I'm playing a Half-Drow Oath of Glory Paladin and I need some help regarding on picking a feat. should I get Skill Expert or Shield Master? those two seems to fit my character concept as I don't plan on taking a Fey/Shadow Touched Feat as it doesn't fit with my character background and I don't PLAN on multiclassing and going straight to Paladin as far as possible. We're on the RP heavy side and less about combat if things go south. mostly go south lol.
If I take the Skilled Expert I will be getting expertise and putting it into Athletics since I can take the advantage of the channel divinity feature and even out my stats and the aura will be out online as i reached level 6 with a +4 Mod
If I took the Shield Master and I can support my melee fighters by giving them advantage, me getting a bonus to Dex save and a budget evasion if i wore a shield.
I'm a sword & board and my role is a dps/tank/healer a well rounded character.
Paladin Stats as follows-
Str 16 | Dex 10 | Con 14 | Int 8 | Wis 10 | Cha 17
Kobold Draconic Sorcerer(Red, Fire) Pallid Elf Bloodhunter (Order of the Profane Soul, Celestial. Dex Melee) Water Genasi (Way of the Astral Self) Tiefling Artificer (I think Alchemist or Artillerist,? Since the player is keeping a secret of her subclass for a big reveal)
Well if you're looking at skill expert for athletics, then it makes a lot of sense to try and pick up both if you're not overly worried about maximizing stats. Shield Master would give you a regular use for that beefy athletics check. I dunno. Unless you're thinking of getting creative with athletics in most combats, or also picking up shield master it seems like you'd be just fine with proficiency, a decent strength and the channel divinity whenever you want to pull off a clutch athletics check. It would help free up an option to expand this well-rounded kit you've done such a nice job of building.
I'd be looking at skill expert for a social skill. Unless your kobold is gonna play face, it would be nice to have. Even if they are it would be nice to have. You're probably at least a little more approachable than the kobold in your average situation and frankly I think that not only is it smart tactically, but more fun for the group to have multiple faces. You can even build a good cop-bad cop routine with one focusing on intimidation and the other persuasion+deception. A real vic vinegar + hue honey situation. Using skill expert in this way would definitely fit the well-rounded thing you're going for it. Expertise in a social skill supports your pick of thaumaturgy as well since it can often be used to initiate a favorable skill check when the DM rewards your creativity.
Also huge props on picking up blessed warrior. My vote for best paladin fighting style.
Well if you're looking at skill expert for athletics, then it makes a lot of sense to try and pick up both if you're not overly worried about maximizing stats. Shield Master would give you a regular use for that beefy athletics check. I dunno. Unless you're thinking of getting creative with athletics in most combats, or also picking up shield master it seems like you'd be just fine with proficiency, a decent strength and the channel divinity whenever you want to pull off a clutch athletics check. It would help free up an option to expand this well-rounded kit you've done such a nice job of building.
I'd be looking at skill expert for a social skill. Unless your kobold is gonna play face, it would be nice to have. Even if they are it would be nice to have. You're probably at least a little more approachable than the kobold in your average situation and frankly I think that not only is it smart tactically, but more fun for the group to have multiple faces. You can even build a good cop-bad cop routine with one focusing on intimidation and the other persuasion+deception. A real vic vinegar + hue honey situation. Using skill expert in this way would definitely fit the well-rounded thing you're going for it. Expertise in a social skill supports your pick of thaumaturgy as well since it can often be used to initiate a favorable skill check when the DM rewards your creativity.
Also huge props on picking up blessed warrior. My vote for best paladin fighting style.
