I am new to D&D and have just started a campaign with a few friends. I am looking at what may be the better feats to add to my Dragonborn Paladin later on down the line or what abilities I should take? I am planning on going the Vengence Paladin route also. I am playing a Golden Scale Dragonborn if that matters. My current stats at level 1 are STR 17 +3, DEX 10, CON 13 +1, INT 10, WIS 14 +2 & CHR 11. I was thinking my first feat at level 4 would be "Tough" then level 8 +2 in CON, level 12 +2 in STR, level 16 "Sentinel" and level 19 "Mage Slayer". I am trying to build an extremely strong close-quarters combatant with a huge pool of Hit Points. My currents hit points stands at 11 on level 1. Any suggestions from you experienced players? I hope to use this character a lot in future campaigns with friends.
The first problem is you have a low Charisma and Paladin features and spellcasting rely on that ability. You should either switch with Wisdom so your stats are 17, 10, 13, 10, 10, 15 or swap around Con, Wis, and Dex so you would have 17, 10, 14, 10, 10, 14.
Ah sweet, thanks. My character is already set and in-game as we have just done our first session. But I will place some ability points into Charisma as I level up. I was for some reason under the thought that most of the Paladin spells were Wisdom based. Still getting used to all of this. Thanks.
Hopefully, your DM would be lenient and let you switch them now if you desire as this is an understandable oversight for new players.
The Wisdom bonus will only affect Wisdom saves, Insightand Medicinefor a Paladin, assuming you have those skills.
A low Charisma means lower Intimidationand Persuasion skills, fewer uses of DivineSense, the number of spells you can prepare each day, lower Spell Save Dc/Spell Attack, no bonus healing or damage for your spells, lower Channel Divinity DC for Abjure Enemy, lower Aura of Protection bonus (this bonus effectively replaces the low Wisdom for saving throws), fewer uses of Cleansing Touch, and enemies can more easily resist your Avenging Angel.
Might have been confusion with the Cleric overlap?
One question I'd ask is what kind of weapon setup do you want? As a sword and board I got a lot from Dueling, but heavy weapons or Polearms get a lot out of certain feats. Sentinel did get loads of use for me though!
Ah, I see. I do have a Herbalist kit and a +2 in medicine. My DM is actually pretty savage, to be honest, and most likely won't let me trade them out. I will put 4 ability points into Charisma as I play through giving me a modifier of +2 and a level 15 Charisma. That's the best I could do at this point and I guess I'll just have to focus on being an offensive tank for the time being and I can get to those levels. Thanks for the help, Korbin.
Ah, I see. I do have a Herbalist kit and a +2 in medicine. My DM is actually pretty savage, to be honest, and most likely won't let me trade them out. I will put 4 ability points into Charisma as I play through giving me a modifier of +2 and a level 15 Charisma. That's the best I could do at this point and I guess I'll just have to focus on being an offensive tank for the time being and I can get to those levels. Thanks for the help, Korbin.
Ask at the very least, you didn't know and hopefully they aren't a total turd burgler about it. Good luck (you won't know if you don't ask).
Rollback Post to RevisionRollBack
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
If you are stuck with the low Cha then there is a workaround regarding spellcasting and Divine Smite. Divine Smite does not care about your Cha at all, you just spend the spell slot and do the extra damage. If you do cast spells, focus on ones that do not require saving throws, attack rolls nor gain a bonus to damage or healing. You can go without healing spells by relying more on your Healing Hands feature.
This was a big help. I have decided to do 1st ability +2 Charisma at level 4, at level 8 +2 Charisma getting me up to 15 with a +2 modifier, at level 12 +2 Strength getting me up to 19 with a +4 modifier and level 16 Sentinel and level 19 Mage Slayer. decided to drop the tough feat. Thanks guys.
That is of course if my DM doesn't let me change over my stats.
Might be worth keeping some flexibility for magic items! A belt of giant strength or Tome of Leadership and Influence could shake things up a bit if the DM is willing to help you get them.
Alternatively, super long term goal, if your DM won't let you reallocate stats you could always use an item or spell with the Wish effect to reallocate stats in a more RP friendly way.
That's actually a good idea too. While we are in Waterdeep I may go looking for a Black market merchant and see if they have any magical items that could help. If I can't afford it I will see if I can pay one of my companions to steal the item for me hahaha.
Hey guys, so my DM allowed me to swap around my stats. They are now STR 17 +3, DEX 10, CON 13 +1, INT 10, WIS 10 & CHR 15 +2. I was thinking for 1st level feat 'Inspiring Leader' since my Charisma is high enough now and I think it is a pretty sweet feat. 2nd will be +2 in Charisma, 3rd +2 in Strength, 4th 'Sentinel' and 5th 'Mage Slayer'. This should leave me with a Strength of 19 +4 and Charisma of 17 +3. Do you guys think I should swap out a certain feat later down the line that may be better suited?
