So quick question: With Divine Smite now being a spell that specifies it is cast immediately AFTER hitting a target, and it states the damage is extra damage (meaning not part of the hit), does that mean we don't double the smite damage on a nat 20 critical hit?
Has the Moon Deck System been explained? I am interested in backing but cant find any info on this system. It feels like a make or break feature or the kickstarter.
I usually used Burning Strike from XGE instead of Thunderous Smite bc it gives a DoT effect as well as good damage AND damage when you miss. No concentration either, meaning you can still use Thunderous with it if you wait a turn!
Would activating thunderous smite at the end of your turn, keeping concentration, and then adding a divine smite on top with your next turn work? Unless the other smites are no longer concentration I wouldn't see why not, but I haven't read up on the smites except for divine smite nerf
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Charity is great! I stay out of people's wallets though. We come here to watch your content. We shouldn't come here to pressure you into financial decisions. That's your money to use how you see fit. Thanks for all your hard work
One thing to point out, Polearm Master has been reworded so that it has no synergy with Warcaster, Sentinel, and even the Vengeance Paladin’s 7th Level ability. Polearm Master’s Reactive strike allows you to take a reaction to make one melee attack against a creature that enter’s your reach. It does not allow you to make an Opportunity Attack, which all the aforementioned abilities require.
@@MayHugger I disagree on two fronts Firstly nerfing Polearm master in this way was unnecessary since while powerful Polearm Sentinel was fairly balanced since it required two feats and was only viable on Fighters, Barbarians and Paladins but it also means that the damaging battlefield control melee fighter niche that it used to fill is now unrepresented in the new player handbook Secondly the buffs WoTC gave to dual wielded light weapons (light crossbows included) have made early access players and optimizers salivate because of how much they brought the dpr potential of that playstyle and how remarkably more accessible it is for all classes than Polearm Sentinel ever was So Polearm master has been stripped of its niche while a playstyle way more classes can adopt is now rising to the top of the food chain and risks becoming overcentralizing, I wouldn't exactly call this situation "more healthy" imo
Devotion actually looks like a Subclass I want to play now. Glory was one of my favorites, and it just got better! Regardless of the smite changes, the buffs to the class & subclasses still make Pally one of my favorites & I can't wait to try out these upgrades.
@@SeanBook001They shouldn’t. It’s the only thing reigning in the Paladin’s power, they are stronger in pretty much every other way than they used to be, and we all know how strong they used to be.
@logancuster8035 Personally I plan on making it an optional addition to the Smites at level 6. The feature that let's you not have to use a Spell Slot on Smite you can instead choose not to use a bonus action. Gives the player more options whilst still keeping the power level in tact. I'd also have a special exemption for Smite & Strike spells on Pally & Ranger for Rage specifically.
@Anegor Oh yeah, the updated Smite spells make up for it for the most part. I just don't like the overabundance of Bonus Actions a lot of classes have though, as that was a core problem I had with Monk in 5e, so I'm further buffing a lot of the martials by freeing up that part of their action economy somewhat.
I think the Relentless Avenger / Polearm Master trick doesn't work anymore. Read carefully and you'll see that the wording of Polearm Master has been changed from 2014 to say "you can take a Reaction to make one melee attack" instead of the old wording of "other creatures provoke an opportunity attack". So it would seem that it is technically no longer an Opportunity Attack and thus ineligible to trigger Relentless Avenger.
Also, with the wording of the oath (in at least the 2014 version), your character can literally do anything without breaking their oath as long as you can even roundabout justify how your action will help against your enemies.
10:58 from what I have seen polearm master is no longer called an 'Opportunity Attack' so that interaction would now be up to the DM, same with the Sentinal Combo.
@@Anegor literally every rule in the game is up to the DM, but yes, rules as written and intended, I would say it's not allowed, but as the interaction existed in the 2014 edition of the books, a DM may choose to allow things to still work that way.
13:23 Couterpoint: the reactions aren't meant to be used in the same round - they are meant to give you an option to strike your Enmity target no matter what they do. If they try to run, you hit them and make them stay put. If they try to fight you, you hit them. Also the Frightened condition prevents them from moving closer but doesn't stop you from running them down. The point is to rush your Enmity target and force them into that catch-22 with options even more crippled. Which is even crazier when you consider that Grappling is initiated with Unarmed Strikes now, meaning you can fly up to a Feared Enmity target, have advantage to make an Unarmed Strike from Oath of Enmity since it's an Attack now, and now have the enmity who has to move away from you be literally stuck with a speed of 0. And if they escape (burning their Action) and try to run, you can smack them, reduce their speed to 0, and potentially grapple them again if you want since, again, grappling is an Unarmed Strike option now and thus an Attack option.
Yes the new grappler feat does help a lot with this strategy. Since you can both smack and grapple with it and attacks on a grappled foe are made at advantage. So loxodon paladin sounds pretty solid. (As for theme, elephants don't forget and can certainly hold a grudge) other than loxodon or simic hybrid, what race is there that let's you grapple and still attack with a greataxe?
@@woutvanostaden1299 I can't recall the rules offhand, but maybe Thri Kreen with their extra arms? I know the extra limbs can hold things but not wield them, so you can switch to hold your axe on your reaction attack to wield or hold your axe depending on when you need to use your unarmed strike?
@@Mrryn The extra arms can only hold/wield light weapons. I don't know if those could grapple because if they could Thri-kreen would indeed be another option. But of those 3 I think that Loxodon will be the most likely race to be accepted at a table.
Actually about the ancients resistance to psychic radiant and necrotic, there are a lot more abilities that lets you choose to swap your physical damage to one of the above or add one of the above ontop of your attacks so, while its power has waned in the protection of spells, it has risen in the protection against those.
I wouldn't personally say that Polearm Master is a bad mix with Paladin because it uses a Bonus Action-- I'd say that having a way to use your Bonus Action when you aren't willing to use a spell slot is very valuable
I have to adress one thing you were wrong about it with the vengeance paladin, the seventh level feature doesn’t combo with polearm master. Polearm master now doesn’t state that it’s an opportunity attack
Hey @DnDShorts You probably won't see this comment, but here's a tip about the new ranger and a new shorts combo video. With a weapon thats get "cleave", plus "Horde Breaker", plus "GWM" or "Polearm Master", you can perform 4 attacks around you (5 attacks at level 5) every turn. Adding a few levels of barbarian for the damage and extra life, it will be badass. One bonus, play as a Bugbear for extra damage and reach hahah.
I think the intention is that the level 7 and 15 DON"T work together because it would be too strong to get the attack and then also reduce their move speed to 0. Its one or the other which ever is more tactically beneficial. I know its not a great answer but in my head that makes sense.
The thing is that designing a subclass/class/whatever with ANTI-synergy in a game where you can't pick and choose features is stupid. If I decide I wanna go ((Insert Class/subclass)) to 20 to play that class proper, I better not have features fighting each other.
