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[Guide] Blades of Justice: The 5e Paladin guide
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<blockquote data-quote="Gavin O." data-source="post: 7459555" data-attributes="member: 6941440"><p>Spellcasting: As a Paladin, you fall into the "Half-caster" category. Your spell slots advance half as fast as a Wizard's would, and you cap out at spell level 5. </p><p></p><p><strong><span style="font-size: 15px">Level 1</span></strong></p><p><strong></strong></p><p><span style="color: #00ffff"><strong>Bless</strong></span> This adds an average of +2.5 to hit and to saving throws for you and two allies. It’s very good. The biggest downside is that it requires your concentration</p><p><strong>Ceremony</strong> If you can afford the expensive material component, some of these effects are very good. Specifically Wedding, which grants +2 AC to two of your party members for seven days. However, most of these effects only work once, so once your party members are all married and all dedicated to your god, you can stop preparing this.</p><p><span style="color: #0000ff"><strong>Command</strong></span> Lots of great uses for this. Command your target to drop their weapon, then grab it. Or command them to run away and provoke an Opportunity Attack.</p><p><span style="color: #800080"><strong>Compelled Duel</strong></span> Requires your concentration to use, requires your party not focus fire, and gives the target a save to resist the effect. No thanks. </p><p><strong><span style="color: #800080">Cure Wounds</span></strong> heals 1d8+cha, but touch range and requiring an action to use limits this a lot. <strong><span style="color: #0000ff">Improves</span></strong> if you're the only healer and your party doesn't get short rests. </p><p><strong><span style="color: #ff0000">Detect Evil and Good</span></strong> You already have divine Sense</p><p><span style="color: #800080"><strong>Detect Magic</strong></span> Situational and campaign-dependant. </p><p><strong>Detect Poison and Disease</strong> You can cure Poison and Disease with your Lay on Hands, so being able to detect it could be useful, assuming you don't have someone who can just find it with a medicine check. </p><p><strong><span style="color: #800080">Divine Favor </span></strong><span style="color: #000000">in order for this to be better than a divine Smite, you'll have to apply the bonus 4 times. That seems pretty unrealistic in most combats. </span></p><p><span style="color: #000000"></span><strong>Heroism</strong> Fear immunity when you need it, 3 THP per round is fine, but remember that gaining THP won't stack. </p><p><strong>Protection from evil and good </strong>Here's where you benefit a lot from being able to change spells every long rest. If you know you'll be fighting one of these creature types, prepare this. If not, leave it at home. Devotion gets this for free, so don't need to prepare it. </p><p><strong><span style="color: #800080">Purify Food and Drink </span></strong>I'd never go out adventuring with this prepared barring strange circumstances, but it's nice to have when you need it. </p><p><strong><span style="color: #ff0000">Searing Smite</span></strong> For this to be better than a Divine Smite, the extra damage has to apply twice. Needing your target to fail two saves in a row for slightly more damage than a divine smite, and breaking your concentration, is not my idea of a good spell. </p><p><strong><span style="color: #00ffff">Shield of Faith</span></strong> +2 AC for 10 minutes, only takes a bonus action to set up. Very nice. </p><p><strong>Thunderous Smite</strong>. You trade 2 damage from a Divine Smite to force the target to make a saving throw, and if they fail they get pushed 10 feet away and knocked prone. Not bad. However, this interrupts your concentration. </p><p><strong>Wrathful Smite</strong> Every saving throw after the first requires the target use up their action, and feared is a nice effect,<strong><span style="color: #0000ff"> Especially</span></strong> for Conquest. However, it breaks your concentration. </p><p></p><p>Devotion Oath spells</p><p><strong><span style="color: #800080">Protection from evil and good</span></strong> Is already on your list</p><p><strong><span style="color: #800080">Sanctuary </span></strong><span style="color: #000000">Ward someone against attack, but they can't attack or cast harmful spells either, and enemies get a wisdom save to ignore the effect anyways. </span></p><p><span style="color: #000000"></span> </p><p>Ancients Oath Spells</p><p><strong><span style="color: #0000ff">Ensnaring Strike </span></strong>Restrained is a strong effect at level one, and your target must use its action to try to free itself.