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[GUIDE] My Word Is My Sword: The Paladin Guide
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<blockquote data-quote="Gladius Legis" data-source="post: 6779088" data-attributes="member: 68748"><p><strong>Lv. 3 Spells (Paladin Lv. 9)</strong></p><p></p><p><span style="color: goldenrod"><strong>Aura of Vitality</strong></span>: <em>1 action; V; Concentration</em>. Throws out a total of 20d6 healing (avg. 70) for its duration partitioned among whomever needs it the most. One of the best healing spells from 1st-5th level in the whole game, and not even the Cleric gets it. Consider this your staple heal to cast out of combat and keep prepared at all times. If you’re <span style="color: red"><strong>Crown</strong></span>, this one is an Oath spell, which means you have this all-important spell always on tap and can prepare something else.</p><p></p><p><span style="color: goldenrod"><strong>Revivify</strong></span>: <em>1 action; V,S,M*</em>. Bring someone back to life if they just got killed within the last minute. Keep prepared at all times, even if there is a Cleric around but <em>especially</em> if there’s not.</p><p></p><p><span style="color: deepskyblue"><strong>Crusader's Mantle</strong></span>: <em>1 action; V; Concentration</em>. To maximize the d4s of damage this spell can add, cast it in a battle where the Wizard/Sorcerer/Bard is casting <em>Animate Objects</em>, the Druid or Ranger is casting <em>Conjure Animals</em>, the Necromancer has an <em>Animate Dead</em> army, the Fighter is Action Surging, you’re commanding an actual army, etc. When you’ve got most of those things going on, this spell is a spectacular force multiplier. Becomes <span style="color: darkviolet"><strong>sharply less worthwhile</strong></span> if little to none of the aforementioned is happening; in that case, a Divine Smite with the same 3rd-level slot would be better, or even a 1st-level <em>Bless</em>. Note that you have to get 8 hits with this spell active to exceed the damage from a 3rd-level Smite.</p><p></p><p><span style="color: blue"><strong>Blinding Smite</strong></span>: <em>1 bonus action; V; Concentration</em>. 3d8 extra radiant damage on the next hit + blind on a failed CON save. The damage is solid (but not scalable on upcasting), and blinding means advantage for you and disadvantage for them. This one can be a gamechanger against strong enemies reliant on physical attacks — just as long as they don’t have blindsight, truesight or tremorsense.</p><p></p><p><span style="color: blue"><strong>Elemental Weapon</strong></span>: <em>1 action; V,S; Concentration</em>. Like Magic Weapon before it, this is one you’d like to keep prepared up until the point every main weapon user has a magic weapon (<span style="color: red"><strong>retire</strong></span> this then). Along with the bonus to hit, this one also adds d4s to the damage, making it a step above Magic Weapon. It’s also very versatile with the damage types; choose the right one if you know what you’re about to be facing. A very good buff spell, to be sure, but the competition is just really stiff at this spell level.</p><p></p><p><strong>Dispel Magic</strong>: <em>1 action; V,S</em>. It’s definitely good for the times you come upon magic that needs dispelling, or especially in <span style="color: deepskyblue"><strong>fights against spellcasters</strong></span>. How often those come up is the question, though. Have someone buff your Charisma ability checks (e.g. someone with a <em>Guidance </em>or <em>Enhance Ability</em> spell) and you stand a decent shot at dispelling even high-level magic. If you're <span style="color: red"><strong>Devotion</strong></span>, congrats, you have this always on tap, so prepare something else.</p><p></p><p><span style="color: darkviolet"><strong>Create Food and Water</strong></span>: <em>1 action; V,S</em>. Maybe worth a preparation in a survivalist campaign. Even then, probably not all the time.</p><p></p><p><span style="color: darkviolet"><strong>Magic Circle</strong></span>: <em>1 minute; V,S,M*</em>. Eh, if your party really needs to cast this spell, it's probably something best left to the Cleric or Wizard to do it. And even then the benefits aren't particularly great for the minute-long casting time and material cost.