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Making a Paladin
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<blockquote data-quote="FrogReaver" data-source="post: 8777373" data-attributes="member: 6795602"><p>Fighting styles -</p><ul> <li data-xf-list-type="ul">Dueling is better if you know you want to use a shield and 1 handed weapon. This is the better style with feats (see below) and better style without accounting for magic weapons.</li> <li data-xf-list-type="ul">Defense is better if you want flexibility in equipping the best magic weapons you find</li> </ul><p>Weapon setup thoughts</p><ul> <li data-xf-list-type="ul">Two Weapon Fighting with short swords and defensive style - best featless offensive setup pre-extra ttack. More attacks increase critical chance for divine smite while being able to do greatsword damage but spread over multiple hits. Due to the higher crit rate it's still not bad after gaining extra attack though it does lose out to damage to other styles a bit. Still crit divine smites are 'fun' and memorable. *Note IME one can usually have 1 short sword predrawn before combat starts - meaning you can draw the next as part of your first turn and attack with both.</li> <li data-xf-list-type="ul">One handed Weapon and shield with duelist style - solid offensive and defensive mix (add in PAM and this is one of the strongest offensive and defensive routes available).</li> <li data-xf-list-type="ul">Heavy Weapon and defensive style - gives solid options between damage and reach. Can also easily transition into this from early Two Weapon Fighting. Provides tons of flexibility for the Paladin depending on what magic items are found.</li> </ul><p></p><p>Spells vs Divine Smite -</p><ul> <li data-xf-list-type="ul">Spells are generally better as they allow you to shine in situations you otherwise could not, but divine smite is a strong general-purpose option.</li> </ul><p>On spells -</p><ul> <li data-xf-list-type="ul">Shield of Faith - not typically impactful, may get more mileage later. It requires the Paladin to take 10 attacks on average for shield of faith to stop 1 attack.</li> <li data-xf-list-type="ul">Cure Wounds - very impactful. Can be used in combat to pick up an ally or out of combat to restore your hp or another allies.</li> <li data-xf-list-type="ul">Wrathful Smite - very strong effect against a fairly common enemy type, but limited chance of landing early in the encounter.</li> <li data-xf-list-type="ul">Bless - Offensively usually has minimal impact (mostly due to unfocused nature of turning misses into hits). Defensively can be great against enemies that often target saves or have a nasty effect that targets a save.</li> <li data-xf-list-type="ul">Divine Favor - give me divine smite most any day.</li> <li data-xf-list-type="ul">Command - such a useful and versatile spell when facing an enemy it will work against. Love the spell but it's often campaign dependent due to the language restriction.</li> <li data-xf-list-type="ul">Heroism - The temp hp from the spell is nice, but the real reason to use this spell is to bypass fear for you or an ally. It's niche but impactful when it matters.</li> <li data-xf-list-type="ul">Protection From Evil and Good - very DM Dependent. Strong effects, but can be bypassed by simply not targeting you.</li> </ul><p>*Remember spells can be prebuffed or used when you cannot otherwise reach an enemy</p><p></p><p>Feats -</p><ul> <li data-xf-list-type="ul">Heavy Armor Master - Solid Option. Helps with stats early. Provides solid increase in survivability.</li> <li data-xf-list-type="ul">Toughness - I'd take +2 con over this. I'd take Resilient Con over both. Con saves prevent some nasty conditions and sometimes some high damage spells/abilities. They also help spell concentration and if you are going to be regularly using concentration spells in combat it's advisable to invest in keeping them up.</li> <li data-xf-list-type="ul">Resilient Con - One of the best feats for a paladin. Also can arrange starting stats to be odd con so the +1 con isn't wasted.</li> <li data-xf-list-type="ul">PAM - best damage feat for a paladin (though does heavily restrict weapon choice)</li> <li data-xf-list-type="ul">GWM - the -5/+10 isn't very strong for a paladin as there are limited things that can be done to compensate for it. Though if you are divine smiting regularly you might proc the bonus attack on kill regularly.</li> <li data-xf-list-type="ul">Inspiring Leader - take this over toughness any day. Solid option but paladins have so many important feats and ASI's that this is hard to fit in. I view this as equal to Heavy Armor Master in power.</li> <li data-xf-list-type="ul">Mobile - this helps shore up one of the paladins biggest weaknesses. Can also enable hit and run tactics. It's a different playstyle but one worth considering IMO.</li> <li data-xf-list-type="ul">Fey Touched - if you have access to this to get misty step this is one of the best feats out there for a Paladin. Having a mobility option is very important. It even lets you use your slots for misty step.</li> <li data-xf-list-type="ul">Warcaster - less juggling weapon and concentration saves, limited benefit outside that unless you find a way to get access to the shield spell or booming blade. I generally would accept the weapon juggling when it comes up and go with resilient con over this.