I've been playing an Ancients Paladin/Sorcerer 8/8 for about 3 years. He's pretty stout and does everything I want in the game. Last night, the GM turned my +3 flametongue into a Holy Avenger. That was a really cool scene, being blessed by Lathander, but I hate it.
As an Ancients Paladin, I take half damage from spell damage. The Holy Avenger gives me advantage on spell saves. That's all great, but it has been over a year since I have had to make a save versus a damaging spell. The GM knows I'm not going to take much, so he avoids it completely, so the HA is a significant downgrade in damage for no real benefit. Any thoughts?
It was wrong of them to stop targeting you with magic simply because you're resistant to it, because that's metagaming information that your enemies shouldn't have – not unless they've specifically sought information about you and your party or something. That's like never using an enemy that deals fire damage because there's a tiefling in the party, or never having an enemy try to grapple your halfling because they took the Squat Nimbleness feat and so-on; it's robbing you of your bonuses, which kind of takes away any sense of progression.
Really a DM should strive for balance as much as possible, i.e- throw a mix of enemies against you, not optimising them for the party. Sure, your ability might make facing a spellcaster anti-climactic, but if that spellcaster (or multiple casters) is backed up by other enemies, then the casters can throw damage at you, then switch to buffing enemies etc. and you've still got other threats to worry about. Your aura also has a limited range, so larger battle areas will mean you can't cover everyone all the time (unless you bunch up and leave yourselves vulnerable to non-magical areas of effect or being swarmed). Variety lets your party excel sometimes, or scramble to adapt, it creates uncertainty, so every game of D&D needs as much as possible.
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I'd also consider that the Holy Avenger's advantage to saving throws (as well as your aura) applies to allies within 10 feet of you as well. So positioning could make it useful. That being said, if you did have a +3 Flametongue and preferred it, perhaps ask your DM to change the bonus damage the Holy Avenger does to Fiends and Undead to the Flametongue's effect instead. Always a good idea to talk to your DM if you feel that an upgrade became more of a downgrade.
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I've been playing an Ancients Paladin/Sorcerer 8/8 for about 3 years. He's pretty stout and does everything I want in the game. Last night, the GM turned my +3 flametongue into a Holy Avenger. That was a really cool scene, being blessed by Lathander, but I hate it.
As an Ancients Paladin, I take half damage from spell damage. The Holy Avenger gives me advantage on spell saves. That's all great, but it has been over a year since I have had to make a save versus a damaging spell. The GM knows I'm not going to take much, so he avoids it completely, so the HA is a significant downgrade in damage for no real benefit. Any thoughts?
Talk to your DM!
It was wrong of them to stop targeting you with magic simply because you're resistant to it, because that's metagaming information that your enemies shouldn't have – not unless they've specifically sought information about you and your party or something. That's like never using an enemy that deals fire damage because there's a tiefling in the party, or never having an enemy try to grapple your halfling because they took the Squat Nimbleness feat and so-on; it's robbing you of your bonuses, which kind of takes away any sense of progression.
Really a DM should strive for balance as much as possible, i.e- throw a mix of enemies against you, not optimising them for the party. Sure, your ability might make facing a spellcaster anti-climactic, but if that spellcaster (or multiple casters) is backed up by other enemies, then the casters can throw damage at you, then switch to buffing enemies etc. and you've still got other threats to worry about. Your aura also has a limited range, so larger battle areas will mean you can't cover everyone all the time (unless you bunch up and leave yourselves vulnerable to non-magical areas of effect or being swarmed). Variety lets your party excel sometimes, or scramble to adapt, it creates uncertainty, so every game of D&D needs as much as possible.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
I don't know, being pretty much untouched by magic seems like a pretty good deal to me.
That said, if you don't like it, ask your DM if you can have the sword count as a Flametongue even though it's still blessed by Lathander.
How about a flametongue sword that instead of fire now does radiant damage from Lathander's blessing?
I'd also consider that the Holy Avenger's advantage to saving throws (as well as your aura) applies to allies within 10 feet of you as well. So positioning could make it useful. That being said, if you did have a +3 Flametongue and preferred it, perhaps ask your DM to change the bonus damage the Holy Avenger does to Fiends and Undead to the Flametongue's effect instead. Always a good idea to talk to your DM if you feel that an upgrade became more of a downgrade.