Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
Character Builds & Optimization
[GUIDE] My Word Is My Sword: The Paladin Guide
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Gladius Legis" data-source="post: 6779087" data-attributes="member: 68748"><p><strong>Lv. 2 Spells (Paladin Lv. 5)</strong></p><p></p><p><span style="color: goldenrod"><strong>Find Steed</strong></span>: <em>10 minutes; V,S</em>. If nothing else, keep this spell prepared just because (a) a steed will greatly cut down on your travel times, and (b) you’re almost guaranteed to ride into melee range at the start of combat (e.g. Warhorse’s 60-foot speed + mount’s Dash action + dismount + your remaining 15 feet of movement = 135 feet). And even if your steed does get whacked in combat, the penalty for that happening is nothing compared to what it was in editions past; it just disappears in a puff of mist, and just cast this spell again to bring it back fully healed. You really have nothing to lose from keeping this on hand and a lot to gain. If you DO plan on making your steed a main avenue of combat, then you'll want the Mounted Combatant feat, which lets you take all the hits for attacks targeted at your steed. <span style="color: #ff0000"><strong>Retire</strong></span> this once you get access to Find Greater Steed (XGTE).</p><p></p><p><span style="color: blue"><strong>Aid</strong></span>: <em>1 action; V,S,M</em>. Up to three allies get 5 more maximum hit points for a full 8 hours (plus 5 more per each level you upcast). You can easily cast this at the start of every day. A solid no-concentration buff, for sure, although if a Cleric has this covered it’ll take the burden off you to prepare and cast this.</p><p></p><p><span style="color: #0000ff"><strong>Magic Weapon</strong></span>: <em>1 bonus action; V,S; Concentratio</em>n. Bless is still a higher priority buff in most cases. But if a Cleric has that covered this is easily worth preparation all the way up until every main weapon-user has an actual magic weapon. If you have a magic weapon but the Fighter doesn’t, for example, cast this on the Fighter’s weapon. <span style="color: #ff0000"><strong>Retire </strong></span>this once/if everyone does have a magic weapon.</p><p></p><p><strong>Branding Smite</strong>: <em>1 bonus action; V; Concentration</em>. It works with a ranged attack, and that’s quite frankly this spell’s saving grace. The damage does upscale with higher slots, so that’s nice. The rider effect is highly situational, though.</p><p></p><p><strong>Lesser Restoration</strong>: <em>1 action; V,S</em>. Curing disease and poison is redundant with Lay on Hands, but curing blinded and deafened is not, so it's still worth considering. If you're <span style="color: red"><strong>Devotion</strong></span>, it's an Oath spell, so congrats, prepare something else.</p><p></p><p><strong>Zone of Truth</strong>: <em>1 action; V,S</em>. Very useful to prepare when you’re getting ready to conduct an interrogation. If you're <span style="color: red"><strong>Devotion</strong></span> or <span style="color: red"><strong>Crown</strong></span>, congrats, you always have it on tap since it's an Oath spell.</p><p></p><p><span style="color: darkviolet"><strong>Protection from Poison</strong></span>: <em>1 action; V,S</em>. With Lay on Hands in play, I can't really see preparing this one too often.</p><p></p><p><span style="color: darkviolet"><strong>Locate Object</strong></span>: <em>1 action; V,S,M; Concentration</em>. If you absolutely need to find an object and time isn’t of the essence, then here you go. Definitely not worth a full-time preparation, though.</p><p></p><p></p><p><em>Devotion Oath Spells</em></p><p></p><p><strong>Lesser Restoration</strong> and <strong>Zone of Truth</strong> are both already on the Paladin list.</p><p></p><p></p><p><em>Ancients Oath Spells</em></p><p></p><p><strong>Moonbeam</strong>: <em>1 action; V,S,M; Concentration</em>. 