of Power, Geas

Summary of subclass features: Compel enemies to remain within 30 feet of you when they fail a Wisdom save. Heal nearby allies as a bonus action when they’re below half their hitpoints. React to take damage for an ally within five feet of you when they would be harmed. Advantage to save against stun and paralysis. Transform for one hour and gain the following benefits: resistance to p/b/s damage from nonmagical weapons, and nearby allies have advantage on death saves and Wisdom saves.

  • Subclass Features: ★★
  • Game Design:
  • Fun: ★★
  • Versatility: ★★
  • Lore & Roleplaying: ★★★

Flutes’ Evaluation (2/5)

This subclass pretty much has one good feature: the Champion Challenge option for Channel Divinity. It’s a useful feature for functioning as a tanky Paladin drawing aggression from enemies. Turn the Tide can be useful as a bonus action, but it’s a weak use of the one Channel Divinity use that Paladins get per rest.

Divine Allegiance wasn’t good enough, so the Redemption Paladin was created with a similar, better feature. Being five feet away is too steep of a cost for this to be useful on a Paladin.

Unyielding Spirit will thrill you if anything would ever paralyze or stun you. The problem is that I can’t think of frequent times when this will apply. I’m getting a strong impression that this subclass doesn’t live up to its tenets and power fantasy.

At least this subclass gets Spirit Guardians, but it’s not great on Paladins entering tier-three play without upcasting it. Banishment may be ok.

Exalted Champion stinks. It’s limited to only nonmagical weapons for damage resistances. Bolstering death saving throws while you’re near friends implies that you aren’t good enough at keeping them alive in the first place. You can’t kill enemies fast enough to save your friends! The Wisdom saving throw advantage can be useful. Requiring an action to begin this mediocre transformation is kicking the subclass while it’s already down.

Devotion Paladin Subclass Rating (PHB)

  1. Protection from Evil and Good, Sanctuary
  2. Lesser Restoration, Zone of Truth
  3. Beacon of Hope, Dispel Magic
  4. Freedom of Movement, Guardian of Faith
  5. Commune, Flame Strike

Summary of subclass features: Bless your weapon with an attack bonus and light for one minute. Turn fiends and undead for one minute or until they take damage with a failed Wisdom saving throw. Your aura grants immunity to the Charmed condition. The Protection from Evil and Good permanently benefits you. You can transform for one minute to glow with bright light, dealing 10 radiant damage to enemies beginning their turns in the light. The transformation also gives you advantage on saving throws against spells cast by undead and fiends.

  • Subclass Features: ★★★
  • Game Design: ★★★
  • Fun: ★★★★
  • Versatility: ★★★★
  • Lore & Roleplaying: ★★★★★

Flutes’ Evaluation (4/5)

Channel Divinity: Sacred Weapon is fantastic until you get your own magical weapon. Even if you have a magical weapon, Sacred Weapon may be worth your action if you have time to set up.

The oath spell list is lackluster. Sanctuary may be useful since it’s a bonus action to protect an ally who needs to disengage or survive. Freedom of Movement will eventually be good to have.

The real reason to play this subclass is the anti-charm aura. Many monster abilities and spells use charms. Protecting yourself and your allies from charms will be useful in 99% of campaigns.

Purity of Spirit is impressive. I love it as a passive level-fifteen feature because I’d actually look forward to it. You can avoid possession while gaining an edge against otherwordly monster attacks.

Holy Nimbus is a transformation that falls short. It could use one more benefit (maybe flight) and actual sunlight (not merely bright light). I like the flat rate of ten radiant damage in the light. I also think the advantage on saving throws could’ve applied to all saving throws, not just those from spells, and then only spells from undead and fiends. D&D 5e is rapidly using spell-like features for monsters, not actual spells, depreciating Holy Nimbus.

While I don’t recommend it, it’s not a bad subclass. Many Paladins multiclass out after getting auras, and Aura of Devotion is one of the best Paladin auras by oath.

Glory Paladin Subclass Rating(TCoE)

  1. Heroism, Guiding Bolt
  2. Enhance Ability, Magic Weapon
  3. Haste, Protection from Energy
  4. Compulsion, Freedom of Movement
  5. Communion, Flame Strike

Summary of subclass features: Advantage on physical skills and prowess for ten minutes. Give out a pool of temporary hitpoints in tandem with a smite. Grant bonus movement speed within your aura. Boost an ally’s AC and react to make an attack in defense. Transform for one minute to gain the following benefits: advantage on Charisma ability checks, turn a missed attack into a hit once per turn, and use your reaction to reroll a failed saving throw.

