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Paladin build for 5e24
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<blockquote data-quote="FrogReaver" data-source="post: 9799865" data-attributes="member: 6795602"><p><strong>A relatively simple Vengeance Paladin.</strong></p><ul> <li data-xf-list-type="ul">Level 1 - Pike (Push Mastery) and Greatsword (Graze Mastery). Halbred/Greataxe (Cleave Mastery is also a good option).</li> <li data-xf-list-type="ul">Level 2 - Defensive Fighting Style.</li> <li data-xf-list-type="ul">Level 3 - Vengance Subclass. Retrain Greatsword (Graze Mastery).</li> <li data-xf-list-type="ul">Level 4 - Great Weapon Master Feat</li> </ul><p><strong>Basic Concepts</strong></p><ul> <li data-xf-list-type="ul">Push Mastery - Great for stickiness. Push enemies away from allies, move up to them, thus forcing them to take an OA or disengage to get back to your allies.</li> <li data-xf-list-type="ul">Graze Mastery - Great for early game as it helps ensure you do something on your turn, potentially even killing enemies on a miss. Not important once we get high accuracy from the Vengeance Subclass Vow of Enmity feature.</li> <li data-xf-list-type="ul">Defensive Fighting Style as the Great Weapon Fighting Style isn't that great and this puts us only 1 AC away from what we would have gotten with a shield!</li> <li data-xf-list-type="ul">Great Weapon Master Feat - we want a damage feat at level 4. This one is very good and doesn't often interfere with our bonus action (which we use for many spells). It also leaves open a variety of weapons, meaning we are more likely to find a magic one than if we specialize into one of the other damage feats.</li> </ul><p><strong>Advanced Concepts</strong></p><ul> <li data-xf-list-type="ul">Javelin (Throw) + Wrathful Smite - fear prevents enemies from moving forward so you can use this to keep enemies out of melee range of you or your party. Can also be used with reach weapons or push mastery to similar effect.</li> <li data-xf-list-type="ul">Divine Smite - In most situations for offense divine smite is going to be your go to early game spell. It's generally going to be more effective than Hunter's Mark just because it can front load the damage and isn't concentration.</li> <li data-xf-list-type="ul">Shield of Faith - Another great bonus action spell that improves your defense. Also can last 10 minutes so you may get 2 combats out of it. I typically will forgo this, but if you end up as the only melee and enemies often focus on you then this will be invaluable.</li> <li data-xf-list-type="ul">Protection from evil and good - amazing defensive spell if you know you are facing one of the relevant creature types. Especially good if you can cast it before battle starts.</li> <li data-xf-list-type="ul">Magic Initiate - Best options generally are going to be Jump, Shield, Tasha's Laughter or Entangle</li> <li data-xf-list-type="ul">Misty Step - It's tempting to save the slot for a divine smite, but it's often better to just close the gap with it and get the attack action off (especially with your high accuracy).</li> </ul></blockquote><p></p>
[QUOTE="FrogReaver, post: 9799865, member: 6795602"] [B]A relatively simple Vengeance Paladin.[/B] [LIST] [*]Level 1 - Pike (Push Mastery) and Greatsword (Graze Mastery). Halbred/Greataxe (Cleave Mastery is also a good option). [*]Level 2 - Defensive Fighting Style. [*]Level 3 - Vengance Subclass. Retrain Greatsword (Graze Mastery). [*]Level 4 - Great Weapon Master Feat [/LIST] [B]Basic Concepts[/B] [LIST] [*]Push Mastery - Great for stickiness. Push enemies away from allies, move up to them, thus forcing them to take an OA or disengage to get back to your allies. [*]Graze Mastery - Great for early game as it helps ensure you do something on your turn, potentially even killing enemies on a miss. Not important once we get high accuracy from the Vengeance Subclass Vow of Enmity feature. [*]Defensive Fighting Style as the Great Weapon Fighting Style isn't that great and this puts us only 1 AC away from what we would have gotten with a shield! [*]Great Weapon Master Feat - we want a damage feat at level 4. This one is very good and doesn't often interfere with our bonus action (which we use for many spells). It also leaves open a variety of weapons, meaning we are more likely to find a magic one than if we specialize into one of the other damage feats. [/LIST] [B]Advanced Concepts[/B] [LIST] [*]Javelin (Throw) + Wrathful Smite - fear prevents enemies from moving forward so you can use this to keep enemies out of melee range of you or your party. Can also be used with reach weapons or push mastery to similar effect. [*]Divine Smite - In most situations for offense divine smite is going to be your go to early game spell. It's generally going to be more effective than Hunter's Mark just because it can front load the damage and isn't concentration. [*]Shield of Faith - Another great bonus action spell that improves your defense. Also can last 10 minutes so you may get 2 combats out of it. I typically will forgo this, but if you end up as the only melee and enemies often focus on you then this will be invaluable. [*]Protection from evil and good - amazing defensive spell if you know you are facing one of the relevant creature types. Especially good if you can cast it before battle starts. [*]Magic Initiate - Best options generally are going to be Jump, Shield, Tasha's Laughter or Entangle [*]Misty Step - It's tempting to save the slot for a divine smite, but it's often better to just close the gap with it and get the attack action off (especially with your high accuracy). [/LIST] [/QUOTE]
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