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Guide: D&D (5e) How to Build a Paladin for Combat
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<blockquote data-quote="OverlordOcelot" data-source="post: 7593601" data-attributes="member: 6976536"><p>It looks like you have multiple of these guides and they're not in the 'satire' category, so I think you're serious. This is an awful guide, with numerous major flaws. You use an oath that's not in the official rules, create a character with a bunch of odd stats and never boost them, and make weird declarations that don't make sense. For example, you say that war caster is good for maintaining concentration on mirror images... a spell that doesn't require concentration. You say that banishing smite will account for the majority of your melee damage, when it's only a total of 10d10 of damage per day at 20th level, and you can't even cast it before 17th level. What's better for pushing damage on mages and surviving is not toughness, mage slayer, and savage attacker (really?) but getting +5 to all saves for you and your party instead of the +2 this build gives.</p><p></p><p>This guide produces a build that isn't legal under the official rules and even if it was would be far from optimized. Your other guides have similar problems - at a glance, none of them take ASIs, and the warlock one seems to be taking the invocations to be an eldritch blaster but other things to be a melee fighter.</p></blockquote><p></p>
[QUOTE="OverlordOcelot, post: 7593601, member: 6976536"] It looks like you have multiple of these guides and they're not in the 'satire' category, so I think you're serious. This is an awful guide, with numerous major flaws. You use an oath that's not in the official rules, create a character with a bunch of odd stats and never boost them, and make weird declarations that don't make sense. For example, you say that war caster is good for maintaining concentration on mirror images... a spell that doesn't require concentration. You say that banishing smite will account for the majority of your melee damage, when it's only a total of 10d10 of damage per day at 20th level, and you can't even cast it before 17th level. What's better for pushing damage on mages and surviving is not toughness, mage slayer, and savage attacker (really?) but getting +5 to all saves for you and your party instead of the +2 this build gives. This guide produces a build that isn't legal under the official rules and even if it was would be far from optimized. Your other guides have similar problems - at a glance, none of them take ASIs, and the warlock one seems to be taking the invocations to be an eldritch blaster but other things to be a melee fighter. [/QUOTE]
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Guide: D&D (5e) How to Build a Paladin for Combat
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