Let me get this out the way before anyone responds "play what's fun". Yes, I care about optimization and "meta", I find it fun. However, I still customize other things about classes, like race, backstory, point buys (a lot of times I don't want to dump a stat because of flavour), etc. That is fun to me.
Alright, now that's over, I wanted to know what are the Top Tier Paladin builds, when I think about a Paladin, I don't think about some guy/girl with a polearm. So I wanna know what is second and third to that Polearm Master Vengeance Paladin build. And I don't really dig Conquest because when during some research, I learned a ton of that kit requires A LOT of component materials to even do a fraction of the class's spells. Lastly, must be pure Paladin, no taking levels of Paladin and levels for another class.
Also, when picking race, is Variant Human the only BIS, or does that just apply to the Polearm wombo combo build? And being I don't want any homebrew or "non-Adventurers League" nonsense, I know I cannot pick Warforged because it isn't part of the new rules. However, thanks to Mordenkainen Monsters of the Multiverse, Minotaur is. (I'm 100% positive they'll add MMM to adventurers league, and it already states races like Goblin has to use the MMotM rules being it's "updated" from AL sourcebooks.
The reason I want this character to Adventurers League legal is that it's very hard finding a DnD group where I'm from in person, and I feel the only way I'll be able to experience the game is to join an Adventurers League at LGS.
First off, you could use a spellcasting focus, which can even be a shield, as stupid as it is, as a Paladin, which means you don't need most material components. Second, many of Conquest's spells don't even require components. The only spell that is truly a problem is Stoneskin which a Paladin would only cast at level 13 - a level you're unlikely to get to - and even if you do, 100 GP is nothing at those levels. Also, you can always use the normal Paladin's spells, or Divine Smites.
Next, what do you consider top tier? Most damage? Best tank? You can do so many things. Redemption Paladin is a spectacular subclass that's based on dealing little damage. In fact, at level 20, you're expected to deal no damage at all (somewhat). Ancients is really good at control and protection. And even if you're looking for best damage builds, what are you fighting? Because Vengeance is very good against a single target, but not so much against many, since your Vow of Enmity only affects one of them. Oath of Devotion would be better in this case, since your damage bonus applies to every attack.
Lastly, Conquest can work even better than Vengeance after level 7, if you find a way to keep your oponent Freightened (and hey, you have so many options, it's almost as if they meant for that to happen). Once they're freightened, shove them prone (they have disadvantage on the check to resist it) and then start attacking with advantage. They have disadvantage on attacks against you, can't stand up (0 speed thanks to Aura) and take an extra bit of damage at the beginning of each turn. If you manage to make multiple enemies freightened at once, you even keep the others away while you slay your helpless opponent.
The funny thing about Paladins is that the class is so solid that it's hard to suggest a "top tier" build, since all the subclasses perform well in slightly different situations. I think that's partly why the Vengeance/Polearm build is so popular... it's one of the rare ways to push an already intensely reliable class above its already stellar performance.
I will say that I like Conquest as a subclass that pairs well with Minotaur, mostly because it has a lot of features that shut down movement on your enemies. You can pair this easily with a Minotaur's Hammering Horns ability to push targets around the battlefield. Could pair well with the Crusher feat... the ability to push an enemy 15 feet per round can work really well... especially if you have them incapacitated. Easily shove targets into the middle of AOE effects, or just shove someone into a fire or down a cliff.
I like the watcher paladin because the ability to give the whole party better initiatives, passively, is amazing. Sure it comes online at level 7, but a +3 to the parties initiative can be quite impactful. It has the potential to shift the spectrum of circumstances like being surprised to laying ambushed in a beneficial way in the parties favor.
The channel divinity granting Advantage on mental saves for a minute is also great. The features that tent to use those saves can be quite debilitating, and I like that this paladins divinity synergizes with its aura or protection. Sometimes the strongest thing you can do is ensure the party has access to their actions on their turn.