</p><p></p><p><span style="color: darkviolet"><strong>Remove Curse</strong></span>: <em>1 action; V,S</em>. Might need preparation every once in a while, but day-to-day this should generally be on the backburner.</p><p></p><p><span style="color: #ff0000"><strong>Daylight</strong></span>: <em>1 action; V,S</em>. Between torches being a thing and Light being a cantrip for many caster classes, no.</p><p></p><p></p><p><em>Devotion Oath Spells</em></p><p></p><p><strong>Dispel Magic</strong> is already on the Paladin spell list. So you get to always be prepared for <span style="color: deepskyblue"><strong>fights against spellcasters</strong></span>, which is very nice.</p><p></p><p><span style="color: darkviolet"><strong>Beacon of Hope</strong></span>: <em>1 action; V,S; Concentration</em>. Advantage on WIS saves and death throws plus maximized healing rolls all out to 30 feet. Pretty solid defensive buff always on tap, but how often are you really going to concentrate on this one as opposed to Bless, Crusader’s Mantle, or a smite spell? Probably not very.</p><p></p><p></p><p><em>Ancients Oath Spells</em></p><p></p><p><span style="color: blue"><strong>Plant Growth</strong></span>: <em>1 action/8 hours; V,S</em>. The 1-action version is good for hindering approaching enemies, and the 8-hour version is neat for gardening purposes.</p><p></p><p><span style="color: blue"><strong>Protection from Energy</strong></span>: <em>1 action; V,S; Concentration</em>. A strong protection spell if you anticipate either combat against a certain type of enemy (e.g. some sort of elemental or dragon) or an area with elemental hazards around.</p><p></p><p></p><p><em>Vengeance Oath Spells</em></p><p></p><p><span style="color: deepskyblue"><strong>Haste</strong></span>: <em>1 action; V,S,M; Concentration</em>. A Lv. 9 Vengeance Paladin’s keystone offensive buff. You really want to take Resilient (CON) by Lv. 8, though, if you plan on using this spell to its fullest potential. The consequences of losing concentration aren’t fun.</p><p></p><p><span style="color: blue"><strong>Protection from Energy</strong></span>: <em>1 action; V,S; Concentration</em>. Considering all your combat buffs that require Concentration, you're more likely to use this one for exploring a hazardous area. Good for that purpose.</p><p></p><p></p><p><em>Crown Oath Spells</em></p><p></p><p><span style="color: goldenrod"><strong>Aura of Vitality</strong></span> is already on the Paladin spell list. Considering the caliber of this spell, I don’t think you’ll mind that fact.</p><p></p><p><span style="color: goldenrod"><strong>Spirit Guardians</strong></span>: <em>1 action; V,S,M; Concentration</em>. In short, this spell is exactly how Crown Paladins, starting at Lv. 9, become tops at dealing with horde battles. Substantial round-by-round AoE damage, still halved on save, that also happens to be ally-friendly. Doesn’t get any better, folks.</p><p></p><p></p><p><em>Conquest Oath Spells</em></p><p></p><p><span style="color: #0000ff"><strong>Bestow Curse</strong></span>: <em>1 action; V,S; Concentration (no Concentration if upcast with 5th-level slot)</em>. Pretty nice choice of effects.</p><p></p><p><span style="color: goldenrod"><strong>Fear</strong></span>: <em>1 action; V,S,M; Concentration</em>. This is a top-tier AoE control spell for anyone, to begin with. For a Conquest Paladin, it’s a damn win button. Any enemy in your Aura of Conquest you catch with this will NEVER get another save to end it.</p><p></p><p></p><p><em>Redemption Oath Spells</em></p><p></p><p><span style="color: deepskyblue"><strong>Counterspell</strong></span>: <em>1 reaction; S</em>. Cancel a magic-using enemy’s spellcasting on reaction. Yeah, this one’s good. Requires an ability check vs. higher-level magic than 3rd.</p><p></p><p><span style="color: deepskyblue"><strong>Hypnotic Pattern</strong></span>: <em>1 action; S,M; Concentration</em>. Top-flight AoE disabling spell. As long as you don’t deal damage to affected enemies you can do just about anything else, like steal their stuff, strip them of their armor, tie rope around their ankles, etc.</p><p></p><p></p><p><em>Oathbreaker Spells</em></p><p></p><p><span style="color: deepskyblue"><strong>Animate Dead</strong></span>: <em>1 minute; V,S,M</em>. Having an undead army is fun. Especially when they benefit from your Aura of Hate bonus. Only caveat is that your own Animate Dead army won’t be nearly as durable as a Necromancer’s.</p><p></p><p><span style="color: blue"><strong>Bestow Curse</strong></span>: <em>1 action; V,S; Concentration (no Concentration if upcast with 5th-level slot).</em> Pretty nice choice of effects, one of which you can inflict on an enemy in melee touch range, including one that can even make your Control Undead feature easier to use.</p></blockquote><p></p>