</p><p><strong><span style="color: #800080">Speak with animals</span></strong> Moo.</p><p> </p><p>Vengeance Oath Spells</p><p><strong><span style="color: #ff0000">Bane</span></strong> The reverse of bless, this version ends up being substantially worse. It gives the targets a saving throw to resist the effects and doesn’t last as long since your party is killing those creatures. Stick with bless.</p><p><strong><span style="color: #800080">Hunter’s</span> <span style="color: #0000ff">Mark </span></strong>For this to be more damage than a divine smite, you need to benefit from the bonus three times. (3d6 = 10.5, 2d8 = 9) At low levels, it’s not going to happen often enough, but once you get Extra Attack it improves a bit. A bit better but still <span style="color: #0000ff">blue</span> for Polearm Master builds, who get more attacks but also need the bonus action more.</p><p></p><p>Conquest Oath Spells</p><p><strong>Armor of Agathys</strong> 5 THP is decent at low levels, and the extra damage is nice, but at higher levels this will only be triggering once.</p><p><strong><span style="color: #0000ff">C<strong>o</strong>mmand</span></strong> Already on your list</p><p></p><p>Redemption Oath Spells</p><p><span style="color: #800080"><strong>Sanctuary</strong></span> Protects yourself or someone else from harm... sometimes. At the cost of them being unable to do anything in return. </p><p><strong><span style="color: #0000ff">Sle</span><span style="color: #ff0000">ep</span></strong> At early levels, this is one of the best spells in the game, no saving throw and the enemy falls unconscious for your ally to crit. However, you can’t get it until level 3, at which point it’s already close to losing its effectiveness, and its worthless late.</p><p></p><p>Crown Oath Spells</p><p><span style="color: #0000ff"><strong>Command</strong></span> and <span style="color: #800080"><strong>Compelled Duel</strong></span> are both already on your list. </p><p></p><p>Oathbreaker Spells</p><p><span style="color: #ff0000"><strong>Hellish Rebuke</strong></span> It eats up your reaction, doesn't let you choose your target, can miss, and only does 2 more damage than a level 1 Smite</p><p><span style="color: #ff0000"><strong>Inflict Wounds</strong></span> 3d10 damage is less than one weapon attack plus a level 1 smite. </p><p></p><p><strong><span style="font-size: 15px">Level 2:</span></strong></p><p></p><p><span style="color: #0000ff"><strong>Aid</strong></span> <span style="color: #000000">5 extra HP for you and two allies, lasts 8 hours, no concentration. Solid. </span></p><p><span style="color: #000000"></span><strong><span style="color: #800080">Branding Smite</span></strong><span style="color: #000000"> You have to hit the target for this to apply, which will be pretty hard to do if the target is Invisible. The damage is substantially worse compared to a level 2 Smite. Prepare this if you know you'll be going up against enemies who turn invisible every other turn, or something. </span></p><p><span style="color: #000000"></span><span style="color: #00ffff"><strong>Find Steed</strong></span><span style="color: #000000"> Get a horse, improve your movement speed from 30 feet to 100 feet per round. Depending on the wording, the steed might even be able to fight with you. </span></p><p><strong>Lesser Restoration </strong><span style="color: #000000">Defending on how often you encounter these effects, this could be something you cast every fight or very infrequently. That said, it's nice to have when you need it. </span></p><p><strong><span style="color: #000000">Locate Object </span></strong><span style="color: #000000">Does exactly what its name would imply. When that sounds like something you'll need, prepare it. </span><strong><span style="color: #0000ff"></span></strong></p><p><strong><span style="color: #0000ff">Magic Weapon</span></strong><span style="color: #000000"> Bonus action cast, lasts one hour, gives your weapon +1/+1. Shame it requires concentration. </span></p><p><span style="color: #000000"></span><strong><span style="color: #800080">Protection from Poison </span></strong><span style="color: #000000">Very nice to have when you walk into a pit of snakes, but I wouldn't prepare this all the time. </span><span style="color: #000000"></span></p><p><span style="color: #000000"></span><strong><span style="color: #800080">Zone of Truth</span></strong><span style="color: #000000"> Great when you're interrogating someone, but you probably won't be able to set it up in a social situation without being noticed. Prepare when you know you'll be needing it. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000">Oath of Devotion</span></p><p><span style="color: #000000"><strong>Lesser Restoration</strong> and </span><strong><span style="color: #800080">Zone of Truth</span></strong><span style="color: #000000"> are both already on your list. It's nice to not need to use a preparation slot on restoration though. