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[GUIDE] My Word Is My Sword: The Paladin Guide
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<blockquote data-quote="Logain08" data-source="post: 6939436" data-attributes="member: 6804227"><p>Although I'm by no means an expert, I would just like to give my opinion on the new Aasimar options, since they really fascinate me.</p><p></p><p>The basic frame of the race strikes me as flavorful and also useful. Darkvision is solid, healing hands once per long rest is like Lay on Hands lite, en resistance to radiant and necrotic damage could be useful if you fight some very specific foes. Light cantrip is nothing earth shattering, but it's nice to have, I guess.</p><p></p><p>Protector Aasimar gives you a fly speed of 30 feet and once per turn radiant damage on a hit with an attack or a spell that deals damage. I don't see a whole lot of people talking about the fly speed, but to me, this seems awesome and pretty useful. One of the paladin's weaknesses is ranged combat and tackling flying enemies. Having an option to fly seems like a great way to offset this weakness. I remember a fight where my party had to fight a hovering beholder and my paladin couldn't reach it, relegating me to more defensive work (boosting saves by standing close to other party members and concentrating on bless). If I had a way to fly, I could have contributed more actively in such encounters.</p><p>The extra damage seems really nice, although it hurts a bit that to activate this transformation, you have to use an action. I think I would copy GladiusLegis' advice regarding Haste here: best to activate this before an encounter that you know is coming up.</p><p></p><p>Statwise, the Protector is a bit lacking for a paladin. +2 Charisma is nice, but +1 wisdom does not really offer a whole lot. If you use point buy, then you are basically forced to start with a 15 in either strength or dexterity. Not a deal breaker, but something to take into account.</p><p></p><p>Scourge Aasimar get an AoE effect with their transformation, dealing free damage to every <em>creature </em>within 10 feet equal to half their level (rounded up). In my opinion, this also somewhat mitigates a weakness of the paladin class, namely dealing with hordes of enemies. But the AoE is not friendly, so compared to the Protector, you need to be careful with your positioning and basically have to isolate yourself from your party members lest you also damage them.</p><p>+1 Constitution seems more useful than +1 wisdom though.</p><p></p><p>Fallen Aasimar get an AoE fear effect when they activate their transformation, but like the Scourge Aasimar, this is not party friendly. So again, being careful about your position before you activate this is definitely important. You don't want to cripple your party members by frightening them. (No longer an issue after level 10, since Aura of Courage makes your allies immune to the frightened condition if they stand in reach of this ability)</p><p>+1 Strength is definitely more useful for most paladins, except for those using dexterity as their attacking stat.</p><p></p><p>I really like the aasimar and have asked my DM if I can change the race of my current paladin into an aasimar. I think they offer extra flavor to any paladin and you get a nice once per long rest ability regardless of your subrace. </p><p></p><p>This guide currently rates the DMG aasimar as a blue option, but I think the VGTM aasimar warrants a sky blue rating, but I would love to hear some more opinions on the matter.</p></blockquote><p></p>
[QUOTE="Logain08, post: 6939436, member: 6804227"] Although I'm by no means an expert, I would just like to give my opinion on the new Aasimar options, since they really fascinate me. The basic frame of the race strikes me as flavorful and also useful. Darkvision is solid, healing hands once per long rest is like Lay on Hands lite, en resistance to radiant and necrotic damage could be useful if you fight some very specific foes. Light cantrip is nothing earth shattering, but it's nice to have, I guess. Protector Aasimar gives you a fly speed of 30 feet and once per turn radiant damage on a hit with an attack or a spell that deals damage. I don't see a whole lot of people talking about the fly speed, but to me, this seems awesome and pretty useful. One of the paladin's weaknesses is ranged combat and tackling flying enemies. Having an option to fly seems like a great way to offset this weakness. I remember a fight where my party had to fight a hovering beholder and my paladin couldn't reach it, relegating me to more defensive work (boosting saves by standing close to other party members and concentrating on bless). If I had a way to fly, I could have contributed more actively in such encounters. The extra damage seems really nice, although it hurts a bit that to activate this transformation, you have to use an action. I think I would copy GladiusLegis' advice regarding Haste here: best to activate this before an encounter that you know is coming up. Statwise, the Protector is a bit lacking for a paladin. +2 Charisma is nice, but +1 wisdom does not really offer a whole lot. If you use point buy, then you are basically forced to start with a 15 in either strength or dexterity. Not a deal breaker, but something to take into account. Scourge Aasimar get an AoE effect with their transformation, dealing free damage to every [I]creature [/I]within 10 feet equal to half their level (rounded up). In my opinion, this also somewhat mitigates a weakness of the paladin class, namely dealing with hordes of enemies. But the AoE is not friendly, so compared to the Protector, you need to be careful with your positioning and basically have to isolate yourself from your party members lest you also damage them. +1 Constitution seems more useful than +1 wisdom though. Fallen Aasimar get an AoE fear effect when they activate their transformation, but like the Scourge Aasimar, this is not party friendly. So again, being careful about your position before you activate this is definitely important. You don't want to cripple your party members by frightening them. (No longer an issue after level 10, since Aura of Courage makes your allies immune to the frightened condition if they stand in reach of this ability) +1 Strength is definitely more useful for most paladins, except for those using dexterity as their attacking stat. I really like the aasimar and have asked my DM if I can change the race of my current paladin into an aasimar. I think they offer extra flavor to any paladin and you get a nice once per long rest ability regardless of your subrace. This guide currently rates the DMG aasimar as a blue option, but I think the VGTM aasimar warrants a sky blue rating, but I would love to hear some more opinions on the matter. [/QUOTE]
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