I love that this paladin, similar to the redemption paladin, has access to counterspell. In my mind a paladin attempting to protect the party from a big spell cast by an enemy is a worthy trade off when comparing it to a divine smite. It has a decent range and is also something the paladin could do while they’re trying to close the distance to an enemy.
as far as optimizing paladins go, I usually gravitate towards picking a racial option that doesn’t have to sleep. A warforged or elven paladin who doesn’t actually go unconscious means that the auras are always on unless they choose to somehow go unconscious or are forced to be. I think it’s also thematically appropriate for a watcher paladin to always be on watch.
First off, you could use a spellcasting focus, which can even be a shield, as stupid as it is, as a Paladin, which means you don't need most material components. Second, many of Conquest's spells don't even require components. The only spell that is truly a problem is Stoneskin which a Paladin would only cast at level 13 - a level you're unlikely to get to - and even if you do, 100 GP is nothing at those levels. Also, you can always use the normal Paladin's spells, or Divine Smites.
Next, what do you consider top tier? Most damage? Best tank? You can do so many things. Redemption Paladin is a spectacular subclass that's based on dealing little damage. In fact, at level 20, you're expected to deal no damage at all (somewhat). Ancients is really good at control and protection. And even if you're looking for best damage builds, what are you fighting? Because Vengeance is very good against a single target, but not so much against many, since your Vow of Enmity only affects one of them. Oath of Devotion would be better in this case, since your damage bonus applies to every attack.
Lastly, Conquest can work even better than Vengeance after level 7, if you find a way to keep your oponent Freightened (and hey, you have so many options, it's almost as if they meant for that to happen). Once they're freightened, shove them prone (they have disadvantage on the check to resist it) and then start attacking with advantage. They have disadvantage on attacks against you, can't stand up (0 speed thanks to Aura) and take an extra bit of damage at the beginning of each turn. If you manage to make multiple enemies freightened at once, you even keep the others away while you slay your helpless opponent.
killing potential, as well as team protection. Like the subclass that snowballs and dominates most campaigns. Similar to how Twilight Domain and Peace domain dominates as a Cleric. Tools for the most situations, etc.
In that case, I don't think Vengeance is the right choice, to begin with. In most campaigns, any fighting will be done against a group of enemies. Even bosses usually have a few minions with them many times. Not to say it is a weak subclass, but I cannot say it dominates anything. It will shine against a boss every time, and that's all. Many combos can do that single target damage, like any Rogue more or less.
Neither do I think the mentioned Cleric domains are. Sure, they're powerful, but Order, Life, Light and others can be really good too. I think the only subclass in the entire game that is dominating as you say is the Warlock's Hexblade, and even then it's actually only because of what you can get by multiclassing with it, even for a single-level dip into it.
Anyway, considering: "killing potential, as well as team protection [...] Tools for the most situations, etc." These two can only really make me think of the Redemption Paladin, though I'm sure others also fit. Team protection is phenomenal once you get to level 7, and as you level up it keeps getting even better. The only better tank I can think of in the entire game is a Dex-based Ancestral Guardian Barbarian, I might be forgetting something, though. Tools? Well, you have such good Persuasion that it would put any other face to shame. Right at level 3, you can already have a non-permanent (but once per short rest, for 10 minutes) +12 to it, if you build for that. Every campaign involves fighting, so any party would appreciate someone to soak up damage for them, and most campaigns have some RP, so you can use that fat bonus to persuade anyone. And that's just the subclass, without any commitment to anything else (though any different race choice would mean you'll have "only" +10 to Persuasion at level 3). You can use whatever weapon/shield/whatever you want. Hell, you can cast spells, since your Charisma can be higher than your strength and you'll still be very useful (though at levels 11 and higher, maybe a Multiclass is better. Most campaigns don't reach that point anyway, though). And I didn't even mention Rebuke the Violent, which can be very satisfying.
Conquest + any reach weapon is a good combo. Could be made better by multiclassing to one level of Undead Warlock, but you didn't want that. Still, it is a powerful subclass. Devotion (sorry, a correction, I mistook the subclass bonus to attack rolls for a bonus for damage. Still, it can be good against groups since you hit more often) and GWM is very good if you have good Charisma and good Strength (or multiclass into Hexblade), since you'll be able to use the +10/-5 ability more freely.