[QUOTE="Gladius Legis, post: 6779088, member: 68748"] [B]Lv. 3 Spells (Paladin Lv. 9)[/B] [COLOR=goldenrod][B]Aura of Vitality[/B][/COLOR]: [I]1 action; V; Concentration[/I]. Throws out a total of 20d6 healing (avg. 70) for its duration partitioned among whomever needs it the most. One of the best healing spells from 1st-5th level in the whole game, and not even the Cleric gets it. Consider this your staple heal to cast out of combat and keep prepared at all times. If you’re [COLOR=red][B]Crown[/B][/COLOR], this one is an Oath spell, which means you have this all-important spell always on tap and can prepare something else. [COLOR=goldenrod][B]Revivify[/B][/COLOR]: [I]1 action; V,S,M*[/I]. Bring someone back to life if they just got killed within the last minute. Keep prepared at all times, even if there is a Cleric around but [I]especially[/I] if there’s not. [COLOR=deepskyblue][B]Crusader's Mantle[/B][/COLOR]: [I]1 action; V; Concentration[/I]. To maximize the d4s of damage this spell can add, cast it in a battle where the Wizard/Sorcerer/Bard is casting [I]Animate Objects[/I], the Druid or Ranger is casting [I]Conjure Animals[/I], the Necromancer has an [I]Animate Dead[/I] army, the Fighter is Action Surging, you’re commanding an actual army, etc. When you’ve got most of those things going on, this spell is a spectacular force multiplier. Becomes [COLOR=darkviolet][B]sharply less worthwhile[/B][/COLOR] if little to none of the aforementioned is happening; in that case, a Divine Smite with the same 3rd-level slot would be better, or even a 1st-level [I]Bless[/I]. Note that you have to get 8 hits with this spell active to exceed the damage from a 3rd-level Smite. [COLOR=blue][B]Blinding Smite[/B][/COLOR]: [I]1 bonus action; V; Concentration[/I]. 3d8 extra radiant damage on the next hit + blind on a failed CON save. The damage is solid (but not scalable on upcasting), and blinding means advantage for you and disadvantage for them. This one can be a gamechanger against strong enemies reliant on physical attacks — just as long as they don’t have blindsight, truesight or tremorsense. [COLOR=blue][B]Elemental Weapon[/B][/COLOR]: [I]1 action; V,S; Concentration[/I]. Like Magic Weapon before it, this is one you’d like to keep prepared up until the point every main weapon user has a magic weapon ([COLOR=red][B]retire[/B][/COLOR] this then). Along with the bonus to hit, this one also adds d4s to the damage, making it a step above Magic Weapon. It’s also very versatile with the damage types; choose the right one if you know what you’re about to be facing. A very good buff spell, to be sure, but the competition is just really stiff at this spell level. [B]Dispel Magic[/B]: [I]1 action; V,S[/I]. It’s definitely good for the times you come upon magic that needs dispelling, or especially in [COLOR=deepskyblue][B]fights against spellcasters[/B][/COLOR]. How often those come up is the question, though. Have someone buff your Charisma ability checks (e.g. someone with a [I]Guidance [/I]or [I]Enhance Ability[/I] spell) and you stand a decent shot at dispelling even high-level magic. If you're [COLOR=red][B]Devotion[/B][/COLOR], congrats, you have this always on tap, so prepare something else. [COLOR=darkviolet][B]Create Food and Water[/B][/COLOR]: [I]1 action; V,S[/I]. Maybe worth a preparation in a survivalist campaign. Even then, probably not all the time. [COLOR=darkviolet][B]Magic Circle[/B][/COLOR]: [I]1 minute; V,S,M*[/I]. Eh, if your party really needs to cast this spell, it's probably something best left to the Cleric or Wizard to do it. And even then the benefits aren't