Aye... Blessed Warrior is my favourite fighting style ever since the release of Tasha, a lot of people bad talk about this feat by saying it's bad but in my honest opinion it's decent and a lot of people would pick Guidance since it's a d4 to skill checks which can annoy certain dms and if the situations doesn't make sense Guidance yourself when talking a guard when your under arrest. plus i'm pretty creative with my use of thaumaturgy and it got yourself advantage to intimidation checks
Mostly I'm the party face even though the Kobold has a better Charisma then me and he mostly play the bad cop, I'm mostly the bridge between monstrous race to the humanoid race, we play a wildemount game since the monster race are mostly neutral. I can totally see gaining expertise in social skills that help a lot of social situations. Thanks a lot i might go into detail when i reach level 4
Blessed Warrior for Thaumaturgy + Attack Cantrip is where it's at. The attack cantrip single-handedly patches up the Paladin's abysmal ranged game and Thaumaturgy is great fun that fits perfectly into the Paladin aesthetic. Guidance is good and all, but it's also my least favorite cantrip in the game. I just can't stand the play patterns. If I was DMing for someone that spammed Guidance I'd absolutely have their deity show up at some point and be like "Would you stop it with the whining already!". Praying every time you or anyone does anything is just super uninspiring to me.
It does sound like expertise in a social skill would work nicely. I'm still a fan of expertise in athletics though. I recommend it to Barbarians looking for something a little different all the time. It helps open up how you traverse environments which can end up leading to some very fun creativity in combat, especially if you're regularly thrown into interesting maps. Good luck with the level 4 decisions!
Blessed Warrior for Thaumaturgy + Attack Cantrip is where it's at. The attack cantrip single-handedly patches up the Paladin's abysmal ranged game and Thaumaturgy is great fun that fits perfectly into the Paladin aesthetic. Guidance is good and all, but it's also my least favorite cantrip in the game. I just can't stand the play patterns. If I was DMing for someone that spammed Guidance I'd absolutely have their deity show up at some point and be like "Would you stop it with the whining already!". Praying every time you or anyone does anything is just super uninspiring to me.
It does sound like expertise in a social skill would work nicely. I'm still a fan of expertise in athletics though. I recommend it to Barbarians looking for something a little different all the time. It helps open up how you traverse environments which can end up leading to some very fun creativity in combat, especially if you're regularly thrown into interesting maps. Good luck with the level 4 decisions!
Thanks a lot with the help, I'm one of the few that likes "scared flame" since most of the monsters i fought prevents regeneration, rarely resisted compared to "Toll of the dead" even though it's has better range, damage and monsters have low wisdom saving throws from what i read. Guidance is a good spell but it can be very cheesy and boring.
I thought of multiclassing into Barbarian but i don't have good stats for unarmoured defenses and i can't rage unless if i wore a light and medium armour. i love my heavy armour very much.
I think falling on either side of the decision to pick sacred flame or toll the dead is perfectly defensible. I don't feel strongly either way, so I just say attack cantrip when referring to Blessed Warrior cause that's all that really matters. I happen to like Toll, but that's because I want to play a character that flavors it like the little forest spirits from Princess Mononoke rattling their little heads.
A barbarian/paladin is definitely a fun MC to entertain, but it certainly sounds like full paladin is the way for this build you've got.
I think falling on either side of the decision to pick sacred flame or toll the dead is perfectly defensible. I don't feel strongly either way, so I just say attack cantrip when referring to Blessed Warrior cause that's all that really matters. I happen to like Toll, but that's because I want to play a character that flavors it like the little forest spirits from Princess Mononoke rattling their little heads.
A barbarian/paladin is definitely a fun MC to entertain, but it certainly sounds like full paladin is the way for this build you've got.
I thought of mulitclassing into sorcerer when i've first created him but after some testing, i don't like the Scoradin playstyle as i felt there too much to manage for me in my honest opinion with converting spell slots and such, Hexblade is so common this days and ruin the fun for most players. I might think about it even though there so much flack on "Oath of Glory" saying it's the weakest subclass but I love the extra movement speed even thought it's 5ft and eh at least i can move a bit further then most of my teammates it's like a mixture between Bard and Barbarian then put it into a paladin.
