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Spell Picks for Paladin 2/Bard 1/Socerer 1
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<blockquote data-quote="RogueJK" data-source="post: 7548754" data-attributes="member: 170"><p>Sounds like you plan to focus on melee combat? </p><p></p><p>Spell selection will differ a tiny bit based on which type of Tiefling you are, since the different variants get different racial spells. For these purposes, I'm going to assume you're a standard Tiefling with racial spells of Thaumaturgy, Hellish Rebuke, and Darkness. Let us know if that's not the case, as that may change things.</p><p></p><p>And unfortunately, you're going to be burning through your limited 1st level spell slots like crazy, between your large number of spell options plus your Paladin Smite ability. You'll only have four 1st Level spell slots and <strong>eleven</strong> 1st Level spells known. At this level, you'll also have two 2nd Level spells slots, which are only useful for upcasting 1st Level spells or spending on Smites, since you won't know any 2nd Level spells yet.</p><p></p><p>Good choice on Divine Soul, especially since your party is missing a dedicated Cleric. I'll again assume you're going Good, which means you pick up Cure Wounds for free. This will be handy for times when your party is really banged up and needs a bit of extra out of combat healing (and it can be upcast using a 2nd level slot), although your first choice for healing will be your Lay On Hands since it doesn't use any of your extremely limited spell slots.</p><p></p><p></p><p><u>Cantrips</u></p><p>Sorcerer: Either Booming Blade or Green Flame Blade (whichever one fits your playstyle better), Toll the Dead for ranged attacks or attacks on enemies with high AC or behind cover, Lightning Lure for a bit of battlefield control and pulling enemies off your squishier party members and over to you, and Word of Radiance for AOE damage when surrounded but without having to worry about hitting nearby allies. </p><p></p><p>Bard: Mage Hand and Minor Illusion, because they're the two most useful utility cantrips out there.</p><p></p><p></p><p><u>1st Level Spells</u></p><p>Sorcerer: Shield for extra tankiness in a pinch, and Thunderwave for some frontline AOE damage (and which can be upcast for a bit of extra damage). You'll want to eventually pick up Absorb Elements too, which like Shield is great option for a melee spellcaster, but that can wait another level or two since you don't tend to run into many sources of elemental damage at 4th level.</p><p></p><p>Bard: Faerie Fire for AOE Advantage (your Rogue will especially love you as that guarantees him Sneak Attack) and anti-invisibility, Healing Word for emergency ranged healing, and then two utilitarian spells like Disguise Self, Feather Fall, Detect Magic, Identify, or Comprehend Languages. The latter three are not only handy as Rituals that won't use your limited spell slots but also fits nicely with your background, but those might already be covered by your Wizard. I'd definitely pick up Detect Magic if your Wizard doesn't know that one.</p><p></p><p>Paladin: This is tough, because you have several great 1st Level Paladin spell options, but they will all compete for your Concentration (along with Faerie Fire), so you'll only be able to use one of them at a time. You'll want to coordinate with your other Paladin to make sure you're not overlapping. Bless is a fantastic spell that should be running most of the time, but I'd try to convince your other Paladin to be the "party Blesser". Your concentration will be spent on Faerie Fire most of the time, but I'd also select Shield of Faith and Divine Favor for times when you need either extra AC or extra damage more than the party needs AOE Advantage from Faerie Fire, or for when the enemy makes their Faerie Fire save, thus freeing up your concentration. </p><p></p><p>The last two Paladin spells known don't really matter. Realistically, you've already got most of the good ones covered between your Paladin spells, your other classes' spells, and your party's other Paladin. You're not going to be casting Paladin spells all that often since your very limited spell slots are going to be used most often for your Sorcerer/Bard spells (Shield, Thunderwave, and Faerie Fire in combat), Smites, and healing most of the time. But it's good to have options. You might take something like Command, which doesn't use concentration and can be useful in a pinch, although you won't be using it much at all. I'd suggest using the last Paladin known spell for a really situational spell like Purify Food/Drink or Detect Poison/Disease, which rarely come up but are handy when they do.</p><p></p><p>None of the 1st level Smite spells are worth taking over the standard Smite ability IMO, especially since they also use your Concentration.</p></blockquote><p></p>