Oathbreaker is very strong in higher levels, or even in lower ones if there are many undead around you. Find a Necromancer Wizard for your party and let the undead fight for you.
killing potential, as well as team protection. Like the subclass that snowballs and dominates most campaigns. Similar to how Twilight Domain and Peace domain dominates as a Cleric. Tools for the most situations, etc.
Which of these do you want? Twilight hasn't got any killing potential to speak of, for example. Trying to be best in show at DPR, tanking, and utility is impossible for any subclass in the game.
I'm of the opinion that if you don't have a +5 Aura by level 12 (and +4 by level 8) you aren't a top tier paladin. The class is so good that even if you don't do this you will still be very good and even great depending on build, but it is Aura of Protection that truly defines the Paladin's power and influence on the team.
I think Oath of the Watchers is very possibly the best Paladin Oath thanks to that initiative boosting aura. Ancients is incredible as well with its spell damage resistance. Vengeance is great and a go to for offensive builds, but I favor Oaths that don't care about their channel divinities because Harness Divine Power is such a nice boost to both the offense and utility of the class. As such, I think Oathbreaker gives it a real run for its money when it comes to offensive builds. Watchers, Ancients, Vengeance and Oathbreaker would be my top 4 subclasses that sit a noticeable amount above the rest. But again, the class is so good that the other Oaths can still produce very strong characters.
As for what do with ASI's besides max out Charisma, I think Inspiring Leader stands out as top tier choice that should probably get as much attention as PAM-Sentinel does but suffers from not being a flashy offensive option. The amount of work it does to buffer the team from chip damage throughout a day's work is absurd. Combine that with Lay on Hands and you are putting in major overtime when it comes to keeping the team healthy.
At some point I would like to build a Paladin-Barbarian-Bard multiclass. Half-elf and with standard point array you could start of with the following stats: Str 16, Dex 12 Con 14, Int 10, Wis 8 and Cha 16 (they probably take a lot of hits to the head). Start of with a level in Barbarian for Con save and a nice amount of HP, then get the following level spread. Paladin 6 (for auras for you and your friends), Barbarian 3+ (for Bear Totem tankiness) and Bard (college of swords) as high as possible. Use medium armour a D8 weapon and a shield and just go to town. You'll get two fighting styles so Defence and Duelist is a good combo. Flourishes will give you nice boosts to both defence and offence and you can boost your speed with Longstrider (doesn't require concentration so can be used when raging). You can also buff your friends with Bardic inspiration and Aura of Protection. Lots of bard levels will give you more spell slots for smiting.
Personally I'd play this is an oath Glory to just be a complete thrill seeker who wants his name in the stars (like, his goal is to be immortilized as a constellation) and will literally sing his own praise whereever he goes. Even if you start out with a few low abilities the combination of Jack of all trades and Aura of Protection effectively cancels that out. :)
At some point I would like to build a Paladin-Barbarian-Bard multiclass. Half-elf and with standard point array you could start of with the following stats: Str 16, Dex 12 Con 14, Int 10, Wis 8 and Cha 16 (they probably take a lot of hits to the head). Start of with a level in Barbarian for Con save and a nice amount of HP, then get the following level spread. Paladin 6 (for auras for you and your friends), Barbarian 3+ (for Bear Totem tankiness) and Bard (college of swords) as high as possible. Use medium armour a D8 weapon and a shield and just go to town. You'll get two fighting styles so Defence and Duelist is a good combo. Flourishes will give you nice boosts to both defence and offence and you can boost your speed with Longstrider (doesn't require concentration so can be used when raging). You can also buff your friends with Bardic inspiration and Aura of Protection. Lots of bard levels will give you more spell slots for smiting.
Personally I'd play this is an oath Glory to just be a complete thrill seeker who wants his name in the stars (like, his goal is to be immortilized as a constellation) and will literally sing his own praise whereever he goes. Even if you start out with a few low abilities the combination of Jack of all trades and Aura of Protection effectively cancels that out. :)
Not a bad build, but I feel like Barbarian is kind of unnecessary... Bear Totem resistance is nice and all, but at that point rage damage wouldn't be super useful, and a Bardadin is still pretty sturdy on its own. I feel like you'd get more out of being able to concentrate on and cast spells than you would out of just 3 levels of Barbarian.