@@Medul759 so upfront I just want to say I get where your coming from. But over all abilities would scale so much worse for classes/sub classes if they all worked together all the time.
Unless there's a section that didn't show, noticed something about Divine Smite. There doesn't seem to be a spell slot damage cap anymore. A multiclass paladin with a full caster could burn a 7th level spell to deal 9d8 smite damage against a fiend/undead. Not a great use for the slot, but usable.
@@woutvanostaden1299 That's why I said not a great use for the slot, but getting an auto crit on someone with a hold spell to double it would be awesome.
I love that they all get to use the lvl20 ability if they sacrifice a 5th level slot, I'm definitely homebrewing it to all old paladins that don't already have that
I have nothing against Smite now being a spell and the fact you can only do it once per turn. The only thing that bothers me is that it is a Bonus Action. Especially with some of the subclasses getting Bonus Action spells and a bunch of abilities that use up a Bonus Action.
i still think since paladins arent actually linked to divine beings, they should move it to clerics, and give them a new unique ability that is tied to their oath.
This is my 4th time through this video, and I'm making notes, so I noticed a couple of typos here an there. My favourite: Polearm Master Increase your Dexterity or Strength by 1, to a minimum of 20 That says minimum, not maximum.
Vengeance all the way, nice outlet against scummy beings with fierce justice served on platter. Though I also love Oath of The Ancients, Redemption and Watchers. The latter is perfect for gem dragonborn paladins following their true gem dragons work of safeguarding the realms against the vile alien Far Realms
I hope you do the same for the Druids. It’s hard to say with the new shakeup, but considering backwards compatibility, and Conjure Elementals, the Spores Druid seems to be by FAR the best; especially due to temp HPs and WS. Now, Symbiotic Entity no longer has an “off” switch. Of these 4, it still looks like the Moon Druid is the best, even if the Stars Druid is my favorite.
Oath of Ancients got done dirty. Sure, the channel divinity is slightly usable now, but it's literally just the Entangle spell a few times a day. The ward nerf was so massive I still can't even believe it. Totem barbarian gets off with a slap on the wrist and only loses the most rare damage types (because Crawford is biased and it's his favorite class), while ancients loses all types but the rarest ones. I don't know how WotC gets of saying they want paladins to go back to their "protection roots" with nerfs like these, meanwhile the new barbarian subclasses get a whole bunch of player protection effects, making them even better at being party protectors than the paladin than they already were.
Fudge yes the Paladin got a giant upgrade in some things, smite as a spell is kind of annoying, since it has been a class ability for so many past editions now.
They need to have a bad/ action crowdy class. ALL atrention towards D&D is good attention. Be it seething frustration or blissful praise😁 Well.. gotta wait 10+ years for the Ranger get another anxious, tense shot of MAYBE be great regarding base Ranger class. But just you watch if WotC makes Rangers great next time, I bet Monk or some other class will be hitting the shitter😂
@@TheBlink182ifyPaladin is designed so that you could multiclass out in order to get higher Smites, but it hurts to do so because of the abilities they get at every other level at least. Ranger is designed to be a level 1 dip for other classes that don’t get weapon mastery but still want a level in spellcasting. Give me one good reason to take Ranger over level 10, instead of multiclassing into any other class.
@@LocalMaple Ensnaring Strike, Entangle, Fog Cloud, Hunter's Mark (still bad) for free, Barkskin (no con, just in case), Magic Weapon (no con)... and good subclasses with utlity and ranged distance, yeah, ranger still a bad desing at uper lvls (even tho u can create good dmg from distance), but its not even close who is the best as 5 lvls for multiclass (good combos with the new druid and war cleric)
@@TheBlink182ify Most of those are spells, on a half caster. And if like 5e, most aren’t Ranger exclusive. Utility is the Wizard class, and most classes have ranged options that are the same or better than Ranger. Rogues deal more damage thanks to Sneak Attack, both at melee and range. Warlocks have Hex and Eldritch Blast, and Darkness AOE spells instead of Fog Clouds. Druids have combat forms as well as higher spell slots for control and offense. One thing I’ve said before and will repeat again: you can replicate most Ranger abilities using a Fighter-Warlock Multiclass, subbing Hunter’s Mark with Hex and Hex buffs. Which means that from a mechanics side, Ranger subclasses have to be better than the combined subclasses and invocations of both. At least we both agree that Ranger is a better Multiclass dip than a real standalone class.
Thanks, dndshorts, I was wary of this untried class before and after the nerf, still citing the horrifying Lawful Good mandate of 3.5 and before... thanks for taking the time to point out some positivity in the pally.
Id say polearm master is still strong. 2d8>1d4+str so no its not competing with BAs for Smite. Its not as strong as it WAS but its still good for turns where you arent doing anything else, and turning your reaction into an attack action is awesome. Getting free access to sentinel, is awesome.
I want to defend the Peerless Athlete feature (since everyone seems to hate it). It synergizes extremely well with the Shieldmaster feat (at least with the 2014 version).
You can't actually ditch Charisma as a Vengeance Paladin because the Paladin aura is still one of the best features of the class. You want to get that Cha to at least a 16 so your saving throws are seriously buffed because your Wis, Int, and Dex will be low while your Con is probably set at 14 for the entire game. You still need those saves.
I’ve heard creators saying Paladin got gutted, look into it and they’re ONLY griping about change to smite, maybe Summon Steed, and I’m just laughing like, BA Lay on Hands? Wildly buffed Subclasses, particularly at 3? Weapon Mastery? Paladin was one of the strongest base classes before, and while they didn’t get the glow job Monks did, they didn’t need one, and I’m pretty sure I rank them stronger than ever (and in particular, Pal/Warlock/Bard looks as gross as ever, different break points since the Pal subclass features are juicy)
I always liked the Oath of Glory subclass in regular 5e. Never was the best but it was a personal favorite of mine. To see it get buffed like this makes me happy
I'm still iffy about some of the changes in the 2024 PHB, but Oath of Devotion Paladin has always been one of my favorite subclasses, and I'm happy to see it get so much love here.
Considering the tier of a Paladin, you should also consider which vow is the easier to keep. Vengeance is usually easier to keep than devotion, anciens used to be complicated. Crown was rather easy and Glory also.
The verbiage for the polearm’s master reactive strike is the same as level 15 soul of vengeance. Not an opportunity attack but an attack as a reaction. So both don’t work with relentless avenger.
I’d disagree bane, hunters mark, misty step, haste and dimension door don’t need a charisma stat while being excellent spells Having charisma gets you hold person and hold monster but you’d much rather have a caster cast it for you, with the exception of when you cast it for another martial
I'm looking forward to every Paladin taking a 1 level Warlock dip, and instantly regretting it for the rest of their careers. Not sure if Charisma to hit and damage is really worth delaying Extra attack, Feats, Divine Grace aura, higher level spell slots, Improved divine smite etc. I mean you can safely dump Int and either Dex (heavy armor, use a Greatsword or sword and board and just take Alert as your origin feat for initiative) or Strength (use Finesse weapons). Wisdom is only used for Perception checks. Con is nice to have, and Charisma is a must have (it buffs all saves from 6th). With a +2 and a +1 You can start with Cha and Str 16, Int and Dex 8 and put the rest into Con and Wisdom. The trade off for Charisma to hit and damage instead of Strength or Dex (delaying all the Paladin goodness by an entire level for your entire career) looks awful.
