I have a campaign coming up where I play a paladin. It will likely be a sword and board tank for the party, but he may go for a 2h at times when I just want to do some damage. We have played a few one off sessions, starting at level 3, but I am struggling to decide what to do at level 4. I rolled really good on stats, giving me:
We are allowed at 4th level to take skill increase or a feat. I'm thinking +2 Str or Cha would be best, but I could do +1 Con and Wis to get both of those to a new modifier. Or I could take a feat and leave my stats as they are.
Has anyone got any advice, particularly if you have played a Paladin, which I haven't.
If your campaign is going to have a focus on combat & dungeons, then I definitely recommend the +2 strength. If you're thinking about survivability, then either of the following are good:
Resilient (+1 CON and proficiency with CON saving throws).
Have you considered the Sentinel feat? The challenge for the party tank is always keeping control of enemy monsters, so they don't run right past you and nosh on the wizard. Sentinel works wonders for that.
Despite that, a monster's attacks usually count as weapon attacks, just like your fist isn't a weapon but making an unarmed strike with it counts as a melee weapon attack.
Heavy Armor Master's reference to nonmagical weapons is a holdover from the early days of 5th edition. The Monster Manual used the same wording for monsters, but it was quickly replaced with "nonmagical attacks" in errata since immunity to "nonmagical weapons" didn't stop you from being punched to death. Heavy Armor Master is meant to protect against nonmagical attacks; it just hasn't been updated yet.
Do you think a feat is more powerful than getting Str or Cha to 20 then?
I would definitely go for a feat rather than bump one of your stats to 20. You have pretty insane stats as it is, another +1 won't make a huge difference as you're already way ahead of the curve. I'll second Resilient (Con), super effective for a pally. Sentinel or Shield Master would be the other two I'd consider. Heavy Armor Master is great a lower levels but loses steam the higher your level.
In this case I'm pretty sure you're wrong on the ruling, though you are utterly correct that any Dungeon Master is indeed free to make exceptions and rules changes as they see fit to improve the game.
One of the tweets that you linked to mentions that the Monster Manual errata is the more updated wording regarding resistance and damage reduction, but even if we don't consider that - check the Monster Manual entries for even simple monsters, like the Dire Wolf and you'll see that their Bite Attack is listed as a Melee Weapon Attack.
One thing is for sure, some of this REALLY should have been worded a lot better in the rulebooks. :)
One of the tweets that you linked to mentions that the Monster Manual errata is the more updated wording regarding resistance and damage reduction, but even if we don't consider that - check the Monster Manual entries for even simple monsters, like the Dire Wolf and you'll see that their Bite Attack is listed as a Melee Weapon Attack.
An unarmed strike is also a melee weapon attack, but your fists aren't weapons. Sometimes the rules let you make a weapon attack with a non-weapon, just like sometimes you can deliver a spell attack without a spell.
Hi DDB Community :)
I have a campaign coming up where I play a paladin. It will likely be a sword and board tank for the party, but he may go for a 2h at times when I just want to do some damage. We have played a few one off sessions, starting at level 3, but I am struggling to decide what to do at level 4. I rolled really good on stats, giving me:
We are allowed at 4th level to take skill increase or a feat. I'm thinking +2 Str or Cha would be best, but I could do +1 Con and Wis to get both of those to a new modifier. Or I could take a feat and leave my stats as they are.
Has anyone got any advice, particularly if you have played a Paladin, which I haven't.
Hi there,
Those all seem like reasonable choices.
If your campaign is going to have a focus on combat & dungeons, then I definitely recommend the +2 strength. If you're thinking about survivability, then either of the following are good:
btw, I've moved your post over to the Paladin subforum.
Pun-loving nerd | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
Have you considered the Sentinel feat? The challenge for the party tank is always keeping control of enemy monsters, so they don't run right past you and nosh on the wizard. Sentinel works wonders for that.
Good suggestions guys :)
Do you think a feat is more powerful than getting Str or Cha to 20 then?
To be super clear: when the game talks about weapons, it means the kind of weapon you find in the Equipment chapter of the Player's Handbook or Basic Rules. Claws, bites, and other natural weapons are usually not meant to be considered weapons. The DM is free to make exceptions; casting a spell like Magic Weapon on a ranger's animal companion is fairly harmless, but Eldritch Knights are obviously meant to pick manufactured weapons for their Weapon Bond class feature.
Despite that, a monster's attacks usually count as weapon attacks, just like your fist isn't a weapon but making an unarmed strike with it counts as a melee weapon attack.
Heavy Armor Master's reference to nonmagical weapons is a holdover from the early days of 5th edition. The Monster Manual used the same wording for monsters, but it was quickly replaced with "nonmagical attacks" in errata since immunity to "nonmagical weapons" didn't stop you from being punched to death. Heavy Armor Master is meant to protect against nonmagical attacks; it just hasn't been updated yet.
I would definitely go for a feat rather than bump one of your stats to 20. You have pretty insane stats as it is, another +1 won't make a huge difference as you're already way ahead of the curve. I'll second Resilient (Con), super effective for a pally. Sentinel or Shield Master would be the other two I'd consider. Heavy Armor Master is great a lower levels but loses steam the higher your level.
In this case I'm pretty sure you're wrong on the ruling, though you are utterly correct that any Dungeon Master is indeed free to make exceptions and rules changes as they see fit to improve the game.
One of the tweets that you linked to mentions that the Monster Manual errata is the more updated wording regarding resistance and damage reduction, but even if we don't consider that - check the Monster Manual entries for even simple monsters, like the Dire Wolf and you'll see that their Bite Attack is listed as a Melee Weapon Attack.
One thing is for sure, some of this REALLY should have been worded a lot better in the rulebooks. :)
Pun-loving nerd | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
An unarmed strike is also a melee weapon attack, but your fists aren't weapons. Sometimes the rules let you make a weapon attack with a non-weapon, just like sometimes you can deliver a spell attack without a spell.
Thanks guys! This has been really helpful