particularly great for the minute-long casting time and material cost. [COLOR=darkviolet][B]Remove Curse[/B][/COLOR]: [I]1 action; V,S[/I]. Might need preparation every once in a while, but day-to-day this should generally be on the backburner. [COLOR=#ff0000][B]Daylight[/B][/COLOR]: [I]1 action; V,S[/I]. Between torches being a thing and Light being a cantrip for many caster classes, no. [I]Devotion Oath Spells[/I] [B]Dispel Magic[/B] is already on the Paladin spell list. So you get to always be prepared for [COLOR=deepskyblue][B]fights against spellcasters[/B][/COLOR], which is very nice. [COLOR=darkviolet][B]Beacon of Hope[/B][/COLOR]: [I]1 action; V,S; Concentration[/I]. Advantage on WIS saves and death throws plus maximized healing rolls all out to 30 feet. Pretty solid defensive buff always on tap, but how often are you really going to concentrate on this one as opposed to Bless, Crusader’s Mantle, or a smite spell? Probably not very. [I]Ancients Oath Spells[/I] [COLOR=blue][B]Plant Growth[/B][/COLOR]: [I]1 action/8 hours; V,S[/I]. The 1-action version is good for hindering approaching enemies, and the 8-hour version is neat for gardening purposes. [COLOR=blue][B]Protection from Energy[/B][/COLOR]: [I]1 action; V,S; Concentration[/I]. A strong protection spell if you anticipate either combat against a certain type of enemy (e.g. some sort of elemental or dragon) or an area with elemental hazards around. [I]Vengeance Oath Spells[/I] [COLOR=deepskyblue][B]Haste[/B][/COLOR]: [I]1 action; V,S,M; Concentration[/I]. A Lv. 9 Vengeance Paladin’s keystone offensive buff. You really want to take Resilient (CON) by Lv. 8, though, if you plan on using this spell to its fullest potential. The consequences of losing concentration aren’t fun. [COLOR=blue][B]Protection from Energy[/B][/COLOR]: [I]1 action; V,S; Concentration[/I]. Considering all your combat buffs that require Concentration, you're more likely to use this one for exploring a hazardous area. Good for that purpose. [I]Crown Oath Spells[/I] [COLOR=goldenrod][B]Aura of Vitality[/B][/COLOR] is already on the Paladin spell list. Considering the caliber of this spell, I don’t think you’ll mind that fact. [COLOR=goldenrod][B]Spirit Guardians[/B][/COLOR]: [I]1 action; V,S,M; Concentration[/I]. In short, this spell is exactly how Crown Paladins, starting at Lv. 9, become tops at dealing with horde battles. Substantial round-by-round AoE damage, still halved on save, that also happens to be ally-friendly. Doesn’t get any better, folks. [I]Conquest Oath Spells[/I] [COLOR=#0000ff][B]Bestow Curse[/B][/COLOR]: [I]1 action; V,S; Concentration (no Concentration if upcast with 5th-level slot)[/I]. Pretty nice choice of effects. [COLOR=goldenrod][B]Fear[/B][/COLOR]: [I]1 action; V,S,M; Concentration[/I]. This is a top-tier AoE control spell for anyone, to begin with. For a Conquest Paladin, it’s a damn win button. Any enemy in your Aura of Conquest you catch with this will NEVER get another save to end it. [I]Redemption Oath Spells[/I] [COLOR=deepskyblue][B]Counterspell[/B][/COLOR]: [I]1 reaction; S[/I]. Cancel a magic-using enemy’s spellcasting on reaction. Yeah, this one’s good. Requires an ability check vs. higher-level magic than 3rd. [COLOR=deepskyblue][B]Hypnotic Pattern[/B][/COLOR]: [I]1 action; S,M; Concentration[/I]. Top-flight AoE disabling spell. As long as you don’t deal damage to affected enemies you can do just about anything else, like steal their stuff, strip them of their armor, tie rope around their ankles, etc. [I]Oathbreaker Spells[/I] [COLOR=deepskyblue][B]Animate Dead[/B][/COLOR]: [I]1 minute; V,S,M[/I]. Having an undead army is fun. Especially when they benefit from your Aura of Hate bonus. Only caveat is that your own Animate Dead army won’t be nearly as durable as a Necromancer’s. [COLOR=blue][B]Bestow Curse[/B][/COLOR]: [I]1 action; V,S; Concentration (no Concentration if upcast with 5th-level slot).[/I] Pretty nice choice of effects, one of which you can inflict on an enemy in melee touch range, including one that can even make your Control Undead feature easier to use. [/QUOTE]
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[GUIDE] My Word Is My Sword: The Paladin Guide
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