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<blockquote data-quote="Lord Twig" data-source="post: 7557884" data-attributes="member: 31754"><p>Wow. There is a lot of "you are doing it wrong posts" going on here, but no specifics on what I can do to do it right. Lucky for me I am proactive and found some answers. In case anyone else reading this thread has had the same issue, here are some constructive suggestions:</p><p></p><p>Spells. The paladin gets a fair amount, and while it is tempting to save them for those sweet divine smites, there are a few that can really help you out against ranged opponents.</p><p></p><p>Command. It has a range of 60' and the first suggested command is 'Approach'. This will force the creature to close with you if they fail their Wis save.</p><p>Compelled Duel. I have never really given this spell much serious consideration, but it can be pretty useful at higher levels. It only has a range of 30', but can be cast as a bonus action and last for a minute. The target does get a Wis save to resist initially, and it gets additional saves to try to move away from you after, but it doesn't end the spell effect.</p><p>Banishment. Range of 60' and forces a Cha save or they are gone for up to a minute. This would hopefully give the paladin some time to figure out how to get to where it is going to reappear and get a smite ready for its return. He will have to wait till 13th level before he can get it though.</p><p></p><p>Auras and mantles. They are all concentration, so you just cast one of them then stand around providing a buff (while shooting off some pretty minor damage with a bow), but it is something.</p><p></p><p>The first two are 1st level spells, but they are worth casting on even the toughest of foes. Even a dragon of the appropriate level might fail against these 30% to 40% of the time and if they have to spend a Legendary save against a 1st level spell, great! It was still worth it.</p></blockquote><p></p>
[QUOTE="Lord Twig, post: 7557884, member: 31754"] Wow. There is a lot of "you are doing it wrong posts" going on here, but no specifics on what I can do to do it right. Lucky for me I am proactive and found some answers. In case anyone else reading this thread has had the same issue, here are some constructive suggestions: Spells. The paladin gets a fair amount, and while it is tempting to save them for those sweet divine smites, there are a few that can really help you out against ranged opponents. Command. It has a range of 60' and the first suggested command is 'Approach'. This will force the creature to close with you if they fail their Wis save. Compelled Duel. I have never really given this spell much serious consideration, but it can be pretty useful at higher levels. It only has a range of 30', but can be cast as a bonus action and last for a minute. The target does get a Wis save to resist initially, and it gets additional saves to try to move away from you after, but it doesn't end the spell effect. Banishment. Range of 60' and forces a Cha save or they are gone for up to a minute. This would hopefully give the paladin some time to figure out how to get to where it is going to reappear and get a smite ready for its return. He will have to wait till 13th level before he can get it though. Auras and mantles. They are all concentration, so you just cast one of them then stand around providing a buff (while shooting off some pretty minor damage with a bow), but it is something. The first two are 1st level spells, but they are worth casting on even the toughest of foes. Even a dragon of the appropriate level might fail against these 30% to 40% of the time and if they have to spend a Legendary save against a 1st level spell, great! It was still worth it. [/QUOTE]
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