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[Guide] Blades of Justice: The 5e Paladin guide
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<blockquote data-quote="Gavin O." data-source="post: 7459558" data-attributes="member: 6941440"><p>Feats:</p><p></p><p>Being a class with two primary attributes, you’ll have to be stingier with your feat selection than a fighter is. If you use four ASIs to max your primary stats, you’ll only be able to take one feat, so generically good filler feats are rated lower than they would be for a fighter. Feats that give stat bonuses are generally rated higher, since you can take one of them without hurting your stats, if you start with an odd number in that stat.</p><p></p><p><strong>Alert</strong> +5 initiative and immunity to surprise are both good benefits, but you probably won’t have the space.</p><p><strong><span style="color: #800080">Athlete</span></strong> if you started with an odd strength score, there are worse things you could take, but the benefits are pretty marginal.</p><p><strong>Actor</strong> If you started with an odd Cha score and don’t have access to Elven Accuracy, this is the only other feat that gives +1 to Cha, so you could maybe take it.</p><p><span style="color: #ff0000"><strong>Charger</strong></span> Don’t use your action to dash in combat.</p><p><strong><span style="color: #800080">Crossbow Expert</span></strong> This is normally a very good feat, but Divine Smite doesn’t work with ranged attacks and Paladins don’t have access to Archery Style.</p><p><strong><span style="color: #800080">Defensive Duelist </span></strong>This can give you up to +6 AC against a single attack, but it takes your reaction to use and only defends against one attack.</p><p><strong>Dual Wielder</strong> If you plan to dual wield, you will need this feat, if only to be able to draw both your swords before you attack.</p><p><span style="color: #ff0000"><strong>Dungeon Delver</strong></span> This just doesn’t provide enough to justify spending a feat on.</p><p><span style="color: #800080"><strong>Durable </strong></span>generally you won’t get many short rests with which to spend your hit die, and this effect is too weak for a feat. If you have an odd Con, take Resilient(Con) instead</p><p><span style="color: #ff0000"><strong>Elemental Adept</strong></span> you don’t have the elemental spells to make use of this.</p><p><strong><span style="color: #ff0000">Grappler</span></strong> Even for a grappler, this feat is terrible.</p><p><strong><span style="color: #0000ff">Great Weapon Master</span></strong> Paladins have a decent number of ways to increase their chance to hit (Bless, Vow of Enmity, Sacred Weapon) to take advantage of the -5/+10 trade, but you should ONLY take this feat if you’re regularly using those bonuses, the damage trade isn’t worth it otherwise.</p><p><strong><span style="color: #800080">Healer </span></strong>this feat is decent healing, but you probably can’t fit it in.</p><p><strong><span style="color: #ff0000">Heavily Armored</span></strong>you’re already proficient</p><p><strong><span style="color: #00ffff">Heavy</span> <span style="color: #800080">Armor</span> <span style="color: #800080">Master</span></strong> Skyblue for a Variant Human who takes this at level 1, and purple for everyone else.</p><p><span style="color: #0000ff">Inspiring Leader</span> if you can fit this in and have maxed your Cha, this can be a great source of Temporary Hit points.</p><p><strong><span style="color: #ff0000">Keen Mind </span></strong>Intelligence is your dump stat</p><p><span style="color: #ff0000"><strong>Lightly Armored</strong></span> Already proficient</p><p><strong><span style="color: #ff0000">Linguist</span></strong> Intelligence is still your dump stat</p><p><strong>Lucky </strong>Get advantage or give an enemy disadvantage three times per day. It’s solid if you can fit it in.</p><p><strong><span style="color: #800080">Mage Slayer</span></strong> The effectiveness of this feat depends entirely on how many mages you end up fighting. It ranges from totally useless to extremely useful. You’ll know if you want this feat or not.