You mentioned earlier you wanted a large pool of hit points. You're now going a different route with a heavy focus in Cha. This isn't bad and is actually the route I would take, the only difference is that I would attempt to get my ability scores to an even number so as not to effectively waste an ASI point. Because you have three odd scores, you need to decide if you want all three to be evened out or if one of them will be left as is.
Look at the feats that give a +1 to Str, Con or Cha and see if you like any of them. For example, say you like the Resilient feat which you could use to gain +1 Con and proficiency in Constitution saving throws. This will increase your HP by one per level, and combined with your Aura of Protection you will significantly increase your Con saves, also useful for maintaining concentration on your spells. In this case, for your second ASI you would increase both Str and Cha by +1, then for your third take the Resilient feat (or vice versa).
You can also leave one of your stats at an odd number, evening out the other two, and take any other feat that appeals to you, or max your Str at 20 or get your Cha to 18.
Can you take the Resilient feat multiple times? or is it a one and done feat? Because I could make my strength and con both proficient that would be good and I could get my strength to level 20.
I was thinking of this layout. I chose Athlete because my character is pretty bad in DEX.
Resilient
1ST FEAT AT 4TH LEVEL CONSTITUTION +1
Choose one ability score. You gain the following benefits: • Increase the chosen ability score by 1, to a maximum of 20. • You gain proficiency in saving throws using the chosen ability.
2ND ABILITY AT 8TH LEVEL +2 IN STRENGTH
Athlete
3RD FEAT AT 12TH LEVEL STRENGHT +1
You have undergone extensive physical training to gain the following benefits: • Increase your Strength or Dexterity score by 1, to a maximum of 20. • When you are prone, standing up uses only 5 feet of your movement. • Climbing doesn’t halve your speed. • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
4TH ABILITY AT 16TH LEVEL +2 IN CHARISMA
Inspiring Leader
5TH FEAT AT 19TH LEVEL
Prerequisite: Charisma 13 or higher You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest.
Yes, you can, specifically to choose a different proficiency. That's about 17 spells that require Str saves, any time a creature attempts to knock you prone or resist being blown away by a strong wind or if you are trying to keep the portcullis from closing so your allies can rush under (although some DMs might make this an Athletics check).
EDIT: That isn't bad although now I'm less sure what you're attempting to do with the character. Earlier you wanted Sentinel and Mage Slayer and this new ASI/feat progression makes you a very different character than before.
Hey guys,
I am new to D&D and have just started a campaign with a few friends. I am looking at what may be the better feats to add to my Dragonborn Paladin later on down the line or what abilities I should take? I am planning on going the Vengence Paladin route also. I am playing a Golden Scale Dragonborn if that matters. My current stats at level 1 are STR 17 +3, DEX 10, CON 13 +1, INT 10, WIS 14 +2 & CHR 11. I was thinking my first feat at level 4 would be "Tough" then level 8 +2 in CON, level 12 +2 in STR, level 16 "Sentinel" and level 19 "Mage Slayer". I am trying to build an extremely strong close-quarters combatant with a huge pool of Hit Points. My currents hit points stands at 11 on level 1. Any suggestions from you experienced players? I hope to use this character a lot in future campaigns with friends.
The first problem is you have a low Charisma and Paladin features and spellcasting rely on that ability. You should either switch with Wisdom so your stats are 17, 10, 13, 10, 10, 15 or swap around Con, Wis, and Dex so you would have 17, 10, 14, 10, 10, 14.
Ah sweet, thanks. My character is already set and in-game as we have just done our first session. But I will place some ability points into Charisma as I level up. I was for some reason under the thought that most of the Paladin spells were Wisdom based. Still getting used to all of this. Thanks.
Hopefully, your DM would be lenient and let you switch them now if you desire as this is an understandable oversight for new players.
The Wisdom bonus will only affect Wisdom saves, Insight and Medicine for a Paladin, assuming you have those skills.
A low Charisma means lower Intimidation and Persuasion skills, fewer uses of Divine Sense, the number of spells you can prepare each day, lower Spell Save Dc/Spell Attack, no bonus healing or damage for your spells, lower Channel Divinity DC for Abjure Enemy, lower Aura of Protection bonus (this bonus effectively replaces the low Wisdom for saving throws), fewer uses of Cleansing Touch, and enemies can more easily resist your Avenging Angel.
Might have been confusion with the Cleric overlap?
One question I'd ask is what kind of weapon setup do you want? As a sword and board I got a lot from Dueling, but heavy weapons or Polearms get a lot out of certain feats. Sentinel did get loads of use for me though!
Ah, I see. I do have a Herbalist kit and a +2 in medicine. My DM is actually pretty savage, to be honest, and most likely won't let me trade them out. I will put 4 ability points into Charisma as I play through giving me a modifier of +2 and a level 15 Charisma. That's the best I could do at this point and I guess I'll just have to focus on being an offensive tank for the time being and I can get to those levels. Thanks for the help, Korbin.
