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Pillars of Faith (and Facestabs): The Paladin's Handbook (By Litigation)
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<blockquote data-quote="Veep" data-source="post: 6707955" data-attributes="member: 6793297"><p style="text-align: center"><span style="font-size: 22px"><strong><u>Prayers Always Granted: Lv. 1 At-Will Powers</u></strong></span></p><p></p><p>The good thing and the bad thing here is that you have several quality choices, but no one real dominant choice. Your choice will depend on your attack stat, playstyle and, in some cases, your domain. A nice problem to have. (Well, except all Chaladins who aren't Tieflings or Half-Elves will be taking <strong>Virtuous Strike</strong>, period.)</p><p></p><p><strong>Strength OR Charisma, Weapon</strong></p><p> </p><p><strong><span style="color: DeepSkyBlue">Ardent Strike</span> (DP)</strong>: You hit with it, you put Divine Sanction on your foe. You can charge with it, too, which nowadays is very important if DPR is your thing. Now that DC's engagement failure penalty has been ditched, it is easier than ever to use this power in conjunction with DC to keep two enemies next to you marked. And, last but not least, you can turn it into a source of constant combat advantage with the feats Deadly Draw and Commanding Vow.</p><p></p><p><em>Associated Domains</em>: Darkness, Destruction, Strife, Torment</p><p> </p><p></p><p><strong>Strength, Weapon</strong></p><p> </p><p><strong><span style="color: Red">Challenging Strike</span> (PHBH)</strong>: For all intents and purposes, this one is obsoleted by Ardent Strike.</p><p></p><p><em>Associated Domains</em>: None</p><p></p><p><strong>Dominator's Strike (HoS)</strong>: This Blackguard of Domination at-will is basically a Baladin-appropriate copy of Bolstering Strike, minus the domain support. Which certainly isn't bad, mind you, just not the best you can do.</p><p></p><p><em>Associated Domains</em>: None</p><p></p><p><strong><span style="color: Red">Ferocious Strike</span> (HoS)</strong>: Blackguards of Fury don't have a choice about this one, but you do, and the correct choice is to stay as far the hell away from it as possible. Combat advantage is easy enough to get when you need it the most that you should never need this.</p><p></p><p><em>Associated Domains</em>: None</p><p></p><p><strong><span style="color: Blue">Forbidding Strike</span> (PHBH)</strong>: When someone next to you just needs protecting in a pinch, throw this out. When it hits, the ally gets tier-scaling damage resistance (2/5/10) until the end of your next turn. You won't use it all the time, but it's very handy when you do need it. No domain support, but this one really doesn't need it.</p><p></p><p><em>Associated Domains</em>: None</p><p></p><p><strong><span style="color: DeepSkyBlue">Holy Strike</span> (PHB)</strong>: Radiant damage is always handy to keep around, and it does extra WIS-modifier damage against a marked enemy. The best option a Straladin whose secondary is Wisdom has for stationary (non-charging) DPR.</p><p></p><p><em>Associated Domains</em>: Fate, Freedom, Luck, Strength, Vengeance</p><p></p><p><strong><span style="color: #0000ff">Strike of Hope</span> (E:HFK)</strong>: A power tied to a Cavalier Virtue, but since it has a level, standard Paladins can take it just fine. And a fine power it is for Baladins, granting extra protection to allies by tossing around THPs, even more if they're bloodied. It also has the Radiant keyword.</p><p></p><p><em>Associated Domains</em>: None</p><p></p><p><strong><span style="color: Blue">Valiant Strike</span> (PHB)</strong>: +1 bonus to hit for each enemy next to you. In a crowd, this one strikes true quite often, and unless you use a reach weapon, you're always going to get at least a +1 bonus to hit out of this. Valiant Strike also gets very good domain support, which is more likely to work its effects thanks to this power's enhanced hitting chances.</p><p></p><p><em>Associated Domains</em>: Civilization, Hope, Protection, Skill, Storm, Wilderness</p><p></p><p><strong><span style="color: Red">Vengeance Strike</span> (HoS)</strong>: The Blackguard's default power. There is no reason to ever take this over Valiant Strike. Valiant Strike is hands-down better in the exact same situations.