JiffyPopTart
Bree-Yark
If anyone wants to add a data point...the average damage per round for a paladin with a 60% chance to hit who expends 1 (and only 1) smite per round including critical hits is 29.925
If anyone wants to add a data point...the average damage per round for a paladin with a 60% chance to hit who expends 1 (and only 1) smite per round including critical hits is 29.925
View attachment 120071
How does Great Weapon Master play into these extra attacks?Or if that Fighter is a Battle Master. Or if you haste a Paladin, and that extra attack helps him land an extra Turn 1 Smite, or any Smite at all even.
Find Steed duplicates Self targeting spells, which includes Spirit Guardians. Warhorse deals 2d6+4 damage for 11*60%=6.6 and then your own attacks on Turn 2, which could be a rapier and dagger (7.5+2.5)*60%=6. And it goes a little higher if trample happens (I didn't include that) or if you are using feats like Crossbow Expert.
The amount of work it would take to generate a 3 dimensional graph of the 400 possibilities (more once you have to keep track of smite slot still available) of the Paladin spending 1 smite a turn, round after round, to generate an average damage over the course of an entire battle eludes me.Right, but that's not looking at a Paladin that spends an average of 1 smite per turn.
The amount of work it would take to generate a 3 dimensional graph of the 400 possibilities (more once you have to keep track of smite slot still available) of the Paladin spending 1 smite a turn, round after round, to generate an average damage over the course of an entire battle eludes me.
My chart shows two attacks, 1 3rd level smite on one of the attacks, and the average damage in each of the 400 possiblities.
It's a very cool feature of Find Steed and Greater Find Steed. As for targeting, I think most DMs would have no problem with it since Guardian Spirits doesn't target anything but you. It's essentially a hazardous terrain, and enemies damaged by it are damaged at the beginning of their turn or when they enter the danger zone for the first time. Not when the spell is cast. Essentially like Fire Shield or Armor of Agathys (which both work with Find Steed).Interesting I never realized find steed did that. I would think the DM would rule that Spirit Guardians does target more enemies than you - the ones that will be hit by it. So I'm not sure if that would fly in most games - not sure on he RAW or RAI on it though.
It's a very cool feature of Find Steed and Greater Find Steed. As for targeting, I think most DMs would have no problem with it since Guardian Spirits doesn't target anything but you. It's essentially a hazardous terrain, and enemies damaged by it are damaged at the beginning of their turn or when they enter the danger zone for the first time. Not when the spell is cast. Essentially like Fire Shield or Armor of Agathys (which both work with Find Steed).
I've done it in AL without issue. Home games are always subject to DM generosity, of course.I don't think that will be the typical ruling but it's still interesting.
I've done it in AL without issue. Home games are always subject to DM generosity, of course.