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000">Oath of the Ancients</span></p><p><span style="color: #000000"></span><span style="color: #0000ff"><strong>Misty Step </strong></span><span style="color: #000000">Bonus action to teleport 30 feet. Very solid. </span></p><p><span style="color: #000000"></span><strong><span style="color: #800080">Moonbeam</span></strong><span style="color: #000000"> the radius is only 5 feet, so you're not catching more than one creature with this, and 2d10 damage per round (half on a save) isn't very high. The shapeshifter clause is nice when it comes up. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000">Oath of Vengeance</span></p><p><span style="color: #000000"></span><strong><span style="color: #0000ff">Hold </span><span style="color: #800080">Person</span></strong><span style="color: #000000"> You really need another melee ally or two for this to be useful, but if you have that it can be very strong. The target should die before it gets a chance to make a second saving throw. If you're the only melee character in your party, this is a lot less good. </span></p><p><span style="color: #000000"></span><span style="color: #0000ff"><strong>Misty Step</strong></span><span style="color: #000000"> Same as for Ancients, a strong spell. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000">Oath of Conquest</span></p><p><span style="color: #000000"></span><strong><span style="color: #0000ff">Hold </span><span style="color: #800080">Person</span></strong><span style="color: #000000"> Good of you have melee allies, mediocre if you don't</span></p><p><span style="color: #000000"></span><strong><span style="color: #00ffff">Spiritual Weapon</span></strong><span style="color: #000000"> No concentration, bonus action attacks for 1d8+Cha damage every round for a minute. It's very strong. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000">Oath of Redemption</span></p><p><span style="color: #000000"><strong>Calm Emotions</strong> Protects your party from Fear and Charms, which is nice, or you can use it to stop a fight, which could be useful. </span></p><p><span style="color: #000000"></span><strong><span style="color: #0000ff">Hold</span><span style="color: #800080"> Person </span></strong><span style="color: #000000">If you have melee allies, this is good, otherwise its bad. Don't try to use this spell to take someone out of a fight.</span></p><p><span style="color: #000000"></span></p><p> <span style="color: #000000">Oath of the Crown</span></p><p><span style="color: #000000"></span><strong><span style="color: #0000ff">Warding Bond</span></strong><span style="color: #000000"> It lasts an hour, requires no concentration, and grants +1 to AC and saves, as well as the ability to share damage between you two. Not bad. </span></p><p><span style="color: #000000"></span><strong><span style="color: #800080">Zone of Truth</span></strong><span style="color: #000000"> is already on your list</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000">Oathbreaker</span></p><p><span style="color: #000000"></span><span style="color: #ff0000"><strong>Crown of Madness</strong></span><span style="color: #000000"> Not only can the target break out of it at any time with a save, but it takes your action every turn to sustain, and does nothing if no other enemies are adjacent to the target. </span></p><p><span style="color: #000000"></span><strong><span style="color: #ff0000">Dark</span><span style="color: #0000ff">ness </span></strong><span style="color: #000000">In order for this to not be terrible, you need to be able to see through the darkness. If you have exactly two levels in Warlock, which gives you Devil's Sight but not level 2 Warlock spells, this can be good, especially since it allows you to get your level 18 Paladin feature while still getting Darkness+Devil's Sight.</span></p></blockquote><p></p>
[QUOTE="Gavin O., post: 7459555, member: 6941440"] Spellcasting: As a Paladin, you fall into the "Half-caster" category. Your spell slots advance half as fast as a Wizard's would, and you cap out at spell level 5. [B][SIZE=4]Level 1[/SIZE] [/B] [COLOR=#00ffff][B]Bless[/B][/COLOR] This adds an average of +2.5 to hit and to saving throws for you and two allies. It’s very good. The biggest downside is that it requires your concentration [B]Ceremony[/B] If you can afford the expensive material component, some of these effects are very good. Specifically Wedding, which grants +2 AC to two of your party members for seven days. However, most of these effects only work once, so once your party members are all married and all dedicated to your god, you can