So In the game I play in, I'm a redemtion paladin who's just about to hit 16 (been going since level 1) and I'm torn between a couple options for what to do with ASI.
My stats are as follows: STR 16, DEX 8, CON 16, INT 10, WIS 10, CHA 20. 163 HP(Took toughness already) My character is the primary face of the group and is almost entirely the entire party's moral compass and grandpa. (hence CHA priority over STR). I EAT damage in almost every fight. I have prolly hit 0 more than any other party member due to doing whatever I can to get the attention off of my group. Here's what I'm thinking:
1: ASI CON. This is prolly the one I'm considering the hardest. I take so much damage from enemies as well as my redemption aura that more HP will always be good
2. ASI STR. I am currently at level 16 and have the lowest To-Hit roll of any of my party members from prioritizing CHA for roleplay
3. Sentinel. Obvious good choice for a tanky character
4. Fighting Initiate (dueling). To balance out my damage from my STR
5. Resilience(dex). due to negative DEX + aura, I have a +4 to dex saves in a caster-enemy heavy campaign. This leads to me failing a LOT of dex saves
Have you considered the Tough Feat? It'll spot you 32 HP right now, and an extra 2 each level for a total of 40 at level 20. Compared to a boost of 1 per level to a cap of 5 at level 20, it is objectively a better choice than ASI CON in terms of raw HP.
That being said, I do believe that the To Hit Modifier is the most valuable stat in the game, followed by HP and DPR. So there's nothing wrong with boosting your STR in this situation.
My verdict? If you believe that boosting your health is the way to go, take Tough. Otherwise, STR ASI.
Have you considered the Tough Feat? It'll spot you 32 HP right now, and an extra 2 each level for a total of 40 at level 20. Compared to a boost of 1 per level to a cap of 5 at level 20, it is objectively a better choice than ASI CON in terms of raw HP.
That being said, I do believe that the To Hit Modifier is the most valuable stat in the game, followed by HP and DPR. So there's nothing wrong with boosting your STR in this situation.
My verdict? If you believe that boosting your health is the way to go, take Tough. Otherwise, STR ASI.
I think he already took the Tough feat.
That being said LeBattery are you a sword and board paladin or are you wielding a 2 Handed Weapon? If you are using a shield then I suggest the Shield Master feat, while it does not add as much to your DEX saving throw as the Resilient feat and has no effect on things that do not only target you. It does however give you a nifty perk in that you take no damage if you make a DEX saving throw resulting in half damage. Also gives you a nifty bonus action shove.
I was about to mention Shield Master as well... Resilient probably increases odds of surviving DEX saves more than SM would, but SM has a ton of other perks that make it pretty tempting, especially since the +1 DEX you get from Resilient kind of goes to waste, since it's not enough to increase your modifier.
That said, I would probably just put a +2 to STR. You've already got Tough to boost your HP, and getting a minimum 19 extra HP at level 16 does sound pretty tempting, but at the end of the day the best defense is often a good offense as far as 5e is concerned, and making it easier to eliminate threats faster will often save you more health than just having really good defense.
So In the game I play in, I'm a redemtion paladin who's just about to hit 16 (been going since level 1) and I'm torn between a couple options for what to do with ASI.
My stats are as follows: STR 16, DEX 8, CON 16, INT 10, WIS 10, CHA 20. 163 HP(Took toughness already)
My character is the primary face of the group and is almost entirely the entire party's moral compass and grandpa. (hence CHA priority over STR). I EAT damage in almost every fight. I have prolly hit 0 more than any other party member due to doing whatever I can to get the attention off of my group. Here's what I'm thinking:
1: ASI CON. This is prolly the one I'm considering the hardest. I take so much damage from enemies as well as my redemption aura that more HP will always be good
2. ASI STR. I am currently at level 16 and have the lowest To-Hit roll of any of my party members from prioritizing CHA for roleplay
3. Sentinel. Obvious good choice for a tanky character
4. Fighting Initiate (dueling). To balance out my damage from my STR
5. Resilience(dex). due to negative DEX + aura, I have a +4 to dex saves in a caster-enemy heavy campaign. This leads to me failing a LOT of dex saves
Have you considered the Tough Feat? It'll spot you 32 HP right now, and an extra 2 each level for a total of 40 at level 20. Compared to a boost of 1 per level to a cap of 5 at level 20, it is objectively a better choice than ASI CON in terms of raw HP.
That being said, I do believe that the To Hit Modifier is the most valuable stat in the game, followed by HP and DPR. So there's nothing wrong with boosting your STR in this situation.
My verdict? If you believe that boosting your health is the way to go, take Tough. Otherwise, STR ASI.
Already took tough! Says so after my stats lol
I think he already took the Tough feat.
That being said LeBattery are you a sword and board paladin or are you wielding a 2 Handed Weapon? If you are using a shield then I suggest the Shield Master feat, while it does not add as much to your DEX saving throw as the Resilient feat and has no effect on things that do not only target you. It does however give you a nifty perk in that you take no damage if you make a DEX saving throw resulting in half damage. Also gives you a nifty bonus action shove.
I was about to mention Shield Master as well... Resilient probably increases odds of surviving DEX saves more than SM would, but SM has a ton of other perks that make it pretty tempting, especially since the +1 DEX you get from Resilient kind of goes to waste, since it's not enough to increase your modifier.
That said, I would probably just put a +2 to STR. You've already got Tough to boost your HP, and getting a minimum 19 extra HP at level 16 does sound pretty tempting, but at the end of the day the best defense is often a good offense as far as 5e is concerned, and making it easier to eliminate threats faster will often save you more health than just having really good defense.
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