I built my Glory Paladin with skill expert, and expertise in athletics. However, the main difference is I took my 17 STR to 18, and my CHA's remaining at 16, and I took my 2nd ASI for Res:con, so I can reliably use haste when I get it at lvl 9, and he's currently lvl 8. However, I'm leaning into the whole Greco-Roman Olympian wrestler that's overly obsessed with his strength and condition training to the detriment of other attributes.
Though, my goal is to have this guy be something of a striker with high mobility that makes liberal use of haste or double smite with his zariel tiefling racial smites. He has boots of striding and springing, so with his channel divinity I also like the idea of being able to jump several dozen feet into the air with a grappled target and dropping them down a la Rock Lee.
BTW, Glory's aura gives 10 extra ft of movement, and that also gets boosted by haste. Every hasted turn you can move a minimum of 80 ft, or 160 if you dash with your haste action. This doesn't even include your Find Steed, which would always benefit from your aura and your haste spell. You better believe I am excited about reaching lvl 9.
I'm kind of enamored with Skill Expert, at this point. So I would probably go with that. If you plan it out to have an odd numbered ability score, you can make even with it, even better!
I have a similar question for my paladin if you don’t mind me hanging it here.
just hit level four going through Phandelver. 16, 12, 16, 9, 12, 16. Aasimar protector oath of vengeance
I’m leaning toward +2 CH Asi. I don’t see any feats that she would be excited about. She isn’t a PAM or GWM girl and shield master seems meh. She picked up a +1 long sword and that will be her primary vs war hammer for now. Thoughts?
I have a similar question for my paladin if you don’t mind me hanging it here.
just hit level four going through Phandelver. 16, 12, 16, 9, 12, 16. Aasimar protector oath of vengeance
I’m leaning toward +2 CH Asi. I don’t see any feats that she would be excited about. She isn’t a PAM or GWM girl and shield master seems meh. She picked up a +1 long sword and that will be her primary vs war hammer for now. Thoughts?
Going with the ASI in one of your primary abilities is pretty much never the wrong answer. I'm not a huge fan of sword and board with vengeance, but to each his/her own. Vengeance can work with anything, but I think is best with a hard hitting 2h, GWM and Vow of Enmity up on your toughest foes.
If you are going the charisma route, are you planning on going hexblade at some point? One of the main benefits of multi-classing hexblade is you can use your charisma as your attack modifier. For you, using a 1h, you would be able to use it from level one. Somebody with a 2h, has to wait for the Pact of the Blade feature to get charisma as their modifier. But this can make it so the paladin only has one stat to buff, instead of two.
I have a similar question for my paladin if you don’t mind me hanging it here.
just hit level four going through Phandelver. 16, 12, 16, 9, 12, 16. Aasimar protector oath of vengeance
I’m leaning toward +2 CH Asi. I don’t see any feats that she would be excited about. She isn’t a PAM or GWM girl and shield master seems meh. She picked up a +1 long sword and that will be her primary vs war hammer for now. Thoughts?
Going with the ASI in one of your primary abilities is pretty much never the wrong answer. I'm not a huge fan of sword and board with vengeance, but to each his/her own. Vengeance can work with anything, but I think is best with a hard hitting 2h, GWM and Vow of Enmity up on your toughest foes.
If you are going the charisma route, are you planning on going hexblade at some point? One of the main benefits of multi-classing hexblade is you can use your charisma as your attack modifier. For you, using a 1h, you would be able to use it from level one. Somebody with a 2h, has to wait for the Pact of the Blade feature to get charisma as their modifier. But this can make it so the paladin only has one stat to buff, instead of two.
Idk, I'd have questions as to what the character's ultimate fate is going to be. LMoP is a 1-5 thing, and that's it. Is this an AL character, where they can continue? Is the DM going to pick up another campaign to continue that character's story? If it's just 1-5, I'd hands down say to increase STR instead.
