Past level 6, getting Cha as high as possible is incredibly useful. At max, you're able to give a +5 to all allies' saving throws whenever they're near you. It's probably the best ability that any class has, if you maximize it with Charisma.
I'd say to understand that while paladins can deal out serious damage, they're almost better suited to be a support/tank/protector (depending on your Oath, of course).
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I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
Paladin is versatile. Planning to go all 20 in paladin is interesting since it actually opens up some nontraditional progression choices.
If you're not planning on multiclassing can ignore the 13 strength to multiclass. Dexterity is a monster stat that a paladin can actually make effective use of. Opens up ranged weapon fighting which keeps the paladin relevant against distant or flying creatures. Level 2 Branding smite works with ranged weapons and has no save against its effects. level 5 banishing smite works with ranged weapons, deals a lot if damage, has a banishing effect.
Two weapon fighting can be used to weapons the bonus action without a feat or fighting style up close. divine smites ability to be used with that bonus action can deliver effective burst damage. level 11 Improved divine smite also enhances the bonus action attack.
Charisma will be a major investment thats unlicked at level 6. as previously discussed, aura of protection is such a highly impactful feature that its game changing. at higher levels its the difference between Automatically failing saving throws against legendary enemies vs having a chance or better of passing.
Lay in hands is very versatile with its ability to heal disease/poisons and hitpionts in increments. it is said to be able to cure multiple diseases and poisons with ine action so long as the 5 hitpoint costs are accounted for individually.
the level 7 subclass aura usually adds another aura effect and vary wildly in effect. Oath of the watcher grants your proficiency bonus to the initiative of all creatures of your choice within 10 feat. this feature is remarkably powerful. not as flashy as other features but having an entire party consistently win initiative or heavily diminish the efficacy of enemy surprise ambushes cannot be understated.
your auras generally turn off when you are unconscious or incapacitated. Looking into features that help further prevent unconscious, incapacitation, stunned, paralyzed, or petrification not only keeps you in the fight, but keeps your auras working for yourself and teammates. Sometimes your auras being able to improve and safeguard your teammates will be the greatest impact a player can have on a combat.
If you're interested in strength builds, the two-handed heavy weapon feats can be impactful but they are feat hungry and you need charisma. dueling/defensive fighting style with polearm master is quite effective and versatile. Glaive gives reach and the associated bonus action attack with the reaction attack attack of opportunity. A spear can be used while a shield is equipped with dueling for almost equivalent damage since the bonus action attack gets the dueling bonus while having more AC. reaction attack used with either option is another way to potentially smite if necessary. Spear/Shield also unlocks another equipment that could be magical from the shield.
If you find yourself unable to target or attack a foe, the bless spell is a good spell to cast. theres a point where a cleric would want to concentrate on spirit guardians and you will usually be able to take over that responsibility.
level 10 Aura of courage can be incredible. Quite a few creatures have fear effects which are horrible for martial characters and potentially limit the mobility of casters at the very least. fear immunity is a welcome thing.
level 11 Improved Divine smite works in all “melee weapon” attacks. as discussed, we wanna use a reliable bonus action attack to get more use out of this. Isnt limited by “your turn” language so reaction attacks squeeze further efficacy out of this feature. works with all attacks with melee weapons, but not limited to “melee weapon attacks”, so works with thrown melee weapons too.
level 14 cleansing touch ends a spell on yourself or another creature charisma mod times a longrest. Effectively a 9th level dispel magic, doesn’t come up very often but is there when you need it. cant be counterspelled and isn't itself magical, so it even works when enemy creatures are “cheating” in anti-magic fields and somehow still casting spells.
Races that grant feats, additional stats, or additional supplemental spellcasting are great choices. Updated Dragonborn with the dragon fear feat can be quite effective with a conqueror paladin. nonsleeping or trance races can apply your auras to the entire party during a long rest if thats advantageous. living through what could easily be a TPK in that scenario is a lot of value and might increase in likely hood as your party increases in level/tier of play.
