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New UA: 43 D&D Class Feature Variants
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<blockquote data-quote="Hussar" data-source="post: 7851731" data-attributes="member: 22779"><p>You're forgetting the primary advantage with Spiritual Weapons - Range. My Spiritual Weapon is a pretty solid ranged option for a melee focused paladin (which, frankly, is most of them). Meaning that I don't have to spend rounds double moving in order to attack, I can generally get at least one attack (or multiple if I want to throw stuff) that is dealing at least some damage per round.</p><p></p><p>The Smite Spells are just too situational. If Disadvantage is trivial (as [USER=6704184]@doctorbadwolf[/USER] claims) then it's trivial for the baddies as well and your Frightened or Blinded effects aren't really all that powerful anyway. And, since it's not guaranteed, it's so dependent on saving throws. It's not like Paladin's are typically walking around with high DC saves - 14 or 15 is far more likely than anything else. Meaning that the spells, even against stuff that doesn't have any save plus, still fail about 25% of the time, flat out. VS an ability that is 100% effective, that's not a good trade off.</p></blockquote><p></p>
[QUOTE="Hussar, post: 7851731, member: 22779"] You're forgetting the primary advantage with Spiritual Weapons - Range. My Spiritual Weapon is a pretty solid ranged option for a melee focused paladin (which, frankly, is most of them). Meaning that I don't have to spend rounds double moving in order to attack, I can generally get at least one attack (or multiple if I want to throw stuff) that is dealing at least some damage per round. The Smite Spells are just too situational. If Disadvantage is trivial (as [USER=6704184]@doctorbadwolf[/USER] claims) then it's trivial for the baddies as well and your Frightened or Blinded effects aren't really all that powerful anyway. And, since it's not guaranteed, it's so dependent on saving throws. It's not like Paladin's are typically walking around with high DC saves - 14 or 15 is far more likely than anything else. Meaning that the spells, even against stuff that doesn't have any save plus, still fail about 25% of the time, flat out. VS an ability that is 100% effective, that's not a good trade off. [/QUOTE]
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