Meanwhile, a hexblade 1 dip is kinda odd. It allows you to make your one-handed build be entirely reliant on CHA, but that's about it. Think about it, unless you pick up warcaster, a sword-n-board build can't make use of the warlock cantrips or spells like shield. Unless you plan things around it from the start, it's clunky. If you want to cast spells without the feat, you must go with a two-handed weapon build, and that requires 3 levels for pact of the blade, and by then you're delaying extra attack and your paladin aura considerably. Now, if you want to pretend those spells don't exist and treat them like sour grapes, and if all you want is access to a bonus action in the form of the curse along with the ability to attack with your one-handed sword with CHA, then sure, I suppose it's 100% worth it.
not looking to multiclass, though i respect the suggestion. I'm playing her somewhat as an archetype. I get why people go GWM or PAM for the dpr. I'm making a stylistic choice on one hand and mechanically i'm going for defense. I put 16 on CON for the HPs and 12 on Dex because she's going heavy armor and took Defense fighting style. If Shield master granted a +1 to AC along with the other benefits it would be more on par mechanically to GWM and PAM, and would be a no-brainer for my build. Without it its meh. they other reason is i really want to get the character a mount at some point and that's another factor in favor of S&B.
Definitely planning to play her well beyond LMoP. we have a great group and DM. It feels like we're 3/4 of the way done. I can't wait to see what's next. So for all that, it's why i'm leaning toward getting her CHR to 18. Please don't take my explanation as not appreciating the feedback. Just trying to be more specific about the build so you know where i'm coming from. Thanks!!
I'm kind of enamored with Skill Expert, at this point. So I would probably go with that. If you plan it out to have an odd numbered ability score, you can make even with it, even better!
Yo same. Skill Expert is the shit
@BigDaddyMSU: I'd go +2 strength. You're still primarily a sword swinging martial. And since you're not maximizing DPS via combat style I'd put a little extra love into your damage through your stat. Vengeance doesn't stress your charismas as much as some other oaths.
HZ, i like that idea, and now i'm even more on the fence. to play devil's advocate, what about Aura of Protection and other class abilities, along with spell casting that rely on CHR?
Absolutely nothing wrong with boosting Charisma. At all. In fact there is plenty of reason to think it is the better stat to boost. Smites will carry you through combat regardless and as you've listed there are plenty of reasons to want it. I just like that strength consistently boosts the attack action because at the end of the day the Paladin is an attack action class. If you're really looking to lean into getting access to Hold Person then definitely go with charisma. Otherwise it's pretty easy to avoid saving throws and the aura of protection is going to be incredible at +3 or +4.
I think falling on either side of the decision to pick sacred flame or toll the dead is perfectly defensible. I don't feel strongly either way, so I just say attack cantrip when referring to Blessed Warrior cause that's all that really matters. I happen to like Toll, but that's because I want to play a character that flavors it like the little forest spirits from Princess Mononoke rattling their little heads.
A barbarian/paladin is definitely a fun MC to entertain, but it certainly sounds like full paladin is the way for this build you've got.
I thought of mulitclassing into sorcerer when i've first created him but after some testing, i don't like the Scoradin playstyle as i felt there too much to manage for me in my honest opinion with converting spell slots and such, Hexblade is so common this days and ruin the fun for most players. I might think about it even though there so much flack on "Oath of Glory" saying it's the weakest subclass but I love the extra movement speed even thought it's 5ft and eh at least i can move a bit further then most of my teammates it's like a mixture between Bard and Barbarian then put it into a paladin.
Weakest Paladin subclass...heh. I mean sure. Whatever. You're still a paladin. I wouldn't worry about it. Plenty to love about the Oath. Combine Haste with Find Steed and laugh at those calling you weak
I built my Glory Paladin with skill expert, and expertise in athletics. However, the main difference is I took my 17 STR to 18, and my CHA's remaining at 16, and I took my 2nd ASI for Res:con, so I can reliably use haste when I get it at lvl 9, and he's currently lvl 8. However, I'm leaning into the whole Greco-Roman Olympian wrestler that's overly obsessed with his strength and condition training to the detriment of other attributes.