5-foot radius = 10-foot diameter, so theoretically can affect up to four Medium creatures, but only if they’re clustered right next to each other. Making this spell at least something to use in a horde battle, even if the damage isn’t necessarily the best. Moving the beam can be worth using your action if more tight clusters of enemies form.</p><p></p><p><span style="color: deepskyblue"><strong>Misty Step</strong></span>: <em>1 bonus action; V</em>. A bonus action 30-foot teleport! This is great for many reasons, and you still get your move and attacks afterwards with this.</p><p></p><p></p><p><em>Vengeance Oath Spells</em></p><p></p><p><span style="color: #0000ff"><strong>Hold Person</strong></span>: <em>1 action; V,S,M; Concentration</em>. Paralysis is very, very good, which alone makes this a quality addition to your arsenal. It does come with some pretty sharp caveats, though. Such as the fact that it’s all-or-nothing (i.e. no effect if the enemy saves), even if targeting WIS saves tends to work out better than DEX or especially CON. It also allows a save every enemy turn, so if you thought you were going to do an automatic double-damage Divine Smite your next go-around, you’d better hope that enemy failed two saves.</p><p></p><p><span style="color: deepskyblue"><strong>Misty Step</strong></span>: <em>1 bonus action; V</em>. Again, bonus action teleporting. Enough said.</p><p></p><p></p><p><em>Crown Oath Spells</em></p><p></p><p><span style="color: blue"><strong>Warding Bond</strong></span>: <em>1 action, V,S,M*</em>. On its face, a solid defender spell to protect one ally, granting them resistance to all damage and a +1 bonus to AC and saves, in exchange for you taking the same damage your ally takes. And especially since it doesn’t use Concentration. Which leads to a RAW exploit (if your DM lets it happen): You can cast this spell on yourself, and it effectively divides the damage you take into two instances of it. That’s a big deal when you’re Concentrating on another spell, which means that even against a big single instance of damage, you’re making easier Concentration saves. Once you get that into <span style="color: deepskyblue"><strong>auto-save territory</strong></span> against DC 10 via Aura of Protection + Resilient (CON) this gets really good. Of course, naturally, this is also good at protecting a Concentrating spellcaster ally.</p><p></p><p><strong>Zone of Truth</strong> is already on the Paladin list.</p><p></p><p></p><p><em>Conquest Oath Spells</em></p><p></p><p><span style="color: #0000ff"><strong>Hold Person</strong></span>: <em>1 action; V,S,M; Concentration</em>. See notes under Vengeance. Same applies.</p><p></p><p><span style="color: deepskyblue"><strong>Spiritual Weapon</strong></span>:<em> 1 bonus action; V,S</em>. One of the Cleric’s top damage-buff spells is yours, and it’s glorious. Does not require Concentration and takes just a bonus action. Damage is cost-efficient vs. a 2nd-level Smite, too. With CHA 16 and 65% hit rate: 13.5/(.65*7.5) = 2.77, so you’ll make it worth the slot after 3 rounds.</p><p></p><p></p><p><em>Redemption Oath Spells</em></p><p></p><p><strong>Calm Emotions</strong>: <em>1 action; V,S; Concentration</em>. Has its uses, namely suppressing charm and frighten can come in handy. And potentially turning a combat encounter into a social one can’t be ignored, either.</p><p></p><p><span style="color: #0000ff"><strong>Hold Person:</strong></span> <em>1 action; V,S,M; Concentration</em>. See notes under Vengeance. Same applies.</p><p></p><p></p><p><em>Oathbreaker Spells</em></p><p></p><p><span style="color: darkviolet"><strong>Darkness</strong></span>: <em>1 action; V,M; Concentration</em>. You probably won’t get much use out of this. You’d need something such as the Warlock’s Devil’s Sight, or some sort of blindsight, truesight or tremorsense to make this useful.</p><p></p><p><span style="color: red"><strong>Crown of Madness</strong></span>: <em>1 action; V,S; Concentration</em>. The effect sounds neat at first, until you realize that the enemy can only make the attack you coerce out of it before it moves, requiring some serendipitous positioning round to round. Add the fact you have to spend your actions to maintain this, PLUS your concentration, PLUS the fact the enemy can save against this after every one of its turns anyway, and this spell is a fail.</p></blockquote><p></p>