</p><p></p><p><em>Associated Domains</em>: None</p><p></p><p><strong><span style="color: #0000ff">Vengeful Strike</span> (E:HFK)</strong>: Another Cavalier Virtue power, and another nice option for Baladins. This one gives Baladins the at-will Radiant and stationary extra damage option they missed before. The extra CHA-mod radiant damage only happens when an ally nearby is bloodied, but that's probably going to happen quite a bit despite your best efforts. And if you miss with this power at any time, you get a nice little damage boost on your next damage roll to make amends.</p><p></p><p><em>Associated Domains</em>: None</p><p> </p><p></p><p><strong>Charisma, Weapon</strong></p><p> </p><p><strong>Bolstering Strike (PHB)</strong>: This self-THP granting power is not quite up to the level of some of the other Paladin at-wills by itself, but the domain support is pretty good, <span style="color: #00ccff"><strong>Earth</strong></span> and <span style="color: #0000ff"><strong>Life</strong></span>, in particular. Earth is really neat, especially, possibly leading to neat stuff like setting up off-action knockdown attacks and, in Epic Tier, at-will dazing.</p><p></p><p><em>Associated Domains</em>: Change, Creation, Earth, Life, War</p><p></p><p><strong><span style="color: DeepSkyBlue">Enfeebling Strike</span> (PHB)</strong>: Debuffs the attacks by -2 of an enemy marked by you. Which means they're going to have a tough time hitting you back and an even tougher time hitting your allies. Very nice. And this power gets some great domain support, too.</p><p></p><p><em>Associated Domains</em>: Death, Madness, Moon, Poison, Trickery, Tyranny, Undeath, Winter</p><p></p><p><strong><span style="color: #ff9900">Virtuous Strike</span> (DP)</strong>: This works as a CHA-based MBA, which means if you're a Chaladin, you're taking this, period. (Only exceptions are Tiefling and Half-Elf Chaladins, who do have other highly attractive options for a competent MBA.) Fortunately, this Chaladin cornerstone has other very nice things going for it, namely the Radiant keyword and the +2 power bonus to your saves when you hit. And this power gets arguably the best domain support out of the Paladin's repertoire.</p><p></p><p><em>Associated Domains</em>: Arcana, Justice, Knowledge, Love, Sea, Sun</p><p> </p><p> </p><p></p><p style="text-align: center"><span style="font-size: 22px"><strong><u>Master of Your Domain: Deities and Domains</u></strong></span></p><p></p><p>Domain power feats, the access of which is tied to your deity and the domains in his/her portfolio, may influence your choice of at-wills. So, for your convenience, they get their own section, separate from other feats, right after the at-will powers. All these domain power feats also come with a feat bonus to a skill (or skills in some cases).</p><p></p><p>You can only apply the benefits of one domain power feat per usage of an at-will. They're optional, just like all feats, but it is recommended you at least consider them, as many of them do provide fairly significant extra bonuses on your at-will powers.</p><p></p><p>As a general rule of thumb, there is one type of domain feat to <strong><span style="color: Red">avoid</span></strong>: Those that grant situational damage bonuses on a single at-will power and do nothing else.</p><p></p><p> </p><p></p><p><span style="font-size: 18px"><strong>Deities and Associated Domains</strong></span></p><p></p><p><strong>Core</strong></p><p> </p><p><strong>Good/Unaligned</strong></p><p>Avandra: Change, Freedom, Luck</p><p>Bahamut: Hope, Justice, Protection </p><p>Corellon: Arcana, Skill, Wilderness </p><p>Erathis: Civilization, Creation, Justice </p><p>Ioun: Fate, Knowledge, Skill </p><p>Kord: Storm, Strength, War </p><p>Melora: Life, Sea, Wilderness </p><p>Moradin: Creation, Earth, Protection </p><p>Pelor: Hope, Life, Sun </p><p>The Raven Queen: Death, Fate, Winter </p><p>Sehanine: Love, Moon, Trickery</p><p></p><p><strong>Evil</strong></p><p>Asmodeus: Civilization, Tyranny</p><p> Bane: Skill, War </p><p>Gruumsh: Destruction, Strength </p><p>Lolth: Darkness, Trickery </p><p>Tharizdun: Destruction, Madness </p><p>Tiamat: Strife, Vengeance </p><p>Torog: Earth, Torment </p><p>Vecna: Knowledge, Undeath </p><p>Zehir: Darkness, Poison</p><p> </p><p></p><p><strong>Forgotten Realms (D 378)</strong></p><p> </p><p><strong>Good/Unaligned</strong></p><p>Amaunator: Civilization, Justice, Sun</p><p>Angharradh: Hope, Protection</p><p>Bahamut: Justice, Strength</p><p>Berronar Truesilver: Life, Protection</p><p>Chauntea: Earth, Hope, Life</p><p>Corellon: Arcana, Skill, Wilderness</p><p>Garl Glittergold: Creation, Trickery</p><p>Gond: Creation, Knowledge</p><p>Ilmater: Freedom, Hope</p><p>Kelemvor: Death, Fate, Justice</p><p>Mielikki: Freedom, Wilderness</p><p>Moradin: Creation, Earth, Protection</p><p>Oghma: Knowledge, Skill, Trickery</p><p>Selûne: Arcana, Change, Moon</p><p>Sheela Peryroyl: Love, Wilderness</p><p>Silvanus: Life, Storm, Wilderness</p><p>Sune: Love, Skill, Trickery</p><p>Tempus: Protection, Strength, War</p><p>Torm: Civilization, Justice, Protection</p><p>Tymora: Change, Luck</p><p>Waukeen: Civilization, Knowledge</p><p></p><p><strong>Evil</strong></p><p>Asmodeus: Knowledge, Torment, Tyranny</p><p>Auril: Storm, Winter</p><p>Bane: Civilization, Tyranny, War</p><p>Beshaba: Fate, Trickery</p><p>Cyric: Madness, Strife, Trickery</p><p>Ghaunadaur: Destruction, Earth, Madness</p><p>Gruumsh: Destruction, Storm, Strength</p><p>Lolth: Darkness, Poison, Strife</p><p>Loviatar: Torment, Vengeance</p><p>Luthic: Earth, Protection</p><p>Shar: Darkness, Knowledge, Undeath</p><p>Sseth: Arcana, Darkness</p><p>Talona: Destruction, Poison</p><p>Tiamat: Tyranny, Vengeance</p><p>Umberlee: Sea, Storm</p><p>Zehir: Darkness, Poison</p><p> </p><p></p><p><strong>Eberron (D 378)</strong></p><p> </p><p><strong>Good/Unaligned</strong></p><p>The Silver Flame: Hope, Justice, Protection</p><p>The Sovereign Host: Civilization, Fate, Knowledge</p><p>Arawai: Life, Storm, Wilderness</p><p>Aureon: Arcana, Justice, Knowledge</p><p>Balinor: Earth, Strength, Wilderness</p><p>Boldrei: Civilization, Justice, Protection</p><p>Dol Arrah: Hope, Sun, War</p><p>Dol Dorn: Skill, Strength, War</p><p>Kol Korran: Civilization, Skill, Trickery</p><p>Olladra: Change, Freedom, Luck</p><p>Onatar: Civilization, Creation, Strength</p><p>The Traveler: Change, Creation, Trickery</p><p>The Blood of Vol: Death, Undeath</p><p>The Path of Light: Freedom, Skill, Sun</p><p>The Spirits of the Past: Protection, Vengeance, War</p><p>The Undying Court: Fate, Knowledge, Undeath</p><p></p><p><strong>Evil</strong></p><p>The Dark Six: Destruction, Wilderness</p><p>The Devourer: Destruction, Sea, Storm</p><p>The Fury: Madness, Vengeance</p><p>The Keeper: Death, Torment</p><p>The Mockery: Trickery, War</p><p>The Shadow: Arcana, Darkness</p><p>Cults of the Dragon Below: Darkness, Madness</p><p> </p><p> </p><p></p><p><span style="font-size: 18px"><strong>Domain Power Feats</strong></span></p><p></p><p><strong>Ardent Strike</strong></p><p> </p><p><strong><span style="color: Blue">Power of Darkness</span> (DP)</strong>: Concealment against the next attack when you hit. This one's pretty good.</p><p></p><p><strong><span style="color: Red">Power of Destruction</span> (DP)</strong>: One of <em>those</em>, works only against unbloodied enemies.</p><p></p><p><strong><span style="color: #0000ff">Power of Strife</span> (DP)</strong>: Tier-scaling damage bonus, but this one's a lot better than the others of that type. +1/2/3 bonus for <em>each</em> enemy within 3 squares of the target, which means in some cases you could really pile on the damage with this one. You should still pick up the general damage feats first, but this one's actually worth a look.</p><p></p><p><strong>Power of Torment (DP)</strong>: A hit with Ardent Strike sets up combat advantage for your ally's next attack. Decent.</p><p> </p><p></p><p><strong>Holy Strike</strong></p><p> </p><p><strong>Power of Fate (DP)</strong>: +1 to attack a bloodied enemy. Not bad, but don't look at it until after you get Versatile Expertise.</p><p></p><p><strong>Power of Freedom (DP)</strong>: A +2 to saves for you or an ally if you hit. Not bad at all.</p><p></p><p><strong><span style="color: Blue">Power of Luck</span> (DP)</strong>: Crit on 19-20 with Holy Strike. Paragon Tier is about when this one really starts getting good, when more crit-triggered effects come into play. In Epic Tier, retrain this for your weapon mastery feat, assuming you qualify for one.</p><p></p><p><strong><span style="color: #0000ff">Power of Strength</span> (DP)</strong>: An unconditional +2/3/4 untyped damage bonus on an at-will that's geared toward damage dealing. The fact it's unconditional makes it a lot better than <em>those</em> feats you're supposed to avoid. Still take the general damage feats first, but if you're looking to maximize your Holy Strike DPR, keep this one in mind.</p><p></p><p><strong><span style="color: Red">Power of Vengeance</span> (DP)</strong>: Deterrent damage that is no more than <em>those</em> feats you should avoid. Which makes it fail miserably.