Though, my goal is to have this guy be something of a striker with high mobility that makes liberal use of haste or double smite with his zariel tiefling racial smites. He has boots of striding and springing, so with his channel divinity I also like the idea of being able to jump several dozen feet into the air with a grappled target and dropping them down a la Rock Lee.
BTW, Glory's aura gives 10 extra ft of movement, and that also gets boosted by haste. Every hasted turn you can move a minimum of 80 ft, or 160 if you dash with your haste action. This doesn't even include your Find Steed, which would always benefit from your aura and your haste spell. You better believe I am excited about reaching lvl 9.
Oh my you can move that fast :o, you know what it would funny? If i took the mobile feat so that i can move 50ft + haste making me 100ft and my dash would be 200ft. i always want to know how dose a heavy armoured guy be zooming around the battlefield. also i didn't know as a paladin you could grapple someone in the idea and dragged them down into the ground, i thought this is a barbarian thing and i love it.
I've based my Paladin on Saint-14, Solaire, Shouen anime that screams friendship and Arthurian legend knights as there aren't many good type paladin besides Devotion, Ancients Redemption, (not sure if Watchers consider good) what with wotc making edgelord paladin types lol.
I think falling on either side of the decision to pick sacred flame or toll the dead is perfectly defensible. I don't feel strongly either way, so I just say attack cantrip when referring to Blessed Warrior cause that's all that really matters. I happen to like Toll, but that's because I want to play a character that flavors it like the little forest spirits from Princess Mononoke rattling their little heads.
A barbarian/paladin is definitely a fun MC to entertain, but it certainly sounds like full paladin is the way for this build you've got.
I thought of mulitclassing into sorcerer when i've first created him but after some testing, i don't like the Scoradin playstyle as i felt there too much to manage for me in my honest opinion with converting spell slots and such, Hexblade is so common this days and ruin the fun for most players. I might think about it even though there so much flack on "Oath of Glory" saying it's the weakest subclass but I love the extra movement speed even thought it's 5ft and eh at least i can move a bit further then most of my teammates it's like a mixture between Bard and Barbarian then put it into a paladin.
Weakest Paladin subclass...heh. I mean sure. Whatever. You're still a paladin. I wouldn't worry about it. Plenty to love about the Oath. Combine Haste with Find Steed and laugh at those calling you weak
Thanks a lot friend, I've not seen too many Glory Paladins builds as i've been flooded with Conquest/Vengeance type of paladins even though they are fun builds but i find that playstyle boring and uninteresting that it's all about who dealt the biggest damage and do ruin the fun for other players that wanting to shine in the spotlight.
If only you had someone in your party with spike growth....Then you could use that insane speed to drag people through the brambles. 2d4 every 5 feet. God damn grater of unholy power. The dread of shins everywhere.
Ya'know, telekinetic could be really fun for you to pick up. Gives you a consistent bonus action to fill out your turn and there is so much to love with forced movement that you can use on enemies or allies.
So i have paladin that just got fourth level and i'm wracking my brain on feats vs ASI. I got a lot of good info/advice on a different thread. I saw someone mentioned elsewhere about Magic Initiate and i've been checking out that possibility. Using booming blade or green-flame blade and lightening lure for the cantrips and absorb elements for the 1L. Has anyone done this? or seen it in action? Thoughts?
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Hey y'all
I'm playing a Half-Drow Oath of Glory Paladin and I need some help regarding on picking a feat. should I get Skill Expert or Shield Master? those two seems to fit my character concept as I don't plan on taking a Fey/Shadow Touched Feat as it doesn't fit with my character background and I don't PLAN on multiclassing and going straight to Paladin as far as possible. We're on the RP heavy side and less about combat if things go south.
mostly go south lol.If I take the Skilled Expert I will be getting expertise and putting it into Athletics since I can take the advantage of the channel divinity feature and even out my stats and the aura will be out online as i reached level 6 with a +4 Mod
If I took the Shield Master and I can support my melee fighters by giving them advantage, me getting a bonus to Dex save and a budget evasion if i wore a shield.
