I am currently playing curse of strahd as a devotion paladin with sword and shield. (I will say we are going to continue the adventure after the module to levels 18-20)
Str-16 Con-14 Cha-18
I took inspiring leader at 4th level getting me to 18 charisma. I was wondering if I should take 2 half feats to reach 20 charisma or it better to just use the asi to cap it as soon as possible.
For a devotion paladin +2 charisma is a feat that gives you: +1 to all saves +1 to hit when using your channel divinity +1 to save DC
I would argue that is better now then spreading across multiple ASI's. The only charisma feat i would consider is Inspiring Leader and you already have it.
imo always go feats over ASI. warcaster is pretty peak for a paladin, especially sword and shield. And then at 12 I don't know feyouched, telekinetic etc.
100% disagree, getting 2 ability scores is pretty powerful. I would never always go X. It really is a case by case choice. You need to weigh the feat itself with adding that other +1 as well as the future potential as well.
With the build you have, I would suggest you just take the +2 Charisma at level 8, then at level 12 I'd take +2 Constitution if you are routinely getting bloodied and/or concentrating on an important spell in battle, otherwise +2 Strength.
For a devotion paladin +2 charisma is a feat that gives you: +1 to all saves +1 to hit when using your channel divinity +1 to save DC
I would argue that is better now then spreading across multiple ASI's. The only charisma feat i would consider is Inspiring Leader and you already have it.
I would agree with this, the other thing +2 charisma gives you is +1 to saves for allies within 10 feet.
The one charisma feat I would consider in Warcaster, but only if you are casting a lot of concentration spells, if that is the case and you go that way I would take a split ASI at 12 and then get your strength up to 18 with a feat like sentinal or mage slayer (if you are facoing a lot of spell casters) at level 16.
I would say depends on what magical item you have to attack (using).
If you got lucky and have a+2, going feat/asi combo works.
Would throw in Telekinetic (feat) for fun as a bonus action ability to push a creature. Maybe it’s standing by a ledge and poof it’s overboard for it. Or your group member needs a push forward for some reason. It’s a fun feat to add flavor to the game.
For a devotion paladin +2 charisma is a feat that gives you: +1 to all saves +1 to hit when using your channel divinity +1 to save DC
I would argue that is better now then spreading across multiple ASI's. The only charisma feat i would consider is Inspiring Leader and you already have it.
I'd lean to raising your CHA to 20 as well. For the saves alone, but especially since it boosts your attack as a Devotion Paladin, plus Persuasion, other skills.
I'd consider a feat if you feel a need to Misty Step and get either re-rolls from Silvery Barbs or an Initiative boost from Gift of Alacrity, via the Fey Touched feat. A second CHA feat could be extra damage on your smites from Spellfire Adept or if certain skills seem critical then Skill Expert.
But honestly yeah, max CHA would be what I'd do, and then if you want to mess with some other feats at 12 & 16, you'd be sitting pretty good.
Since I forgot to unsubscribe this popped back into my notifications. I'm sure the OP already decided by now. But my opinion is almost everyone here is wrong, except well me in my earlier post. Is the +2 charisma maybe a bit better mechanically. Sure, maybe. But its just a +1 when the rolls come up its 1 in 20 times it will affect the outcome. That is not terrible, but you likely wont remember it. Don't get me worng in this case its attacks, saves etc so its a decent number of rolls. But its not an overwhelming number. Lets say the boss fight goes 5 rounds, you get 2 attacks per round maybe 1/2 the time you get one more hit in, or make one more save. Most the time its going to happen in random fight number 7 where the outcome was never in question anyway. It may math a bit better for optimization, but you wont remember it.
Take a feat that gives you abilities you normally would not have. You will remember those when it comes up. Will you remember that time you hit them on the nose where you normally wouldn't have if you'd taken the feat, no. Will you remember using a command spell as a attack of opportunity, or a being able to cast V/S spells while your sword and shield are equipped, or if you took fey touched, remember you can now misty step and hunters mark people. Yeah you will remember that.
And yeah this is a generalization everyone plays different etc. For some mechanical optimization is what makes the game the most fun. But I think you(most people) will be happier if you optimize for fun abilities over numbers. This isn't BECMi or 1e/2e where death was around every corner. You don't need to optimize that hard mechanically to do well in 5e/5.5e.
All good reasons to take a Feat. I agree, you will remember those new & distinct actions you can take like Misty Stepping out of danger, etc.
That said, I can attest that I do also notice very clearly when I or an ally makes a save exactly, often making a huge difference. It's very validating.
