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[GUIDE] My Word Is My Sword: The Paladin Guide
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<blockquote data-quote="Gladius Legis" data-source="post: 7846937" data-attributes="member: 68748"><p>Snap judgments from the new UA: Class Features article. While Paladins didn't get as much as many classes did, what they did get is, uh, pretty damn good:</p><p></p><p><u>Fighting Styles:</u></p><p></p><p><strong><span style="color: rgb(84, 172, 210)">Blessed Warrior</span></strong> - easily a top pick for Fighting Style. <em>Sacred Flame</em> (or <em>Toll the Dead</em> if you're feeling less holy and more necromantic) to cover for the Paladin's ranged combat weakness? Yes, please. <em>Guidance</em> on a Paladin? Hell yeah. <em>Word of Radiance</em> might also be worth considering for some at-will AoE, though IMO ranged damage + <em>Guidance</em> is the better deal. (And keep in mind initiative rolls are an ability check, so <em>Guidance</em> is in effect an initiative boost too!)</p><p></p><p><strong><span style="color: rgb(250, 197, 28)">Blind Fighting</span></strong> - EXTREMELY BROKEN as currently written. Spellcaster with Darkness or Fog Cloud + this = All the advantage you could ever want. Now factor GWM in the mix. This one needs to be nerfed, if not omitted entirely in an official release.</p><p></p><p><strong>Interception</strong> - at least better for your action economy and is more consistent than Protection, since you only use your reaction if your ally actually got hit, though Protection can nullify an attack entirely, so hard to say which is better.</p><p></p><p><strong><span style="color: rgb(41, 105, 176)">Thrown Weapon Fighting</span></strong> - can actually be useful as a more martially-based alternative to Blessed Warrior in giving a STR-Paladin viable ranged combat capability.</p><p></p><p><strong>Unarmed Fighting</strong> - obviously niche, but looks pretty good in that niche and would fit the Oath of Heroism from the earlier UA like a glove.</p><p></p><p><u>Additional Spells:</u></p><p></p><p><strong><span style="color: rgb(250, 197, 28)">Spirit Guardians</span></strong> - Obviously all Paladins will be keeping this prepared at all times once they hit Lv. 9. Some may say this is too much, but IMO it's fine, after all the Paladin doesn't get it until four levels after the Cleric does. Many campaigns are wrapping up at Lv. 9, so AFAIC it's nice to see all Paladins get at least something good to deal with hordes before Lv. 17. Giving this spell to all Paladins does make <strong><span style="color: rgb(147, 101, 184)">Oath of the Crown</span></strong> look rather underwhelming, though, as having <em>Spirit Guardians</em> as an Oath spell was basically the only real reason to play that Oath.</p><p></p><p>Most of the other spells added to the list are pretty decent, though nothing else too impressive.</p><p></p><p><u>Channel Divinity:</u></p><p></p><p><strong><span style="color: rgb(84, 172, 210)">Harness Divine Power</span></strong> - Your CD for another 1st-level slot per short rest you can use to Smite? That's amazing, especially at early levels.</p></blockquote><p></p>
[QUOTE="Gladius Legis, post: 7846937, member: 68748"] Snap judgments from the new UA: Class Features article. While Paladins didn't get as much as many classes did, what they did get is, uh, pretty damn good: [U]Fighting Styles:[/U] [B][COLOR=rgb(84, 172, 210)]Blessed Warrior[/COLOR][/B] - easily a top pick for Fighting Style. [I]Sacred Flame[/I] (or [I]Toll the Dead[/I] if you're feeling less holy and more necromantic) to cover for the Paladin's ranged combat weakness? Yes, please. [I]Guidance[/I] on a Paladin? Hell yeah. [I]Word of Radiance[/I] might also be worth considering for some at-will AoE, though IMO ranged damage + [I]Guidance[/I] is the better deal. (And keep in mind initiative rolls are an ability check, so [I]Guidance[/I] is in effect an initiative boost too!) [B][COLOR=rgb(250, 197, 28)]Blind Fighting[/COLOR][/B] - EXTREMELY BROKEN as currently written. Spellcaster with Darkness or Fog Cloud + this = All the advantage you could ever want. Now factor GWM in the mix. This one needs to be nerfed, if not omitted entirely in an official release. [B]Interception[/B] - at least better for your action economy and is more consistent than Protection, since you only use your reaction if your ally actually got hit, though Protection can nullify an attack entirely, so hard to say which is better. [B][COLOR=rgb(41, 105, 176)]Thrown Weapon Fighting[/COLOR][/B] - can actually be useful as a more martially-based alternative to Blessed Warrior in giving a STR-Paladin viable ranged combat capability. [B]Unarmed Fighting[/B] - obviously niche, but looks pretty good in that niche and would fit the Oath of Heroism from the earlier UA like a glove. [U]Additional Spells:[/U] [B][COLOR=rgb(250, 197, 28)]Spirit Guardians[/COLOR][/B] - Obviously all Paladins will be keeping this prepared at all times once they hit Lv. 9. Some may say this is too much, but IMO it's fine, after all the Paladin doesn't get it until four levels after the Cleric does. Many campaigns are wrapping up at Lv. 9, so AFAIC it's nice to see all Paladins get at least something good to deal with hordes before Lv. 17. Giving this spell to all Paladins does make [B][COLOR=rgb(147, 101, 184)]Oath of the Crown[/COLOR][/B] look rather underwhelming, though, as having [I]Spirit Guardians[/I] as an Oath spell was basically the only real reason to play that Oath. Most of the other spells added to the list are pretty decent, though nothing else too impressive. [U]Channel Divinity:[/U] [B][COLOR=rgb(84, 172, 210)]Harness Divine Power[/COLOR][/B] - Your CD for another 1st-level slot per short rest you can use to Smite? That's amazing, especially at early levels. [/QUOTE]
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