</p><p><strong>Magic initiate</strong> I’m a fan of this one: Choose Bard for great Cantrips and one Dissonant Whisper per day, or Warlock for Hex and Fire Bolt, or Druid for Guidance and Healing Word. Are any of these options better than +2 Strength or Cha? Probably not.</p><p><span style="color: #800080"><strong>Martial Adept </strong></span>You can add 1d6 damage once per short rest, and maybe apply some other effect. </p><p><strong><span style="color: #ff0000">Medium Armor Master</span></strong> If you’re a Dex-based Paladin, you should have 20 dex in which case light armor is better. If you aren’t, there’s no reason for you to have more than 14 dex.</p><p><strong><span style="color: #800080">Mobile</span></strong> Not enough benefit to justify the ASI you’ll spend on it, unless you’re playing some strange skirmisher Paladin that needs the free disengage.</p><p><strong><span style="color: #ff0000">Moderately Armored</span></strong> you’re already proficient</p><p><strong>Mounted Combatant</strong> As a Paladin you get find steed and find greater steed, so you could very well be a mounted combatant. If you are, you might want to consider taking this, if only for the ability to take hits for your mount.</p><p><span style="color: #ff0000"><strong>Observant</strong></span> Lip reading and passive perception is not worth an ASI.</p><p><span style="color: #0000cd"><strong>Polearm Master </strong></span>Bonus action attack which can apply Divine Smite, and a free opportunity attack when a creature enters your reach. Knocked down a peg thanks to the introduction of the Double Scimitar, but still good. </p><p><strong><span style="color: #0000ff">Resilient (Con)</span></strong> If you have an odd Con, take this and get proficiency in a very important save that also governs your concentration.</p><p><strong>Resilient (Dex)</strong> If you already have Con save proficiency somehow and have an odd Dex, you could take this.</p><p><span style="color: #ff0000"><strong>Resilient (other)</strong></span> no other stat is worth spending a feat to unlock saving throw proficiency, except for Wis which you start with. (Resilient Wis is blue for a Paladin who starts out in another class)</p><p><strong><span style="color: #ff0000">Ritual Caster</span></strong> Not for you.</p><p><strong><span style="color: #800080">Savage Attacker</span> </strong>Not enough extra damage to justify spending a feat on, outside of possibly a critfishing build.</p><p><span style="color: #0000ff"><strong>Sentinel</strong></span> This assists with your frontline prowess and gives you something to do with your reactions.</p><p><span style="color: #ff0000"><strong>Sharpshooter </strong></span>Ranged combat isn’t what Paladins do, and the Fighting Style that makes this worthwhile isn’t available to you.</p><p><strong><span style="color: #0000ff">Shield Master </span></strong>Rating assumes you are a Strength-based Paladin with proficiency in Athletics. (its <span style="color: #ff0000">red</span> if you’re not) The Shove ability allows you to knock a creature prone which then gives you advantage to hit, and you also gain +2 to some Dexterity saving throws, and a limited version of Evasion. Great value.</p><p><strong><span style="color: #800080">Skilled</span></strong> Another solid feat you won’t have room for. If you’re playing a political/intrigue campaign that’s light on combat, maybe you could take this.</p><p><span style="color: #ff0000"><strong>Skulker</strong></span> If you’re a Strength-based Paladin, you won’t have any success sneaking around in the dark. If you’re a Dex-based Paladin, there are better feats to take.</p><p><span style="color: #ff0000"><strong>Spell Sniper </strong></span>you have no spells with which to snipe</p><p><strong>Tavern Brawler</strong> This is another grappler feat, it gives you a bonus action grapple when you make an unarmed strike. If you plan on grappling, I’d definitely take this over grappler.