[QUOTE="Gladius Legis, post: 6779087, member: 68748"] [B]Lv. 2 Spells (Paladin Lv. 5)[/B] [COLOR=goldenrod][B]Find Steed[/B][/COLOR]: [I]10 minutes; V,S[/I]. If nothing else, keep this spell prepared just because (a) a steed will greatly cut down on your travel times, and (b) you’re almost guaranteed to ride into melee range at the start of combat (e.g. Warhorse’s 60-foot speed + mount’s Dash action + dismount + your remaining 15 feet of movement = 135 feet). And even if your steed does get whacked in combat, the penalty for that happening is nothing compared to what it was in editions past; it just disappears in a puff of mist, and just cast this spell again to bring it back fully healed. You really have nothing to lose from keeping this on hand and a lot to gain. If you DO plan on making your steed a main avenue of combat, then you'll want the Mounted Combatant feat, which lets you take all the hits for attacks targeted at your steed. [COLOR=#ff0000][B]Retire[/B][/COLOR] this once you get access to Find Greater Steed (XGTE). [COLOR=blue][B]Aid[/B][/COLOR]: [I]1 action; V,S,M[/I]. Up to three allies get 5 more maximum hit points for a full 8 hours (plus 5 more per each level you upcast). You can easily cast this at the start of every day. A solid no-concentration buff, for sure, although if a Cleric has this covered it’ll take the burden off you to prepare and cast this. [COLOR=#0000ff][B]Magic Weapon[/B][/COLOR]: [I]1 bonus action; V,S; Concentratio[/I]n. Bless is still a higher priority buff in most cases. But if a Cleric has that covered this is easily worth preparation all the way up until every main weapon-user has an actual magic weapon. If you have a magic weapon but the Fighter doesn’t, for example, cast this on the Fighter’s weapon. [COLOR=#ff0000][B]Retire [/B][/COLOR]this once/if everyone does have a magic weapon. [B]Branding Smite[/B]: [I]1 bonus action; V; Concentration[/I]. It works with a ranged attack, and that’s quite frankly this spell’s saving grace. The damage does upscale with higher slots, so that’s nice. The rider effect is highly situational, though. [B]Lesser Restoration[/B]: [I]1 action; V,S[/I]. Curing disease and poison is redundant with Lay on Hands, but curing blinded and deafened is not, so it's still worth considering. If you're [COLOR=red][B]Devotion[/B][/COLOR], it's an Oath spell, so congrats, prepare something else. [B]Zone of Truth[/B]: [I]1 action; V,S[/I]. Very useful to prepare when you’re getting ready to conduct an interrogation. If you're [COLOR=red][B]Devotion[/B][/COLOR] or [COLOR=red][B]Crown[/B][/COLOR], congrats, you always have it on tap since it's an Oath spell. [COLOR=darkviolet][B]Protection from Poison[/B][/COLOR]: [I]1 action; V,S[/I]. With Lay on Hands in play, I can't really see preparing this one too often. [COLOR=darkviolet][B]Locate Object[/B][/COLOR]: [I]1 action; V,S,M; Concentration[/I]. If you absolutely need to find an object and time isn’t of the essence, then here you go. Definitely not worth a full-time preparation, though. [I]Devotion Oath Spells[/I] [B]Lesser Restoration[/B] and [B]Zone of Truth[/B] are both already on the Paladin list. [I]Ancients Oath Spells[/I] [B]Moonbeam[/B]: [I]1 action; V,S,M; Concentration[/I]. 