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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: 6779089" data-attributes="member: 68748"><p><strong>Lv. 4 Spells (Paladin Lv. 13)</strong></p><p></p><p><span style="color: goldenrod"><strong>Find Greater Steed</strong></span> <strong>(XGTE)</strong>: <em>10 minutes; V,S</em>. You want either the Pegasus or the Griffin. Both can fly and both are tied for the most hit points out of the options on the list. The Pegasus has a faster fly speed (and much faster ground speed in case that’s relevant), but the Griffin gets Multiattack. Both are incredible upgrades over your old mount. Definitely keep this one prepared at all times and retire Find Steed when you get access to this one.</p><p></p><p><span style="color: #0000ff"><strong>Banishment</strong></span>: <em>1 action; V,S,M; Concentration</em>. Removing an enemy from the battlefield for a while is a strong ability. This spell’s all-or-nothing quality holds it back a little, but it tests the Charisma save, which many enemies won’t be good at. If you're <span style="color: red"><strong>Vengeance</strong></span> or <strong><span style="color: red">Crown</span></strong>, this is an Oath spell, so prepare something else.</p><p></p><p><span style="color: blue"><strong>Death Ward</strong></span>: <em>1 action; V,S</em>. Can be quite literally a lifesaver. Protects someone against KO and instant death effects. It doesn’t require concentration, either, making this one of the better defensive buffs on the whole.</p><p></p><p><strong>Aura of Life</strong>: <em>1 action; V; Concentration</em>. I’m generally not the biggest fan of defensive concentration buffs, but this one is at least undeniably effective against enemies that can drain your hit point maximum, such as vampires. Also like Death Ward it protects against KO but for all allies in aura range.</p><p></p><p><strong>Aura of Purity</strong>: <em>1 action; V; Concentration</em>. Grants you and allies immunity to disease, resistance to poison damage and advantage on saves against most of the conditions you'll face. Again, not the biggest fan of defensive concentration buffs, but I can certainly imagine fights where this might be useful.</p><p></p><p><span style="color: darkviolet"><strong>Locate Creature</strong></span>: <em>1 action; V,S,M; Concentration</em>. Prepare it when you need it. Definitely don’t prepare it full-time.</p><p></p><p><span style="color: darkviolet"><strong>Staggering Smite</strong></span>: <em>1 bonus action; V; Concentration</em>. You’d only ever cast this against enemies that can’t be blinded and frightened. Which certainly won’t be often enough to keep on your prepared list. The damage is bad for its level, too, and the effect only lasts one round flat.</p><p></p><p></p><p><em>Devotion Oath Spells</em></p><p></p><p><span style="color: deepskyblue"><strong>Freedom of Movement</strong></span>: <em>1 action; V,S,M</em>. Easily one of the high points of the Devotion list. Ignoring difficult terrain is good, immunity to restrained is great, automatic escapes from grapples is excellent, and immunity to paralyzed is a damn lifesaver. A very strong defensive spell, especially since it doesn't even require Concentration.</p><p></p><p><strong>Guardian of Faith</strong>: <em>1 action; V</em>. Gives you a chance at inflicting a little auto-damage, up to 60 points' worth. It’s … something for Devotion Paladins to damage multiple foes with.</p><p></p><p></p><p><em>Ancients Oath Spells</em></p><p></p><p><span style="color: blue"><strong>Ice Storm</strong></span>: <em>1 action; V,S,M</em>. It’s not a Wizard’s or Sorcerer’s AoE spell of choice, but hey, Paladins will take any AoE capability they can get, and so this is a solid addition to an Ancients Paladin’s arsenal.