</p><p><strong>Tough</strong> 2 extra hit points per level is quite solid, though whether to take this over a more offensive feat is a tough decision.</p><p><strong><span style="color: #0000ff">War Caster</span></strong> While thankfully you don’t need a free hand to hold a Holy Symbol, being able to perform the somatic components of a spell without having to drop your weapon is significant, and the bonus to concentration is great. </p><p><span style="color: #ff0000"><strong>Weapon Master</strong></span> you’re already proficient</p><p></p><p>Xanathar’s guide racial feats: (all these ratings assume your already playing as a race that can take them, so the viability of the associated race won’t affect these ratings)</p><p><span style="color: #ff0000"><strong></strong></span></p><p><span style="color: #ff0000"><strong>Bountiful Luck</strong></span> (Halfling) rerolling 1s is nice, but since it takes your reaction to use, it’s entirely possible that a teammate rolls a 1 and you can do nothing to help. Plus it could also just do nothing for several rounds.</p><p><span style="color: #0000ff"><strong>Dragon fear</strong></span> (Dragonborn) get +1 to either of your primary stats or Con, and you trade your dragon breath for the ability to roar and cause creatures to be frightened of you. The DC also uses your Cha instead of your Con. Good especially for Conquest Paladins looking to load up on Fear effects.</p><p><span style="color: #ff0000"><strong>Dragon Hide</strong></span> (Dragonborn) Generally Dragonborn Paladins don’t want to be Dex-based, so the natural armor is somewhat wasted. 1d4 unarmed strikes are effectively +1.5 damage, but you should just find a sword.</p><p><strong>Drow High Magic</strong> (Drow) Dispel Magic and levitate are both great spells that you don’t normally have access to, and Detect magic can also be useful, plus you can cast them out of your spell slots if you need to. Sadly it doesn’t give any stats. </p><p><span style="color: #800080"><strong>Dwarven Fortitude </strong></span>(Dwarf) If you don’t find many opportunities for short rests, you could use this for some extra healing, but needing to take the dodge action instead of doing something more useful is a big cost. Ask you DM if you can engage in “combat” with a pigeon and repeatedly dodge to heal yourself.</p><p><strong><span style="color: #00ffff">Elven Accuracy</span></strong> (Elf or Half-elf) Rating assumes you’re attacking with a stat that isn’t Strength, and if you are this is very strong. +1 to Dex or Cha and the ability to turn advantage into super advantage, which also means more crits. If you’re a member of these races, make room for this one.</p><p><span style="color: #800080"><strong>Fade Away </strong></span>(Gnome) Apart from requiring you to be a gnome, the invisibility happens after you’ve already taken damage, and it requires your reaction. Not what you want as a frontline character. At least you get +1 Dex.</p><p><strong><span style="color: #0000ff">Fey Teleportation</span></strong> (High Elf) +1 to Cha, Sylvan language, and one Misty Step per rest. Notably, you also learn the spell, which means you can cast it with spell slots if you need to.</p><p><span style="color: #ff0000"><strong>Flames of Phlegethos</strong></span> (Tiefling) You don’t have fire spells.</p><p><span style="color: #800080"><strong>Infernal Constitution</strong></span> (Tiefling) Spending a feat for +1 Con, Cold resist, and Poison resist is probably not worth it. Take Resilient (con) instead.</p><p><strong><span style="color: #0000ff">Orcish Fury</span></strong> (Half-orc) +1 Strength, extra damage once per rest (though bad synergy with the greatsword), and a reaction attack when you use relentless. Not bad.</p><p><span style="color: #800080"><strong>Prodigy </strong></span><span style="color: #000000">(Human, Half-Elf, or Half-Orc</span>) Proficiency in one skill, expertise in one skill. If you’re playing a Grapple build, this might be worth taking for the bonus to Athletics to save yourself multiclassing into Bard/Rogue, otherwise it’s probably not worth it.