Devotion can start up the heavy charisma pretty early and this can make up a lot for a lower CHA. Besides you can always take the dip later when your features are drying up.
@@woutvanostaden1299 if you take it later (presumably after 6th) you still need a good Dex or Strength score for those first 6 levels (and your game is about to end in 99 percent of campaigns) so it kind of defeats the point. You can math it out at any level and it's never worth it compared to a mono-class. Doubly so if your game has magic items and belts of giant strength are on the board.
Oath of the Ancients... when you wanna play a Druid with metal armor and a big sword. For real though I've loved the idea of Ancients for a long time, since Rangers and Druids canonically stick to the woods and deal with trespassers, the paladins can go out and deal with... longer standing issues on behalf of the forest.
Take Magic Initiate Druid origin feat and pick Shillelagh cantrip with CHAR: no multiclassing required to get thar CHAR-based attacks for clubs or quaterstaffs (ahem Sentinel).
12:16 It is not impossible. If you get your lvl 16 friend to polymorph you into a Marilith, you can use your reaction once every turn instead of once a round.
I had a thought while watching this video. What if the reason Artificer got Order 66'ed was because someone at WOTC saw DnD Short's video about how just a level 2 dip in Artificer can let you cheese basically any boss in the game with some prep and WOTC were like 'We must destroy this class'.
I will maintain that haste is terrible on a Paladin, especially this new Paladin, assuming you are casting it on yourself. Dropping concentration is too big of a risk, and the reward is a single bonus attack, which you can’t even smite with if you’ve already smited this turn. The damage output would take multiple rounds to equal a single level 3 divine smite.
That depends a little bit on the build. Besides hit chance (graze or warlock dip) there is still cleave, which doubles GWM damage and if we do this on an aasimar with the double PB damage option making up for that slot becomes a lot easier.
Agreed, I'm keeping it once per turn tho because they opened it up to all attacks and I'm reverting it back from a spell to a feature because there are literally creatures that are immune to spells of certain levels sucks ass when you fight a creature who negates your class features, rakshasha is a great example of this their version of spell immunity goes up to 7th level spells (and that's spells of that level and lower even if a spell of that level or lower is upcasted because it is that level they are immune and ranger is gonna be hit by this the most because that means the majority of the rangers kit doesn't take effect when dealing with these creatures)
Well then let me be a pally at your table and 1 shot the main enemy in the first round. I bet everyone else at the table will have so much fun not getting to do anything.
In terms of Devotion vs. Vengeance, Advantage on attack rolls can give benefits that a straight to-hit bonus can't. Maybe effects (sneak attack, for example) are tied explicitly to Advantage. A Vengeance Paladin/Swashbuckler Rogue combo?
Well Swashbuckler Rogues aren't in the new PHB but even then, their whole shtick was not needing advantage to use Sneak Attack. They could still benefit from it but they were not reliant on it at all, and even base Rogues could still get Sneak Attack as long as an ally was near the enemy too. Plus, advantage is surprisingly easy to come by especially in the new PHB. Between the Vex Weapon Mastery, Barbarian's Reckless Attack, and even lower-level base Fighters getting advantage on the next attack if they miss, all without a resource cost like the Oath of Enmity, make them better martial sources of constant advantage.
@@Mrryn Good point about Advantage not being required - had my head on backwards there In terms of Swashbucklers not being in the new PHB, I was under the impression that anything currently official was still official unless explicitly overruled, which would leave them in? Please correct me if I'm wrong about this. And thanks!
I like the idea of combining soul knife with either devotion or ancients if they haven't changed the V only spell component. Or ranger/soul knife hail of thorns casted onto your psychic blade when you chuck at a group. 😅😂😊
I'll be patiently waiting for the monk class review.....but looking at it, I think elements will be the most used, but I'm banning it's use with bugbear because 20ft unarmed strikes is broken, 15 is bad enough as it is
Vengeance paladins are not S tier, they have an amazing spell list, but like you said Vengeance has way too much reliance on reactions. and one entire feature is just...not going to happen often. Opportunity Attack is a specific thing, and Polearm Master does not make opportunity attacks. I could see placing them in A tier, maybe high B tier since they bring rather little utility compared to the other subclasses.
I feel that I should point out that I believe the details on opportunity attacks for PAM are off in this video. PAM does "Reactive Strike", which in the UA (and thus I assume the 2024 PHB) is no longer considered an opportunity attack, this kills the PAM+Sentinel combo too. We will need to see more details on Divine Smite and PAM but in the UA, PAM was actually the best better option as it synergizes well with spells like Divine Favor and Spirit Shroud, spells with significantly better DPR than Divine Smite for the same spell slots (1st, 3rd and 5th levelled slots), Divine Smite then being regelated too critical hits only. Additionally at level 11 with Radiant Strikes, a PAM BA is nearing the same damage as a 1st level smite without using a spell slot and before considering the possible Spirit Shroud or Divine Favor, since it'd be 1d4+1d8+STR, it's only doing less because it can still miss. It does mean taking Resilient Constitution or Warcaster too boost the constitution saving throws but overall worked out to more DPR in most situations.
Hmmmm Warlock 1, Paladin of Vengeance 3 (I like advantage), Valor Bard 16? Only lose two caster levels, can Conjure Minor Elementals, still get Epic Boon as a capstone, etc etc
The Frightened Aura doesn't seem to limit to proccing only once, so the same creature could be affected every turn so long it doesn't leave the AoE. So if it keeps failing it will stay under disadvantage on ST and Atk rolls every turn at least. Or am I reading it wrong?
Devotion’s late game features aren’t super impressive but it has the best Channel Divinity in the game, that alone elevates it above the rest of the pack.
I could see some DM/GM giving a late game Vengeance Paladin the ability to somehow have multiple Reactions so they can use All their Class's abilities as needed.
If a class only gets to do it's class identity stuff by by using a contested resource, then it's restrictive. It's the same line of thought behind people saying that hunters mark using concentration is overly restrictive for rangers, especially now that that spell is such a cornerstone of the ranger gameplan. Imagine if sneak attack required using your BA. It's the same sort of thing.
@@GKplus8Just a thing I've been wondering, if a rogue could expend their bonus action to get a second sneak attack (provided they have an extra attack) and or maybe have hit a different foe to do so, would that be too restrictive or be worth it?
So are there any other classes that got overhauled or just Paladin? Do I need to take a look at new possibilities for my Draconic Bloodline Sorcerer? 👀
Mostly because the rules changed to "Don't go crazy with packing your inventory. Your DM has final on what 'crazy' means and can force you to abide by a glossary rule about carry capacity."