</p><p></p><p><strong>Stoneskin</strong>: <em>1 action; V,S,M*; Concentration</em>. An old classic, this time giving resistance to any nonmagical damage involving the usual weapon types. Cost is 100 gp per cast, though, which isn’t cheap.</p><p></p><p></p><p><em>Vengeance Oath Spells</em></p><p></p><p><span style="color: #0000ff"><strong>Banishment</strong></span> is already on the Paladin list.</p><p></p><p><span style="color: #0000ff"><strong>Dimension Door</strong></span>: <em>1 action; V</em>. Teleport up to 500 feet. Fun stuff. You can bring one ally with you, too.</p><p></p><p></p><p><em>Crown Oath Spells</em></p><p></p><p><span style="color: #0000ff"><strong>Banishment</strong></span> is already on the Paladin list.</p><p></p><p><span style="color: darkviolet"><strong>Guardian of Faith</strong></span>: <em>1 action; V</em>. Devotion Paladins care about this spell much more than you do. If you are at all capable of closing into melee against a horde, you should be casting Spirit Guardians, instead (upcasting it with a 4th-level slot even). If closing into melee just isn’t possible, then I suppose go ahead and cast this ...</p><p></p><p></p><p><em>Conquest Oath Spells</em></p><p></p><p><span style="color: darkviolet"><strong>Dominate Beast</strong></span>: <em>1 action; V,S; Concentration.</em> Dominate is nice, but the spell’s valid target category is overly narrow.</p><p></p><p><strong>Stoneskin</strong>: <em>1 action; V,S,M*; Concentration</em>. See notes under Ancients, same applies.</p><p></p><p></p><p><em>Redemption Oath Spells</em></p><p></p><p><span style="color: #0000ff"><strong>Otiluke’s Resilient Sphere</strong></span>: <em>1 action; V,S,M; Concentration</em>. Remove a Large or smaller enemy from play for a minute, or alternatively cast this on an ally to protect them. Good one.</p><p></p><p><strong>Stoneskin</strong>:<em> 1 action; V,S,M*; Concentration</em>. See notes under Ancients, same applies.</p><p></p><p></p><p><em>Oathbreaker Spells</em></p><p></p><p><strong>Confusion</strong>: <em>1 action; V,S,M; Concentration</em>. Well, you get an AoE control spell. It’s one of the weaker ones, but Paladins don’t really get these on their regular class list, so it’s appreciated.</p><p></p><p><span style="color: red"><strong>Blight</strong></span>: <em>1 action; V,S.</em> Your normal attack routine plus one 4th-level Divine Smite will outdamage this spell by a mile, even against plant creatures and magical plants.</p></blockquote><p></p>
[QUOTE="Gladius Legis, post: 6779089, member: 68748"] [B]Lv. 4 Spells (Paladin Lv. 13)[/B] [COLOR=goldenrod][B]Find Greater Steed[/B][/COLOR] [B](XGTE)[/B]: [I]10 minutes; V,S[/I]. You want either the Pegasus or the Griffin. Both can fly and both are tied for the most hit points out of the options on the list. The Pegasus has a faster fly speed (and much faster ground speed in case that’s relevant), but the Griffin gets Multiattack. Both are incredible upgrades over your old mount. Definitely keep this one prepared at all times and retire Find Steed when you get access to this one. [COLOR=#0000ff][B]Banishment[/B][/COLOR]: [I]1 action; V,S,M; Concentration[/I]. Removing an enemy from the battlefield for a while is a strong ability. This spell’s all-or-nothing quality holds it back a little, but it tests the Charisma save, which many enemies won’t be good at. If you're [COLOR=red][B]Vengeance[/B][/COLOR] or [B][COLOR=red]Crown[/COLOR][/B], this is an Oath spell, so prepare something else. [COLOR=blue][B]Death Ward[/B][/COLOR]: [I]1 action; V,S[/I]. Can be quite literally a lifesaver. Protects someone against KO and instant death effects. It doesn’t require concentration, either, making this one of the better defensive buffs on the whole. [B]Aura of Life[/B]: [I]1 action; V; Concentration[/I]. I’m generally not the biggest fan of defensive concentration buffs, but this one is at least undeniably effective against enemies that can drain your hit point maximum, such as vampires. Also like