stop preparing this. [COLOR=#0000ff][B]Command[/B][/COLOR] Lots of great uses for this. Command your target to drop their weapon, then grab it. Or command them to run away and provoke an Opportunity Attack. [COLOR=#800080][B]Compelled Duel[/B][/COLOR] Requires your concentration to use, requires your party not focus fire, and gives the target a save to resist the effect. No thanks. [B][COLOR=#800080]Cure Wounds[/COLOR][/B] heals 1d8+cha, but touch range and requiring an action to use limits this a lot. [B][COLOR=#0000ff]Improves[/COLOR][/B] if you're the only healer and your party doesn't get short rests. [B][COLOR=#ff0000]Detect Evil and Good[/COLOR][/B] You already have divine Sense [COLOR=#800080][B]Detect Magic[/B][/COLOR] Situational and campaign-dependant. [B]Detect Poison and Disease[/B] You can cure Poison and Disease with your Lay on Hands, so being able to detect it could be useful, assuming you don't have someone who can just find it with a medicine check. [B][COLOR=#800080]Divine Favor [/COLOR][/B][COLOR=#000000]in order for this to be better than a divine Smite, you'll have to apply the bonus 4 times. That seems pretty unrealistic in most combats. [/COLOR][B]Heroism[/B] Fear immunity when you need it, 3 THP per round is fine, but remember that gaining THP won't stack. [B]Protection from evil and good [/B]Here's where you benefit a lot from being able to change spells every long rest. If you know you'll be fighting one of these creature types, prepare this. If not, leave it at home. Devotion gets this for free, so don't need to prepare it. [B][COLOR=#800080]Purify Food and Drink [/COLOR][/B]I'd never go out adventuring with this prepared barring strange circumstances, but it's nice to have when you need it. [B][COLOR=#ff0000]Searing Smite[/COLOR][/B] For this to be better than a Divine Smite, the extra damage has to apply twice. Needing your target to fail two saves in a row for slightly more damage than a divine smite, and breaking your concentration, is not my idea of a good spell. [B][COLOR=#00ffff]Shield of Faith[/COLOR][/B] +2 AC for 10 minutes, only takes a bonus action to set up. Very nice. [B]Thunderous Smite[/B]. You trade 2 damage from a Divine Smite to force the target to make a saving throw, and if they fail they get pushed 10 feet away and knocked prone. Not bad. However, this interrupts your concentration. [B]Wrathful Smite[/B] Every saving throw after the first requires the target use up their action, and feared is a nice effect,[B][COLOR=#0000ff] Especially[/COLOR][/B] for Conquest. However, it breaks your concentration. Devotion Oath spells [B][COLOR=#800080]Protection from evil and good[/COLOR][/B] Is already on your list [B][COLOR=#800080]Sanctuary [/COLOR][/B][COLOR=#000000]Ward someone against attack, but they can't attack or cast harmful spells either, and enemies get a wisdom save to ignore the effect anyways. [/COLOR] Ancients Oath Spells [B][COLOR=#0000ff]Ensnaring Strike [/COLOR][/B]Restrained is a strong effect at level one, and your target must use its action to try to free itself. [B][COLOR=#800080]Speak with animals[/COLOR][/B] Moo. Vengeance Oath Spells [B][COLOR=#ff0000]Bane[/COLOR][/B] The reverse of bless, this version ends up being substantially worse. It gives the targets a saving throw to resist the effects and doesn’t last as long since your party is killing those creatures. Stick with bless. [B][COLOR=#800080]Hunter’s[/COLOR] [COLOR=#0000ff]Mark [/COLOR][/B]For this to be more damage than a divine smite, you need to benefit from the bonus three times. (3d6 = 10.5, 2d8 = 9) At low levels, it’s not going to happen often enough, but once you get Extra Attack it improves a bit. A bit better but still [COLOR=#0000ff]blue[/COLOR] for Polearm Master builds, who get more attacks but also need the bonus action more. Conquest Oath Spells [B]Armor of Agathys[/B] 5 THP is decent at low levels, and the extra damage is nice, but at higher levels this will only be triggering once. [B][COLOR=#0000ff]C[B]o[/B]mmand[/COLOR][/B] Already on your list Redemption Oath Spells [COLOR=#800080][B]Sanctuary[/B][/COLOR] Protects yourself or someone else from harm... sometimes. At the cost of them being unable to do anything in return. [B][COLOR=#0000ff]Sle[/COLOR][COLOR=#ff0000]ep[/COLOR][/B] At early levels, this is one of the best spells in the game, no saving throw and the enemy falls unconscious for your ally to crit. However, you can’t get it until level 3, at which point it’s already close to losing its effectiveness, and its worthless late. Crown Oath Spells [COLOR=#0000ff][B]Command[/B][/COLOR] and [COLOR=#800080][B]Compelled Duel[/B][/COLOR] are both already on your list. Oathbreaker Spells [COLOR=#ff0000][B]Hellish Rebuke[/B][/COLOR] It eats up your reaction, doesn't let you choose