Gladius Legis
Legend
Reserved post #10 of 10. You may now post. Hopefully, that reporting method which I did like two weeks ago finally gets me control of this guide soon.
While I'm at it, figured I'd grade the new Oath of the Crown from the Sword Coast Adventurers' Guide. Overall, I think it's a pretty solid blue at least. It's the closest thing to a hard 4e-style defender that 5e may have yet. And it's easily the best Oath against hordes thanks to getting Spirit Guardians as an Oath Spell.
Channel Divinities:
- Champion Challenge: Basically the restricted movement part of the Compelled Duel spell except working against all the enemies you want within 30 feet. Pretty good. Amazingly, it doesn't even specify that it's an action type of any sort? Wonder if that's intentional ... not that I'd think it'd break the game if it's not an action ...
- Turn the Tide: Bonus-action mass heal that compares favorably numbers-wise to a Mass Healing Word, even if it's a little more situational. Decent enough.
- Divine Allegiance: A "martyr" type ability, uses your reaction, can be done at-will, and takes all the damage in place of an ally next to you. Good one.
- Unyielding Spirit: Advantage on saves against two of the most debilitating conditions. Probably little more than a safeguard at 15th level though considering you're proficient in WIS saves and your Aura of Protection bonus is probably really good at this point.
- Exalted Champion: Capstone lasts for an hour, with three solid benefits. Of them all, the resistance to the usual weapon types is probably the most welcome, and still good as ever at Lv. 20.
- Oath Spells: Spirit Guardians ALONE makes this list no worse than blue. Paladins in general are a bit on the weak side in horde battles, but that can't be said for Crown Paladins past Lv. 9, with Spirit Guardians about as good as it gets fighting hordes. Warding Bond as a 2nd-level spell is a pretty solid defender addition as well. The other spells are mostly already on the Paladin list, which is why this list isn't sky blue, but at least they're all pretty good spells (REALLY good in the cases of Command, Aura of Vitality, Banishment), so those spells being on the list basically allow you to prepare other spells you may want without worry you're missing out on some essentials.
While I'm at it, figured I'd grade the new Oath of the Crown from the Sword Coast Adventurers' Guide. Overall, I think it's a pretty solid blue at least. It's the closest thing to a hard 4e-style defender that 5e may have yet. And it's easily the best Oath against hordes thanks to getting Spirit Guardians as an Oath Spell.
Channel Divinities:
- Champion Challenge: Basically the restricted movement part of the Compelled Duel spell except working against all the enemies you want within 30 feet. Pretty good. Amazingly, it doesn't even specify that it's an action type of any sort? Wonder if that's intentional ... not that I'd think it'd break the game if it's not an action ...
- Turn the Tide: Bonus-action mass heal that compares favorably numbers-wise to a Mass Healing Word, even if it's a little more situational. Decent enough.
- Divine Allegiance: A "martyr" type ability, uses your reaction, can be done at-will, and takes all the damage in place of an ally next to you. Good one.
- Unyielding Spirit: Advantage on saves against two of the most debilitating conditions. Probably little more than a safeguard at 15th level though considering you're proficient in WIS saves and your Aura of Protection bonus is probably really good at this point.
- Exalted Champion: Capstone lasts for an hour, with three solid benefits. Of them all, the resistance to the usual weapon types is probably the most welcome, and still good as ever at Lv. 20.
- Oath Spells: Spirit Guardians ALONE makes this list no worse than blue. Paladins in general are a bit on the weak side in horde battles, but that can't be said for Crown Paladins past Lv. 9, with Spirit Guardians about as good as it gets fighting hordes. Warding Bond as a 2nd-level spell is a pretty solid defender addition as well. The other spells are mostly already on the Paladin list, which is why this list isn't sky blue, but at least they're all pretty good spells (REALLY good in the cases of Command, Aura of Vitality, Banishment), so those spells being on the list basically allow you to prepare other spells you may want without worry you're missing out on some essentials.
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