I'm a sword & board and my role is a dps/tank/healer a well rounded character.
Paladin Stats as follows-
Str 16 | Dex 10 | Con 14 | Int 8 | Wis 10 | Cha 17
https://www.dndbeyond.com/profile/Wasabii/characters/43988501
Party Comp:
Kobold Draconic Sorcerer(Red, Fire)
Pallid Elf Bloodhunter (Order of the Profane Soul, Celestial. Dex Melee)
Water Genasi (Way of the Astral Self)
Tiefling Artificer (I think Alchemist or Artillerist,? Since the player is keeping a secret of her subclass for a big reveal)
Well if you're looking at skill expert for athletics, then it makes a lot of sense to try and pick up both if you're not overly worried about maximizing stats. Shield Master would give you a regular use for that beefy athletics check. I dunno. Unless you're thinking of getting creative with athletics in most combats, or also picking up shield master it seems like you'd be just fine with proficiency, a decent strength and the channel divinity whenever you want to pull off a clutch athletics check. It would help free up an option to expand this well-rounded kit you've done such a nice job of building.
I'd be looking at skill expert for a social skill. Unless your kobold is gonna play face, it would be nice to have. Even if they are it would be nice to have. You're probably at least a little more approachable than the kobold in your average situation and frankly I think that not only is it smart tactically, but more fun for the group to have multiple faces. You can even build a good cop-bad cop routine with one focusing on intimidation and the other persuasion+deception. A real vic vinegar + hue honey situation. Using skill expert in this way would definitely fit the well-rounded thing you're going for it. Expertise in a social skill supports your pick of thaumaturgy as well since it can often be used to initiate a favorable skill check when the DM rewards your creativity.
Also huge props on picking up blessed warrior. My vote for best paladin fighting style.
Aye... Blessed Warrior is my favourite fighting style ever since the release of Tasha, a lot of people bad talk about this feat by saying it's bad but in my honest opinion it's decent and a lot of people would pick Guidance since it's a d4 to skill checks which can annoy certain dms and if the situations doesn't make sense Guidance yourself when talking a guard when your under arrest. plus i'm pretty creative with my use of thaumaturgy and it got yourself advantage to intimidation checks
Mostly I'm the party face even though the Kobold has a better Charisma then me and he mostly play the bad cop, I'm mostly the bridge between monstrous race to the humanoid race, we play a wildemount game since the monster race are mostly neutral. I can totally see gaining expertise in social skills that help a lot of social situations. Thanks a lot i might go into detail when i reach level 4
Blessed Warrior for Thaumaturgy + Attack Cantrip is where it's at. The attack cantrip single-handedly patches up the Paladin's abysmal ranged game and Thaumaturgy is great fun that fits perfectly into the Paladin aesthetic. Guidance is good and all, but it's also my least favorite cantrip in the game. I just can't stand the play patterns. If I was DMing for someone that spammed Guidance I'd absolutely have their deity show up at some point and be like "Would you stop it with the whining already!". Praying every time you or anyone does anything is just super uninspiring to me.
It does sound like expertise in a social skill would work nicely. I'm still a fan of expertise in athletics though. I recommend it to Barbarians looking for something a little different all the time. It helps open up how you traverse environments which can end up leading to some very fun creativity in combat, especially if you're regularly thrown into interesting maps. Good luck with the level 4 decisions!
Thanks a lot with the help, I'm one of the few that likes "scared flame" since most of the monsters i fought prevents regeneration, rarely resisted compared to "Toll of the dead" even though it's has better range, damage and monsters have low wisdom saving throws from what i read. Guidance is a good spell but it can be very cheesy and boring.
