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[GUIDE] My Word Is My Sword: The Paladin Guide
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6782372" data-attributes="member: 6787650"><p>Nice document, and a fun read. Your comments on Wrathful Smite were a real eye-opener for me. I can't believe I never realized before what a great synergy that is.</p><p></p><p>I do have a couple of quick comments, if you don't mind the input:</p><p></p><p>You list Aura of Vitality as gold, and it is, so much so that the existence of Aura of Vitality makes most smites actually pretty bad. It is a rare fight when inflicting 18 points of damage with a 3rd level smite is better than healing 70 (or 140, or 240) points of damage after combat. The only real exception is when you're dealing with a single big bad enemy with a huge AoE effect, like a Meteor Swarm or dragon breath in an enclosed area.</p><p></p><p>Aura of Vitality is sometimes worth starting early, during combat, as a sort of quasi-Heavy Armor Master/Heroism effect which also heals unconscious allies as a bonus action.</p><p></p><p></p><p></p><p>A Paladin who multiclasses to Paladin 1/Sorcerer 1 or Warlock 1 and learns Booming Blade still gets a big boost in power at level 5, though. His Booming Blade now does 2d8+STR (plus 2d8 more if the enemy moves), inflicting up to 40% more damage than Extra Attack would have done anyway. Melee cantrips mitigate the opportunity cost of multiclassing early.</p><p></p><p></p><p></p><p>Here's a bit of trivia: Sentinel does not actually stop anyone from bypassing you. It is always possible to get away from a Sentinel via Readied Move. Since Sentinel only drops your speed to 0 for the remainder of your turn, what you do is:</p><p></p><p>1.) Try to move past/around the Sentinel.</p><p>2.) If he misses you, go for the squishies.</p><p>3.) If he hits you, your speed drops to zero for the remainder of your turn. Ready an action to move towards the squishies as soon as anyone else takes a turn.</p><p>4.) On the next guy's turn, your speed is no longer zero and you now use your reaction to move towards a squishy.</p><p></p><p>Sentinel still has value in that it's preventing you from actually attacking on this turn, but he can't stop you from <em>moving</em>.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6782372, member: 6787650"] Nice document, and a fun read. Your comments on Wrathful Smite were a real eye-opener for me. I can't believe I never realized before what a great synergy that is. I do have a couple of quick comments, if you don't mind the input: You list Aura of Vitality as gold, and it is, so much so that the existence of Aura of Vitality makes most smites actually pretty bad. It is a rare fight when inflicting 18 points of damage with a 3rd level smite is better than healing 70 (or 140, or 240) points of damage after combat. The only real exception is when you're dealing with a single big bad enemy with a huge AoE effect, like a Meteor Swarm or dragon breath in an enclosed area. Aura of Vitality is sometimes worth starting early, during combat, as a sort of quasi-Heavy Armor Master/Heroism effect which also heals unconscious allies as a bonus action. A Paladin who multiclasses to Paladin 1/Sorcerer 1 or Warlock 1 and learns Booming Blade still gets a big boost in power at level 5, though. His Booming Blade now does 2d8+STR (plus 2d8 more if the enemy moves), inflicting up to 40% more damage than Extra Attack would have done anyway. Melee cantrips mitigate the opportunity cost of multiclassing early. Here's a bit of trivia: Sentinel does not actually stop anyone from bypassing you. It is always possible to get away from a Sentinel via Readied Move. Since Sentinel only drops your speed to 0 for the remainder of your turn, what you do is: 1.) Try to move past/around the Sentinel. 2.) If he misses you, go for the squishies. 3.) If he hits you, your speed drops to zero for the remainder of your turn. Ready an action to move towards the squishies as soon as anyone else takes a turn. 4.) On the next guy's turn, your speed is no longer zero and you now use your reaction to move towards a squishy. Sentinel still has value in that it's preventing you from actually attacking on this turn, but he can't stop you from [I]moving[/I]. [/QUOTE]
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[GUIDE] My Word Is My Sword: The Paladin Guide
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