Hey guys my dm has a plan for us to play strixhaven into eve of ruin for our next campaign.
I've decided on playing paladin (oath is still kinda up in the air recommendations are appreciated) and we are gonna be play 1-20 with point buy.
I normally play full casters could you guys give me a rundown on how you'd allocate stats and maybe a rough idea on how to best allocate my ASIs.
For race I was thinking human, half elf, or custom lineage.
Thanks
There are four main build options for Paladin:
Hexadin - this is your Hexblade Warlock x Paladin, going all in on CHA and going sword & board. Shield spell + Heavy armour makes you invicible, EB gives you a solid ranged option, and Pact Magic gives you rechargable slots for smiting. For Oath I'd go with Watchers or Vengeance.
Spear-Wall - this is your Polearm Master Paladin, not as tanky but can dish out the damage with reaction attacks, and bonus action attacks. Using spells like Crusader's Mantle or Divine Favour let's you very efficiently boost the damage on all those attacks you'll be making. After 6th level you can consider adding GWM but I tend to prefer just boosting STR unless you take the Devotion Oath to boost your accuracy. However, it is very much a one-trick-pony build since all your actions will be used for attacking so you're spell slots will be just for Out-of-combat or Divine Smite. Oath Suggestions: Any
Great Weapon Master - This is your glass-cannon-y Paladin, making massive hits with their two-handed weapon usually boosted with Bless and/or Devotion's Channel Divinity. The nice thing here is your bonus action is usually free to use for different smite spells which gives you a lot more utility in combat, and since accuracy is so important for your damage there is more strategy to combat in choosing when and where you should attack to get that maximum damage. Oath Suggestions: Devotion, Conquest.
Dexadin - This is the high-dex Paladin who uses Rapier + Shield or Longbow for a more special-ops feel. I recommend Oath of Vengeance for their Hunter's Mark Oath spell, unless you grab XbowXpert early on.
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Hey guys my dm has a plan for us to play strixhaven into eve of ruin for our next campaign.
I've decided on playing paladin (oath is still kinda up in the air recommendations are appreciated) and we are gonna be play 1-20 with point buy.
I normally play full casters could you guys give me a rundown on how you'd allocate stats and maybe a rough idea on how to best allocate my ASIs.
For race I was thinking human, half elf, or custom lineage.
Thanks
Past level 6, getting Cha as high as possible is incredibly useful. At max, you're able to give a +5 to all allies' saving throws whenever they're near you. It's probably the best ability that any class has, if you maximize it with Charisma.
I'd say to understand that while paladins can deal out serious damage, they're almost better suited to be a support/tank/protector (depending on your Oath, of course).
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
Paladin is versatile. Planning to go all 20 in paladin is interesting since it actually opens up some nontraditional progression choices.
If you're not planning on multiclassing can ignore the 13 strength to multiclass. Dexterity is a monster stat that a paladin can actually make effective use of. Opens up ranged weapon fighting which keeps the paladin relevant against distant or flying creatures. Level 2 Branding smite works with ranged weapons and has no save against its effects. level 5 banishing smite works with ranged weapons, deals a lot if damage, has a banishing effect.
Two weapon fighting can be used to weapons the bonus action without a feat or fighting style up close. divine smites ability to be used with that bonus action can deliver effective burst damage. level 11 Improved divine smite also enhances the bonus action attack.
Charisma will be a major investment thats unlicked at level 6. as previously discussed, aura of protection is such a highly impactful feature that its game changing. at higher levels its the difference between Automatically failing saving throws against legendary enemies vs having a chance or better of passing.