</p><p><strong><span style="color: #0000ff">Second Chance</span></strong> (Halfling) +1 to Dex, Con, or Cha, and you get to force a reroll against an attack that hits you once per combat. If I were playing a Halfling Paladin, I’d consider taking this.</p><p><strong>Squat Nimbleness</strong> (Halfling) +1 to Strength or Dex, extra movement speed, a skill proficiency, and help Vs grapples. Not bad.</p><p><strong>Wood Elf Magic</strong> (Wood Elf) Free Druid Cantrip could be Guidance for better skill checks, or you could take Shillelagh and try your hand at a Wis-based Paladin. Pass Without Trace is a strong spell, Longstrider not so much.</p><p><span style="color: #00ffff"><strong>Revenant Blade</strong></span> (Elf) +1 to AC, finesse with your Double Scimitar, and +1d4 damage to your bonus action special attack. Amazing.</p></blockquote><p></p>
[QUOTE="Gavin O., post: 7459558, member: 6941440"] Feats: Being a class with two primary attributes, you’ll have to be stingier with your feat selection than a fighter is. If you use four ASIs to max your primary stats, you’ll only be able to take one feat, so generically good filler feats are rated lower than they would be for a fighter. Feats that give stat bonuses are generally rated higher, since you can take one of them without hurting your stats, if you start with an odd number in that stat. [B]Alert[/B] +5 initiative and immunity to surprise are both good benefits, but you probably won’t have the space. [B][COLOR=#800080]Athlete[/COLOR][/B] if you started with an odd strength score, there are worse things you could take, but the benefits are pretty marginal. [B]Actor[/B] If you started with an odd Cha score and don’t have access to Elven Accuracy, this is the only other feat that gives +1 to Cha, so you could maybe take it. [COLOR=#ff0000][B]Charger[/B][/COLOR] Don’t use your action to dash in combat. [B][COLOR=#800080]Crossbow Expert[/COLOR][/B] This is normally a very good feat, but Divine Smite doesn’t work with ranged attacks and Paladins don’t have access to Archery Style. [B][COLOR=#800080]Defensive Duelist [/COLOR][/B]This can give you up to +6 AC against a single attack, but it takes your reaction to use and only defends against one attack. [B]Dual Wielder[/B] If you plan to dual wield, you will need this feat, if only to be able to draw both your swords before you attack. [COLOR=#ff0000][B]Dungeon Delver[/B][/COLOR] This just doesn’t provide enough to justify spending a feat on. [COLOR=#800080][B]Durable [/B][/COLOR]generally you won’t get many short rests with which to spend your hit die, and this effect is too weak for a feat. If you have an odd Con, take Resilient(Con) instead [COLOR=#ff0000][B]Elemental Adept[/B][/COLOR] you don’t have the elemental spells to make use of this. [B][COLOR=#ff0000]Grappler[/COLOR][/B] Even for a grappler, this feat is terrible. [B][COLOR=#0000ff]Great Weapon Master[/COLOR][/B] Paladins have a decent number of ways to increase their chance to hit (Bless, Vow of Enmity, Sacred Weapon) to take advantage of the -5/+10 trade, but you should ONLY take this feat if you’re regularly using those bonuses, the damage trade isn’t worth it otherwise. [B][COLOR=#800080]Healer [/COLOR][/B]this feat is decent healing, but you probably can’t fit it in. [B][COLOR=#ff0000]Heavily Armored[/COLOR][/B]you’re already proficient [B][COLOR=#00ffff]Heavy[/COLOR] [COLOR=#800080]Armor[/COLOR] [COLOR=#800080]Master[/COLOR][/B] Skyblue for a Variant Human who takes this at level 1, and purple for everyone else. [COLOR=#0000ff]Inspiring Leader[/COLOR] if you can fit this in and have maxed your Cha, this can be a great source of Temporary Hit points. [B][COLOR=#ff0000]Keen Mind [/COLOR][/B]Intelligence is your dump stat [COLOR=#ff0000][B]Lightly Armored[/B][/COLOR] Already proficient [B][COLOR=#ff0000]Linguist[/COLOR][/B] Intelligence is still your dump stat [B]Lucky [/B]Get advantage or give an enemy disadvantage three times per day. It’s solid if you can fit it in. [B][COLOR=#800080]Mage