</p><p> </p><p></p><p><strong>Valiant Strike</strong></p><p> </p><p><strong><span style="color: Purple">Power of Civilization</span> (DP)</strong>: +1 damage bonus per enemy next to you. Situational as far as how effective it can be. Overall, only a step above the worst of the damage-only domain feats. Definitely keep this on the backburner.</p><p></p><p><strong><span style="color: Blue">Power of Hope</span> (DP)</strong>: Grant a +1 power bonus to attack to an ally up to 5 squares away when you hit. Solid power that allows a Straladin to show a little leadership.</p><p></p><p><strong><span style="color: Blue">Power of Protection</span> (DP)</strong>: A hit gives an ally up to 5 squares away +1 power bonus to all defenses. This one's nice. You'll be in position to grant this a lot.</p><p></p><p><strong><span style="color: DeepSkyBlue">Power of Skill</span> (DP)</strong>: Turns Valiant Strike into a deadly accurate melee basic attack. This is one you should definitely take.</p><p></p><p><strong><span style="color: DeepSkyBlue">Power of the Storm</span> (DP)</strong>: Gives Valiant Strike the Thunder keyword, along with the +2/3/4 damage bonus. This one is actually really nice. The Thunder keyword gets great support from feats and other features (Echoes of Thunder, Oncoming Storm). A Stormsoul Genasi will love this one. And if you're in Eberron and have the Mark of Storm Dragonmark, even better.</p><p></p><p><strong>Power of the Wilderness (DP)</strong>: On a hit, you and adjacent allies ignore difficult terrain. Not bad.</p><p> </p><p></p><p><strong>Bolstering Strike</strong></p><p> </p><p><strong><span style="color: #800080">Power of Change</span> (DP)</strong>: Hit or miss, set up an easier hit with an encounter or daily power (+1 attack bonus). Not that impressive.</p><p></p><p><strong>Power of Creation (DP)</strong>: +1 power bonus to AC for either you or an ally up to 5 squares away when you hit. Decent.</p><p></p><p><strong><span style="color: DeepSkyBlue">Power of Earth</span> (DP)</strong>: A hit slows the enemy until the start of your next turn. Now this one makes Bolstering Strike worth considering. At-will slow makes for some nice stickiness, just what you want. If you get ample chances at off-action attacks every fight, World Serpent's Grasp will work out very well. In Epic Tier, this one can even result in an at-will daze if you multiclass Fighter, use a hammer, and take Overwhelming Impact.</p><p></p><p><strong><span style="color: Blue">Power of Life</span> (DP)</strong>: A hit also gives an ally up to 10 squares away some THPs. This one's pretty good.</p><p></p><p><strong>Power of War (DP)</strong>: +1 to attack unbloodied enemies. Not bad, but pick up Versatile Expertise first.</p><p> </p><p></p><p><strong>Enfeebling Strike</strong></p><p> </p><p><strong><span style="color: Red">Power of Death</span> (DP)</strong>: One of <em>those</em>. And this one only works against bloodied enemies.</p><p></p><p><strong><span style="color: Blue">Power of Madness</span> (DP)</strong>: You increase the attack debuff to -3. Good one.</p><p></p><p><strong><span style="color: DeepSkyBlue">Power of the Moon</span> (DP)</strong>: Enfeebling Strike now also debuffs the enemy's AC by -2 if it hits. Beautiful.</p><p></p><p><strong><span style="color: Red">Power of Poison</span> (DP)</strong>: Enfeebling Strike gets the Poison keyword along with the +2/3/4 to damage. Not a good choice because (a) poison is the most commonly resisted damage type in the game, (b) very few things are vulnerable to poison, and (c) the keyword gets lousy support.</p><p></p><p><strong><span style="color: Blue">Power of Trickery</span> (DP)</strong>: A hit lets you or an ally shift a square. Nice one. This can help set up flanks.</p><p></p><p><strong><span style="color: DeepSkyBlue">Power of Tyranny</span> (DP)</strong>: Hit or miss, you impose a -2 penalty to saves. Beautiful if you want to improve the mileage of save-ends status effects.</p><p></p><p><strong><span style="color: Red">Power of Undeath</span> (DP)</strong>: Enfeebling Strike becomes Necrotic, along with the +2/3/4 damage. Necrotic is a commonly resisted damage type, so this sucks.</p><p></p><p><strong><span style="color: DeepSkyBlue">Power of Winter</span> (DP)</strong>: Gives Enfeebling Strike the Cold keyword, along with the +2/3/4 damage bonus. This one's great. You get access to the famous Lasting Frost synergy, and you don't even have to use a Frost Weapon.