  • Subclass Features: ★★
  • Game Design: ★★★
  • Fun: ★★★
  • Versatility: ★★★
  • Lore & Roleplaying: ★★★★

Flutes’ Evaluation (3/5)

The oath spells aren’t good. Magic Weapon will be useful for a while until you get a magical weapon. Many players love Haste, but it’s not advised to be concentrating on it for yourself going into melee. Freedom of Movement is good.

Channel Divinity: Peerless Athlete is going to be secondary to Channel Divinity: Inspiring Smite. Both require bonus actions, and that’s a good thing. Peerless Athlete is helpful if you’re grappling a lot. Jumping might be relevant, but most DMs ignore it.

Aura Alacrity isn’t complete junk, but most players will find it to be garbage. Its aura range is much shorter than other Paladin auras (five feet, then ten feet).

Glorious Defense is cool, but not at fifteenth level. The Paladin subclass chassis is so limiting, so I’m getting frustrated at this point!

Living Legend is an ok transformation, but a sub-par subclass like this one needs a better capstone. Oh well!

I do get the sense of glory from this subclass, so it’s not a miss on the fantasy (I think). It’s not the most exciting oath for its tenets, but it’s not a miss.

Oathbreaker Paladin Subclass Rating (DMG)

  1. Hellish Rebuke, Inflict Wounds
  2. Crown of Madness, Darkness
  3. Animate Dead, Bestow Curse
  4. Blight, Confusion
  5. Contagion, Dominate Person

Summary of subclass features: Seize control of an undead creature (Wisdom save) for 24 hours. Frighten nearby creatures. Fiends and undead in your aura deal additional damage (enemies included). Gain resistance to p/b/s damage from nonmagical attacks. Use an action to transform for one minute with the following perks: reduce bright light to dim light within 30 feet, creatures frightened of you in the area take 4d10 psychic damage, your allies can be draped in shadow, so attacks against them have disadvantage if they rely on sight, and use a bonus action to have the shadows attack an enemy.

  • Subclass Features: ★★★
  • Game Design:
  • Fun: ★★
  • Versatility: ★★★
  • Lore & Roleplaying: ★★★

Flutes’ Evaluation (2/5)

This subclass is an obvious outlier with the Paladin. It’s not an oath, but an absence of one. It’s also expressly supposed to be evil. All of the Oathbreaker spell list spells are unique to Paladins. Animate Dead enables this Paladin to head an army (more like a gang) of bone boys and Cranberry fans. This necromancer theme is further developed by Channel Divinity: Control Dead and Aura of Hate.

It’s weird that Aura of Hate causes enemies to deal more damage if they meet the undead or fiend requirement. For this reason, be careful! It’s both fortunate and unfortunate that the aura only benefits melee attacks, so skeleton archers won’t focus down the Oathbreak so easily. Likewise, the Oathbreaker can’t bolster an army of skeleton archers with Aura of Hate.

Channel Divinity: Dreadful Aspect is pretty much the same as what would eventually be given to the Conquest Paladin. However, the Oathbreaker doesn’t have synergistic follow-up to the fear as the Oath of Conquest does… until level twenty. The Dread Lord transformation at level twenty is pretty cool, and it clearly inspired the Conquest subclass. This is one of the coolest level-twenty Paladin transformations.

Supernatural Resistance is junk. You have to wait forever to get it at level fifteen and then it only applies to nonmagical weapons. I don’t know if you noticed, but weapons are pretty magical in high-level play.

I think the lore and downsides of this subclass are well-defined, but most players will want to reject the evil requirement. A problem will crop up with this subclass if the DM and player don’t communicate clearly about it. I’ve heard of DMs forcing this subclass on player characters because of choices. While it might make narrative sense, players may hate it. I would’ve liked definitive guidance of what an oath is, what it means to break it, and how to be restored. I don’t know of any other classes in the game that can mechanically force a character choice by the DM.

I’m not saying this subclass is weak, but it’s a mess.

Redemption Paladin Subclass Rating (XGtE)

  1. Sleep, Sanctuary
  2. Calm Emotions, Hold Person
  3. Counterspell, Hypnotic Pattern
  4. Otiluke’s Resilient Sphere, Stoneskin
  5. Hold Monster, Wall of Force

Summary of subclass features: Gain a bonus to social abilities for ten minutes. Use a reaction to make an attacker suffer the damage it dealt. React to absorb damage for allies in your aura. Regenerate hitpoints when you’re below half during combat. Finally, resist all damage and make attackers suffer damage they deal to you as long as you don’t attack, cast a spell, or damage that specific creature.

  • Subclass Features: ★★★★
  • Game Design: ★★★★
  • Fun: ★★★★★
  • Versatility: ★★★★★
  • Lore & Roleplaying: ★★★★★

Flutes’ Evaluation (5/5)

Rememption’s oath spells are some of the best of any Paladin subclass. Most of the spells will be relevant and useful at the levels they’re gained. Spells that have a lasting impact are rare for Paladins. Wall of Force will be fantastic at high levels. Counterspell on a Paladin is really cool, though it’s less relevant as more monsters rely less on spellcasting in modern D&D 5e. Hold Person and Hold Monster are great for paralyzing enemies so you can score smite crit damage.

