- Divine Smite
- Great Weapon Fighting
- Prepared spells: Searing Smite, Thunderous Smite, Shield of Faith, Divine Favor, Cure Wounds
- Gain Divine Health
- Abjure Enemy
- Vow of Enmity
- Receives Bane
- Receives Hunter’s Mark
- Command
- Prepared Spells: Searing Smite, Thunderous Smite, Shield of Faith, Divine Favour, Cure Wounds, Command.
- GAMEPLAY: You now have a lot of versatility in spells, skills, and actions. The premise here is to use bonus actions and actions effectively per turn. At this level, I rarely use Thunderous or Searing Smite. It consumes both action and bonus action which is very costly. The first turn, I usually buff with Divine Favour or Shield of Faith, then attack in melee. The following turn, I decide on priority. For a stun, stun, Command is a great option. However, if I just have to kill a target, I’ll use my spell slots for Searing Smite. If we need high damage and a single target stun, Thunderous Smite. Generally, I melee attack and try to use Hunter’s Mark as my bonus action if my concentration spell falls off (Divine Favour or Shield of Faith).
Even at level 3, the Paladin can be complex. Buff turn one, and use burst damage turn two. Turn three and evaluate what your group needs, crowd control, burst, healing, etc. Rinse and repeat that model until later in the game. It will get easier and more effective as you unlock spell slots. Also, check if you have a bonus action spent before ending your turn. If not, Hunter’s Mark, Divine Favour, or Shield of Faith can be vital if you have spell slots.
- Ability Improvement (feat): +2 STR
- Protection from Evil and Good
- Prepared Spells: Searing Smite, Thunderous Smite, Shield of Faith, Divine Favour, Cure Wounds, Command, Protection from Evil and Good.
- Extra Attack
- Branding Smite
- Prepared Spells: Searing Smite, Thunderous Smite, Shield of Faith, Divine Favour, Cure Wounds, Command, Protection from Evil and Good, Branding Smite.
- GAMEPLAY: Level 5 unlocks a lot of offensive and defensive potential for the Paladin. Extra Attack gives you two attacks in one with a chance to proc Divine Smite on each. You can also combo this with a Potion of Speed or the Haste spell for two actions per turn. Your bonus action can be used for debuffs, and at level 8, another attack. You have two free spells courtesy of the Vengeance subclass. The best is Misty Step. The strength is this spell gives you great mobility and only uses bonus action. Now you can close the gap, charge in, and have amazing mobility alongside huge single-target damage.
At this level and beyond, you should feel very powerful. You can buff and debuff with a bonus action, mobility with Misty Step, and huge damage for the scenario or enemy using Smite. The issue with the build at this point is spell slots and using your big damage Divine Smite reaction appropriately. You will also need to rest constantly. Do not go off wandering into the unknown without your spell slots full.
- Aura of Protection
- Magic Weapon
- Prepared Spells: Searing Smite, Thunderous Smite, Shield of Faith, Divine Favour, Cure Wounds, Command, Protection from Evil and Good, Branding Smite, Magic Weapon.
- GAMEPLAY: Once you unlock Aura of Protection you need to activate it for its effect. Gameplay not much changes at this level.
- Relentless Avenger (Subclass Feature)
- Lesser Restoration (usage: used in rare circumstances, but when an ally is critically paralyzed and you need them to be able to take a turn.)
- Prepared Spells: Searing Smite, Thunderous Smite, Shield of Faith, Divine Favour, Cure Wounds, Command, Protection from Evil and Good, Branding Smite, Magic Weapon, Lesser Restoration.
- Compelled Duel
- Great Weapon Master (feat) - Ezt megéri elolvasni az oldalon, nem akarom bemásolni az egészet, hogy ne legyen feleslegesen hosszú ez az oldal. ITT görgess le Level 8-ig, ott írja le.
- Prepared Spells: Searing Smite, Thunderous Smite, Shield of Faith, Divine Favour, Cure Wounds, Command, Protection from Evil and Good, Branding Smite, Magic Weapon, Lesser Restoration.
- Haste (subclass spell)
- Protection from Energy
- Blinding Smite
- Elemental Weapon
- Prepared Spells: Searing Smite, Thunderous Smite, Shield of Faith, Divine Favour, Cure Wounds, Command, Protection from Evil and Good, Branding Smite, Magic Weapon, Lesser Restoration, Blinding Smite, Elemental Weapon.
- GAMEPLAY: At this level, you have even more in your arsenal. Most of the added spells will be used in niche situations. Your bread and butter remains the same, Smite damage. With Blinding Smite you have a hard counter against fellow martial weapon users. Giving the Blind debuff alongside 3d8 radiant damage is massive. Keep things simple and use your off-healing, crowd control, and utility only when needed.
- Lay on Hands Charge
- Aura of Courage
- 1 Spell (take Revivify)
- Prepared Spells: Searing Smite, Thunderous Smite, Shield of Faith, Divine Favour, Cure Wounds, Command, Protection from Evil and Good, Branding Smite, Magic Weapon, Lesser Restoration, Blinding Smite, Elemental Weapon, Revive.
- MULTICLASS: Fighter
- Defence Fighting Style
- Second Wind
- Prepared Spells remain unchanged from here on out.
- ACTION SURGE FCK YEA!!!
- You take your Paladin with Extra Attack and give it Action Surge for 2x more attacks. You can take this a step further by using either a Potion of Haste or casting Haste on yourself. Then you get another action! If you did the math on that:
Attack one + extra attack = 2
Attack two (via Action Surge) + extra attack = 4
Attack three (via Haste) + extra attack = 6
Great Weapon Master via critical strike or kill = 7 (if you have a bonus action)