</p><p> </p><p></p><p><strong>Virtuous Strike</strong></p><p> </p><p><strong><span style="color: Blue">Power of Arcana</span> (AP)</strong>: Makes your Virtuous Strike an Arcane power when you use it, which opens it up for synergies with certain feats you can get via Arcane multiclassing, such as the White Lotus line. The best synergy this domain had is gone, now, but other attractive options still remain.</p><p></p><p><strong>Power of Justice (DP)</strong>: A hit grants a +1 power bonus to attack for all bloodied allies within 10 squares. Situational, but it comes up often enough to warrant a look.</p><p></p><p><strong><span style="color: Blue">Power of Knowledge</span> (DP)</strong>: A hit gives you a +1 power bonus to all defenses. Solid.</p><p></p><p><strong><span style="color: Red">Power of Love</span> (DP)</strong>: THPs at the expense of all your damage done with Virtuous Strike is NEVER a good deal. Shun this like the Spellplague.</p><p></p><p><strong><span style="color: Blue">Power of the Sea</span> (DP)</strong>: A hit either allows you to make a save or slaps a -2 penalty on the enemy's save. Solid choice, and very versatile. It can save you or help prolong an enemy's misery from a save-ends status power. And if you get <span style="color: #00ccff"><strong>Hero's Poise</strong></span> in Paragon Tier, this one really takes off.</p><p></p><p><strong><span style="color: DeepSkyBlue">Power of the Sun</span> (DP)</strong>: Cause tier-scaling Radiant vulnerability (3/5/8) when you hit. This one's actually really good, and not just for the extra damage on follow-up Radiant attacks from you or anyone else until the end of your next turn. It also makes violating your DC and DS hurt more. And certain powers (such as Bless Weapon) can really punish Radiant vulnerability.</p></blockquote><p></p>
[QUOTE="Veep, post: 6707955, member: 6793297"] [CENTER][SIZE=6][b][u]Prayers Always Granted: Lv. 1 At-Will Powers[/u][/b][/SIZE][/CENTER] The good thing and the bad thing here is that you have several quality choices, but no one real dominant choice. Your choice will depend on your attack stat, playstyle and, in some cases, your domain. A nice problem to have. (Well, except all Chaladins who aren't Tieflings or Half-Elves will be taking [b]Virtuous Strike[/b], period.) [b]Strength OR Charisma, Weapon[/b] [b][COLOR=DeepSkyBlue]Ardent Strike[/COLOR] (DP)[/b]: You hit with it, you put Divine Sanction on your foe. You can charge with it, too, which nowadays is very important if DPR is your thing. Now that DC's engagement failure penalty has been ditched, it is easier than ever to use this power in conjunction with DC to keep two enemies next to you marked. And, last but not least, you can turn it into a source of constant combat advantage with the feats Deadly Draw and Commanding Vow. [i]Associated Domains[/i]: Darkness, Destruction, Strife, Torment [b]Strength, Weapon[/b] [b][COLOR=Red]Challenging Strike[/COLOR] (PHBH)[/b]: For all intents and purposes, this one is obsoleted by Ardent Strike. [i]Associated Domains[/i]: None [b]Dominator's Strike (HoS)[/b]: This Blackguard of Domination at-will is basically a Baladin-appropriate copy of Bolstering Strike, minus the domain support. Which certainly isn't bad, mind you, just not the best you can do. [i]Associated Domains[/i]: None [b][COLOR=Red]Ferocious Strike[/COLOR] (HoS)[/b]: Blackguards of Fury don't have a choice about this one, but you do, and the correct choice is to stay as far the hell away from it as possible. Combat advantage is easy enough to get when you need it the most that you should never need this. [i]Associated Domains[/i]: None [b][COLOR=Blue]Forbidding Strike[/COLOR] (PHBH)[/b]: When someone next to you just needs protecting in a pinch, throw this out. When it hits, the ally gets tier-scaling damage resistance (2/5/10) until the end of your next turn. You won't use it all the time, but it's very handy when you do need it. No domain support, but this one really doesn't need it. [i]Associated Domains[/i]: None [b][COLOR=DeepSkyBlue]Holy Strike[/COLOR] (PHB)[/b]: Radiant damage is always handy to keep around, and it does extra WIS-modifier damage against a marked enemy. The best option a Straladin whose secondary is Wisdom has for stationary (non-charging) DPR. [i]Associated Domains[/i]: Fate, Freedom, Luck, Strength, Vengeance [b][COLOR=#0000ff]Strike of Hope[/COLOR] (E:HFK)[/b]: A power tied to a Cavalier Virtue, but since it has a level, standard Paladins can take it just fine. And a fine power it is for Baladins, granting extra protection to allies by tossing around THPs, even more if they're bloodied. It also has the Radiant