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General Tabletop Discussion
Character Builds & Optimization
Need tips for my Paladin
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<blockquote data-quote="Kobold Stew" data-source="post: 8731188" data-attributes="member: 23484"><p>For me the first question you should ask is which Oath you are going to take. On a purely mechanical basis, it determines which extra spells you will have available and (more important, for me) which aura you get at level 7. The auras at levels 6 and 7 completely change play not just for you but for the whole party. (Oath also affects your channel divinity options, which include which creatures you can turn. Look particularly to Watchers Devotion and Ancients to find what you feel will be right for the campaign. (It helps, eg. to know if you are going up against undead or whatever).</p><p></p><p>It's good that you want to find a use for your bonus action. Shield Master and Telekinesis feats also are useful for this (if you are a minotaur, you don't need to spend a feat!). It's not damage, but pushing people around is always fun. Depending on your intention for weapons: you are more likely to find magical one-handed weapons in most campaigns, and so sword-and-board is worth considering (it also lets you have your holy symbol on it, saving you from worrying about free interactions). That then lets you not worry about the defensive style but instead duelling or blind fighting ('cause it's cool), or (if you want to be a team player) interception. On feats, Fey touched has been mentioned and it is pretty great. </p><p></p><p>I myself would not be looking at PAM. It gives you the extra attack, but if I wanted to do damage, I'd focus on getting smites.</p><p></p><p>Skills: You will want proficiency in Athletics.</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 8731188, member: 23484"] For me the first question you should ask is which Oath you are going to take. On a purely mechanical basis, it determines which extra spells you will have available and (more important, for me) which aura you get at level 7. The auras at levels 6 and 7 completely change play not just for you but for the whole party. (Oath also affects your channel divinity options, which include which creatures you can turn. Look particularly to Watchers Devotion and Ancients to find what you feel will be right for the campaign. (It helps, eg. to know if you are going up against undead or whatever). It's good that you want to find a use for your bonus action. Shield Master and Telekinesis feats also are useful for this (if you are a minotaur, you don't need to spend a feat!). It's not damage, but pushing people around is always fun. Depending on your intention for weapons: you are more likely to find magical one-handed weapons in most campaigns, and so sword-and-board is worth considering (it also lets you have your holy symbol on it, saving you from worrying about free interactions). That then lets you not worry about the defensive style but instead duelling or blind fighting ('cause it's cool), or (if you want to be a team player) interception. On feats, Fey touched has been mentioned and it is pretty great. I myself would not be looking at PAM. It gives you the extra attack, but if I wanted to do damage, I'd focus on getting smites. Skills: You will want proficiency in Athletics. [/QUOTE]
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