Death Ward it protects against KO but for all allies in aura range. [B]Aura of Purity[/B]: [I]1 action; V; Concentration[/I]. Grants you and allies immunity to disease, resistance to poison damage and advantage on saves against most of the conditions you'll face. Again, not the biggest fan of defensive concentration buffs, but I can certainly imagine fights where this might be useful. [COLOR=darkviolet][B]Locate Creature[/B][/COLOR]: [I]1 action; V,S,M; Concentration[/I]. Prepare it when you need it. Definitely don’t prepare it full-time. [COLOR=darkviolet][B]Staggering Smite[/B][/COLOR]: [I]1 bonus action; V; Concentration[/I]. You’d only ever cast this against enemies that can’t be blinded and frightened. Which certainly won’t be often enough to keep on your prepared list. The damage is bad for its level, too, and the effect only lasts one round flat. [I]Devotion Oath Spells[/I] [COLOR=deepskyblue][B]Freedom of Movement[/B][/COLOR]: [I]1 action; V,S,M[/I]. Easily one of the high points of the Devotion list. Ignoring difficult terrain is good, immunity to restrained is great, automatic escapes from grapples is excellent, and immunity to paralyzed is a damn lifesaver. A very strong defensive spell, especially since it doesn't even require Concentration. [B]Guardian of Faith[/B]: [I]1 action; V[/I]. Gives you a chance at inflicting a little auto-damage, up to 60 points' worth. It’s … something for Devotion Paladins to damage multiple foes with. [I]Ancients Oath Spells[/I] [COLOR=blue][B]Ice Storm[/B][/COLOR]: [I]1 action; V,S,M[/I]. It’s not a Wizard’s or Sorcerer’s AoE spell of choice, but hey, Paladins will take any AoE capability they can get, and so this is a solid addition to an Ancients Paladin’s arsenal. [B]Stoneskin[/B]: [I]1 action; V,S,M*; Concentration[/I]. An old classic, this time giving resistance to any nonmagical damage involving the usual weapon types. Cost is 100 gp per cast, though, which isn’t cheap. [I]Vengeance Oath Spells[/I] [COLOR=#0000ff][B]Banishment[/B][/COLOR] is already on the Paladin list. [COLOR=#0000ff][B]Dimension Door[/B][/COLOR]: [I]1 action; V[/I]. Teleport up to 500 feet. Fun stuff. You can bring one ally with you, too. [I]Crown Oath Spells[/I] [COLOR=#0000ff][B]Banishment[/B][/COLOR] is already on the Paladin list. [COLOR=darkviolet][B]Guardian of Faith[/B][/COLOR]: [I]1 action; V[/I]. Devotion Paladins care about this spell much more than you do. If you are at all capable of closing into melee against a horde, you should be casting Spirit Guardians, instead (upcasting it with a 4th-level slot even). If closing into melee just isn’t possible, then I suppose go ahead and cast this ... [I]Conquest Oath Spells[/I] [COLOR=darkviolet][B]Dominate Beast[/B][/COLOR]: [I]1 action; V,S; Concentration.[/I] Dominate is nice, but the spell’s valid target category is overly narrow. [B]Stoneskin[/B]: [I]1 action; V,S,M*; Concentration[/I]. See notes under Ancients, same applies. [I]Redemption Oath Spells[/I] [COLOR=#0000ff][B]Otiluke’s Resilient Sphere[/B][/COLOR]: [I]1 action; V,S,M; Concentration[/I]. Remove a Large or smaller enemy from play for a minute, or alternatively cast this on an ally to protect them. Good one. [B]Stoneskin[/B]:[I] 1 action; V,S,M*; Concentration[/I]. See notes under Ancients, same applies. [I]Oathbreaker Spells[/I] [B]Confusion[/B]: [I]1 action; V,S,M; Concentration[/I]. Well, you get an AoE control spell. It’s one of the weaker ones, but Paladins don’t really get these on their regular class list, so it’s appreciated. [COLOR=red][B]Blight[/B][/COLOR]: [I]1 action; V,S.[/I] Your normal attack routine plus one 4th-level Divine Smite will outdamage this spell by a mile, even against plant creatures and magical plants. [/QUOTE]
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[GUIDE] My Word Is My Sword: The Paladin Guide
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