keyword. [i]Associated Domains[/i]: None [b][COLOR=Blue]Valiant Strike[/COLOR] (PHB)[/b]: +1 bonus to hit for each enemy next to you. In a crowd, this one strikes true quite often, and unless you use a reach weapon, you're always going to get at least a +1 bonus to hit out of this. Valiant Strike also gets very good domain support, which is more likely to work its effects thanks to this power's enhanced hitting chances. [i]Associated Domains[/i]: Civilization, Hope, Protection, Skill, Storm, Wilderness [b][COLOR=Red]Vengeance Strike[/COLOR] (HoS)[/b]: The Blackguard's default power. There is no reason to ever take this over Valiant Strike. Valiant Strike is hands-down better in the exact same situations. [i]Associated Domains[/i]: None [b][COLOR=#0000ff]Vengeful Strike[/COLOR] (E:HFK)[/b]: Another Cavalier Virtue power, and another nice option for Baladins. This one gives Baladins the at-will Radiant and stationary extra damage option they missed before. The extra CHA-mod radiant damage only happens when an ally nearby is bloodied, but that's probably going to happen quite a bit despite your best efforts. And if you miss with this power at any time, you get a nice little damage boost on your next damage roll to make amends. [i]Associated Domains[/i]: None [b]Charisma, Weapon[/b] [b]Bolstering Strike (PHB)[/b]: This self-THP granting power is not quite up to the level of some of the other Paladin at-wills by itself, but the domain support is pretty good, [COLOR=#00ccff][b]Earth[/b][/COLOR] and [COLOR=#0000ff][b]Life[/b][/COLOR], in particular. Earth is really neat, especially, possibly leading to neat stuff like setting up off-action knockdown attacks and, in Epic Tier, at-will dazing. [i]Associated Domains[/i]: Change, Creation, Earth, Life, War [b][COLOR=DeepSkyBlue]Enfeebling Strike[/COLOR] (PHB)[/b]: Debuffs the attacks by -2 of an enemy marked by you. Which means they're going to have a tough time hitting you back and an even tougher time hitting your allies. Very nice. And this power gets some great domain support, too. [i]Associated Domains[/i]: Death, Madness, Moon, Poison, Trickery, Tyranny, Undeath, Winter [b][COLOR=#ff9900]Virtuous Strike[/COLOR] (DP)[/b]: This works as a CHA-based MBA, which means if you're a Chaladin, you're taking this, period. (Only exceptions are Tiefling and Half-Elf Chaladins, who do have other highly attractive options for a competent MBA.) Fortunately, this Chaladin cornerstone has other very nice things going for it, namely the Radiant keyword and the +2 power bonus to your saves when you hit. And this power gets arguably the best domain support out of the Paladin's repertoire. [i]Associated Domains[/i]: Arcana, Justice, Knowledge, Love, Sea, Sun [CENTER][SIZE=6][b][u]Master of Your Domain: Deities and Domains[/u][/b][/SIZE][/CENTER] Domain power feats, the access of which is tied to your deity and the domains in his/her portfolio, may influence your choice of at-wills. So, for your convenience, they get their own section, separate from other feats, right after the at-will powers. All these domain power feats also come with a feat bonus to a skill (or skills in some cases). You can only apply the benefits of one domain power feat per usage of an at-will. They're optional, just like all feats, but it is recommended you at least consider them, as many of them do provide fairly significant extra bonuses on your at-will powers. As a general rule of thumb, there is one type of domain feat to [b][COLOR=Red]avoid[/COLOR][/b]: Those that grant situational damage bonuses on a single at-will power and do nothing else. [Size=5][b]Deities and Associated Domains[/b][/size] [b]Core[/b] [b]Good/Unaligned[/b] Avandra: Change, Freedom, Luck Bahamut: Hope, Justice, Protection Corellon: Arcana, Skill, Wilderness Erathis: Civilization, Creation, Justice Ioun: Fate, Knowledge, Skill Kord: Storm, Strength, War Melora: Life, Sea, Wilderness Moradin: Creation, Earth, Protection Pelor: Hope, Life, Sun The Raven Queen: Death, Fate, Winter Sehanine: Love, Moon, Trickery [b]Evil[/b] Asmodeus: Civilization, Tyranny Bane: Skill, War Gruumsh: Destruction, Strength Lolth: Darkness, Trickery Tharizdun: Destruction, Madness Tiamat: Strife, Vengeance Torog: Earth, Torment Vecna: Knowledge, Undeath Zehir: Darkness, Poison [b]Forgotten Realms (D 378)[/b] [b]Good/Unaligned[/b] Amaunator: Civilization, Justice, Sun Angharradh: Hope, Protection Bahamut: Justice, Strength Berronar Truesilver: Life, Protection Chauntea: Earth, Hope, Life Corellon: Arcana, Skill, Wilderness