Not a bad build, but I feel like Barbarian is kind of unnecessary... Bear Totem resistance is nice and all, but at that point rage damage wouldn't be super useful, and a Bardadin is still pretty sturdy on its own. I feel like you'd get more out of being able to concentrate on and cast spells than you would out of just 3 levels of Barbarian.
Bearbarian is never unneccessary. ;) But sure, barbadin doesn't "need" barbarian levels but they do make this better. Rage is basically like a concentration spell that gives you a bonus to damage and halves almost all damage which is pretty damn good. And as a sword bard/paladin you will be at the front most of the time so you actually *don't* want to concentrare on spells since you'll get hit a lot. And as you know you can still cast spells outside of raging, I mentioned Longstrider as one example. Danger sense is nothing to sneer at and neither is reckless attack in combination with smiting.
That's a pretty interesting way to think of it... If there was a Concentration Spell that did all that it would probably be at least 3rd or 4th level. I still think you'd be able to survive just fine without it, but I do like the mentality of treating your Rage as basically just a really unique spell that you're concentrating on, although ironically the only way to break your concentration on it is for the enemy to not hit you.
That's a pretty interesting way to think of it... If there was a Concentration Spell that did all that it would probably be at least 3rd or 4th level. I still think you'd be able to survive just fine without it, but I do like the mentality of treating your Rage as basically just a really unique spell that you're concentrating on, although ironically the only way to break your concentration on it is for the enemy to not hit you.
Yeah, Stoneskin is 4th level and only gives resistance to nonmagical bludgeoning, piercing, and slashing damage. Being able to "cast" Rage 2 times a day at level 1 is a lot better, IMO. If needs be you can always opt not to rage and cast spells instead.
That said, the beauty of this build is its versatility both in and out of combat. Oath of Glory has some nice overlap with Bard when it comes to spells so you'll have the option to take other spells for the bard levels. Since Paladins prepare spells daily you get even more versaility from this. The advantage against charm spells from half-elf and advantage on dex save from Danger sense in combination with Aura of Power you are incredibly resilient.
killing potential, as well as team protection. Like the subclass that snowballs and dominates most campaigns. Similar to how Twilight Domain and Peace domain dominates as a Cleric. Tools for the most situations, etc.
Which of these do you want? Twilight hasn't got any killing potential to speak of, for example. Trying to be best in show at DPR, tanking, and utility is impossible for any subclass in the game.
Are you kidding? Do you even Cleric? A Twilight cleric wearing platemail and shield for a 20 AC. Concentrating on Spirit Guardians, and using Spiritual weapon with a bonus action, casting toll the dead / sacred flame as an action with the blessed strikes feature, all the while flying using steps of night and using Twilight shroud for free action heals every round(temp hp I know). Excellent offence, excellent defence, and temp hp each round make for excellent killing potential.
20 AC isn't that special for a Cleric. I didn't count, but I think around half the subclasses get heavy armour proficiency, and all have proficiency with shields. Spirit Guardians and Spiritual Weapon are both also on every Cleric's spell list, so still nothing special. Divine Strike only works for weapon attacks, and if you're using Tasha's optional rules, they also apply for all Clerics. So far nothing special.
Flying and the temporary hit points are the only special things about this subclass in this regard, and neither is an offensive ability. None of the Subclass' spells are very offensive either, with the few that do deal damage being rather defensive still.
I'm not saying this subclass is weak, not at all, it just doesn't have any special mentioned "killing potential" that other Clerics don't have just for being Clerics. Survivability is nice but it's not outstandingly powerful. Cleric is just a very powerful class in general to make "the healer class" more appealing.
Let me get this out the way before anyone responds "play what's fun". Yes, I care about optimization and "meta", I find it fun. However, I still customize other things about classes, like race, backstory, point buys (a lot of times I don't want to dump a stat because of flavour), etc. That is fun to me.