your target, can miss, and only does 2 more damage than a level 1 Smite [COLOR=#ff0000][B]Inflict Wounds[/B][/COLOR] 3d10 damage is less than one weapon attack plus a level 1 smite. [B][SIZE=4]Level 2:[/SIZE][/B] [COLOR=#0000ff][B]Aid[/B][/COLOR] [COLOR=#000000]5 extra HP for you and two allies, lasts 8 hours, no concentration. Solid. [/COLOR][B][COLOR=#800080]Branding Smite[/COLOR][/B][COLOR=#000000] You have to hit the target for this to apply, which will be pretty hard to do if the target is Invisible. The damage is substantially worse compared to a level 2 Smite. Prepare this if you know you'll be going up against enemies who turn invisible every other turn, or something. [/COLOR][COLOR=#00ffff][B]Find Steed[/B][/COLOR][COLOR=#000000] Get a horse, improve your movement speed from 30 feet to 100 feet per round. Depending on the wording, the steed might even be able to fight with you. [/COLOR] [B]Lesser Restoration [/B][COLOR=#000000]Defending on how often you encounter these effects, this could be something you cast every fight or very infrequently. That said, it's nice to have when you need it. [/COLOR] [B][COLOR=#000000]Locate Object [/COLOR][/B][COLOR=#000000]Does exactly what its name would imply. When that sounds like something you'll need, prepare it. [/COLOR][B][COLOR=#0000ff] Magic Weapon[/COLOR][/B][COLOR=#000000] Bonus action cast, lasts one hour, gives your weapon +1/+1. Shame it requires concentration. [/COLOR][B][COLOR=#800080]Protection from Poison [/COLOR][/B][COLOR=#000000]Very nice to have when you walk into a pit of snakes, but I wouldn't prepare this all the time. [/COLOR][COLOR=#000000] [/COLOR][B][COLOR=#800080]Zone of Truth[/COLOR][/B][COLOR=#000000] Great when you're interrogating someone, but you probably won't be able to set it up in a social situation without being noticed. Prepare when you know you'll be needing it. Oath of Devotion [B]Lesser Restoration[/B] and [/COLOR][B][COLOR=#800080]Zone of Truth[/COLOR][/B][COLOR=#000000] are both already on your list. It's nice to not need to use a preparation slot on restoration though. Oath of the Ancients [/COLOR][COLOR=#0000ff][B]Misty Step [/B][/COLOR][COLOR=#000000]Bonus action to teleport 30 feet. Very solid. [/COLOR][B][COLOR=#800080]Moonbeam[/COLOR][/B][COLOR=#000000] the radius is only 5 feet, so you're not catching more than one creature with this, and 2d10 damage per round (half on a save) isn't very high. The shapeshifter clause is nice when it comes up. Oath of Vengeance [/COLOR][B][COLOR=#0000ff]Hold [/COLOR][COLOR=#800080]Person[/COLOR][/B][COLOR=#000000] You really need another melee ally or two for this to be useful, but if you have that it can be very strong. The target should die before it gets a chance to make a second saving throw. If you're the only melee character in your party, this is a lot less good. [/COLOR][COLOR=#0000ff][B]Misty Step[/B][/COLOR][COLOR=#000000] Same as for Ancients, a strong spell. Oath of Conquest [/COLOR][B][COLOR=#0000ff]Hold [/COLOR][COLOR=#800080]Person[/COLOR][/B][COLOR=#000000] Good of you have melee allies, mediocre if you don't [/COLOR][B][COLOR=#00ffff]Spiritual Weapon[/COLOR][/B][COLOR=#000000] No concentration, bonus action attacks for 1d8+Cha damage every round for a minute. It's very strong. Oath of Redemption [B]Calm Emotions[/B] Protects your party from Fear and Charms, which is nice, or you can use it to stop a fight, which could be useful. [/COLOR][B][COLOR=#0000ff]Hold[/COLOR][COLOR=#800080] Person [/COLOR][/B][COLOR=#000000]If you have melee allies, this is good, otherwise its bad. Don't try to use this spell to take someone out of a fight. Oath of the Crown [/COLOR][B][COLOR=#0000ff]Warding Bond[/COLOR][/B][COLOR=#000000] It lasts an hour, requires no concentration, and grants +1 to AC and saves, as well as the ability to share damage between you two. Not bad. [/COLOR][B][COLOR=#800080]Zone of Truth[/COLOR][/B][COLOR=#000000] is already on your list Oathbreaker [/COLOR][COLOR=#ff0000][B]Crown of Madness[/B][/COLOR][COLOR=#000000] Not only can the target break out of it at any time with a save, but it takes your action every turn to sustain, and does nothing if no other enemies are adjacent to the target. [/COLOR][B][COLOR=#ff0000]Dark[/COLOR][COLOR=#0000ff]ness [/COLOR][/B][COLOR=#000000]In order for this to not be terrible, you need to be able to see through the darkness. If you have exactly two levels in Warlock, which gives you Devil's Sight but not level 2 Warlock spells, this can be good, especially since it allows you to get your level 18 Paladin feature while still getting Darkness+Devil's Sight.[/COLOR] [/QUOTE]
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[Guide] Blades of Justice: The 5e Paladin guide
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