D&D 5E 5e Paladin: Inspiring Leadership versus Polearm Master?

Zaruthustran

The tingling means it’s working!
Looking at the RAW, I agree that all bonuses would apply. 3E's confusing obsession with "off-hand" is gone (speaking of which, I fondly remember my polearm-wielding character who got an off-hand attack with his armor spikes... ah, munchkiny 3e).

Anyway: if you get Polearm Master then consider also picking up Sentinel, so the opportunity attack drops the target's speed to 0. And/or Martial Adept, for Menacing Attack (if they're frightened, they can't come closer) and Pushing Attack (to shove up to 15 feet).
 

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Bayonet

First Post
Does the bonus attack specify the off-hand, because I was picturing it more of a cross-check to the teeth, which would certainly add the strength bonus.

Help me understand the Attack of Opportunity, though. Let's say I have a Polearm Master fighter, I'm being attacked by a band of Kobolds, and it's their turn. First kobold, gets within ten feet, I get a reaction attack. Second gets in range, another reaction attack. Third, same thing, etc...

Is that how it works? Because, if so, this feat looks pretty deadly.
 

Zaruthustran

The tingling means it’s working!
If you take a reaction, you can't take another until the start of your next turn. PHB p190.

So, you stab the first kobold, then the others get through.

Just another example of 5E's clever mechanics. I really appreciate the thought put into this game.
 

CapnZapp

Legend
Eh, we have a difference of opinion on that, so that's why I asked Mearls.
Since this thread died off without you reporting back, I assume you now agree that you get to add everything to the d4 of the Polearm Master attack, much like every other attack in the game with the single called-out exception that is the two-weapon fighting off-hand attack without the TWF fighting style?
 

Mistwell

Crusty Old Meatwad (he/him)
Since this thread died off without you reporting back, I assume you now agree that you get to add everything to the d4 of the Polearm Master attack, much like every other attack in the game with the single called-out exception that is the two-weapon fighting off-hand attack without the TWF fighting style?

You're bumping a thread over a year old? For an "I told you so"? Wow, Cap you must have better things to do with your time than this.
 

CapnZapp

Legend
I was searching for discussion on the Inspiring Leader feat. Found the thread unusually hanging, which could have confused a newbie. (If I can happen across the thread, so can somebody else).

Nothing to do with you personally.
 

Snof

First Post
Inspiring Leader is an amazing feat, and also cool, especially for a paladin. However, for many it isn't that "cool" because it is not that direct or fancy. It is passive, and mostly gives benefits to your allies, instead of you. I mean, Inspiring Leader is like +2 to con for several creatures, between each rest. Just try to compare it to +2 con, and you see how great it is. This does however grant that leader feel for those who want it, and as said, it is really really good.

Now, when compared to Polearm Master; Well. That feat is just crazy good, when compared to other feats. I can hardly imagine going with a greatsword for two-handers, if I got the option, and space for an extra feat. The short answer. Yes! It is definitely better than Inspiring Leader.

As for the bonus attack:

http://www.sageadvice.eu/2015/01/24/polearm-feat-and-strength/
 

In the general case, Inspiring Leader will make more difference to your party than Polearm Master will. Polearm Master bumps one guy's damage by 40% to 80% (depending), which bumps party DPR by about 10% to 20%. Inspiring Leader bumps everyone's HP by 10% to 20%, per short rest, so 30% to 60% over the course of a "standard" adventuring day. (Not that there is such a thing.) In short, Inspiring Leader has more impact in a four-man party.

Besides, Paladins have other uses competing for their bonus actions already. Sanctuary, Hunter's Mark, Shield of Faith, Vow of Enmity, possible GWM, etc. Taking Polearm Master just pressures you into not using those other options.
 

mellored

Legend
In the general case, Inspiring Leader will make more difference to your party than Polearm Master will. Polearm Master bumps one guy's damage by 40% to 80% (depending), which bumps party DPR by about 10% to 20%. Inspiring Leader bumps everyone's HP by 10% to 20%, per short rest, so 30% to 60% over the course of a "standard" adventuring day. (Not that there is such a thing.) In short, Inspiring Leader has more impact in a four-man party.

Besides, Paladins have other uses competing for their bonus actions already. Sanctuary, Hunter's Mark, Shield of Faith, Vow of Enmity, possible GWM, etc. Taking Polearm Master just pressures you into not using those other options.
This.

Though depending on your DM/party, polearm master can also gives you reaction attacks. Combo'd with sential for some good defender fun.
Also, insping leader is a 1/group thing, so if your sorcerer or bard took it, then it's no use for you.

Sill generally speaking inspiring leader > polearm master.
 

Noctem

Explorer
EDIT: Deleted since the post I replied to is over a year old and the person has since realized they were wrong. My bad.
 
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