Garl Glittergold: Creation, Trickery Gond: Creation, Knowledge Ilmater: Freedom, Hope Kelemvor: Death, Fate, Justice Mielikki: Freedom, Wilderness Moradin: Creation, Earth, Protection Oghma: Knowledge, Skill, Trickery Selûne: Arcana, Change, Moon Sheela Peryroyl: Love, Wilderness Silvanus: Life, Storm, Wilderness Sune: Love, Skill, Trickery Tempus: Protection, Strength, War Torm: Civilization, Justice, Protection Tymora: Change, Luck Waukeen: Civilization, Knowledge [b]Evil[/b] Asmodeus: Knowledge, Torment, Tyranny Auril: Storm, Winter Bane: Civilization, Tyranny, War Beshaba: Fate, Trickery Cyric: Madness, Strife, Trickery Ghaunadaur: Destruction, Earth, Madness Gruumsh: Destruction, Storm, Strength Lolth: Darkness, Poison, Strife Loviatar: Torment, Vengeance Luthic: Earth, Protection Shar: Darkness, Knowledge, Undeath Sseth: Arcana, Darkness Talona: Destruction, Poison Tiamat: Tyranny, Vengeance Umberlee: Sea, Storm Zehir: Darkness, Poison [b]Eberron (D 378)[/b] [b]Good/Unaligned[/b] The Silver Flame: Hope, Justice, Protection The Sovereign Host: Civilization, Fate, Knowledge Arawai: Life, Storm, Wilderness Aureon: Arcana, Justice, Knowledge Balinor: Earth, Strength, Wilderness Boldrei: Civilization, Justice, Protection Dol Arrah: Hope, Sun, War Dol Dorn: Skill, Strength, War Kol Korran: Civilization, Skill, Trickery Olladra: Change, Freedom, Luck Onatar: Civilization, Creation, Strength The Traveler: Change, Creation, Trickery The Blood of Vol: Death, Undeath The Path of Light: Freedom, Skill, Sun The Spirits of the Past: Protection, Vengeance, War The Undying Court: Fate, Knowledge, Undeath [b]Evil[/b] The Dark Six: Destruction, Wilderness The Devourer: Destruction, Sea, Storm The Fury: Madness, Vengeance The Keeper: Death, Torment The Mockery: Trickery, War The Shadow: Arcana, Darkness Cults of the Dragon Below: Darkness, Madness [Size=5][b]Domain Power Feats[/b][/size] [b]Ardent Strike[/b] [b][COLOR=Blue]Power of Darkness[/COLOR] (DP)[/b]: Concealment against the next attack when you hit. This one's pretty good. [b][COLOR=Red]Power of Destruction[/COLOR] (DP)[/b]: One of [i]those[/i], works only against unbloodied enemies. [b][COLOR=#0000ff]Power of Strife[/COLOR] (DP)[/b]: Tier-scaling damage bonus, but this one's a lot better than the others of that type. +1/2/3 bonus for [i]each[/i] enemy within 3 squares of the target, which means in some cases you could really pile on the damage with this one. You should still pick up the general damage feats first, but this one's actually worth a look. [b]Power of Torment (DP)[/b]: A hit with Ardent Strike sets up combat advantage for your ally's next attack. Decent. [b]Holy Strike[/b] [b]Power of Fate (DP)[/b]: +1 to attack a bloodied enemy. Not bad, but don't look at it until after you get Versatile Expertise. [b]Power of Freedom (DP)[/b]: A +2 to saves for you or an ally if you hit. Not bad at all. [b][COLOR=Blue]Power of Luck[/COLOR] (DP)[/b]: Crit on 19-20 with Holy Strike. Paragon Tier is about when this one really starts getting good, when more crit-triggered effects come into play. In Epic Tier, retrain this for your weapon mastery feat, assuming you qualify for one. [b][COLOR=#0000ff]Power of Strength[/COLOR] (DP)[/b]: An unconditional +2/3/4 untyped damage bonus on an at-will that's geared toward damage dealing. The fact it's unconditional makes it a lot better than [i]those[/i] feats you're supposed to avoid. Still take the general damage feats first, but if you're looking to maximize your Holy Strike DPR, keep this one in mind. [b][COLOR=Red]Power of Vengeance[/COLOR] (DP)[/b]: Deterrent damage that is no more than [i]those[/i] feats you should avoid. Which makes it fail miserably. [b]Valiant Strike[/b] [b][COLOR=Purple]Power of Civilization[/COLOR] (DP)[/b]: +1 damage bonus per enemy next to you. Situational as far as how effective it can be. Overall, only a step above the worst of the damage-only domain feats. Definitely keep this on the backburner. [b][COLOR=Blue]Power of Hope[/COLOR] (DP)[/b]: Grant a +1 power bonus to attack to an ally up to 5 squares away when you hit. Solid power that allows a Straladin to show a little leadership. [b][COLOR=Blue]Power of Protection[/COLOR] (DP)[/b]: A hit gives an ally up to 5 squares away +1 power bonus to all defenses. This one's nice. You'll be in position to grant this a lot. [b][COLOR=DeepSkyBlue]Power of Skill[/COLOR] (DP)[/b]: Turns Valiant Strike into a deadly accurate melee basic attack. This is one you should definitely