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What are the roles of paladin spells?
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<blockquote data-quote="Quickleaf" data-source="post: 6586803" data-attributes="member: 20323"><p>Well, at least you can be their moral compass <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>On a more "character optimization" note, I think you should post more about your build & feat selection (if you're using feats). </p><p></p><p>In relation to your question, the only uniquely paladin spells are the "smites", the "auras", and the paladin trio of <em>heroism, find steed,</em> and <em>compelled duel</em>... and those are actually pretty cool. Especially in your caster-heavy party, I'd recommend stocking up on those categories of spells.</p><p></p><p><strong>Auras</strong></p><p>Aura of Life - protect your party from undead and give them an automatic up when they've fallen (that's huge!)</p><p>Aura of Purity - grant your whole party adv on saves against a whole slew of conditions (also huge!)</p><p>Aura of Vitality - you can do bonus action heals for 2d6 (not that great unless you have no other use for your bonus actions)</p><p>Crusader's Mantle - add 1d4 radiant damage to yours and your allies weapon attacks</p><p></p><p><strong>Smites</strong></p><p>Divine Favor - deal +1d4 radiant damage, unlike other smites last for up to a whole minute (not just one attack) at the expense of concentration</p><p>Searing Smite - light your sword on fire for +1d6 fire damage that's ongoing</p><p>Thunderous Smite - deal +2d6 thunder damage, knock enemy back and prone, and get the attention of everyone in 300-ft</p><p>Wrathful Smite - deal +1d6 psychic damage and chance to frighten your enemy</p><p>Branding Smite - +2d6 radiant damage and acts like a targeted faerie fire</p><p>Blinding Smite - +3d8 radiant damage and maybe temporarily blind target</p><p>Elemental Weapon - +1d4 typed damage of your choice, it's like Divine Favor, mainly works on a nonmagical weapon making it a +1 weapon (probably not useful at 16th level when you likely have a good magic weapon)</p><p>Staggering Smite - deal +4d6 psychic damage and daze the target</p><p></p><p><strong>Paladin Trio</strong></p><p>Heroism - give yourself (or another, but probably you) fear immunity and 4 or 5 regenerating temporary HP</p><p>Find Steed - this awesome, and you should be doing this whenever you're not in a dungeon! With the Mounted Combat feat, you get advantaged attacks vs unmounted medium creatures (maybe not so useful if you're facing big monsters only).</p><p>Compelled Duel - you said this one wasn't useful in your campaign, but I forget why. Anyhow, it's a situationally useful spell, but most of the time you should be using concentration to keep an Aura active, so that downgrades it IMHO.</p><p></p><p>The only unique Oath of Ancient spell that you get (given your party composition) that your Druid friend cannot do is <em>ensnaring strike</em>. Given what you said about Large enemies, and that the Oath of Ancients gives you Channel Divinity: Nature's Wrath, I would not take <em>ensnaring strike</em>. Though you might inquire with your DM if he/she will let you compose an alternate set of Oath spells leaning more toward ranger spells? Actually, given Large creatures being a big deal in your DM's campaign, picking up 3 levels of ranger (hunter) for <em>Colossus Slayer</em> isn't a bad idea...</p><p></p><p>Ok, here is the prepared spell load out I would recommend for your PC (Oath of Ancients paladin 16), in your party (Druid, wizard, cleric, monk, and you), in your campaign (Large boss monster fights):</p><p></p><p>1st level - detect evil and good, heroism, thunderous smite, Wrathful smite</p><p>2nd level - branding smite, find steed</p><p>3rd level - aura of vitality, blinding smite, crusader's mantle</p><p>4th level - aura of life, aura of purity, staggering smite</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6586803, member: 20323"] Well, at least you can be their moral compass ;) On a more "character optimization" note, I think you should post more about your build & feat selection (if you're using feats). In relation to your question, the only uniquely paladin spells are the "smites", the "auras", and the paladin trio of [i]heroism, find steed,[/i] and [i]compelled duel[/i]... and those are actually pretty cool. Especially in your caster-heavy party, I'd recommend stocking up on those categories of spells. [b]Auras[/b] Aura of Life - protect your party from undead and give them an automatic up when they've fallen (that's huge!) Aura of Purity - grant your whole party adv on saves against a whole slew of conditions (also huge!) Aura of Vitality - you can do bonus action heals for 2d6 (not that great unless you have no other use for your bonus actions) Crusader's Mantle - add 1d4 radiant damage to yours and your allies weapon attacks [b]Smites[/b] Divine Favor - deal +1d4 radiant damage, unlike other smites last for up to a whole minute (not just one attack) at the expense of concentration Searing Smite - light your sword on fire for +1d6 fire damage that's ongoing Thunderous Smite - deal +2d6 thunder damage, knock enemy back and prone, and get the attention of everyone in 300-ft Wrathful Smite - deal +1d6 psychic damage and chance to frighten your enemy Branding Smite - +2d6 radiant damage and acts like a targeted faerie fire Blinding Smite - +3d8 radiant damage and maybe temporarily blind target Elemental Weapon - +1d4 typed damage of your choice, it's like Divine Favor, mainly works on a nonmagical weapon making it a +1 weapon (probably not useful at 16th level when you likely have a good magic weapon) Staggering Smite - deal +4d6 psychic damage and daze the target [b]Paladin Trio[/b] Heroism - give yourself (or another, but probably you) fear immunity and 4 or 5 regenerating temporary HP Find Steed - this awesome, and you should be doing this whenever you're not in a dungeon! With the Mounted Combat feat, you get advantaged attacks vs unmounted medium creatures (maybe not so useful if you're facing big monsters only). Compelled Duel - you said this one wasn't useful in your campaign, but I forget why. Anyhow, it's a situationally useful spell, but most of the time you should be using concentration to keep an Aura active, so that downgrades it IMHO. The only unique Oath of Ancient spell that you get (given your party composition) that your Druid friend cannot do is [i]ensnaring strike[/i]. Given what you said about Large enemies, and that the Oath of Ancients gives you Channel Divinity: Nature's Wrath, I would not take [i]ensnaring strike[/i]. Though you might inquire with your DM if he/she will let you compose an alternate set of Oath spells leaning more toward ranger spells? Actually, given Large creatures being a big deal in your DM's campaign, picking up 3 levels of ranger (hunter) for [i]Colossus Slayer[/i] isn't a bad idea... Ok, here is the prepared spell load out I would recommend for your PC (Oath of Ancients paladin 16), in your party (Druid, wizard, cleric, monk, and you), in your campaign (Large boss monster fights): 1st level - detect evil and good, heroism, thunderous smite, Wrathful smite 2nd level - branding smite, find steed 3rd level - aura of vitality, blinding smite, crusader's mantle 4th level - aura of life, aura of purity, staggering smite [/QUOTE]
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