@@themonkeys96 damn didn't knew that, it feels kinda bad tho since the changes to grappling so there's now even less reason to use that channel divinity of oath of glory even if lasts and hour
Not feeling it in ancients paladin, their aura is a massive massive nerf and divine smite as a bonus action as opposed to just on any melee you like is a huge damage cut. They've straight up mangled my boy
At least I got to use my pegasus riding paladin against Vecna before the “revised” version takes over. Seems like most of the fun combos were just trashed because they could do it. Idk, but I hope some good stuff survived.
Can you do a breakdown of the new find steed spell? I haven't seen anyone do it yet and it's going to be a much bigger part of the new paladin since they all get it baseline now. My top question is do you still share spells with the mount or not? One of my favorite builds uses that interaction
Because of the new smite i have no interest in playing a paladin. Might as well play an EK and use booming blade and green flame blade as your “smite” that doesnt cost a spell slot or additional action economy.
Vengence is not S teir anymore. Bane still triggers a saving throw so you cant dump cha, and divine favor no longer requires concentration so theres no reason to cast hunters mark.
Eh, when I DM in my world I'll just go with old Divine Smite but only once per turn because I feel like that's the only nerf it needed. Otherwise I like the Paladin changes overall. Never played the class tbh but playing with one now on my team.
How the hell is Ancient Buffed? It was one of the best subclasses and they nerfed the aura massively, the only thing they buffed was the channel divinity to target multiple creatures which is not worth the trade off of having Abjuration Wizards resistance to spell's as an aura only at level 7
"advantage gives you a bonus equal to +3.3" is both technically correct but also totally wrong. advantage's effect on a D20 roll is +3.3, but its effect on success/failure is different based on what the DC actually is. If your chance of a hit is around 50%, advantage is equal to +5. If your chance of a hit is very low or very high, advantage doesnt do much.
Problem with Divine Smite as a spell is that it can now be counterspelled, no (and only used once per turn)? I don't understand the change at all TBH. Just keep it as it was. Paladins were never OP, especially given that they were bound by oaths.
The Divine Smite change is just terrible honestly. The only thing they had to do was change it to "This can only be used once per turn" at the end of the ability description. I gotta disagree a bit with the Vengeance Paladin being S-tier. Vow of Enmity is flanking which anyone can get if you use that rule, except flanking can be any enemy. The level 7 and level 15 abilities can never be used on the same turn. The spell list is amazing, except most of the spells they get are concentration, some are saves that require your Charisma to still be high, and immediately negate your ability to use Divine Smite. It's a good subclass, but I can't say it's S-tier with two of its abilities fighting for the same reaction, it's unique Channel Divinity being essentially an optional rule that a lot of tables run anyway.
Looking at the new sentinel feat, it now no longer has the wording of not provoking opportunity attacks if the attacked ally also has the sentinel feat. This sounds like a buff to me! Time to play ping-pong having players with the sentinel feat flanking a foe. Hmm could the pike be fun for this? A square of pike PAM+sentinel surrounding someone, have sentinel initiate the first push into someone elses reach that because of PAM makes a reaction attack pushing the foe to another of your allies and so on. Perhaps we even put some kind of AOE damage effect like spike growth and or moonbeam/spirit guardians to put the hurt on them. What do you think? Was sentinel buffed and would these ideas work?
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So quick question: With Divine Smite now being a spell that specifies it is cast immediately AFTER hitting a target, and it states the damage is extra damage (meaning not part of the hit), does that mean we don't double the smite damage on a nat 20 critical hit?
Has the Moon Deck System been explained? I am interested in backing but cant find any info on this system. It feels like a make or break feature or the kickstarter.
Someone may have pointed this out before but half cover is +5AC so Devotion Paladin is even stronger than we thought
Old Testament smite will dearly be missed. The Thunderous Smite, Divine Smite crit attack will live on in our hearts.
Norse smite is on the menu. Throw a light hammer and thunderous smite, knocking the dragon prone.
@@antiscam2468Yhat sounds like an attack used by Thor
I usually used Burning Strike from XGE instead of Thunderous Smite bc it gives a DoT effect as well as good damage AND damage when you miss. No concentration either, meaning you can still use Thunderous with it if you wait a turn!
Referring to 5e / 5.5 as Old Testament and New Testament is freaking hilarious
Would activating thunderous smite at the end of your turn, keeping concentration, and then adding a divine smite on top with your next turn work? Unless the other smites are no longer concentration I wouldn't see why not, but I haven't read up on the smites except for divine smite nerf
Due to a hassle with the last video regarding the D&D 2024 embargo, THIS video is getting 100% of its ad revenue donated to charity instead! Didn't have time to change it or record a new outro, you can hear more about the charities it is supporting in my previous couple of vids! Please support the fundraiser on this video too!!
Charity is great! I stay out of people's wallets though. We come here to watch your content. We shouldn't come here to pressure you into financial decisions. That's your money to use how you see fit. Thanks for all your hard work
@@rwake4I 100% agree.
@@SeanBook001😅
I am not very well known with RUclips monetization, does liking/commenting also help? I am short on money currently but would still like to help out!
@@colinjippie it can help the video to get into other peoples recommended, so in a way, yes!
One thing to point out, Polearm Master has been reworded so that it has no synergy with Warcaster, Sentinel, and even the Vengeance Paladin’s 7th Level ability.
Polearm Master’s Reactive strike allows you to take a reaction to make one melee attack against a creature that enter’s your reach. It does not allow you to make an Opportunity Attack, which all the aforementioned abilities require.
So they kill that combo. That stink a bit.
@@mestre12No it doesn’t, this is good healthy change, that combo was solely used to abuse wordings.
@@MayHugger fair enough.
@@MayHugger I disagree on two fronts
Firstly nerfing Polearm master in this way was unnecessary since while powerful Polearm Sentinel was fairly balanced since it required two feats and was only viable on Fighters, Barbarians and Paladins but it also means that the damaging battlefield control melee fighter niche that it used to fill is now unrepresented in the new player handbook
Secondly the buffs WoTC gave to dual wielded light weapons (light crossbows included) have made early access players and optimizers salivate because of how much they brought the dpr potential of that playstyle and how remarkably more accessible it is for all classes than Polearm Sentinel ever was
So Polearm master has been stripped of its niche while a playstyle way more classes can adopt is now rising to the top of the food chain and risks becoming overcentralizing, I wouldn't exactly call this situation "more healthy" imo
@@Bonehead_Paladin Damage is not everything, as this combo of feats more than proved.
Devotion actually looks like a Subclass I want to play now. Glory was one of my favorites, and it just got better! Regardless of the smite changes, the buffs to the class & subclasses still make Pally one of my favorites & I can't wait to try out these upgrades.
Honestly I think most tables are going to ignore the BA requirement for smite.
Yea, that was the point, they took away some smite power and gave it to the subclasses that were rather underwhelming.
