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Let’s Read Mordenkainen Presents: Monsters of the Multiverse.
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<blockquote data-quote="Leatherhead" data-source="post: 8568368" data-attributes="member: 53176"><p><h3>Blackguard (VGtM)</h3><p></p><p>The Anti-Paladin Strikes back. Though nowadays Paladins can just be evil with the Oath of Conquest or something similar, the blackguard represents a paladin who broke their oath and went on to a life of evil. Or just a Paladin who broke their oath, because Blackguards can be not-evil now, which would make them an anti-hero instead. One minor nitpick, despite the artwork showing an iconic greatsword, the statblock uses a glave.</p><p></p><p>Finding a place for a Blackguard in your campaign can be quite the hassle. First you have to establish an order of Paladins with an oath, then you have to figure out why someone would abandon them. Such stories can be the basis for entire novels or games in themselves.</p><p></p><p>In combat, the Blackguard isn't quite as easy to use as they seem. They should always be mounted when possible, being able to cast Summon Steed gives them a Warhorse that they can deploy even when far away from a stable, and having a massive 60’ of movement speed shores up one of the blackguard’s greatest weaknesses, it’s relatively short effective range. While they can smite with their shortbow now, the shortbow only deals 1d6+2 damage, making it more of a last resort. Alternatively, the mount can just be used as an additional combatant.</p><p></p><p>Their routine is relatively simple, just keep attacking, and use Smite every turn. Given that their Smite has no recharge mechanic, they can just spam it all the time, eventually someone will fail their saving throw, allowing the Blackguard to blind them or knock them prone (the later is great for knocking annoying flyers out of the sky with their shortbow). When the Blackguard presses a target or two into a corner, they can then deploy their Dreadful Aspect to inflict an AoE fear for up to 60 seconds. For other spells they can use: <em>Command</em>, which is great for drama but a little light on what it can actually do. And <em>Dispel Magic</em>, which is handy for dealing with those ever-pesky casters.</p><p></p><p>In the changeover, the Blackguard lost it’s Smite Spells in favor of an unlimited Bonus Action smite power. It also lost the Protection from good and evil spell. In return, it gained a big helping of extra HP, and it’s Glave attack doubled it’s damage thanks to a necrotic rider.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 8568368, member: 53176"] [HEADING=2]Blackguard (VGtM)[/HEADING] The Anti-Paladin Strikes back. Though nowadays Paladins can just be evil with the Oath of Conquest or something similar, the blackguard represents a paladin who broke their oath and went on to a life of evil. Or just a Paladin who broke their oath, because Blackguards can be not-evil now, which would make them an anti-hero instead. One minor nitpick, despite the artwork showing an iconic greatsword, the statblock uses a glave. Finding a place for a Blackguard in your campaign can be quite the hassle. First you have to establish an order of Paladins with an oath, then you have to figure out why someone would abandon them. Such stories can be the basis for entire novels or games in themselves. In combat, the Blackguard isn't quite as easy to use as they seem. They should always be mounted when possible, being able to cast Summon Steed gives them a Warhorse that they can deploy even when far away from a stable, and having a massive 60’ of movement speed shores up one of the blackguard’s greatest weaknesses, it’s relatively short effective range. While they can smite with their shortbow now, the shortbow only deals 1d6+2 damage, making it more of a last resort. Alternatively, the mount can just be used as an additional combatant. Their routine is relatively simple, just keep attacking, and use Smite every turn. Given that their Smite has no recharge mechanic, they can just spam it all the time, eventually someone will fail their saving throw, allowing the Blackguard to blind them or knock them prone (the later is great for knocking annoying flyers out of the sky with their shortbow). When the Blackguard presses a target or two into a corner, they can then deploy their Dreadful Aspect to inflict an AoE fear for up to 60 seconds. For other spells they can use: [I]Command[/I], which is great for drama but a little light on what it can actually do. And [I]Dispel Magic[/I], which is handy for dealing with those ever-pesky casters. In the changeover, the Blackguard lost it’s Smite Spells in favor of an unlimited Bonus Action smite power. It also lost the Protection from good and evil spell. In return, it gained a big helping of extra HP, and it’s Glave attack doubled it’s damage thanks to a necrotic rider. [/QUOTE]
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