Honest question for those who want to nerf Divine Smite so bad: Have you actually broken down the numbers? Specifically vis a vis the Fighter, whose toes so many of you guys seem to believe the Paladin steps all over?
Yeah, they're both very high DPR, and pretty tanky...
Let's compare the two at Lv. 17, in fact. Greatswords, Great Weapon Fighting Style.
Why bother? The bulk of the game is levels 4-12.
The Paladin... an extra 45 avg. damage ..
The Fighter (Battle Master) ... an extra 45.5 ...
Oh, and I didn't even account for the Fighter taking Great Weapon Master
Presumably the Paladin would have, too, by such a high level.
But the point is, they're both powerhouses. They're DPR classes. They're also both pretty tanky, with second-best d10 HD, and heavy armor proficiency, and some enhancement to saves (the paladin pretty far ahead on that). The BM and Pally both also have a bit of flexibility in combat, the BM via maneuvers, the Pally via using slots to cast. Spells are arguably a lot more versatility (combat & non-combat, offense/defense/support, simply far more of them than the BM has maneuvers, etc), but the Paladin /trades/ smite damage for a different spell, while the BM usually keeps the CS damage, just with a different rider.
But, at that point, we've prettymuch covered everything the BM can do, and we still haven't gotten into some of the Paladin's iconic features.
Also since the Fighter gets 3 attacks and the Paladin 2, on its at-will turns the Fighter benefits more from GWM because that 3rd attack is another opportunity for that feat to add its damage.
And there's why 17th level. Third attack & second action surge.
[MENTION=57494]Xeviat[/MENTION] has commented before on how 'uneven' (or was it 'tiered?') Extra Attack makes melee-type progression. Pick the right break-points and you can manipulate the data a bit, I suppose.
But the bottom line is that the Paladin doesn't take away the Fighter's "Best at Fighting (with weapons, without magic)" since he's really only about as good at DPR and general toughness as the fighter, and that with some magic into the mix. The Paladin does get a whole lot more on top of that combat prowess, though, while the fighter gets very little. That would be a red flag in a system that aimed for mechanical balance, but for 5e DM-imposed balance, it just calls for a little caution.
It also means that cutting the paladin from the game on conceptual grounds isn't exactly hurting anything on the balance side.
Also in the games I ran, it WAS quite a common tactic to go in there with Hold Person against NPCs and let the Paladin rip into them.
Wow. Honorable.
Sorry, everything you said was spot-on, even this was perfectly cogent, it just struck me as ironic.
I think the Paladin is the most well balanced, and probably most powerful class in 5e. They're pretty much good at everything.
Those sound mutually exclusive.
...Oh, you did mean 'balanced' as in well-rounded/broadly-contributing, rather than as in 'not overpowered?'
How I loathe the Paladins.
They are obnoxious and overbearing, and give themselves the airs of noble lords.
I'd been waiting for that.