I currently use a long sword and shield. I was thinking of taking the defensive fighting stance for more of a tank setup.
Ask at the very least, you didn't know and hopefully they aren't a total turd burgler about it. Good luck (you won't know if you don't ask).
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
Thanks, I will ask. :)
If you are stuck with the low Cha then there is a workaround regarding spellcasting and Divine Smite. Divine Smite does not care about your Cha at all, you just spend the spell slot and do the extra damage. If you do cast spells, focus on ones that do not require saving throws, attack rolls nor gain a bonus to damage or healing. You can go without healing spells by relying more on your Healing Hands feature.
Examples of spells to take would be Bless, Divine Favor, Banishing Smite, or Shield of Faith and examples of spells to avoid would be Bane, Compelled Duel, Blinding Smite, or Holy Weapon.
This was a big help. I have decided to do 1st ability +2 Charisma at level 4, at level 8 +2 Charisma getting me up to 15 with a +2 modifier, at level 12 +2 Strength getting me up to 19 with a +4 modifier and level 16 Sentinel and level 19 Mage Slayer. decided to drop the tough feat. Thanks guys.
That is of course if my DM doesn't let me change over my stats.
Might be worth keeping some flexibility for magic items! A belt of giant strength or Tome of Leadership and Influence could shake things up a bit if the DM is willing to help you get them.
Alternatively, super long term goal, if your DM won't let you reallocate stats you could always use an item or spell with the Wish effect to reallocate stats in a more RP friendly way.
That's actually a good idea too. While we are in Waterdeep I may go looking for a Black market merchant and see if they have any magical items that could help. If I can't afford it I will see if I can pay one of my companions to steal the item for me hahaha.
For that route keep an eye out for an Ioun Stone of Leadership as well for a +2 Cha bonus. They're very rare but well worth it.
Will do. Thanks guys. This is the best community.
Hey guys, so my DM allowed me to swap around my stats. They are now STR 17 +3, DEX 10, CON 13 +1, INT 10, WIS 10 & CHR 15 +2. I was thinking for 1st level feat 'Inspiring Leader' since my Charisma is high enough now and I think it is a pretty sweet feat. 2nd will be +2 in Charisma, 3rd +2 in Strength, 4th 'Sentinel' and 5th 'Mage Slayer'. This should leave me with a Strength of 19 +4 and Charisma of 17 +3. Do you guys think I should swap out a certain feat later down the line that may be better suited?
You mentioned earlier you wanted a large pool of hit points. You're now going a different route with a heavy focus in Cha. This isn't bad and is actually the route I would take, the only difference is that I would attempt to get my ability scores to an even number so as not to effectively waste an ASI point. Because you have three odd scores, you need to decide if you want all three to be evened out or if one of them will be left as is.
Look at the feats that give a +1 to Str, Con or Cha and see if you like any of them. For example, say you like the Resilient feat which you could use to gain +1 Con and proficiency in Constitution saving throws. This will increase your HP by one per level, and combined with your Aura of Protection you will significantly increase your Con saves, also useful for maintaining concentration on your spells. In this case, for your second ASI you would increase both Str and Cha by +1, then for your third take the Resilient feat (or vice versa).
You can also leave one of your stats at an odd number, evening out the other two, and take any other feat that appeals to you, or max your Str at 20 or get your Cha to 18.
Can you take the Resilient feat multiple times? or is it a one and done feat? Because I could make my strength and con both proficient that would be good and I could get my strength to level 20.
I was thinking of this layout. I chose Athlete because my character is pretty bad in DEX.
Resilient
1ST FEAT AT 4TH LEVEL CONSTITUTION +1
Choose one ability score. You gain the following benefits:
• Increase the chosen ability score by 1, to a maximum of 20.
• You gain proficiency in saving throws using the chosen ability.
2ND ABILITY AT 8TH LEVEL +2 IN STRENGTH
Athlete
3RD FEAT AT 12TH LEVEL STRENGHT +1
You have undergone extensive physical training to gain the following benefits:
• Increase your Strength or Dexterity score by 1, to a maximum of 20.
• When you are prone, standing up uses only 5 feet of your movement.
• Climbing doesn’t halve your speed.
• You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
4TH ABILITY AT 16TH LEVEL +2 IN CHARISMA
Inspiring Leader
5TH FEAT AT 19TH LEVEL
Prerequisite: Charisma 13 or higher
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier.
A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest.
Yes, you can, specifically to choose a different proficiency. That's about 17 spells that require Str saves, any time a creature attempts to knock you prone or resist being blown away by a strong wind or if you are trying to keep the portcullis from closing so your allies can rush under (although some DMs might make this an Athletics check).
EDIT: That isn't bad although now I'm less sure what you're attempting to do with the character. Earlier you wanted Sentinel and Mage Slayer and this new ASI/feat progression makes you a very different character than before.