@@SeanBook001They shouldn’t. It’s the only thing reigning in the Paladin’s power, they are stronger in pretty much every other way than they used to be, and we all know how strong they used to be.
@logancuster8035 Personally I plan on making it an optional addition to the Smites at level 6. The feature that let's you not have to use a Spell Slot on Smite you can instead choose not to use a bonus action. Gives the player more options whilst still keeping the power level in tact. I'd also have a special exemption for Smite & Strike spells on Pally & Ranger for Rage specifically.
@Anegor Oh yeah, the updated Smite spells make up for it for the most part. I just don't like the overabundance of Bonus Actions a lot of classes have though, as that was a core problem I had with Monk in 5e, so I'm further buffing a lot of the martials by freeing up that part of their action economy somewhat.
I think the Relentless Avenger / Polearm Master trick doesn't work anymore. Read carefully and you'll see that the wording of Polearm Master has been changed from 2014 to say "you can take a Reaction to make one melee attack" instead of the old wording of "other creatures provoke an opportunity attack". So it would seem that it is technically no longer an Opportunity Attack and thus ineligible to trigger Relentless Avenger.
I think Vengeance might have the best spell list of any subclass in D&D
Also, with the wording of the oath (in at least the 2014 version), your character can literally do anything without breaking their oath as long as you can even roundabout justify how your action will help against your enemies.
@@Kenneth2413 Lawful Evil all the way.
Better than a Wizard, a Sorcerer, a Bard, A Druid, a Cleric? Sure
10:58 from what I have seen polearm master is no longer called an 'Opportunity Attack' so that interaction would now be up to the DM, same with the Sentinal Combo.
It's not up to the dm, it's meant to not work like that anymore. If DM let's it sure thing, but it's not the intended use.
@@Anegor literally every rule in the game is up to the DM, but yes, rules as written and intended, I would say it's not allowed, but as the interaction existed in the 2014 edition of the books, a DM may choose to allow things to still work that way.
@@Runeologic Especially because removing martial options in fucking 5e is cringe.
13:23 Couterpoint: the reactions aren't meant to be used in the same round - they are meant to give you an option to strike your Enmity target no matter what they do. If they try to run, you hit them and make them stay put. If they try to fight you, you hit them.
Also the Frightened condition prevents them from moving closer but doesn't stop you from running them down. The point is to rush your Enmity target and force them into that catch-22 with options even more crippled. Which is even crazier when you consider that Grappling is initiated with Unarmed Strikes now, meaning you can fly up to a Feared Enmity target, have advantage to make an Unarmed Strike from Oath of Enmity since it's an Attack now, and now have the enmity who has to move away from you be literally stuck with a speed of 0. And if they escape (burning their Action) and try to run, you can smack them, reduce their speed to 0, and potentially grapple them again if you want since, again, grappling is an Unarmed Strike option now and thus an Attack option.
Yes the new grappler feat does help a lot with this strategy. Since you can both smack and grapple with it and attacks on a grappled foe are made at advantage. So loxodon paladin sounds pretty solid. (As for theme, elephants don't forget and can certainly hold a grudge) other than loxodon or simic hybrid, what race is there that let's you grapple and still attack with a greataxe?
@@woutvanostaden1299 I can't recall the rules offhand, but maybe Thri Kreen with their extra arms? I know the extra limbs can hold things but not wield them, so you can switch to hold your axe on your reaction attack to wield or hold your axe depending on when you need to use your unarmed strike?
@@Mrryn The extra arms can only hold/wield light weapons. I don't know if those could grapple because if they could Thri-kreen would indeed be another option.
But of those 3 I think that Loxodon will be the most likely race to be accepted at a table.
Actually about the ancients resistance to psychic radiant and necrotic, there are a lot more abilities that lets you choose to swap your physical damage to one of the above or add one of the above ontop of your attacks so, while its power has waned in the protection of spells, it has risen in the protection against those.
I wouldn't personally say that Polearm Master is a bad mix with Paladin because it uses a Bonus Action-- I'd say that having a way to use your Bonus Action when you aren't willing to use a spell slot is very valuable
Yes, especially with their very limited spell slots IMO.
@Crowsinger fax but thankfully they get more slots now than before I believe
@@jello4615 really? I don't remember such a thing. 🤔
I thought that they were supposed to be getting them earlier.
They got a few more. But also a couple free castings of smite.
Paladins just got really bonus action hungry in this new book though
I have to adress one thing you were wrong about it with the vengeance paladin, the seventh level feature doesn’t combo with polearm master. Polearm master now doesn’t state that it’s an opportunity attack
Time to play my five thousandth Ancients paladin. Even if it's not as powerful as Devotion now, I just love the flavor so much.
Look how they massacred my boy D:
Superb use of the art from Tymaret, the Murder King during the Vengeance Paladin explanation
Hey @DnDShorts
You probably won't see this comment, but here's a tip about the new ranger and a new shorts combo video.
With a weapon thats get "cleave", plus "Horde Breaker", plus "GWM" or "Polearm Master", you can perform 4 attacks around you (5 attacks at level 5) every turn. Adding a few levels of barbarian for the damage and extra life, it will be badass. One bonus, play as a Bugbear for extra damage and reach hahah.
I think the intention is that the level 7 and 15 DON"T work together because it would be too strong to get the attack and then also reduce their move speed to 0. Its one or the other which ever is more tactically beneficial. I know its not a great answer but in my head that makes sense.
The thing is that designing a subclass/class/whatever with ANTI-synergy in a game where you can't pick and choose features is stupid. If I decide I wanna go ((Insert Class/subclass)) to 20 to play that class proper, I better not have features fighting each other.
@@Medul759 so upfront I just want to say I get where your coming from. But over all abilities would scale so much worse for classes/sub classes if they all worked together all the time.
Why did they remove Concentration from Divine Favor but not from Hunter's Mark?
Unless there's a section that didn't show, noticed something about Divine Smite. There doesn't seem to be a spell slot damage cap anymore. A multiclass paladin with a full caster could burn a 7th level spell to deal 9d8 smite damage against a fiend/undead. Not a great use for the slot, but usable.
9d8 isn't a lot of damage for a spell, now if they are under a Hold xyz spell that's a different matter entirely.
@@woutvanostaden1299 That's why I said not a great use for the slot, but getting an auto crit on someone with a hold spell to double it would be awesome.
I love that they all get to use the lvl20 ability if they sacrifice a 5th level slot, I'm definitely homebrewing it to all old paladins that don't already have that
6:58 "I cast Divine Smith" 😂
I have nothing against Smite now being a spell and the fact you can only do it once per turn. The only thing that bothers me is that it is a Bonus Action. Especially with some of the subclasses getting Bonus Action spells and a bunch of abilities that use up a Bonus Action.
i still think since paladins arent actually linked to divine beings, they should move it to clerics, and give them a new unique ability that is tied to their oath.
This is my 4th time through this video, and I'm making notes, so I noticed a couple of typos here an there. My favourite:
Polearm Master
Increase your Dexterity or Strength by 1, to a minimum of 20
That says minimum, not maximum.
