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General Tabletop Discussion
*Dungeons & Dragons
Which class is the most durable (level 1)?
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<blockquote data-quote="ECMO3" data-source="post: 9784275" data-attributes="member: 7030563"><p>You have a point in terms of Cure Wounds. One other thing to consider though is False Life through Magic Initiate. On a Paladin, this would give you 3 castings a day for 2d4+4 (9) temp hit points. And since they are temp, you can cast them out of combat and carry them into combat. This also solves the "overheal" problem as any time you run out of the temp hit points you can cast it and get the full hit point benefit, even if you are still at max "regular" hit points. You can still use LOH as a Bonus in combat use if they get into your real hit points and if it is a really difficult fight you have Cure Wounds as an option too.</p><p></p><p>Go into combat with 13+9 temp and get smashed for a crit for like 12 damage. On your turn LOH for the 3 and you are back up to 13, the max you could get out of a 2nd Wind, you still have more LOH remaining and you have the option of burning an action for another pile of temp.</p><p></p><p>Also Magic Initiate on a Paladin would let you get Blade Ward, which is situational but pretty powerful defensively and it would give you Truestrike which would let you dump Strength on a Sword and Board, max both Dex and Charisma and still use sap weapons (Flail, Longsword, Spear) effectively with Truestrike, while also now getting a +3 on a Cure Wounds instead of a -1 if you ever do use it.</p></blockquote><p></p>
[QUOTE="ECMO3, post: 9784275, member: 7030563"] You have a point in terms of Cure Wounds. One other thing to consider though is False Life through Magic Initiate. On a Paladin, this would give you 3 castings a day for 2d4+4 (9) temp hit points. And since they are temp, you can cast them out of combat and carry them into combat. This also solves the "overheal" problem as any time you run out of the temp hit points you can cast it and get the full hit point benefit, even if you are still at max "regular" hit points. You can still use LOH as a Bonus in combat use if they get into your real hit points and if it is a really difficult fight you have Cure Wounds as an option too. Go into combat with 13+9 temp and get smashed for a crit for like 12 damage. On your turn LOH for the 3 and you are back up to 13, the max you could get out of a 2nd Wind, you still have more LOH remaining and you have the option of burning an action for another pile of temp. Also Magic Initiate on a Paladin would let you get Blade Ward, which is situational but pretty powerful defensively and it would give you Truestrike which would let you dump Strength on a Sword and Board, max both Dex and Charisma and still use sap weapons (Flail, Longsword, Spear) effectively with Truestrike, while also now getting a +3 on a Cure Wounds instead of a -1 if you ever do use it. [/QUOTE]
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Community
General Tabletop Discussion
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Which class is the most durable (level 1)?
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