Channel Divinity: Emissary of Peace is great for the party face (the talker) and anyone trying to diffuse a situation. Sometimes the best-won combats are the ones avoided, and this feature can enable that playstyle.

Channel Divinity: Rebuke the Violent can be massive if one of your allies suffers a massive blow. It involves a Wisdom saving throw for half damage, so it’s not actually that great. Enemies making multiple attacks (quantity over quality) will render this ability almost useless.

Aura of the Guardian is much better than the similar aura of the Oath of the Crown. This aura has a better chance of being useful because the radius is the usual/normal Paladin ten-foot aura (later thirty-foot aura). Taking damage for an ally is fantastic if you’re not the focus of damage. You can keep your spellcaster’s concentration up by preventing damage, for example. You might want to stay on the back line to guard your casters if you can. It’s a shame this subclass doesn’t come with a way to empower its ranged attacks.

Synergizing with Aura of the Guardian, Protective Spirit will help you keep yourself healthy. You can reliably keep yourself around half your maximum hitpoint level by regenerating at the end of your turns.

Emissary of Redemption is one of the most unique Paladin features I’ve ever seen. Instead of the usual Paladin transformation at level-twenty, you gain a passive state of being while you avoid violence. Resisting all damage without any action economy, resource management, or duration is fantastic. You could use your turns supporting your allies while reacting to absorb damage, though you can’t resist that damage from your aura in this way (darn). Punishing enemies for attacking your peaceful visage is fun and thematic. I want to point out that Emissary of Redemption is active on a case-by-case basis; in other words, attacking one enemy will make it so that enemy deals damage to you normally. Other creatures you haven’t attacked will still deal half damage to you and suffer radiant damage.

This is one of my top-three Paladin subclasses because it’s unique and synergistic as it levels up. I highly recommend trying the Oath of Redemption. One improvement I’d make to the subclass would be to not limit Emissary of Peace (CD) to Persuasion checks because then it could buff Counterspell rolls.

Vengeance Paladin Subclass Rating (PHB)

  1. Hunter’s Mark, Bane
  2. Hold Person, Misty Step
  3. Haste, Protection from Energy
  4. Banishment, Dimension Door
  5. Hold Monster, Scrying

Summary of subclass features: Force an enemy to make a save or become frightened with their speed set to zero until they take damage, or their speed is halved for one minute on a successful save. Gain advantage on attack rolls against a creature for one minute. Move to cut off a creature’s retreat when you hit with an opportunity attack. React to attack a creature in melee you’ve marked when it attacks. Transform as a bonus action for one hour to gain the following benefits: grow wings for a 60 flying speed, and emanate a frightening aura that inflicts that frightened condition on enemies with a failed Wisdom saving throw and gives your allies advantage to attack the frightened creatures.

  • Subclass Features: ★★★★
  • Game Design: ★★★★★
  • Fun: ★★★★★
  • Versatility: ★★★★
  • Lore & Roleplaying: ★★★★★

Flutes’ Evaluation (5/5)

The Oath of Vengeance has two useful Channel Divinity options. Abjure Enemy is useful for stopping mobile or fleeing enemies. Even if it fails, it will halve a monster’s speed until it’s damaged (or one minute). Vow of Enmity is useful for crit-happy smiters. The problem with Paladins is they only can use Channel Divinity once between rests, so these options end up being saved for a perceived boss fight.

The oath spells are interesting. Hold Person and Hold Monster are great for paralyzing enemies so you can score smite crit damage. Hunter’s Mark is rarely seen on non-Rangers, and it could be useful for a Paladin trying to deal more damage without getting a feat that gives bonus action attacks. Haste isn’t great for casting on self because of the downside of being in melee and losing a turn from failing to maintain concentration, but maybe the base Paladin’s Aura of Protection saving throw boosts will make you comfortable using Haste. Dimension Door and Misty Step are important teleportation options.

Relentless Avenger at level seven and Soul of Vengeance at level fifteen don’t really do it for me. They seem niche and maybe even redundant with other options I may prefer from feats and other options. I like being able to pass by useful feats, but these features don’t seem to replace choice feats well enough to excite me.

Avenging Angel grants flight! I wish more Paladin transformations could fly. It also has an incredible aura of menace. I love this transformation; it’s a stand-out feature compared to other Paladins at level twenty.

This subclass is a favorite of many players. I don’t love its style, but I recognize it has some useful tools up its sleeve. I objectively have to rank it highly for Paladin players to consider.

