Ruin Explorer
Legend
It's not very good for the high cost and very low chance of working against exactly the enemies you'd most want it to work on.Knocking an enemy back and prone is good not just when the enemy is near a cliff.
No, it's not. It's mediocre/niche spell that will see very limited use in actual play and does basically no damage.Oh no, a paladin in melee, whatever will they do. Interesting you mention Cause Fear, because this is an concentrationless cause fear that also works on undead and contructs and deals necrotic damage (despite the public perception, a lot of undead are not actually resistant to necrotic damage). And even if you never upcast it, the ability to do so is now there, and well... you need 1st level smites don't you? Do you think giving disadvantage to everything an enemy attempts, without concentration isn't valuable? This is really a superior version of another 1st level spell.
LOL which would be great if it say, ignored the disadvantage to hit an invisible opponent, but as it stands, you have to both know exactly where the invisible opponent is, and stand around whiffing with Disadvantage until you hit, before you can do this. Faerie Fire you only need their general location and you can hit a whole bunch of targets. Plus this is Concentration. It's mid at best.Basically Faerie Fire except... no save. You can't dex save against it, you can't legendary resistance it. You get hit with it? Everyone gets advantage to hit you. Yeah, it takes concentration, but as I pointed out, against an invisible opponent? This is a game changing move.
You clearly don't understand the melee critique, which weakens your responses in general.
No. It's the dead minimum required to render a pointless trash-spell not pointless.That is a tremendous buff to all of these, to not have to cast it ahead of time, but cast on a hit.
It's really dumb, yeah hopefully they changed it. It's like, pick a limitation! You can't have both! I think the save is a lot better because otherwise it's a silly guessing game as to whether they're below 50 HP.And the original banishment didn't require extra saves, while Banishing smite still required the 50 hp limit. They just included the nerf they were giving banishment into the Banishing Smite. I don't like it either, but it is consistent. And perhaps they reversed it by the time we get the book, because I remember a lot of people not being happy with that.
I don't consider them buffs. I consider them minimal fixes. If they were already borderline viable, and just needed to be improved, sure, I'd consider that a buff, but these were completely non-functional - most Paladins went their entire career without using any of them, or using 1-2, finding out how bad they were, and dropping them forever.I think that changes which "rescue spells" are pretty massive changes.
I don't think I am at all. I've played an absolute ton of 5E, and the best and only consistent CC of enemies in the entire game is death. Inflicting drastically less damage to create a puny condition, especially on a spell with Concentration (which they have some potential competition for), or worse, an easy save is not good, especially as a lot of spells have strong conditions. The one real exception is when you can apply a condition without a save, and that's why Blinding Smite is good - trading 2d8 (9) damage for blinding the enemy for at least 1 turn (even a boss with Legendary Resistance, technically, though I can see a lot of DMs trying to weasel out of that) is really nice, especially as it might potentially last longer. The more I think about that Smite, the more I like it.I think you are also too focused on the small bits of damage and underestimating how much battlefield control is hidden in these abilities.
Of course the problem is, as you pointed out with Banishing Smite, these may not be what they get. If they are, then they don't really mitigate the Paladin nerf, but at least they give a sort of direction to the Paladin, as this like, condition-inflicter. But if, say, they moved the Blinding Smite save to the beginning of their turn, i.e. before attacks, it would go from great to "kind of a dud", pretty much immediately.