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Companion thread to 5E Survivor - Subclasses (Part IX: Paladin)
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<blockquote data-quote="Undrave" data-source="post: 8802089" data-attributes="member: 7015698"><p>Hmm... Yah I can see that. I'm convinced. (Personally, the only default Spellcasting a Ranger should get is Ritual for utility)</p><p></p><p>The way I see it, the Oath of the Ancient protects the World from interplanar interlopers, something that was very important to the Primal Spirits of 4e, hence why the two feel connected in my mind. They're the "Get the Hell out of my Material Plane!" Paladins. </p><p></p><p>Tell me about it... Trying to make a Warlord as resulted in me constantly running head first into the issue of Spellcasters being <em>special</em> and needed to ALWAYS think about how to make them involved with the Warlord. I miss when you could just say 'That allies gets +2 to their next attack'. You can't do that in 5e because Casters HAD to be <em>different</em> so they get friggin' Save Spell DC.</p></blockquote><p></p>
[QUOTE="Undrave, post: 8802089, member: 7015698"] Hmm... Yah I can see that. I'm convinced. (Personally, the only default Spellcasting a Ranger should get is Ritual for utility) The way I see it, the Oath of the Ancient protects the World from interplanar interlopers, something that was very important to the Primal Spirits of 4e, hence why the two feel connected in my mind. They're the "Get the Hell out of my Material Plane!" Paladins. Tell me about it... Trying to make a Warlord as resulted in me constantly running head first into the issue of Spellcasters being [I]special[/I] and needed to ALWAYS think about how to make them involved with the Warlord. I miss when you could just say 'That allies gets +2 to their next attack'. You can't do that in 5e because Casters HAD to be [I]different[/I] so they get friggin' Save Spell DC. [/QUOTE]
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