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What are your experiences playing paladins/rangers?
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<blockquote data-quote="Guest 6801718" data-source="post: 7061723"><p>As others have said, paladin's are not considered casters even thought they have magic. My experience playing a paladin is that they are pretty powerful and versatile, both of which I like. I tend to use spell slots for smites, but a good cast of Command or some other spells have saved the party's bacon more than once. I even used Zone of Truth to compel an invisible attacker to tell me where he was. My party loved me for that one. The class ablities, like Lay on Hands and Channel Divinity also offer a lot. The save bonus is pretty handy too. So you can be tough and stay on the front lines but still have plenty to offer magically. You can even do some really good healing with things like Aura of Vitality (I think that's what the healig aura spell was called but can't remember). </p><p></p><p>Two weapon fighting does provide more opportunity to smite, if you aren't using that bonus action already. Though Great Weapon Master gives you more consistent damage boosts and two possibilities for extra attacks anyway. Sword and Board offers some much needed protection without sacrificing much damage and you may want a little control with the bonus action shove you can get with the shield feat. Really though, paladins can do a lot in a round that may involve more than a bonus action attack. </p><p></p><p>The Magic Initiate feat isn't worth it. Paladins tent to be a bit feat starved because they need the ability boosts. So it's far more worthwhile to pick up feats that compliment your fighting style and Resiliant: Con for that ensured save with your spells. Not losing that haste you cast as a vengeance paladin is worth so much more than Shillelagh. </p><p></p><p>The spells themselves probably won't be enough to make you a primary healer, outside of one really amazing healing spell (that aura I mentioned earlier). The real appeal of the paladin spell list is the versatility. You have some healing, some combat, and some utility. Never needing to worry about having a horse with Find Steed, for example, is pretty amazing. Come across something that you need a magic weapon to hurt and you have a normal weapon? Just cast magic weapon. The party I play with had an adventure where we were in a bugbear stronghold. One of the bugbears made a break for it to sound the alarm. Once cast of Command to make him come back saved the party. There is a lot a paladin can do with a small spell list. Like I said, I usually default to smite. Though that doesn't mean the spells are useless or mainly focused on healing. You get a good mix with paladins, so you're always useful. </p><p></p><p>You won't be casting all the time though. Mainly what you do is fight. So don't expect to see a whole lot of spell action if you're used to being a full caster. Paladin's aren't meant to be casters. They are warriors augmented by magic.</p></blockquote><p></p>
[QUOTE="Guest 6801718, post: 7061723"] As others have said, paladin's are not considered casters even thought they have magic. My experience playing a paladin is that they are pretty powerful and versatile, both of which I like. I tend to use spell slots for smites, but a good cast of Command or some other spells have saved the party's bacon more than once. I even used Zone of Truth to compel an invisible attacker to tell me where he was. My party loved me for that one. The class ablities, like Lay on Hands and Channel Divinity also offer a lot. The save bonus is pretty handy too. So you can be tough and stay on the front lines but still have plenty to offer magically. You can even do some really good healing with things like Aura of Vitality (I think that's what the healig aura spell was called but can't remember). Two weapon fighting does provide more opportunity to smite, if you aren't using that bonus action already. Though Great Weapon Master gives you more consistent damage boosts and two possibilities for extra attacks anyway. Sword and Board offers some much needed protection without sacrificing much damage and you may want a little control with the bonus action shove you can get with the shield feat. Really though, paladins can do a lot in a round that may involve more than a bonus action attack. The Magic Initiate feat isn't worth it. Paladins tent to be a bit feat starved because they need the ability boosts. So it's far more worthwhile to pick up feats that compliment your fighting style and Resiliant: Con for that ensured save with your spells. Not losing that haste you cast as a vengeance paladin is worth so much more than Shillelagh. The spells themselves probably won't be enough to make you a primary healer, outside of one really amazing healing spell (that aura I mentioned earlier). The real appeal of the paladin spell list is the versatility. You have some healing, some combat, and some utility. Never needing to worry about having a horse with Find Steed, for example, is pretty amazing. Come across something that you need a magic weapon to hurt and you have a normal weapon? Just cast magic weapon. The party I play with had an adventure where we were in a bugbear stronghold. One of the bugbears made a break for it to sound the alarm. Once cast of Command to make him come back saved the party. There is a lot a paladin can do with a small spell list. Like I said, I usually default to smite. Though that doesn't mean the spells are useless or mainly focused on healing. You get a good mix with paladins, so you're always useful. You won't be casting all the time though. Mainly what you do is fight. So don't expect to see a whole lot of spell action if you're used to being a full caster. Paladin's aren't meant to be casters. They are warriors augmented by magic. [/QUOTE]
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