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What are the roles of paladin spells?
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6949523" data-attributes="member: 6787650"><p>Reading through this thread, I think people are underappreciating Paladin smite spells. Paladins spells can offer control and defense. Wrathful Smite, for example, is amazing. It takes an action to even attempt to end it with a Wisdom check (not a Wisdom save), and most monsters have weak Wisdom checks. Plus, "A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. The creature can’t willingly move closer to the source of its fear." So if you're a 16th level Paladin (DC 18 w/ Cha 20) and can manage to land Wrathful Smite on an adult red dragon in the first place (+7 to Wisdom saves, so a 50% chance if it fails to use a Legendary Resistance), the dragon can't end the fear unless it either breaks your concentration or spends its action to make a DC 18 Wisdom check at disadvantage (4% success rate).</p><p></p><p>So the dragon really can't afford to let you land Wrathful Smite, which means it's a great way to burn Legendary Resistance even at high level.</p><p></p><p>Aura of Vitality is the most cost-effective healing spell in the game, especially when combined via multiclassing with either or both of Extended Spell metamagic (Sorc 3)/Disciple of Life (Life Cleric 1).</p><p></p><p>Sanctuary (Paladin of Devotion) is always a worthwhile use of your bonus action against a big beast like a dragon to reduce the damage you take by 50%. Cast it after making all your attacks for the turn. Can be overcome by Legendary Resistance but hey, it still burns a Legendary Resistance if so! Note that even if the spell ends on you, it should still (by my reading) be active on your steed, unless your steed has attacked or cast a spell (unlikely).</p><p></p><p>Paladins have a great spell list overall for 1st-3rd level spells with a terrific action economy. As noted, in critical fights you can always (Wrathful/Thunderous Smite + attack x2 + Divine Smite on every hit) if you really need a nova. Also, Death Ward at 4th level is great.</p><p></p><p>I haven't done much with high-level Paladins because I find Paladin/Sorcerer so much more compelling, so I don't have useful opinions on 16th+ level pure Paladins or the 5th level Paladin spells except to say "they didn't impress me enough to stay pure Paladin." Circle of Power looks nice on paper but the concentration/action economies on it aren't that great so I'm not sure if it would get cast.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6949523, member: 6787650"] Reading through this thread, I think people are underappreciating Paladin smite spells. Paladins spells can offer control and defense. Wrathful Smite, for example, is amazing. It takes an action to even attempt to end it with a Wisdom check (not a Wisdom save), and most monsters have weak Wisdom checks. Plus, "A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. The creature can’t willingly move closer to the source of its fear." So if you're a 16th level Paladin (DC 18 w/ Cha 20) and can manage to land Wrathful Smite on an adult red dragon in the first place (+7 to Wisdom saves, so a 50% chance if it fails to use a Legendary Resistance), the dragon can't end the fear unless it either breaks your concentration or spends its action to make a DC 18 Wisdom check at disadvantage (4% success rate). So the dragon really can't afford to let you land Wrathful Smite, which means it's a great way to burn Legendary Resistance even at high level. Aura of Vitality is the most cost-effective healing spell in the game, especially when combined via multiclassing with either or both of Extended Spell metamagic (Sorc 3)/Disciple of Life (Life Cleric 1). Sanctuary (Paladin of Devotion) is always a worthwhile use of your bonus action against a big beast like a dragon to reduce the damage you take by 50%. Cast it after making all your attacks for the turn. Can be overcome by Legendary Resistance but hey, it still burns a Legendary Resistance if so! Note that even if the spell ends on you, it should still (by my reading) be active on your steed, unless your steed has attacked or cast a spell (unlikely). Paladins have a great spell list overall for 1st-3rd level spells with a terrific action economy. As noted, in critical fights you can always (Wrathful/Thunderous Smite + attack x2 + Divine Smite on every hit) if you really need a nova. Also, Death Ward at 4th level is great. I haven't done much with high-level Paladins because I find Paladin/Sorcerer so much more compelling, so I don't have useful opinions on 16th+ level pure Paladins or the 5th level Paladin spells except to say "they didn't impress me enough to stay pure Paladin." Circle of Power looks nice on paper but the concentration/action economies on it aren't that great so I'm not sure if it would get cast. [/QUOTE]
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