Slayer[/COLOR][/B] The effectiveness of this feat depends entirely on how many mages you end up fighting. It ranges from totally useless to extremely useful. You’ll know if you want this feat or not. [B]Magic initiate[/B] I’m a fan of this one: Choose Bard for great Cantrips and one Dissonant Whisper per day, or Warlock for Hex and Fire Bolt, or Druid for Guidance and Healing Word. Are any of these options better than +2 Strength or Cha? Probably not. [COLOR=#800080][B]Martial Adept [/B][/COLOR]You can add 1d6 damage once per short rest, and maybe apply some other effect. [B][COLOR=#ff0000]Medium Armor Master[/COLOR][/B] If you’re a Dex-based Paladin, you should have 20 dex in which case light armor is better. If you aren’t, there’s no reason for you to have more than 14 dex. [B][COLOR=#800080]Mobile[/COLOR][/B] Not enough benefit to justify the ASI you’ll spend on it, unless you’re playing some strange skirmisher Paladin that needs the free disengage. [B][COLOR=#ff0000]Moderately Armored[/COLOR][/B] you’re already proficient [B]Mounted Combatant[/B] As a Paladin you get find steed and find greater steed, so you could very well be a mounted combatant. If you are, you might want to consider taking this, if only for the ability to take hits for your mount. [COLOR=#ff0000][B]Observant[/B][/COLOR] Lip reading and passive perception is not worth an ASI. [COLOR=#0000cd][B]Polearm Master [/B][/COLOR]Bonus action attack which can apply Divine Smite, and a free opportunity attack when a creature enters your reach. Knocked down a peg thanks to the introduction of the Double Scimitar, but still good. [B][COLOR=#0000ff]Resilient (Con)[/COLOR][/B] If you have an odd Con, take this and get proficiency in a very important save that also governs your concentration. [B]Resilient (Dex)[/B] If you already have Con save proficiency somehow and have an odd Dex, you could take this. [COLOR=#ff0000][B]Resilient (other)[/B][/COLOR] no other stat is worth spending a feat to unlock saving throw proficiency, except for Wis which you start with. (Resilient Wis is blue for a Paladin who starts out in another class) [B][COLOR=#ff0000]Ritual Caster[/COLOR][/B] Not for you. [B][COLOR=#800080]Savage Attacker[/COLOR] [/B]Not enough extra damage to justify spending a feat on, outside of possibly a critfishing build. [COLOR=#0000ff][B]Sentinel[/B][/COLOR] This assists with your frontline prowess and gives you something to do with your reactions. [COLOR=#ff0000][B]Sharpshooter [/B][/COLOR]Ranged combat isn’t what Paladins do, and the Fighting Style that makes this worthwhile isn’t available to you. [B][COLOR=#0000ff]Shield Master [/COLOR][/B]Rating assumes you are a Strength-based Paladin with proficiency in Athletics. (its [COLOR=#ff0000]red[/COLOR] if you’re not) The Shove ability allows you to knock a creature prone which then gives you advantage to hit, and you also gain +2 to some Dexterity saving throws, and a limited version of Evasion. Great value. [B][COLOR=#800080]Skilled[/COLOR][/B] Another solid feat you won’t have room for. If you’re playing a political/intrigue campaign that’s light on combat, maybe you could take this. [COLOR=#ff0000][B]Skulker[/B][/COLOR] If you’re a Strength-based Paladin, you won’t have any success sneaking around in the dark. If you’re a Dex-based Paladin, there are better feats to take. [COLOR=#ff0000][B]Spell Sniper [/B][/COLOR]you have no spells with which to snipe [B]Tavern Brawler[/B] This is another grappler feat, it gives you a bonus action grapple when you make an unarmed strike. If you plan on grappling, I’d definitely take this over grappler. [B]Tough[/B] 2 extra hit points per level is quite solid, though whether to take this over a more offensive feat is a tough decision. [B][COLOR=#0000ff]War Caster[/COLOR][/B] While thankfully you don’t need a free hand to hold a Holy Symbol, being able to perform the somatic components of a spell without having to drop your weapon is significant, and the bonus to concentration is great. [COLOR=#ff0000][B]Weapon Master[/B][/COLOR] you’re already