Lay in hands is very versatile with its ability to heal disease/poisons and hitpionts in increments. it is said to be able to cure multiple diseases and poisons with ine action so long as the 5 hitpoint costs are accounted for individually.
the level 7 subclass aura usually adds another aura effect and vary wildly in effect. Oath of the watcher grants your proficiency bonus to the initiative of all creatures of your choice within 10 feat. this feature is remarkably powerful. not as flashy as other features but having an entire party consistently win initiative or heavily diminish the efficacy of enemy surprise ambushes cannot be understated.
your auras generally turn off when you are unconscious or incapacitated. Looking into features that help further prevent unconscious, incapacitation, stunned, paralyzed, or petrification not only keeps you in the fight, but keeps your auras working for yourself and teammates. Sometimes your auras being able to improve and safeguard your teammates will be the greatest impact a player can have on a combat.
If you're interested in strength builds, the two-handed heavy weapon feats can be impactful but they are feat hungry and you need charisma. dueling/defensive fighting style with polearm master is quite effective and versatile. Glaive gives reach and the associated bonus action attack with the reaction attack attack of opportunity. A spear can be used while a shield is equipped with dueling for almost equivalent damage since the bonus action attack gets the dueling bonus while having more AC. reaction attack used with either option is another way to potentially smite if necessary. Spear/Shield also unlocks another equipment that could be magical from the shield.
If you find yourself unable to target or attack a foe, the bless spell is a good spell to cast. theres a point where a cleric would want to concentrate on spirit guardians and you will usually be able to take over that responsibility.
level 10 Aura of courage can be incredible. Quite a few creatures have fear effects which are horrible for martial characters and potentially limit the mobility of casters at the very least. fear immunity is a welcome thing.
level 11 Improved Divine smite works in all “melee weapon” attacks. as discussed, we wanna use a reliable bonus action attack to get more use out of this. Isnt limited by “your turn” language so reaction attacks squeeze further efficacy out of this feature. works with all attacks with melee weapons, but not limited to “melee weapon attacks”, so works with thrown melee weapons too.
level 14 cleansing touch ends a spell on yourself or another creature charisma mod times a longrest. Effectively a 9th level dispel magic, doesn’t come up very often but is there when you need it. cant be counterspelled and isn't itself magical, so it even works when enemy creatures are “cheating” in anti-magic fields and somehow still casting spells.
Races that grant feats, additional stats, or additional supplemental spellcasting are great choices. Updated Dragonborn with the dragon fear feat can be quite effective with a conqueror paladin. nonsleeping or trance races can apply your auras to the entire party during a long rest if thats advantageous. living through what could easily be a TPK in that scenario is a lot of value and might increase in likely hood as your party increases in level/tier of play.
There are four main build options for Paladin:
Hexadin - this is your Hexblade Warlock x Paladin, going all in on CHA and going sword & board. Shield spell + Heavy armour makes you invicible, EB gives you a solid ranged option, and Pact Magic gives you rechargable slots for smiting. For Oath I'd go with Watchers or Vengeance.
Spear-Wall - this is your Polearm Master Paladin, not as tanky but can dish out the damage with reaction attacks, and bonus action attacks. Using spells like Crusader's Mantle or Divine Favour let's you very efficiently boost the damage on all those attacks you'll be making. After 6th level you can consider adding GWM but I tend to prefer just boosting STR unless you take the Devotion Oath to boost your accuracy. However, it is very much a one-trick-pony build since all your actions will be used for attacking so you're spell slots will be just for Out-of-combat or Divine Smite. Oath Suggestions: Any
Great Weapon Master - This is your glass-cannon-y Paladin, making massive hits with their two-handed weapon usually boosted with Bless and/or Devotion's Channel Divinity. The nice thing here is your bonus action is usually free to use for different smite spells which gives you a lot more utility in combat, and since accuracy is so important for your damage there is more strategy to combat in choosing when and where you should attack to get that maximum damage. Oath Suggestions: Devotion, Conquest.
Dexadin - This is the high-dex Paladin who uses Rapier + Shield or Longbow for a more special-ops feel. I recommend Oath of Vengeance for their Hunter's Mark Oath spell, unless you grab XbowXpert early on.