On the math, yes it's only a 5% chance increase, but it's to all 6 stats plus Concentration saves and Death saves even. To you and anyone else around you. So the value is really 6X 5% for each person in your Aura. And for this Devotion Pally it also boosts hits. Missing by 1 and hitting exactly are also always memorable in my experience.
I think both are fun options though.
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I am currently playing curse of strahd as a devotion paladin with sword and shield. (I will say we are going to continue the adventure after the module to levels 18-20)
Str-16
Con-14
Cha-18
I took inspiring leader at 4th level getting me to 18 charisma. I was wondering if I should take 2 half feats to reach 20 charisma or it better to just use the asi to cap it as soon as possible.
For a devotion paladin +2 charisma is a feat that gives you:
+1 to all saves
+1 to hit when using your channel divinity
+1 to save DC
I would argue that is better now then spreading across multiple ASI's. The only charisma feat i would consider is Inspiring Leader and you already have it.
imo always go feats over ASI. warcaster is pretty peak for a paladin, especially sword and shield. And then at 12 I don't know feyouched, telekinetic etc.
100% disagree, getting 2 ability scores is pretty powerful. I would never always go X. It really is a case by case choice. You need to weigh the feat itself with adding that other +1 as well as the future potential as well.
With the build you have, I would suggest you just take the +2 Charisma at level 8, then at level 12 I'd take +2 Constitution if you are routinely getting bloodied and/or concentrating on an important spell in battle, otherwise +2 Strength.
I would agree with this, the other thing +2 charisma gives you is +1 to saves for allies within 10 feet.
The one charisma feat I would consider in Warcaster, but only if you are casting a lot of concentration spells, if that is the case and you go that way I would take a split ASI at 12 and then get your strength up to 18 with a feat like sentinal or mage slayer (if you are facoing a lot of spell casters) at level 16.
I would say depends on what magical item you have to attack (using).
If you got lucky and have a+2, going feat/asi combo works.
Would throw in Telekinetic (feat) for fun as a bonus action ability to push a creature. Maybe it’s standing by a ledge and poof it’s overboard for it. Or your group member needs a push forward for some reason. It’s a fun feat to add flavor to the game.
I'd lean to raising your CHA to 20 as well. For the saves alone, but especially since it boosts your attack as a Devotion Paladin, plus Persuasion, other skills.
I'd consider a feat if you feel a need to Misty Step and get either re-rolls from Silvery Barbs or an Initiative boost from Gift of Alacrity, via the Fey Touched feat. A second CHA feat could be extra damage on your smites from Spellfire Adept or if certain skills seem critical then Skill Expert.
But honestly yeah, max CHA would be what I'd do, and then if you want to mess with some other feats at 12 & 16, you'd be sitting pretty good.
Since I forgot to unsubscribe this popped back into my notifications. I'm sure the OP already decided by now. But my opinion is almost everyone here is wrong, except well me in my earlier post. Is the +2 charisma maybe a bit better mechanically. Sure, maybe. But its just a +1 when the rolls come up its 1 in 20 times it will affect the outcome. That is not terrible, but you likely wont remember it. Don't get me worng in this case its attacks, saves etc so its a decent number of rolls. But its not an overwhelming number. Lets say the boss fight goes 5 rounds, you get 2 attacks per round maybe 1/2 the time you get one more hit in, or make one more save. Most the time its going to happen in random fight number 7 where the outcome was never in question anyway. It may math a bit better for optimization, but you wont remember it.
Take a feat that gives you abilities you normally would not have. You will remember those when it comes up. Will you remember that time you hit them on the nose where you normally wouldn't have if you'd taken the feat, no. Will you remember using a command spell as a attack of opportunity, or a being able to cast V/S spells while your sword and shield are equipped, or if you took fey touched, remember you can now misty step and hunters mark people. Yeah you will remember that.
And yeah this is a generalization everyone plays different etc. For some mechanical optimization is what makes the game the most fun. But I think you(most people) will be happier if you optimize for fun abilities over numbers. This isn't BECMi or 1e/2e where death was around every corner. You don't need to optimize that hard mechanically to do well in 5e/5.5e.
All good reasons to take a Feat. I agree, you will remember those new & distinct actions you can take like Misty Stepping out of danger, etc.
That said, I can attest that I do also notice very clearly when I or an ally makes a save exactly, often making a huge difference. It's very validating.
On the math, yes it's only a 5% chance increase, but it's to all 6 stats plus Concentration saves and Death saves even. To you and anyone else around you. So the value is really 6X 5% for each person in your Aura. And for this Devotion Pally it also boosts hits. Missing by 1 and hitting exactly are also always memorable in my experience.
I think both are fun options though.