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<blockquote data-quote="pdegan2814" data-source="post: 6796430" data-attributes="member: 6801202"><p>Well the number of spells you can have prepared is based on your Charisma modifier and Paladin level. And being a tank is indeed a tricky balance. You have to be able to absorb damage, but you also have to be enough of a threat that the enemy can't simply ignore you and aim for the other members of your party. You likely won't have that problem. As for which spells to prepare, there are always the standbys like Cure Wounds & Bless, those are almost never a waste to have ready(even if you have a Cleric in the party, having them ready as a backup can be handy). You may also want at least one of the Paladin's Smite spells(different from the Divine Smite ability, the Smite spells do extra damage on a hit plus add an effect of some kind). As a Vengeance Paladin you also get Hold Person as a 2nd-level spell, which can be a godsend for a melee combatant. If the target fails the save they're paralyzed, meaning attacks against them have advantage, and hits from melee range are auto-crits. Catch your target in that, then unload with a Divine Smite for MASSIVE spike damage. Just keep an eye on which spells you're picking require concentration. If too many of your spells require it, you may find yourself unable to cast what you want because it'll break the spell you're holding. Along those lines, I would definitely work on getting your Con score up. If you're going to be a tank you'll want to boost your HP, and taking a lot of hits means making a lot of Concentration saves. If you find that Con saves are more of an issue than HP, consider taking Resilient(Con) instead of a straight +2 to Con, even if it leaves you with an odd-numbered score. Failing a Con save is NO fun, that's stuff like being poisoned, petrified, etc. The kind of stuff that can really mess up your day.</p></blockquote><p></p>
[QUOTE="pdegan2814, post: 6796430, member: 6801202"] Well the number of spells you can have prepared is based on your Charisma modifier and Paladin level. And being a tank is indeed a tricky balance. You have to be able to absorb damage, but you also have to be enough of a threat that the enemy can't simply ignore you and aim for the other members of your party. You likely won't have that problem. As for which spells to prepare, there are always the standbys like Cure Wounds & Bless, those are almost never a waste to have ready(even if you have a Cleric in the party, having them ready as a backup can be handy). You may also want at least one of the Paladin's Smite spells(different from the Divine Smite ability, the Smite spells do extra damage on a hit plus add an effect of some kind). As a Vengeance Paladin you also get Hold Person as a 2nd-level spell, which can be a godsend for a melee combatant. If the target fails the save they're paralyzed, meaning attacks against them have advantage, and hits from melee range are auto-crits. Catch your target in that, then unload with a Divine Smite for MASSIVE spike damage. Just keep an eye on which spells you're picking require concentration. If too many of your spells require it, you may find yourself unable to cast what you want because it'll break the spell you're holding. Along those lines, I would definitely work on getting your Con score up. If you're going to be a tank you'll want to boost your HP, and taking a lot of hits means making a lot of Concentration saves. If you find that Con saves are more of an issue than HP, consider taking Resilient(Con) instead of a straight +2 to Con, even if it leaves you with an odd-numbered score. Failing a Con save is NO fun, that's stuff like being poisoned, petrified, etc. The kind of stuff that can really mess up your day. [/QUOTE]
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