Vengeance all the way, nice outlet against scummy beings with fierce justice served on platter. Though I also love Oath of The Ancients, Redemption and Watchers. The latter is perfect for gem dragonborn paladins following their true gem dragons work of safeguarding the realms against the vile alien Far Realms
I hope you do the same for the Druids.
It’s hard to say with the new shakeup, but considering backwards compatibility, and Conjure Elementals, the Spores Druid seems to be by FAR the best; especially due to temp HPs and WS. Now, Symbiotic Entity no longer has an “off” switch.
Of these 4, it still looks like the Moon Druid is the best, even if the Stars Druid is my favorite.
Yeah, Shepherds ironically might now be the worst as well since all of their favorite spells are basically replaced.
@@malmasterson3890 Yeah, I’m not entirely sure how the Shepherd would even work under the new rules.
the "WS"?
@@gaelofariandel6747 Wild Shape.
I aways loved the Good guy Devotion paladin. Was my Tav in BG3 and I had a blast.
Finally the subclass is getting real love.
Y'all deserve it. 🫡
I was snarky Vengeance Pally Tav. Chaotic Good. Epic. 😏
@@RealKeetz I understand. I kept my boy scout Oath the entre game
7:04 divine smith
I've been meaning to ask, does Ryoko's Guide have the dog version of Kobolds in it? Because that would be a pretty great Easter egg.
Oath of Ancients got done dirty. Sure, the channel divinity is slightly usable now, but it's literally just the Entangle spell a few times a day. The ward nerf was so massive I still can't even believe it. Totem barbarian gets off with a slap on the wrist and only loses the most rare damage types (because Crawford is biased and it's his favorite class), while ancients loses all types but the rarest ones. I don't know how WotC gets of saying they want paladins to go back to their "protection roots" with nerfs like these, meanwhile the new barbarian subclasses get a whole bunch of player protection effects, making them even better at being party protectors than the paladin than they already were.
Fudge yes the Paladin got a giant upgrade in some things, smite as a spell is kind of annoying, since it has been a class ability for so many past editions now.
The sad thing is, even the worst Paladin is better than the average Ranger.
They need to have a bad/ action crowdy class. ALL atrention towards D&D is good attention. Be it seething frustration or blissful praise😁 Well.. gotta wait 10+ years for the Ranger get another anxious, tense shot of MAYBE be great regarding base Ranger class. But just you watch if WotC makes Rangers great next time, I bet Monk or some other class will be hitting the shitter😂
in what way lil bro?
@@TheBlink182ifyPaladin is designed so that you could multiclass out in order to get higher Smites, but it hurts to do so because of the abilities they get at every other level at least.
Ranger is designed to be a level 1 dip for other classes that don’t get weapon mastery but still want a level in spellcasting. Give me one good reason to take Ranger over level 10, instead of multiclassing into any other class.
@@LocalMaple Ensnaring Strike, Entangle, Fog Cloud, Hunter's Mark (still bad) for free, Barkskin (no con, just in case), Magic Weapon (no con)... and good subclasses with utlity and ranged distance, yeah, ranger still a bad desing at uper lvls (even tho u can create good dmg from distance), but its not even close who is the best as 5 lvls for multiclass (good combos with the new druid and war cleric)
@@TheBlink182ify Most of those are spells, on a half caster. And if like 5e, most aren’t Ranger exclusive.
Utility is the Wizard class, and most classes have ranged options that are the same or better than Ranger.
Rogues deal more damage thanks to Sneak Attack, both at melee and range. Warlocks have Hex and Eldritch Blast, and Darkness AOE spells instead of Fog Clouds. Druids have combat forms as well as higher spell slots for control and offense.
One thing I’ve said before and will repeat again: you can replicate most Ranger abilities using a Fighter-Warlock Multiclass, subbing Hunter’s Mark with Hex and Hex buffs. Which means that from a mechanics side, Ranger subclasses have to be better than the combined subclasses and invocations of both.
At least we both agree that Ranger is a better Multiclass dip than a real standalone class.
Thanks, dndshorts, I was wary of this untried class before and after the nerf, still citing the horrifying Lawful Good mandate of 3.5 and before... thanks for taking the time to point out some positivity in the pally.
11:18 - Check the wording again, this is no longer considered an Opportunity attack
It still uses your reaction.
@@brettshull2141 Yes but it specifically is no longer an opportunity attack that can combo with Sentinel’s movement ability.
Sentinel got buffed though, since the wording about it not working if the ally has the same feat is no longer there.
Id say polearm master is still strong. 2d8>1d4+str so no its not competing with BAs for Smite. Its not as strong as it WAS but its still good for turns where you arent doing anything else, and turning your reaction into an attack action is awesome. Getting free access to sentinel, is awesome.
I want to defend the Peerless Athlete feature (since everyone seems to hate it). It synergizes extremely well with the Shieldmaster feat (at least with the 2014 version).
Taking Glory Paladin for Guiding Bolt as your action and Shining Smite as your bonus action for constant advantage sounds pretty fun lol
You can't actually ditch Charisma as a Vengeance Paladin because the Paladin aura is still one of the best features of the class. You want to get that Cha to at least a 16 so your saving throws are seriously buffed because your Wis, Int, and Dex will be low while your Con is probably set at 14 for the entire game. You still need those saves.
I’ve heard creators saying Paladin got gutted, look into it and they’re ONLY griping about change to smite, maybe Summon Steed, and I’m just laughing like, BA Lay on Hands? Wildly buffed Subclasses, particularly at 3? Weapon Mastery? Paladin was one of the strongest base classes before, and while they didn’t get the glow job Monks did, they didn’t need one, and I’m pretty sure I rank them stronger than ever (and in particular, Pal/Warlock/Bard looks as gross as ever, different break points since the Pal subclass features are juicy)
New divine smite can suck it. I'm gonna keep it to 2014 DS if I ever run a '24 campaign
Me too.
Yep 👍
I always liked the Oath of Glory subclass in regular 5e. Never was the best but it was a personal favorite of mine. To see it get buffed like this makes me happy
I'm still iffy about some of the changes in the 2024 PHB, but Oath of Devotion Paladin has always been one of my favorite subclasses, and I'm happy to see it get so much love here.
RE: 2:23... A minute is an action now?
he's slammin out content, gonna miss a detail like that from time to time
Hi dnd shorts! I saw you at GenCon today!
Considering the tier of a Paladin, you should also consider which vow is the easier to keep. Vengeance is usually easier to keep than devotion, anciens used to be complicated. Crown was rather easy and Glory also.
The verbiage for the polearm’s master reactive strike is the same as level 15 soul of vengeance. Not an opportunity attack but an attack as a reaction. So both don’t work with relentless avenger.
10:54 Then again, if you're dumping Charisma, that fantastic bonus spell list matters a whole lot less since Charisma is your spellcasting stat.