5-foot radius = 10-foot diameter, so theoretically can affect up to four Medium creatures, but only if they’re clustered right next to each other. Making this spell at least something to use in a horde battle, even if the damage isn’t necessarily the best. Moving the beam can be worth using your action if more tight clusters of enemies form. [COLOR=deepskyblue][B]Misty Step[/B][/COLOR]: [I]1 bonus action; V[/I]. A bonus action 30-foot teleport! This is great for many reasons, and you still get your move and attacks afterwards with this. [I]Vengeance Oath Spells[/I] [COLOR=#0000ff][B]Hold Person[/B][/COLOR]: [I]1 action; V,S,M; Concentration[/I]. Paralysis is very, very good, which alone makes this a quality addition to your arsenal. It does come with some pretty sharp caveats, though. Such as the fact that it’s all-or-nothing (i.e. no effect if the enemy saves), even if targeting WIS saves tends to work out better than DEX or especially CON. It also allows a save every enemy turn, so if you thought you were going to do an automatic double-damage Divine Smite your next go-around, you’d better hope that enemy failed two saves. [COLOR=deepskyblue][B]Misty Step[/B][/COLOR]: [I]1 bonus action; V[/I]. Again, bonus action teleporting. Enough said. [I]Crown Oath Spells[/I] [COLOR=blue][B]Warding Bond[/B][/COLOR]: [I]1 action, V,S,M*[/I]. On its face, a solid defender spell to protect one ally, granting them resistance to all damage and a +1 bonus to AC and saves, in exchange for you taking the same damage your ally takes. And especially since it doesn’t use Concentration. Which leads to a RAW exploit (if your DM lets it happen): You can cast this spell on yourself, and it effectively divides the damage you take into two instances of it. That’s a big deal when you’re Concentrating on another spell, which means that even against a big single instance of damage, you’re making easier Concentration saves. Once you get that into [COLOR=deepskyblue][B]auto-save territory[/B][/COLOR] against DC 10 via Aura of Protection + Resilient (CON) this gets really good. Of course, naturally, this is also good at protecting a Concentrating spellcaster ally. [B]Zone of Truth[/B] is already on the Paladin list. [I]Conquest Oath Spells[/I] [COLOR=#0000ff][B]Hold Person[/B][/COLOR]: [I]1 action; V,S,M; Concentration[/I]. See notes under Vengeance. Same applies. [COLOR=deepskyblue][B]Spiritual Weapon[/B][/COLOR]:[I] 1 bonus action; V,S[/I]. One of the Cleric’s top damage-buff spells is yours, and it’s glorious. Does not require Concentration and takes just a bonus action. Damage is cost-efficient vs. a 2nd-level Smite, too. With CHA 16 and 65% hit rate: 13.5/(.65*7.5) = 2.77, so you’ll make it worth the slot after 3 rounds. [I]Redemption Oath Spells[/I] [B]Calm Emotions[/B]: [I]1 action; V,S; Concentration[/I]. Has its uses, namely suppressing charm and frighten can come in handy. And potentially turning a combat encounter into a social one can’t be ignored, either. [COLOR=#0000ff][B]Hold Person:[/B][/COLOR] [I]1 action; V,S,M; Concentration[/I]. See notes under Vengeance. Same applies. [I]Oathbreaker Spells[/I] [COLOR=darkviolet][B]Darkness[/B][/COLOR]: [I]1 action; V,M; Concentration[/I]. You probably won’t get much use out of this. You’d need something such as the Warlock’s Devil’s Sight, or some sort of blindsight, truesight or tremorsense to make this useful. [COLOR=red][B]Crown of Madness[/B][/COLOR]: [I]1 action; V,S; Concentration[/I]. The effect sounds neat at first, until you realize that the enemy can only make the attack you coerce out of it before it moves, requiring some serendipitous positioning round to round. Add the fact you have to spend your actions to maintain this, PLUS your concentration, PLUS the fact the enemy can save against this after every one of its turns anyway, and this spell is a fail. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
Character Builds & Optimization
[GUIDE] My Word Is My Sword: The Paladin Guide
Top