take. [b][COLOR=DeepSkyBlue]Power of the Storm[/COLOR] (DP)[/b]: Gives Valiant Strike the Thunder keyword, along with the +2/3/4 damage bonus. This one is actually really nice. The Thunder keyword gets great support from feats and other features (Echoes of Thunder, Oncoming Storm). A Stormsoul Genasi will love this one. And if you're in Eberron and have the Mark of Storm Dragonmark, even better. [b]Power of the Wilderness (DP)[/b]: On a hit, you and adjacent allies ignore difficult terrain. Not bad. [b]Bolstering Strike[/b] [b][COLOR=#800080]Power of Change[/COLOR] (DP)[/b]: Hit or miss, set up an easier hit with an encounter or daily power (+1 attack bonus). Not that impressive. [b]Power of Creation (DP)[/b]: +1 power bonus to AC for either you or an ally up to 5 squares away when you hit. Decent. [b][COLOR=DeepSkyBlue]Power of Earth[/COLOR] (DP)[/b]: A hit slows the enemy until the start of your next turn. Now this one makes Bolstering Strike worth considering. At-will slow makes for some nice stickiness, just what you want. If you get ample chances at off-action attacks every fight, World Serpent's Grasp will work out very well. In Epic Tier, this one can even result in an at-will daze if you multiclass Fighter, use a hammer, and take Overwhelming Impact. [b][COLOR=Blue]Power of Life[/COLOR] (DP)[/b]: A hit also gives an ally up to 10 squares away some THPs. This one's pretty good. [b]Power of War (DP)[/b]: +1 to attack unbloodied enemies. Not bad, but pick up Versatile Expertise first. [b]Enfeebling Strike[/b] [b][COLOR=Red]Power of Death[/COLOR] (DP)[/b]: One of [i]those[/i]. And this one only works against bloodied enemies. [b][COLOR=Blue]Power of Madness[/COLOR] (DP)[/b]: You increase the attack debuff to -3. Good one. [b][COLOR=DeepSkyBlue]Power of the Moon[/COLOR] (DP)[/b]: Enfeebling Strike now also debuffs the enemy's AC by -2 if it hits. Beautiful. [b][COLOR=Red]Power of Poison[/COLOR] (DP)[/b]: Enfeebling Strike gets the Poison keyword along with the +2/3/4 to damage. Not a good choice because (a) poison is the most commonly resisted damage type in the game, (b) very few things are vulnerable to poison, and (c) the keyword gets lousy support. [b][COLOR=Blue]Power of Trickery[/COLOR] (DP)[/b]: A hit lets you or an ally shift a square. Nice one. This can help set up flanks. [b][COLOR=DeepSkyBlue]Power of Tyranny[/COLOR] (DP)[/b]: Hit or miss, you impose a -2 penalty to saves. Beautiful if you want to improve the mileage of save-ends status effects. [b][COLOR=Red]Power of Undeath[/COLOR] (DP)[/b]: Enfeebling Strike becomes Necrotic, along with the +2/3/4 damage. Necrotic is a commonly resisted damage type, so this sucks. [b][COLOR=DeepSkyBlue]Power of Winter[/COLOR] (DP)[/b]: Gives Enfeebling Strike the Cold keyword, along with the +2/3/4 damage bonus. This one's great. You get access to the famous Lasting Frost synergy, and you don't even have to use a Frost Weapon. [b]Virtuous Strike[/b] [b][COLOR=Blue]Power of Arcana[/COLOR] (AP)[/b]: Makes your Virtuous Strike an Arcane power when you use it, which opens it up for synergies with certain feats you can get via Arcane multiclassing, such as the White Lotus line. The best synergy this domain had is gone, now, but other attractive options still remain. [b]Power of Justice (DP)[/b]: A hit grants a +1 power bonus to attack for all bloodied allies within 10 squares. Situational, but it comes up often enough to warrant a look. [b][COLOR=Blue]Power of Knowledge[/COLOR] (DP)[/b]: A hit gives you a +1 power bonus to all defenses. Solid. [b][COLOR=Red]Power of Love[/COLOR] (DP)[/b]: THPs at the expense of all your damage done with Virtuous Strike is NEVER a good deal. Shun this like the Spellplague. [b][COLOR=Blue]Power of the Sea[/COLOR] (DP)[/b]: A hit either allows you to make a save or slaps a -2 penalty on the enemy's save. Solid choice, and very versatile. It can save you or help prolong an enemy's misery from a save-ends status power. And if you get [COLOR=#00ccff][b]Hero's Poise[/b][/COLOR] in Paragon Tier, this one really takes off. [b][COLOR=DeepSkyBlue]Power of the Sun[/COLOR] (DP)[/b]: Cause tier-scaling Radiant vulnerability (3/5/8) when you hit. This one's actually really good, and not just for the extra damage on follow-up Radiant attacks from you or anyone else until the end of your next turn. It also makes violating your DC and DS hurt more. And certain powers (such as Bless Weapon) can really punish Radiant vulnerability. [/QUOTE]
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