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Playtest 6: Paladin ... Divine Smite is a Spell now
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<blockquote data-quote="Chaosmancer" data-source="post: 9061681" data-attributes="member: 6801228"><p>Okay, how is pushed 10 ft and knocked prone worth </p><p>1) Reduced Damage</p><p>2) Bonus action cost</p><p>3) 300 ft of sound that alerts everyone</p><p>4) Being vulnerable to all those anti-spell abilities. </p><p></p><p>For the same spell slot. </p><p></p><p></p><p></p><p>Why not? It isn't like the fiction is they swing, connect, cut through, re-establish their guard, then chant the spell to burst the wound with divine energy. </p><p></p><p>It seems incredibly reasonable to me that the caster can tell whether or not the spell was triggered by the hit. </p><p></p><p></p><p></p><p>To cast divine word, you need to be 13th level. </p><p></p><p>By 13th level, the paladin has Radiant Strikes, so their weapon is likely glowing or glimmering with divine energy, where a cleric's would not be. Additionally, they have three different aura effects. Allies always know where the Paladin's aura is, and if they are in it, it stands to reason there is a noticeable effect, especially to a trained spellcaster who is facing off against a 13th level party. </p><p></p><p>The enemies you are fighting at this level are not unfamiliar with what a paladin is. Heck, it is entirely possible they know you are a paladin because they scry'd you and saw you summoning your steed, which is a paladin exclusive ability. </p><p></p><p>Yes, you can argue they can't be certain, maybe you are a paladin 4 War cleric 13 and have Divine Word prepared, but you aren't making your case stronger by "well, the mage might counterspell thinking it was a 7th level spell, because they can't tell the difference" because if they counterspell and use a 7th level slot to stop your 1st level divine smite... I don't know many people who would call trading 2d8 damage for taking a 7th level spell slot off the table as a "bad thing"</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9061681, member: 6801228"] Okay, how is pushed 10 ft and knocked prone worth 1) Reduced Damage 2) Bonus action cost 3) 300 ft of sound that alerts everyone 4) Being vulnerable to all those anti-spell abilities. For the same spell slot. Why not? It isn't like the fiction is they swing, connect, cut through, re-establish their guard, then chant the spell to burst the wound with divine energy. It seems incredibly reasonable to me that the caster can tell whether or not the spell was triggered by the hit. To cast divine word, you need to be 13th level. By 13th level, the paladin has Radiant Strikes, so their weapon is likely glowing or glimmering with divine energy, where a cleric's would not be. Additionally, they have three different aura effects. Allies always know where the Paladin's aura is, and if they are in it, it stands to reason there is a noticeable effect, especially to a trained spellcaster who is facing off against a 13th level party. The enemies you are fighting at this level are not unfamiliar with what a paladin is. Heck, it is entirely possible they know you are a paladin because they scry'd you and saw you summoning your steed, which is a paladin exclusive ability. Yes, you can argue they can't be certain, maybe you are a paladin 4 War cleric 13 and have Divine Word prepared, but you aren't making your case stronger by "well, the mage might counterspell thinking it was a 7th level spell, because they can't tell the difference" because if they counterspell and use a 7th level slot to stop your 1st level divine smite... I don't know many people who would call trading 2d8 damage for taking a 7th level spell slot off the table as a "bad thing" [/QUOTE]
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Playtest 6: Paladin ... Divine Smite is a Spell now
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