I’d disagree bane, hunters mark, misty step, haste and dimension door don’t need a charisma stat while being excellent spells
Having charisma gets you hold person and hold monster but you’d much rather have a caster cast it for you, with the exception of when you cast it for another martial
I'm looking forward to every Paladin taking a 1 level Warlock dip, and instantly regretting it for the rest of their careers. Not sure if Charisma to hit and damage is really worth delaying Extra attack, Feats, Divine Grace aura, higher level spell slots, Improved divine smite etc.
I mean you can safely dump Int and either Dex (heavy armor, use a Greatsword or sword and board and just take Alert as your origin feat for initiative) or Strength (use Finesse weapons). Wisdom is only used for Perception checks. Con is nice to have, and Charisma is a must have (it buffs all saves from 6th). With a +2 and a +1 You can start with Cha and Str 16, Int and Dex 8 and put the rest into Con and Wisdom.
The trade off for Charisma to hit and damage instead of Strength or Dex (delaying all the Paladin goodness by an entire level for your entire career) looks awful.
Devotion can start up the heavy charisma pretty early and this can make up a lot for a lower CHA. Besides you can always take the dip later when your features are drying up.
@@woutvanostaden1299 if you take it later (presumably after 6th) you still need a good Dex or Strength score for those first 6 levels (and your game is about to end in 99 percent of campaigns) so it kind of defeats the point.
You can math it out at any level and it's never worth it compared to a mono-class.
Doubly so if your game has magic items and belts of giant strength are on the board.
'Casting time of an action' the conjure spell you showed has a casting time of a minute
Oath of the Ancients... when you wanna play a Druid with metal armor and a big sword. For real though I've loved the idea of Ancients for a long time, since Rangers and Druids canonically stick to the woods and deal with trespassers, the paladins can go out and deal with... longer standing issues on behalf of the forest.
Take Magic Initiate Druid origin feat and pick Shillelagh cantrip with CHAR: no multiclassing required to get thar CHAR-based attacks for clubs or quaterstaffs (ahem Sentinel).
12:16 It is not impossible. If you get your lvl 16 friend to polymorph you into a Marilith, you can use your reaction once every turn instead of once a round.
Good summary. They all sound neat enoug for reworks of the paladin. Ancients sounds the most interesting. Thanks for the video. Now go help jimmy!
Glory paladin is easily one of the most misunderstood/Underrated paladins in the game. Way better than most people give credit for.
I had a thought while watching this video. What if the reason Artificer got Order 66'ed was because someone at WOTC saw DnD Short's video about how just a level 2 dip in Artificer can let you cheese basically any boss in the game with some prep and WOTC were like 'We must destroy this class'.
Love the dragon prince clips throughout the video
I will maintain that haste is terrible on a Paladin, especially this new Paladin, assuming you are casting it on yourself. Dropping concentration is too big of a risk, and the reward is a single bonus attack, which you can’t even smite with if you’ve already smited this turn. The damage output would take multiple rounds to equal a single level 3 divine smite.
That depends a little bit on the build. Besides hit chance (graze or warlock dip) there is still cleave, which doubles GWM damage and if we do this on an aasimar with the double PB damage option making up for that slot becomes a lot easier.
Really appreciate the comparison!
Balance be damned, Divine Smite will be a free action to activate at any table I run.
Agreed, I'm keeping it once per turn tho because they opened it up to all attacks and I'm reverting it back from a spell to a feature because there are literally creatures that are immune to spells of certain levels sucks ass when you fight a creature who negates your class features, rakshasha is a great example of this their version of spell immunity goes up to 7th level spells (and that's spells of that level and lower even if a spell of that level or lower is upcasted because it is that level they are immune and ranger is gonna be hit by this the most because that means the majority of the rangers kit doesn't take effect when dealing with these creatures)
Well then let me be a pally at your table and 1 shot the main enemy in the first round. I bet everyone else at the table will have so much fun not getting to do anything.
In terms of Devotion vs. Vengeance, Advantage on attack rolls can give benefits that a straight to-hit bonus can't. Maybe effects (sneak attack, for example) are tied explicitly to Advantage. A Vengeance Paladin/Swashbuckler Rogue combo?
Well Swashbuckler Rogues aren't in the new PHB but even then, their whole shtick was not needing advantage to use Sneak Attack. They could still benefit from it but they were not reliant on it at all, and even base Rogues could still get Sneak Attack as long as an ally was near the enemy too.
Plus, advantage is surprisingly easy to come by especially in the new PHB. Between the Vex Weapon Mastery, Barbarian's Reckless Attack, and even lower-level base Fighters getting advantage on the next attack if they miss, all without a resource cost like the Oath of Enmity, make them better martial sources of constant advantage.
@@Mrryn Good point about Advantage not being required - had my head on backwards there
In terms of Swashbucklers not being in the new PHB, I was under the impression that anything currently official was still official unless explicitly overruled, which would leave them in? Please correct me if I'm wrong about this.
And thanks!
@@PaleImperator There are rules for backwards compatibility for sure. I was just referring to Swashbucklers not being in the new PHB.
@@Mrryn gotcha. Take care!
I like the idea of combining soul knife with either devotion or ancients if they haven't changed the V only spell component. Or ranger/soul knife hail of thorns casted onto your psychic blade when you chuck at a group. 😅😂😊
I like the subclasses but I will be using the 5e paladin class as the base. Divine smite will never be a spell at my table.
Okay.
6:51 - Hugh Jumps? In MY OneD&D? It's more likely than you might think
I'll be patiently waiting for the monk class review.....but looking at it, I think elements will be the most used, but I'm banning it's use with bugbear because 20ft unarmed strikes is broken, 15 is bad enough as it is
I mean I'd argue someone having 10ft arms doesn't extend the reach of fire
Vengeance paladins are not S tier, they have an amazing spell list, but like you said Vengeance has way too much reliance on reactions. and one entire feature is just...not going to happen often. Opportunity Attack is a specific thing, and Polearm Master does not make opportunity attacks. I could see placing them in A tier, maybe high B tier since they bring rather little utility compared to the other subclasses.
at 7:00 does inspiring smite say "after you cast divine SMITH"? Hope they fixed the typo before publishing.
I want that to be a new spell
I feel that I should point out that I believe the details on opportunity attacks for PAM are off in this video. PAM does "Reactive Strike", which in the UA (and thus I assume the 2024 PHB) is no longer considered an opportunity attack, this kills the PAM+Sentinel combo too.
We will need to see more details on Divine Smite and PAM but in the UA, PAM was actually the best better option as it synergizes well with spells like Divine Favor and Spirit Shroud, spells with significantly better DPR than Divine Smite for the same spell slots (1st, 3rd and 5th levelled slots), Divine Smite then being regelated too critical hits only. Additionally at level 11 with Radiant Strikes, a PAM BA is nearing the same damage as a 1st level smite without using a spell slot and before considering the possible Spirit Shroud or Divine Favor, since it'd be 1d4+1d8+STR, it's only doing less because it can still miss. It does mean taking Resilient Constitution or Warcaster too boost the constitution saving throws but overall worked out to more DPR in most situations.
