I'm creating a Paladin. While I know I should pick the subclass that I want to role-play, I am open to being Lawful Good or Evil. So I am comparing a primary power of the Oath of Devotion to that of the Oathbreaker, of course having reached the given level. We are starting at fifth level. And my. charisma will be 20. So as for the Oathbreaker, this yields +5 to each damage roll from an attack. Whereas the Oath of Devotion renders the Paladin a +5 to hit roll on each attack. If anyone would care to chime in, which of these powers seems greater? I'm thinking that the +5 to hit is more valuable, mainly in that it provides a significant advantage, especially when it's needed, that is when fighting a very powerful creature or enemy, which has a very high AC.
I would also like others to chime in about a certain aspect of playing an Aasimar Paladin. With Radiant Soul, Necrotic Shroud, etc., one can deal a lot of extra damage even just starting a middle levels. However, the catch seems to be that it takes an action to initiate these powers. So considering the nova damage a higher level Paladin can do in the action of the first round of combat, is it worth taking this action to activate the Aasimar power? I am presupposing that one cannot take an action such as this meant for combat until initiative has been rolled, or at least surprise in one’s favor. (I simply mean you cannot cast this buff if you have time to prepare before entering battle, correct or not?)
I'd rather have the +5 to hit. Missing means I can't smite. As far as activating powers, it's always a balance based on your situation. Maybe you can't reach your enemy on the first turn so you then use your action to active powers. Maybe you're surrounded by a lot of weak attackers that are in your face. Well, you probably don't need the extra damage but you do need to strike now to limit their numbers so you don't activate the powers.
As someone who routine plays both Aasimars and Devotion Paladins they are the way to go for sure. You combine a Scourge Aasimar with any class and at level 20 you are dealing an additional 30 damage a round. Devotion Paladins also put half of the creature types they are fighting permanently at disadvantage when attacking the Paladin and are immune to charm and fear and extend that to their allies while in range.
Devotion Paladins when played right and built right are the bane of most DM's existance. Because they need to deal with it before they deal with anything else. My AL Scourge Aasimar Devotion Paladin in Decent into Avernus Soloed a lord of Hell and his Champion was the last one standing and killed the Warden in a fight and revived all the other players, and the DM could barely hit him with a 25 AC 27 AC with shield of faith. On top of all this I only had a 15 STR and didn't use a Magical weapon until he claimed the Sword of Zariel and was the top Damage Dealer in the Party. The ability to turn your weapon magical and gain your Cha modifer to hit should not be dismissed lightly.
Depends on how true to the RAW your DM is. Oathbreaker isn't technically a playable subclass without DM Fiat. It's listed as an NPC subclass, not a player subclass. It was intended as a villain for a DM to create a campaign around. Which is why the level 7 Aura of Hate benefits only you and any fiends or undead with the +5. It was intended as an NPC with lots of undead servitors/troops imo benefitting from the aura.
If your DM lets you play Oathbreaker, then that +5 will make you the virtual star of the party, with a 2h weapon and Great Weapon Master. Your +5 aura will totally offset the GWM -5 to hit. Personally, I think is exceptionally strong, BECAUSE it was never intended for use as a playable character subclass.
Comparing the Oathbreaker's aura to the Oath of Devotion's +CHA to hit for 1 minute Channel Divinity is tricky; the channel divinity is easier to use for yourself, but you can only use it once per short rest so timing is crucial.
An Oathbreaker's damage bonus is always on with no resource cost, but on its own it's not that amazing; where it gets strong is when you have fiend and/or undead minions so unless you have a necromaner (or death cleric) in your party you're probably not going to get the most out of it until you gain Animate Dead at 9th level.
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.
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I'm creating a Paladin. While I know I should pick the subclass that I want to role-play, I am open to being Lawful Good or Evil. So I am comparing a primary power of the Oath of Devotion to that of the Oathbreaker, of course having reached the given level. We are starting at fifth level. And my. charisma will be 20. So as for the Oathbreaker, this yields +5 to each damage roll from an attack. Whereas the Oath of Devotion renders the Paladin a +5 to hit roll on each attack. If anyone would care to chime in, which of these powers seems greater? I'm thinking that the +5 to hit is more valuable, mainly in that it provides a significant advantage, especially when it's needed, that is when fighting a very powerful creature or enemy, which has a very high AC.
I would also like others to chime in about a certain aspect of playing an Aasimar Paladin. With Radiant Soul, Necrotic Shroud, etc., one can deal a lot of extra damage even just starting a middle levels. However, the catch seems to be that it takes an action to initiate these powers. So considering the nova damage a higher level Paladin can do in the action of the first round of combat, is it worth taking this action to activate the Aasimar power? I am presupposing that one cannot take an action such as this meant for combat until initiative has been rolled, or at least surprise in one’s favor. (I simply mean you cannot cast this buff if you have time to prepare before entering battle, correct or not?)
I'd rather have the +5 to hit. Missing means I can't smite. As far as activating powers, it's always a balance based on your situation. Maybe you can't reach your enemy on the first turn so you then use your action to active powers. Maybe you're surrounded by a lot of weak attackers that are in your face. Well, you probably don't need the extra damage but you do need to strike now to limit their numbers so you don't activate the powers.
As someone who routine plays both Aasimars and Devotion Paladins they are the way to go for sure. You combine a Scourge Aasimar with any class and at level 20 you are dealing an additional 30 damage a round. Devotion Paladins also put half of the creature types they are fighting permanently at disadvantage when attacking the Paladin and are immune to charm and fear and extend that to their allies while in range.
Devotion Paladins when played right and built right are the bane of most DM's existance. Because they need to deal with it before they deal with anything else. My AL Scourge Aasimar Devotion Paladin in Decent into Avernus Soloed a lord of Hell and his Champion was the last one standing and killed the Warden in a fight and revived all the other players, and the DM could barely hit him with a 25 AC 27 AC with shield of faith. On top of all this I only had a 15 STR and didn't use a Magical weapon until he claimed the Sword of Zariel and was the top Damage Dealer in the Party. The ability to turn your weapon magical and gain your Cha modifer to hit should not be dismissed lightly.
Depends on how true to the RAW your DM is. Oathbreaker isn't technically a playable subclass without DM Fiat. It's listed as an NPC subclass, not a player subclass. It was intended as a villain for a DM to create a campaign around. Which is why the level 7 Aura of Hate benefits only you and any fiends or undead with the +5. It was intended as an NPC with lots of undead servitors/troops imo benefitting from the aura.
If your DM lets you play Oathbreaker, then that +5 will make you the virtual star of the party, with a 2h weapon and Great Weapon Master. Your +5 aura will totally offset the GWM -5 to hit. Personally, I think is exceptionally strong, BECAUSE it was never intended for use as a playable character subclass.
Comparing the Oathbreaker's aura to the Oath of Devotion's +CHA to hit for 1 minute Channel Divinity is tricky; the channel divinity is easier to use for yourself, but you can only use it once per short rest so timing is crucial.
An Oathbreaker's damage bonus is always on with no resource cost, but on its own it's not that amazing; where it gets strong is when you have fiend and/or undead minions so unless you have a necromaner (or death cleric) in your party you're probably not going to get the most out of it until you gain Animate Dead at 9th level.
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.