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Are Redemption Paladin Abilities Too Weak?
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<blockquote data-quote="mellored" data-source="post: 7132615" data-attributes="member: 6801209"><p>Spells</p><p></p><p><span style="color: deepskyblue">shield</span> A great option, especially for a front line. Effectively gets better as you level.</p><p><span style="color: deepviolet">sleep</span> Not a bad spell itself, but as a half-caster, you won't have the spell levels to keep the "damage" rolls at a reasonable level. Still could be to finish off weakened enemies, and then bludgon them with Warrior of Reconciliation.</p><p></p><p><span style="color: blue">hold person</span> A good spell, but your DC is likely to be a few points lower than others.</p><p><span style="color: red">ray of enfeeblement</span> Just a bad spell.</p><p></p><p><strong>Counterspell</strong> As a half-caster paladin can't trade away slots as readily. Still could be worth countering a fireball if your group is caught in it.</p><p><span style="color: deepskyblue">hypnotic pattern</span> A great spell particularly with paladins who have trouble with hordes.</p><p></p><p><strong>Otiluke’s resilient sphere</strong> A fun utility spell that can find uses.</p><p><span style="color: blue">stoneskin</span> With +cha to saves, along with resilient con, this can survive long enough to be worth using.</p><p></p><p><span style="color: red">hold monster</span> A good spell, but 9/10 your better off saving your precious slots for wall of force instead.</p><p><span style="color: deepskyblue">wall of force</span> No-save way to cut off enemies. Another good option against hordes.</p><p></p><p></p><p><span style="color: blue">Armor of Peace</span>: Effectively +4 initiative, and a bonus action attack (as compared to a normal sword and board paladin with defensive style). Pretty good, though make the first 2 levels a bit rougher, it also makes Cha a bit more difficult to boost.</p><p><span style="color: deepskyblue">Warrior of Reconciliation</span> At first look this seems pretty good, at second, there are <span style="color: red">no Dex based bludgeoning</span> weapons. On third look, you can KO with a short sword, heal 1 HP with lay on hands, and hit them with a mace until you charm them. 42 seconds later, you heal it 1 HP, tell it to stand still, and smack it again.</p><p></p><p>I could just see a paladin followed by a wagon full of unconscious people that he wakes up and beats into submission, straps a bomb to, and sends into the enemy camp, all while preaching about peace, innocence, and patience...</p><p></p><p><span style="color: darkviolet">CD Emissary of Peace</span> A short-lived utility, but sometimes that's all you will need.</p><p><strong>Rebuke the Violent Past</strong> Low damage, but as a reaction. Considering that no other paladin get's any level 3 features, and you get 2, there's no loss here.</p><p></p><p><strong>Aura of the Guardian</strong> Weaker than most other paladins 7's, but still useful. Improves with <span style="color: deepskyblue">with protective spirit</span></p><p></p><p><span style="color: blue">Protective Spirit</span> A decent amount of extra HP, though only working in combat keeps it from being too good.</p><p></p><p><strong>Emissary of Redemption</strong> At first glance this seems amazing, but it's only good for 1 attack per enemy, after which it piddly (1/4) damage back and it breaks. Net result is pretty minimal against multi-attackers, though it still helps against an opening dragon breath and hordes.</p><p></p><p></p><p></p><p>So overall some great spells, a litterally abusive at-will charm, and some decent features. So... <span style="color: blue">blue</span>.</p></blockquote><p></p>
[QUOTE="mellored, post: 7132615, member: 6801209"] Spells [COLOR=deepskyblue]shield[/COLOR] A great option, especially for a front line. Effectively gets better as you level. [COLOR=deepviolet]sleep[/COLOR] Not a bad spell itself, but as a half-caster, you won't have the spell levels to keep the "damage" rolls at a reasonable level. Still could be to finish off weakened enemies, and then bludgon them with Warrior of Reconciliation. [COLOR=blue]hold person[/COLOR] A good spell, but your DC is likely to be a few points lower than others. [COLOR=red]ray of enfeeblement[/COLOR] Just a bad spell. [B]Counterspell[/B] As a half-caster paladin can't trade away slots as readily. Still could be worth countering a fireball if your group is caught in it. [COLOR=deepskyblue]hypnotic pattern[/COLOR] A great spell particularly with paladins who have trouble with hordes. [B]Otiluke’s resilient sphere[/B] A fun utility spell that can find uses. [COLOR=blue]stoneskin[/COLOR] With +cha to saves, along with resilient con, this can survive long enough to be worth using. [COLOR=red]hold monster[/COLOR] A good spell, but 9/10 your better off saving your precious slots for wall of force instead. [COLOR=deepskyblue]wall of force[/COLOR] No-save way to cut off enemies. Another good option against hordes. [COLOR=blue]Armor of Peace[/COLOR]: Effectively +4 initiative, and a bonus action attack (as compared to a normal sword and board paladin with defensive style). Pretty good, though make the first 2 levels a bit rougher, it also makes Cha a bit more difficult to boost. [COLOR=deepskyblue]Warrior of Reconciliation[/COLOR] At first look this seems pretty good, at second, there are [COLOR=red]no Dex based bludgeoning[/COLOR] weapons. On third look, you can KO with a short sword, heal 1 HP with lay on hands, and hit them with a mace until you charm them. 42 seconds later, you heal it 1 HP, tell it to stand still, and smack it again. I could just see a paladin followed by a wagon full of unconscious people that he wakes up and beats into submission, straps a bomb to, and sends into the enemy camp, all while preaching about peace, innocence, and patience... [COLOR=darkviolet]CD Emissary of Peace[/COLOR] A short-lived utility, but sometimes that's all you will need. [B]Rebuke the Violent Past[/B] Low damage, but as a reaction. Considering that no other paladin get's any level 3 features, and you get 2, there's no loss here. [B]Aura of the Guardian[/B] Weaker than most other paladins 7's, but still useful. Improves with [COLOR=deepskyblue]with protective spirit[/COLOR] [COLOR=blue]Protective Spirit[/COLOR] A decent amount of extra HP, though only working in combat keeps it from being too good. [B]Emissary of Redemption[/B] At first glance this seems amazing, but it's only good for 1 attack per enemy, after which it piddly (1/4) damage back and it breaks. Net result is pretty minimal against multi-attackers, though it still helps against an opening dragon breath and hordes. So overall some great spells, a litterally abusive at-will charm, and some decent features. So... [COLOR=blue]blue[/COLOR]. [/QUOTE]
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