7:00 haha Divine Smith
He's my favourite lead in any rock band
Hmmmm Warlock 1, Paladin of Vengeance 3 (I like advantage), Valor Bard 16? Only lose two caster levels, can Conjure Minor Elementals, still get Epic Boon as a capstone, etc etc
Magic bean guy here! Hope you had a good GenCon this weekend. Brew yourself a stamina potion and get some vocal rest.
Happy Beans!
I love ALL DnD Shorts videos!
Love your content you’re my fav dnd RUclipsr
The Frightened Aura doesn't seem to limit to proccing only once, so the same creature could be affected every turn so long it doesn't leave the AoE. So if it keeps failing it will stay under disadvantage on ST and Atk rolls every turn at least. Or am I reading it wrong?
Devotion’s late game features aren’t super impressive but it has the best Channel Divinity in the game, that alone elevates it above the rest of the pack.
I could see some DM/GM giving a late game Vengeance Paladin the ability to somehow have multiple Reactions so they can use All their Class's abilities as needed.
Great video!
My wife says if I’m going to watch DnD Shorts, I have to skip all advertisements since she doesn’t trust my Mental Save bonus of -2.
Everyone complaining about more Bonus Action options as "conflicts"... I'm sorry that each turn is different and less repetitive now. Lol
If a class only gets to do it's class identity stuff by by using a contested resource, then it's restrictive. It's the same line of thought behind people saying that hunters mark using concentration is overly restrictive for rangers, especially now that that spell is such a cornerstone of the ranger gameplan.
Imagine if sneak attack required using your BA. It's the same sort of thing.
@@GKplus8Just a thing I've been wondering, if a rogue could expend their bonus action to get a second sneak attack (provided they have an extra attack) and or maybe have hit a different foe to do so, would that be too restrictive or be worth it?
So are there any other classes that got overhauled or just Paladin? Do I need to take a look at new possibilities for my Draconic Bloodline Sorcerer? 👀
THEY TOOK THE FUCKING CARRYING CAPACITY FROM THE OATH OF GLORY FUUUUCK
Mostly because the rules changed to "Don't go crazy with packing your inventory. Your DM has final on what 'crazy' means and can force you to abide by a glossary rule about carry capacity."
@@themonkeys96 damn didn't knew that, it feels kinda bad tho since the changes to grappling so there's now even less reason to use that channel divinity of oath of glory even if lasts and hour
Not feeling it in ancients paladin, their aura is a massive massive nerf and divine smite as a bonus action as opposed to just on any melee you like is a huge damage cut. They've straight up mangled my boy
Silvanus paladin here i go
Good to know Glory Paladins get their Hugh Jump increased by 10 feet!
Love all the dragon prince imagery
At least I got to use my pegasus riding paladin against Vecna before the “revised” version takes over.
Seems like most of the fun combos were just trashed because they could do it.
Idk, but I hope some good stuff survived.
I'm hoping you do a video about creative uses of Elementalism. idk if it would have as many as prestidigitation but still.
ancient got nerf so much the aura was insane I love the more druid powers
Can you do a breakdown of the new find steed spell? I haven't seen anyone do it yet and it's going to be a much bigger part of the new paladin since they all get it baseline now. My top question is do you still share spells with the mount or not? One of my favorite builds uses that interaction
The UA version didn't have the spell sharing, so I don't have my hopes up.
Because of the new smite i have no interest in playing a paladin. Might as well play an EK and use booming blade and green flame blade as your “smite” that doesnt cost a spell slot or additional action economy.
Glad i got in before the other video was taken down. Are you able to edit out what they didnt want shown and reupload.
Can you do a video of the top 5 best spells from Ryoko's Guide?
But... my Watchers? Where are my Watchers?
Vengence is not S teir anymore. Bane still triggers a saving throw so you cant dump cha, and divine favor no longer requires concentration so theres no reason to cast hunters mark.
Really hate the change to ancients, one of my favorite builds ever just doesnt work without that near universal aoe resistance
I'm just happy that my GM also thinks making smite's a spell another moment of WOTC's fuck ups of which are many and he doesnt make smite's a spell.
Eh, when I DM in my world I'll just go with old Divine Smite but only once per turn because I feel like that's the only nerf it needed. Otherwise I like the Paladin changes overall. Never played the class tbh but playing with one now on my team.
How the hell is Ancient Buffed? It was one of the best subclasses and they nerfed the aura massively, the only thing they buffed was the channel divinity to target multiple creatures which is not worth the trade off of having Abjuration Wizards resistance to spell's as an aura only at level 7
"advantage gives you a bonus equal to +3.3" is both technically correct but also totally wrong.
advantage's effect on a D20 roll is +3.3, but its effect on success/failure is different based on what the DC actually is. If your chance of a hit is around 50%, advantage is equal to +5. If your chance of a hit is very low or very high, advantage doesnt do much.
well the new divine smite is a mixture of both a buff and nerf, well if you can throw a level 9 Divine smite
Honestly I dont really think paladin needed that big of a buff. Even the worst subclass was better than many other classes (i.e. monks, some rangers)
Problem with Divine Smite as a spell is that it can now be counterspelled, no (and only used once per turn)? I don't understand the change at all TBH. Just keep it as it was. Paladins were never OP, especially given that they were bound by oaths.
The Divine Smite change is just terrible honestly. The only thing they had to do was change it to "This can only be used once per turn" at the end of the ability description.
I gotta disagree a bit with the Vengeance Paladin being S-tier. Vow of Enmity is flanking which anyone can get if you use that rule, except flanking can be any enemy. The level 7 and level 15 abilities can never be used on the same turn. The spell list is amazing, except most of the spells they get are concentration, some are saves that require your Charisma to still be high, and immediately negate your ability to use Divine Smite. It's a good subclass, but I can't say it's S-tier with two of its abilities fighting for the same reaction, it's unique Channel Divinity being essentially an optional rule that a lot of tables run anyway.
Looking at the new sentinel feat, it now no longer has the wording of not provoking opportunity attacks if the attacked ally also has the sentinel feat. This sounds like a buff to me! Time to play ping-pong having players with the sentinel feat flanking a foe. Hmm could the pike be fun for this? A square of pike PAM+sentinel surrounding someone, have sentinel initiate the first push into someone elses reach that because of PAM makes a reaction attack pushing the foe to another of your allies and so on. Perhaps we even put some kind of AOE damage effect like spike growth and or moonbeam/spirit guardians to put the hurt on them.
What do you think? Was sentinel buffed and would these ideas work?
“Ancients needed the most help out of 5e” wrong! Glory
Yeah wtf ancients is easily one of the best paladins, glory is easily one of the worst. At least from what I’ve seen at my table.
Besides the spell list, crown would like to have a few words with you.
Glory paladin is fine lmao. People severely underrate how strong it can be.