proficient Xanathar’s guide racial feats: (all these ratings assume your already playing as a race that can take them, so the viability of the associated race won’t affect these ratings) [COLOR=#ff0000][B] Bountiful Luck[/B][/COLOR] (Halfling) rerolling 1s is nice, but since it takes your reaction to use, it’s entirely possible that a teammate rolls a 1 and you can do nothing to help. Plus it could also just do nothing for several rounds. [COLOR=#0000ff][B]Dragon fear[/B][/COLOR] (Dragonborn) get +1 to either of your primary stats or Con, and you trade your dragon breath for the ability to roar and cause creatures to be frightened of you. The DC also uses your Cha instead of your Con. Good especially for Conquest Paladins looking to load up on Fear effects. [COLOR=#ff0000][B]Dragon Hide[/B][/COLOR] (Dragonborn) Generally Dragonborn Paladins don’t want to be Dex-based, so the natural armor is somewhat wasted. 1d4 unarmed strikes are effectively +1.5 damage, but you should just find a sword. [B]Drow High Magic[/B] (Drow) Dispel Magic and levitate are both great spells that you don’t normally have access to, and Detect magic can also be useful, plus you can cast them out of your spell slots if you need to. Sadly it doesn’t give any stats. [COLOR=#800080][B]Dwarven Fortitude [/B][/COLOR](Dwarf) If you don’t find many opportunities for short rests, you could use this for some extra healing, but needing to take the dodge action instead of doing something more useful is a big cost. Ask you DM if you can engage in “combat” with a pigeon and repeatedly dodge to heal yourself. [B][COLOR=#00ffff]Elven Accuracy[/COLOR][/B] (Elf or Half-elf) Rating assumes you’re attacking with a stat that isn’t Strength, and if you are this is very strong. +1 to Dex or Cha and the ability to turn advantage into super advantage, which also means more crits. If you’re a member of these races, make room for this one. [COLOR=#800080][B]Fade Away [/B][/COLOR](Gnome) Apart from requiring you to be a gnome, the invisibility happens after you’ve already taken damage, and it requires your reaction. Not what you want as a frontline character. At least you get +1 Dex. [B][COLOR=#0000ff]Fey Teleportation[/COLOR][/B] (High Elf) +1 to Cha, Sylvan language, and one Misty Step per rest. Notably, you also learn the spell, which means you can cast it with spell slots if you need to. [COLOR=#ff0000][B]Flames of Phlegethos[/B][/COLOR] (Tiefling) You don’t have fire spells. [COLOR=#800080][B]Infernal Constitution[/B][/COLOR] (Tiefling) Spending a feat for +1 Con, Cold resist, and Poison resist is probably not worth it. Take Resilient (con) instead. [B][COLOR=#0000ff]Orcish Fury[/COLOR][/B] (Half-orc) +1 Strength, extra damage once per rest (though bad synergy with the greatsword), and a reaction attack when you use relentless. Not bad. [COLOR=#800080][B]Prodigy [/B][/COLOR][COLOR=#000000](Human, Half-Elf, or Half-Orc[/COLOR]) Proficiency in one skill, expertise in one skill. If you’re playing a Grapple build, this might be worth taking for the bonus to Athletics to save yourself multiclassing into Bard/Rogue, otherwise it’s probably not worth it. [B][COLOR=#0000ff]Second Chance[/COLOR][/B] (Halfling) +1 to Dex, Con, or Cha, and you get to force a reroll against an attack that hits you once per combat. If I were playing a Halfling Paladin, I’d consider taking this. [B]Squat Nimbleness[/B] (Halfling) +1 to Strength or Dex, extra movement speed, a skill proficiency, and help Vs grapples. Not bad. [B]Wood Elf Magic[/B] (Wood Elf) Free Druid Cantrip could be Guidance for better skill checks, or you could take Shillelagh and try your hand at a Wis-based Paladin. Pass Without Trace is a strong spell, Longstrider not so much. [COLOR=#00ffff][B]Revenant Blade[/B][/COLOR] (Elf) +1 to AC, finesse with your Double Scimitar, and +1d4 damage to your bonus action special attack. Amazing. [/QUOTE]
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[Guide] Blades of Justice: The 5e Paladin guide
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