Watchers Paladin Subclass Rating (TCoE)

  1. Detect Magic, Alarm
  2. See Invisibility, Moonbeam
  3. Counterspell, Nondetection
  4. Aura of Purity, Banishment
  5. Hold Monster, Scrying

Summary of subclass features: Give allies advantage on mental saving throws for one minute. Turn otherworldly creatures for one minute. Give allies in your aura a bonus to Initiative rolls. Deal damage to enemies when your allies succeed at a mental saving throw that the enemy provoked. Transform as a bonus action for one minute to gain the following benefits: truesight 120 feet, advantage to attack otherworldly creatures, and force a saving throw with an attack to banish an otherworldly creature to its native plane of existence.

  • Subclass Features: ★★★★★
  • Game Design: ★★★★★
  • Fun: ★★★★★
  • Versatility: ★★★★★
  • Lore & Roleplaying: ★★★★★

Flutes’ Evaluation (5/5)

The Oath of the Watchers spell list ok. There’s a spread of spells that are unique to Paladins and several of them stand out. Counterspell is fun on a Paladin, though this subclass won’t be able to use it as well as the Oath of Redemption with its +5 Charisma check option. See Invisibility doesn’t always matter in fights, but it’s massive against invisible enemies (even with WotC saying it doesn’t actually allow seeing invisibility, which is malarkey). Hold Monster will eventually assist in securing crits against paralyzed enemies.

Channel Divinity: Watcher’s Will is an amazing team buff. Advantage on mental saving throws can make or break big fights. The other CD option is Abjure the Extraplanar, a standard turning effect, but this one applies to way more monster types than other Paladin turns. Maybe this option applies to more monster types because it doesn’t remove reactions from turned creatures. These two options are solid because they are both useful in their own circumstances to cover your team’s bases.

Aura of the Sentinel is incredible. Going first in combat with high Initiative is extremely important (click to watch my YouTube Short about Initiative). Boosting your Initiative and the Initiative of your allies is massively impactful. The bonus scales with PB, so you can multiclass without sacrificing this aura’s scaling at later levels. This aura alone has placed this subclass on many power builds that involve the Paladin class.

Vigilant Rebuke can be used repeatedly to punish nearby enemies who are forcing mental saving throws. It also synergizes with CD Watcher’s Will. You don’t burn a resource to deal this damage, so you can use it every turn to harm enemies. This is one of the best level-fifteen Paladin subclass features.

Mortal Bulwark at level twenty is a fantastic transformation. For one thing, you can transform as a bonus action instead of an action like other Paladin transformations at level twenty. Truesight is extremely useful at high levels, so I’m always happy to get it. Advantage on common monster types is incredible without needing to fulfill a circumstance (just gotta transform). I also love the idea of banishing enemies with your attacks without needing to concentrate per the Banishment spell. It’s also notable that you can use this transformation multiple times between long rests because a fifth-level spell slot can be expended to use it again.

This subclass is decisively at or near the top of any Paladin tier list!

Paladin Subclass Rankings Best to Worst

  1. Watchers
  2. Conquest
  3. Redemption
  4. Vengeance
  5. Devotion
  6. Ancients
  7. Glory
  8. Oathbreaker
  9. Crown

My top-three Paladin subclasses are the oaths of the Watchers, Conquest, Redemption, and Vengeance. I ordered the 2-4 rankings by my preference since they tied in star counts. My preferences tend to be swayed most heavily by unique gameplay options that reinvent existing features of D&D 5e. They’re the most innovative, well-designed oaths without being obsessive, confusing, or linear. Glory, Oathbreaker, and Crown are the opposite; they’re stale and poorly designed, deserving the bottom spots.

What is the best Paladin Subclass?

Oath of the Watchers is the best Paladin subclass. Conquest and Redemption are the runner-ups for the best Paladin subclass.

What is the worst Paladin Subclass?

Oath of the Crown is the worst Paladin subclass. Oathbreaker and Glory are the runner-ups for the worst Paladin subclass.


The Paladin class is actually my least favorite class. This is because I think the Paladin class is designed poorly with a clunky chassis, making it difficult for homebrews and new official content to truly offer something unique. Oaths are confusing to me as a magic system. Paladins are also not as overpowered as people tend to meme about, but they do fine. My top-tier Paladin subclasses are in those spots because they actually sound fun to play for a class that I don’t like by default.

Which of my Paladin subclass rankings do you disagree with or agree with? Do you think I’m missing anything that would change my rankings? I’m always open to such discussions. Cast Message in the comments section below to share your thoughts.

Before you go, check out our other Paladin D&D 5e content. We have plenty of articles to help players and DMs, and we cover a wide breadth of topics based on our interests and skillsets. Thanks for reading; have a memorable adventure this weekend!

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