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Redemption Paladin
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<blockquote data-quote="Guest 6801328" data-source="post: 7065974"><p>Ok, the shine is wearing off of Redemption for me already...</p><p></p><p>Armor of Peace: I love this conceptually, but it's really only a roleplaying benefit, not a mechanical one (except for some edge cases where you can't wear armor, or maybe you also want to stealth). </p><p></p><p>Warrior of Reconciliation: Again, fun/entertaining conceptually, but since you can't order them to attack it's not strictly better mechanically than just killing them. And unless you want to cheese it by switching weapons for the killing blow, forces you into doing less damage than a normal paladin as well.</p><p></p><p>Emissary of Peace: This could have the occasional benefit to match the resource cost, but not a common occurrence.</p><p></p><p>Rebuke the Violent: This one can be quite good, given that you can use it reactively so you never truly waste it. (E.g., wait for an enemy to land a particularly heavy hit.)</p><p></p><p>Aura of Guardian: Useful but at a pretty heavy price. Not as good as, say, giving everybody Advantage on saving throws versus spells.</p><p></p><p>Protective Spirit: The best of the lot. Regeneration when below 50% health is nice.</p><p></p><p>Emissary of Redemption: Needs to be clarified whether the damage counts as you dealing damage (which would mean this only works once against each opponent) and also whether "half the damage it dealt to you" means half of what it rolled or half of what you received, because if the latter then you're only reflecting 1/4 damage, at the cost of not being able to actually attack. This is another one that is really flavorful and distinct, but seems to have limited actual utility.</p><p></p><p>If nothing else changed, I would either:</p><p>1) multiclass with Monk, use just a staff, and keep levels about equal</p><p>2) Go with Great Weapon Fighting, carry a staff, and keep a Greatsword slung over my back</p><p></p><p>I do love (love love) the general idea, but the mechanics need some work.</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 7065974"] Ok, the shine is wearing off of Redemption for me already... Armor of Peace: I love this conceptually, but it's really only a roleplaying benefit, not a mechanical one (except for some edge cases where you can't wear armor, or maybe you also want to stealth). Warrior of Reconciliation: Again, fun/entertaining conceptually, but since you can't order them to attack it's not strictly better mechanically than just killing them. And unless you want to cheese it by switching weapons for the killing blow, forces you into doing less damage than a normal paladin as well. Emissary of Peace: This could have the occasional benefit to match the resource cost, but not a common occurrence. Rebuke the Violent: This one can be quite good, given that you can use it reactively so you never truly waste it. (E.g., wait for an enemy to land a particularly heavy hit.) Aura of Guardian: Useful but at a pretty heavy price. Not as good as, say, giving everybody Advantage on saving throws versus spells. Protective Spirit: The best of the lot. Regeneration when below 50% health is nice. Emissary of Redemption: Needs to be clarified whether the damage counts as you dealing damage (which would mean this only works once against each opponent) and also whether "half the damage it dealt to you" means half of what it rolled or half of what you received, because if the latter then you're only reflecting 1/4 damage, at the cost of not being able to actually attack. This is another one that is really flavorful and distinct, but seems to have limited actual utility. If nothing else changed, I would either: 1) multiclass with Monk, use just a staff, and keep levels about equal 2) Go with Great Weapon Fighting, carry a staff, and keep a Greatsword slung over my back I do love (love love) the general idea, but the mechanics need some work. [/QUOTE]
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