I thought of multiclassing into Barbarian but i don't have good stats for unarmoured defenses and i can't rage unless if i wore a light and medium armour. i love my heavy armour very much.
No problem Wasabii!
I think falling on either side of the decision to pick sacred flame or toll the dead is perfectly defensible. I don't feel strongly either way, so I just say attack cantrip when referring to Blessed Warrior cause that's all that really matters. I happen to like Toll, but that's because I want to play a character that flavors it like the little forest spirits from Princess Mononoke rattling their little heads.
A barbarian/paladin is definitely a fun MC to entertain, but it certainly sounds like full paladin is the way for this build you've got.
I thought of mulitclassing into sorcerer when i've first created him but after some testing, i don't like the Scoradin playstyle as i felt there too much to manage for me in my honest opinion with converting spell slots and such, Hexblade is so common this days and ruin the fun for most players. I might think about it even though there so much flack on "Oath of Glory" saying it's the weakest subclass but I love the extra movement speed even thought it's 5ft and eh at least i can move a bit further then most of my teammates it's like a mixture between Bard and Barbarian then put it into a paladin.
I built my Glory Paladin with skill expert, and expertise in athletics. However, the main difference is I took my 17 STR to 18, and my CHA's remaining at 16, and I took my 2nd ASI for Res:con, so I can reliably use haste when I get it at lvl 9, and he's currently lvl 8. However, I'm leaning into the whole Greco-Roman Olympian wrestler that's overly obsessed with his strength and condition training to the detriment of other attributes.
Though, my goal is to have this guy be something of a striker with high mobility that makes liberal use of haste or double smite with his zariel tiefling racial smites. He has boots of striding and springing, so with his channel divinity I also like the idea of being able to jump several dozen feet into the air with a grappled target and dropping them down a la Rock Lee.
BTW, Glory's aura gives 10 extra ft of movement, and that also gets boosted by haste. Every hasted turn you can move a minimum of 80 ft, or 160 if you dash with your haste action. This doesn't even include your Find Steed, which would always benefit from your aura and your haste spell. You better believe I am excited about reaching lvl 9.
I'm kind of enamored with Skill Expert, at this point. So I would probably go with that. If you plan it out to have an odd numbered ability score, you can make even with it, even better!
I have a similar question for my paladin if you don’t mind me hanging it here.
just hit level four going through Phandelver. 16, 12, 16, 9, 12, 16. Aasimar protector oath of vengeance
I’m leaning toward +2 CH Asi. I don’t see any feats that she would be excited about. She isn’t a PAM or GWM girl and shield master seems meh. She picked up a +1 long sword and that will be her primary vs war hammer for now. Thoughts?
Going with the ASI in one of your primary abilities is pretty much never the wrong answer. I'm not a huge fan of sword and board with vengeance, but to each his/her own. Vengeance can work with anything, but I think is best with a hard hitting 2h, GWM and Vow of Enmity up on your toughest foes.
If you are going the charisma route, are you planning on going hexblade at some point? One of the main benefits of multi-classing hexblade is you can use your charisma as your attack modifier. For you, using a 1h, you would be able to use it from level one. Somebody with a 2h, has to wait for the Pact of the Blade feature to get charisma as their modifier. But this can make it so the paladin only has one stat to buff, instead of two.
Idk, I'd have questions as to what the character's ultimate fate is going to be. LMoP is a 1-5 thing, and that's it. Is this an AL character, where they can continue? Is the DM going to pick up another campaign to continue that character's story? If it's just 1-5, I'd hands down say to increase STR instead.