Alright, now that's over, I wanted to know what are the Top Tier Paladin builds, when I think about a Paladin, I don't think about some guy/girl with a polearm. So I wanna know what is second and third to that Polearm Master Vengeance Paladin build. And I don't really dig Conquest because when during some research, I learned a ton of that kit requires A LOT of component materials to even do a fraction of the class's spells. Lastly, must be pure Paladin, no taking levels of Paladin and levels for another class.
Also, when picking race, is Variant Human the only BIS, or does that just apply to the Polearm wombo combo build? And being I don't want any homebrew or "non-Adventurers League" nonsense, I know I cannot pick Warforged because it isn't part of the new rules. However, thanks to Mordenkainen Monsters of the Multiverse, Minotaur is. (I'm 100% positive they'll add MMM to adventurers league, and it already states races like Goblin has to use the MMotM rules being it's "updated" from AL sourcebooks.
The reason I want this character to Adventurers League legal is that it's very hard finding a DnD group where I'm from in person, and I feel the only way I'll be able to experience the game is to join an Adventurers League at LGS.
First off, you could use a spellcasting focus, which can even be a shield, as stupid as it is, as a Paladin, which means you don't need most material components. Second, many of Conquest's spells don't even require components. The only spell that is truly a problem is Stoneskin which a Paladin would only cast at level 13 - a level you're unlikely to get to - and even if you do, 100 GP is nothing at those levels. Also, you can always use the normal Paladin's spells, or Divine Smites.
Next, what do you consider top tier? Most damage? Best tank? You can do so many things. Redemption Paladin is a spectacular subclass that's based on dealing little damage. In fact, at level 20, you're expected to deal no damage at all (somewhat). Ancients is really good at control and protection. And even if you're looking for best damage builds, what are you fighting? Because Vengeance is very good against a single target, but not so much against many, since your Vow of Enmity only affects one of them. Oath of Devotion would be better in this case, since your damage bonus applies to every attack.
Lastly, Conquest can work even better than Vengeance after level 7, if you find a way to keep your oponent Freightened (and hey, you have so many options, it's almost as if they meant for that to happen). Once they're freightened, shove them prone (they have disadvantage on the check to resist it) and then start attacking with advantage. They have disadvantage on attacks against you, can't stand up (0 speed thanks to Aura) and take an extra bit of damage at the beginning of each turn. If you manage to make multiple enemies freightened at once, you even keep the others away while you slay your helpless opponent.
Varielky
The funny thing about Paladins is that the class is so solid that it's hard to suggest a "top tier" build, since all the subclasses perform well in slightly different situations. I think that's partly why the Vengeance/Polearm build is so popular... it's one of the rare ways to push an already intensely reliable class above its already stellar performance.
I will say that I like Conquest as a subclass that pairs well with Minotaur, mostly because it has a lot of features that shut down movement on your enemies. You can pair this easily with a Minotaur's Hammering Horns ability to push targets around the battlefield. Could pair well with the Crusher feat... the ability to push an enemy 15 feet per round can work really well... especially if you have them incapacitated. Easily shove targets into the middle of AOE effects, or just shove someone into a fire or down a cliff.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
I like the watcher paladin because the ability to give the whole party better initiatives, passively, is amazing. Sure it comes online at level 7, but a +3 to the parties initiative can be quite impactful. It has the potential to shift the spectrum of circumstances like being surprised to laying ambushed in a beneficial way in the parties favor.
The channel divinity granting Advantage on mental saves for a minute is also great. The features that tent to use those saves can be quite debilitating, and I like that this paladins divinity synergizes with its aura or protection. Sometimes the strongest thing you can do is ensure the party has access to their actions on their turn.
I love that this paladin, similar to the redemption paladin, has access to counterspell. In my mind a paladin attempting to protect the party from a big spell cast by an enemy is a worthy trade off when comparing it to a divine smite. It has a decent range and is also something the paladin could do while they’re trying to close the distance to an enemy.
as far as optimizing paladins go, I usually gravitate towards picking a racial option that doesn’t have to sleep. A warforged or elven paladin who doesn’t actually go unconscious means that the auras are always on unless they choose to somehow go unconscious or are forced to be. I think it’s also thematically appropriate for a watcher paladin to always be on watch.
killing potential, as well as team protection. Like the subclass that snowballs and dominates most campaigns. Similar to how Twilight Domain and Peace domain dominates as a Cleric. Tools for the most situations, etc.