[QUOTE="RogueJK, post: 7548754, member: 170"] Sounds like you plan to focus on melee combat? Spell selection will differ a tiny bit based on which type of Tiefling you are, since the different variants get different racial spells. For these purposes, I'm going to assume you're a standard Tiefling with racial spells of Thaumaturgy, Hellish Rebuke, and Darkness. Let us know if that's not the case, as that may change things. And unfortunately, you're going to be burning through your limited 1st level spell slots like crazy, between your large number of spell options plus your Paladin Smite ability. You'll only have four 1st Level spell slots and [b]eleven[/b] 1st Level spells known. At this level, you'll also have two 2nd Level spells slots, which are only useful for upcasting 1st Level spells or spending on Smites, since you won't know any 2nd Level spells yet. Good choice on Divine Soul, especially since your party is missing a dedicated Cleric. I'll again assume you're going Good, which means you pick up Cure Wounds for free. This will be handy for times when your party is really banged up and needs a bit of extra out of combat healing (and it can be upcast using a 2nd level slot), although your first choice for healing will be your Lay On Hands since it doesn't use any of your extremely limited spell slots. [u]Cantrips[/u] Sorcerer: Either Booming Blade or Green Flame Blade (whichever one fits your playstyle better), Toll the Dead for ranged attacks or attacks on enemies with high AC or behind cover, Lightning Lure for a bit of battlefield control and pulling enemies off your squishier party members and over to you, and Word of Radiance for AOE damage when surrounded but without having to worry about hitting nearby allies. Bard: Mage Hand and Minor Illusion, because they're the two most useful utility cantrips out there. [u]1st Level Spells[/u] Sorcerer: Shield for extra tankiness in a pinch, and Thunderwave for some frontline AOE damage (and which can be upcast for a bit of extra damage). You'll want to eventually pick up Absorb Elements too, which like Shield is great option for a melee spellcaster, but that can wait another level or two since you don't tend to run into many sources of elemental damage at 4th level. Bard: Faerie Fire for AOE Advantage (your Rogue will especially love you as that guarantees him Sneak Attack) and anti-invisibility, Healing Word for emergency ranged healing, and then two utilitarian spells like Disguise Self, Feather Fall, Detect Magic, Identify, or Comprehend Languages. The latter three are not only handy as Rituals that won't use your limited spell slots but also fits nicely with your background, but those might already be covered by your Wizard. I'd definitely pick up Detect Magic if your Wizard doesn't know that one. Paladin: This is tough, because you have several great 1st Level Paladin spell options, but they will all compete for your Concentration (along with Faerie Fire), so you'll only be able to use one of them at a time. You'll want to coordinate with your other Paladin to make sure you're not overlapping. Bless is a fantastic spell that should be running most of the time, but I'd try to convince your other Paladin to be the "party Blesser". Your concentration will be spent on Faerie Fire most of the time, but I'd also select Shield of Faith and Divine Favor for times when you need either extra AC or extra damage more than the party needs AOE Advantage from Faerie Fire, or for when the enemy makes their Faerie Fire save, thus freeing up your concentration. The last two Paladin spells known don't really matter. Realistically, you've already got most of the good ones covered between your Paladin spells, your other classes' spells, and your party's other Paladin. You're not going to be casting Paladin spells all that often since your very limited spell slots are going to be used most often for your Sorcerer/Bard spells (Shield, Thunderwave, and Faerie Fire in combat), Smites, and healing most of the time. But it's good to have options. You might take something like Command, which doesn't use concentration and can be useful in a pinch, although you won't be using it much at all. I'd suggest using the last Paladin known spell for a really situational spell like Purify Food/Drink or Detect Poison/Disease, which rarely come up but are handy when they do. None of the 1st level Smite spells are worth taking over the standard Smite ability IMO, especially since they also use your Concentration. [/QUOTE]
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