</li> </ul><p>Overall - I'd focus on more than just damage with a paladin. Alot depends on party setup and how many encounter per day and difficulty of encounters the DM throws at you. If I'm the primary melee character I'm going heavy defensive setup. If there are others I'm leaning more toward mobility options/support/offense.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 8777373, member: 6795602"] Fighting styles - [LIST] [*]Dueling is better if you know you want to use a shield and 1 handed weapon. This is the better style with feats (see below) and better style without accounting for magic weapons. [*]Defense is better if you want flexibility in equipping the best magic weapons you find [/LIST] Weapon setup thoughts [LIST] [*]Two Weapon Fighting with short swords and defensive style - best featless offensive setup pre-extra ttack. More attacks increase critical chance for divine smite while being able to do greatsword damage but spread over multiple hits. Due to the higher crit rate it's still not bad after gaining extra attack though it does lose out to damage to other styles a bit. Still crit divine smites are 'fun' and memorable. *Note IME one can usually have 1 short sword predrawn before combat starts - meaning you can draw the next as part of your first turn and attack with both. [*]One handed Weapon and shield with duelist style - solid offensive and defensive mix (add in PAM and this is one of the strongest offensive and defensive routes available). [*]Heavy Weapon and defensive style - gives solid options between damage and reach. Can also easily transition into this from early Two Weapon Fighting. Provides tons of flexibility for the Paladin depending on what magic items are found. [/LIST] Spells vs Divine Smite - [LIST] [*]Spells are generally better as they allow you to shine in situations you otherwise could not, but divine smite is a strong general-purpose option. [/LIST] On spells - [LIST] [*]Shield of Faith - not typically impactful, may get more mileage later. It requires the Paladin to take 10 attacks on average for shield of faith to stop 1 attack. [*]Cure Wounds - very impactful. Can be used in combat to pick up an ally or out of combat to restore your hp or another allies. [*]Wrathful Smite - very strong effect against a fairly common enemy type, but limited chance of landing early in the encounter. [*]Bless - Offensively usually has minimal impact (mostly due to unfocused nature of turning misses into hits). Defensively can be great against enemies that often target saves or have a nasty effect that targets a save. [*]Divine Favor - give me divine smite most any day. [*]Command - such a useful and versatile spell when facing an enemy it will work against. Love the spell but it's often campaign dependent due to the language restriction. [*]Heroism - The temp hp from the spell is nice, but the real reason to use this spell is to bypass fear for you or an ally. It's niche but impactful when it matters. [*]Protection From Evil and Good - very DM Dependent. Strong effects, but can be bypassed by simply not targeting you. [/LIST] *Remember spells can be prebuffed or used when you cannot otherwise reach an enemy Feats - [LIST] [*]Heavy Armor Master - Solid Option. Helps with stats early. Provides solid increase in survivability. [*]Toughness - I'd take +2 con over this. I'd take Resilient Con over both. Con saves prevent some nasty conditions and sometimes some high damage spells/abilities. They also help spell concentration and if you are going to be regularly using concentration spells in combat it's advisable to invest in keeping them up. [*]Resilient Con - One of the best feats for a paladin. Also can arrange starting stats to be odd con so the +1 con isn't wasted. [*]PAM - best damage feat for a paladin (though does heavily restrict weapon choice) [*]GWM - the -5/+10 isn't very strong for a paladin as there are limited things that can be done to compensate for it. Though if you are divine smiting regularly you might proc the bonus attack on kill regularly. [*]Inspiring Leader - take this over toughness any day. Solid option but paladins have so many important feats and ASI's that this is hard to fit in. I view this as equal to Heavy Armor Master in power. [*]Mobile - this helps shore up one of the paladins biggest weaknesses. Can also enable hit and run tactics. It's a different playstyle but one worth considering IMO. [*]Fey Touched - if you have access to this to get misty step this is one of the best feats out there for a Paladin. Having a mobility option is very important. It even lets you use your slots for misty step. [*]Warcaster - less juggling weapon and concentration saves, limited benefit outside that unless you find a way to get access to the shield spell or booming blade. I generally would accept the weapon juggling when it comes up and go with resilient con over this. [/LIST] Overall - I'd focus on more than just damage with a paladin. Alot depends on party setup and how many encounter per day and difficulty of encounters the DM throws at you. If I'm the primary melee character I'm going heavy defensive setup. If there are others I'm leaning more toward mobility options/support/offense. [/QUOTE]
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