In that case, I don't think Vengeance is the right choice, to begin with. In most campaigns, any fighting will be done against a group of enemies. Even bosses usually have a few minions with them many times. Not to say it is a weak subclass, but I cannot say it dominates anything. It will shine against a boss every time, and that's all. Many combos can do that single target damage, like any Rogue more or less.
Neither do I think the mentioned Cleric domains are. Sure, they're powerful, but Order, Life, Light and others can be really good too. I think the only subclass in the entire game that is dominating as you say is the Warlock's Hexblade, and even then it's actually only because of what you can get by multiclassing with it, even for a single-level dip into it.
Anyway, considering: "killing potential, as well as team protection [...] Tools for the most situations, etc." These two can only really make me think of the Redemption Paladin, though I'm sure others also fit. Team protection is phenomenal once you get to level 7, and as you level up it keeps getting even better. The only better tank I can think of in the entire game is a Dex-based Ancestral Guardian Barbarian, I might be forgetting something, though. Tools? Well, you have such good Persuasion that it would put any other face to shame. Right at level 3, you can already have a non-permanent (but once per short rest, for 10 minutes) +12 to it, if you build for that. Every campaign involves fighting, so any party would appreciate someone to soak up damage for them, and most campaigns have some RP, so you can use that fat bonus to persuade anyone. And that's just the subclass, without any commitment to anything else (though any different race choice would mean you'll have "only" +10 to Persuasion at level 3). You can use whatever weapon/shield/whatever you want. Hell, you can cast spells, since your Charisma can be higher than your strength and you'll still be very useful (though at levels 11 and higher, maybe a Multiclass is better. Most campaigns don't reach that point anyway, though). And I didn't even mention Rebuke the Violent, which can be very satisfying.
Conquest + any reach weapon is a good combo. Could be made better by multiclassing to one level of Undead Warlock, but you didn't want that. Still, it is a powerful subclass. Devotion (sorry, a correction, I mistook the subclass bonus to attack rolls for a bonus for damage. Still, it can be good against groups since you hit more often) and GWM is very good if you have good Charisma and good Strength (or multiclass into Hexblade), since you'll be able to use the +10/-5 ability more freely.
Oathbreaker is very strong in higher levels, or even in lower ones if there are many undead around you. Find a Necromancer Wizard for your party and let the undead fight for you.
Varielky
Which of these do you want? Twilight hasn't got any killing potential to speak of, for example. Trying to be best in show at DPR, tanking, and utility is impossible for any subclass in the game.
I'm of the opinion that if you don't have a +5 Aura by level 12 (and +4 by level 8) you aren't a top tier paladin. The class is so good that even if you don't do this you will still be very good and even great depending on build, but it is Aura of Protection that truly defines the Paladin's power and influence on the team.
I think Oath of the Watchers is very possibly the best Paladin Oath thanks to that initiative boosting aura. Ancients is incredible as well with its spell damage resistance. Vengeance is great and a go to for offensive builds, but I favor Oaths that don't care about their channel divinities because Harness Divine Power is such a nice boost to both the offense and utility of the class. As such, I think Oathbreaker gives it a real run for its money when it comes to offensive builds. Watchers, Ancients, Vengeance and Oathbreaker would be my top 4 subclasses that sit a noticeable amount above the rest. But again, the class is so good that the other Oaths can still produce very strong characters.
As for what do with ASI's besides max out Charisma, I think Inspiring Leader stands out as top tier choice that should probably get as much attention as PAM-Sentinel does but suffers from not being a flashy offensive option. The amount of work it does to buffer the team from chip damage throughout a day's work is absurd. Combine that with Lay on Hands and you are putting in major overtime when it comes to keeping the team healthy.