Meanwhile, a hexblade 1 dip is kinda odd. It allows you to make your one-handed build be entirely reliant on CHA, but that's about it. Think about it, unless you pick up warcaster, a sword-n-board build can't make use of the warlock cantrips or spells like shield. Unless you plan things around it from the start, it's clunky. If you want to cast spells without the feat, you must go with a two-handed weapon build, and that requires 3 levels for pact of the blade, and by then you're delaying extra attack and your paladin aura considerably. Now, if you want to pretend those spells don't exist and treat them like sour grapes, and if all you want is access to a bonus action in the form of the curse along with the ability to attack with your one-handed sword with CHA, then sure, I suppose it's 100% worth it.
not looking to multiclass, though i respect the suggestion. I'm playing her somewhat as an archetype. I get why people go GWM or PAM for the dpr. I'm making a stylistic choice on one hand and mechanically i'm going for defense. I put 16 on CON for the HPs and 12 on Dex because she's going heavy armor and took Defense fighting style. If Shield master granted a +1 to AC along with the other benefits it would be more on par mechanically to GWM and PAM, and would be a no-brainer for my build. Without it its meh. they other reason is i really want to get the character a mount at some point and that's another factor in favor of S&B.
Definitely planning to play her well beyond LMoP. we have a great group and DM. It feels like we're 3/4 of the way done. I can't wait to see what's next. So for all that, it's why i'm leaning toward getting her CHR to 18. Please don't take my explanation as not appreciating the feedback. Just trying to be more specific about the build so you know where i'm coming from. Thanks!!
Yo same. Skill Expert is the shit
@BigDaddyMSU: I'd go +2 strength. You're still primarily a sword swinging martial. And since you're not maximizing DPS via combat style I'd put a little extra love into your damage through your stat. Vengeance doesn't stress your charismas as much as some other oaths.
HZ, i like that idea, and now i'm even more on the fence. to play devil's advocate, what about Aura of Protection and other class abilities, along with spell casting that rely on CHR?
Absolutely nothing wrong with boosting Charisma. At all. In fact there is plenty of reason to think it is the better stat to boost. Smites will carry you through combat regardless and as you've listed there are plenty of reasons to want it. I just like that strength consistently boosts the attack action because at the end of the day the Paladin is an attack action class. If you're really looking to lean into getting access to Hold Person then definitely go with charisma. Otherwise it's pretty easy to avoid saving throws and the aura of protection is going to be incredible at +3 or +4.
Weakest Paladin subclass...heh. I mean sure. Whatever. You're still a paladin. I wouldn't worry about it. Plenty to love about the Oath. Combine Haste with Find Steed and laugh at those calling you weak
Oh my you can move that fast :o, you know what it would funny? If i took the mobile feat so that i can move 50ft + haste making me 100ft and my dash would be 200ft. i always want to know how dose a heavy armoured guy be zooming around the battlefield. also i didn't know as a paladin you could grapple someone in the idea and dragged them down into the ground, i thought this is a barbarian thing and i love it.
I've based my Paladin on Saint-14, Solaire, Shouen anime that screams friendship and Arthurian legend knights as there aren't many good type paladin besides Devotion, Ancients Redemption, (not sure if Watchers consider good) what with wotc making edgelord paladin types lol.
Thanks a lot friend, I've not seen too many Glory Paladins builds as i've been flooded with Conquest/Vengeance type of paladins even though they are fun builds but i find that playstyle boring and uninteresting that it's all about who dealt the biggest damage and do ruin the fun for other players that wanting to shine in the spotlight.
If only you had someone in your party with spike growth....Then you could use that insane speed to drag people through the brambles. 2d4 every 5 feet. God damn grater of unholy power. The dread of shins everywhere.
Ya'know, telekinetic could be really fun for you to pick up. Gives you a consistent bonus action to fill out your turn and there is so much to love with forced movement that you can use on enemies or allies.
So i have paladin that just got fourth level and i'm wracking my brain on feats vs ASI. I got a lot of good info/advice on a different thread. I saw someone mentioned elsewhere about Magic Initiate and i've been checking out that possibility. Using booming blade or green-flame blade and lightening lure for the cantrips and absorb elements for the 1L. Has anyone done this? or seen it in action? Thoughts?