At some point I would like to build a Paladin-Barbarian-Bard multiclass. Half-elf and with standard point array you could start of with the following stats: Str 16, Dex 12 Con 14, Int 10, Wis 8 and Cha 16 (they probably take a lot of hits to the head).
Start of with a level in Barbarian for Con save and a nice amount of HP, then get the following level spread. Paladin 6 (for auras for you and your friends), Barbarian 3+ (for Bear Totem tankiness) and Bard (college of swords) as high as possible. Use medium armour a D8 weapon and a shield and just go to town. You'll get two fighting styles so Defence and Duelist is a good combo. Flourishes will give you nice boosts to both defence and offence and you can boost your speed with Longstrider (doesn't require concentration so can be used when raging). You can also buff your friends with Bardic inspiration and Aura of Protection. Lots of bard levels will give you more spell slots for smiting.
Personally I'd play this is an oath Glory to just be a complete thrill seeker who wants his name in the stars (like, his goal is to be immortilized as a constellation) and will literally sing his own praise whereever he goes. Even if you start out with a few low abilities the combination of Jack of all trades and Aura of Protection effectively cancels that out. :)
Not a bad build, but I feel like Barbarian is kind of unnecessary... Bear Totem resistance is nice and all, but at that point rage damage wouldn't be super useful, and a Bardadin is still pretty sturdy on its own. I feel like you'd get more out of being able to concentrate on and cast spells than you would out of just 3 levels of Barbarian.
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Bearbarian is never unneccessary. ;) But sure, barbadin doesn't "need" barbarian levels but they do make this better. Rage is basically like a concentration spell that gives you a bonus to damage and halves almost all damage which is pretty damn good. And as a sword bard/paladin you will be at the front most of the time so you actually *don't* want to concentrare on spells since you'll get hit a lot. And as you know you can still cast spells outside of raging, I mentioned Longstrider as one example. Danger sense is nothing to sneer at and neither is reckless attack in combination with smiting.
That's a pretty interesting way to think of it... If there was a Concentration Spell that did all that it would probably be at least 3rd or 4th level. I still think you'd be able to survive just fine without it, but I do like the mentality of treating your Rage as basically just a really unique spell that you're concentrating on, although ironically the only way to break your concentration on it is for the enemy to not hit you.
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Yeah, Stoneskin is 4th level and only gives resistance to nonmagical bludgeoning, piercing, and slashing damage. Being able to "cast" Rage 2 times a day at level 1 is a lot better, IMO. If needs be you can always opt not to rage and cast spells instead.
That said, the beauty of this build is its versatility both in and out of combat. Oath of Glory has some nice overlap with Bard when it comes to spells so you'll have the option to take other spells for the bard levels. Since Paladins prepare spells daily you get even more versaility from this. The advantage against charm spells from half-elf and advantage on dex save from Danger sense in combination with Aura of Power you are incredibly resilient.
Are you kidding? Do you even Cleric? A Twilight cleric wearing platemail and shield for a 20 AC. Concentrating on Spirit Guardians, and using Spiritual weapon with a bonus action, casting toll the dead / sacred flame as an action with the blessed strikes feature, all the while flying using steps of night and using Twilight shroud for free action heals every round(temp hp I know). Excellent offence, excellent defence, and temp hp each round make for excellent killing potential.
20 AC isn't that special for a Cleric. I didn't count, but I think around half the subclasses get heavy armour proficiency, and all have proficiency with shields. Spirit Guardians and Spiritual Weapon are both also on every Cleric's spell list, so still nothing special. Divine Strike only works for weapon attacks, and if you're using Tasha's optional rules, they also apply for all Clerics. So far nothing special.
Flying and the temporary hit points are the only special things about this subclass in this regard, and neither is an offensive ability. None of the Subclass' spells are very offensive either, with the few that do deal damage being rather defensive still.
I'm not saying this subclass is weak, not at all, it just doesn't have any special mentioned "killing potential" that other Clerics don't have just for being Clerics. Survivability is nice but it's not outstandingly powerful. Cleric is just a very powerful class in general to make "the healer class" more appealing.
Varielky