The third subclass is pretty good; they are all good in my opinion. It sounds bad at first glance until you realize that almost all the enemies in the game has dark vision. Goblins, spiders, elementals, soraks, undead, non-human humanoids (elves, half elves, dwarves, marsh halflings, etc.). Pretty much the only ones that don’t have dark vision are weak human bandits you’ll run into early on. The most dangerous enemies you’ll encounter have both shape shift and dark vision. The divinity also lasts for an entire battle and applies to all attacks individually so it will end up being at lot more than 1d6. Paladin is generally the best party member to have haste cast on and, with the follow-up strike feat, you are attacking 4 times every round starting at level 5. This makes the channel divinity a potential 4d6-8d6 per round. If combat lasts 5 rounds, it is 20d6 - 40d6 (or 10d6 - 20d6 if you miss half of your attacks). The superior dark vision aura means you never have to worry about light since you can see well enough in complete darkness to not take penalties. This is better than localized light since it well help nearby ranged party members shooting at enemies 20 spaces away. This subclass has the least use for charisma (only helps saving throws), so you can prioritize your points into core combat abilities instead or pick a different race like halfling. The other subclasses are also good. Devotion’s +5 to all attack rolls (20 cha should be double over the course of the game with feats or tombs) amounts to up to 25% less misses. That is probably an even greater damage increase in the later levels with better weapons and buffs. Also less misses mean your smites connect sooner and enemies die quicker. The main downside of devotion is that the aura is useless in Solasta since no enemies ever try to charm your party, that I have seen. The motherland subclass focuses more on defense and utility. Mass blind is good for swarms of enemies, but I like the ranged fire one a lot too. What makes it special is that there is no attack roll or saving throw; it hits 100% of the time. The best part is the “on fire” effect which enemies don’t know how to put out. The bad part is that you can’t “pre-buff” like the other two classes so you are giving up two attacks to use the divine channelling; it is not a “free action” like the others. Though, it is good in that pre-planning is not needed and can be used to good effect during ambushes. Another benefit for motherland paladin is that you don’t need a ranged weapon. If you can’t immediately reach the enemies for melee, you have excellent ranged options with ranged fire spells and your Channel Divinity. Generally you want to use spell slots for smiting since smites never miss and require no additional actions, but some encounters are just not friendly for melee engagements and smite only works with melee weapons so this provides a good alternate option for spending your resources. This means you can safely dump Dex completely with no regrets saving you a lot of ability points. But the best part is the aura which grants fire resistance and +1 AC (along with saving throws bonuses from CHA). If you keep your party bunched together, that is effectively +4 AC, passive and up all the time. This synergies well with Battle Clerics, who also have an aura that provides bonuses and stacks with the paladin’s aura. With these two, you want to keep the whole party in a box formation so everyone is covered. Melee in the front and ranged right behind.
I agreed with everything except for the small part where you said charisma doesn’t have priority based on the subclass. In a game where there are many attune-able magic items that raise strength I don’t think it makes sense to skimp out of charisma on a paladin.
I'd love to see some more of these, there's definitely a void for this to be filled in the Solasta community, especially with how much the game has evolved in the last year.
I hate that I am just now seeing these videos. These are some of the best class guides I have ever seen. Well explained and entertaining. Thank you for the work on them. They helped me a ton. New sub here.
Something I only recently discovered and it seems few knew, is that you can enscribe the shield of either a Paladin or Cleric with your Deity's symbol, making it into a Holy Focus and, better yet, it allows you to cast spells with the VSM requirements without a free hand. However, any spells requiring any other combination of Somatic requirements, will still need a free hand. It also frees up an inventory slot that a focus would take for magical items. To do it, go to the inventory screen, right click on the shield and select 'Mark Deity'. After a 10 minute wait, it is done.
You've grossly underestimated the Tirmar Paladin. It's hands down, no contest the strongest Paladin in the Crown campaign. Scourge of the Hidden adds 2d6 bonus damage per attack against Soraks for 10 rounds. The Follow Up Strike Feat will give a 3rd attack per turn using your Bonus Actions with a Great Weapon. That means you can do 6d6 a turn just in Bonus Damage from Scourge. To put it in perspective that's slightly more on avg than the damage of 4 * 1d8 Smites per turn for free. And Channel Divinity refreshes on Short Rest so you can use this every fight. The Shield spell makes you tanky when you need to be by adding +5 AC. Even their Sleep spell you lampoon has its use. Sleep is an a no save mezz based on how many hit points the targets have. Meaning even in late game if you've gotten a strong enemy down to low HP but can't reach them for the kill you can Sleep them with no save chance, to save them for last while you focus down the other enemies.
Great video. Definitely a shortage of videos for character building on this game especially for people who are not as familiar with dungeons and dragons to start with and the mechanics involved
Honestly what made me take the Oath of the Motherland by far is Volcanic aura. That plus the neat +5 to all saves to your party if grouped, makes even your mages tanky as hell - further more if you also have a battle cleric.
Hi ! I've been through... let me check...170,3h of Solasta and you're right : paladins rule !! I went first with Tirmar (coz' I like to talk a lot) but you end up with so much charisma that you dont need their special ability. 95% agreed with your choices and the last 5% don't matter, your vid and presentation are awesome :)
For my first playthrough i took the bog-standard approach: Fighter, Cleric, Rogue and Wizard. And it was very effective! 😁 For the second, i will take Paladin, Ranger, Sorcerer... and a Cleric - because nothing beats good ol' healbot swinging a mace.
Great video! I did my Paladin as a human and then realized it was better as a half-elf ... but then the Sorcerer pack arrived so I restarted the game. For my next play I will head back to a paladin with Half-Elf.
Do a run with paladin AND sorcerer. Rogue or lowlife ranger and a wizard (greenmage or shock are both good imo). Clerics ? Who wants to heal ??? What you don't burn, you smash it, no sorak has time to approach you
I didn't play a paladin yet, I used a fighter and what I would do is put him out front and have him take the dodge action (rather than dash to close in or try some weak ranged attack) to soak up attacks and it worked amazingly well, now he would start attacking the next round but most of the time he couldn't get in melee in the first round so rather than dash or throw a javelin, he would dodge
Human Devo - 2H smite insanity (feat for 3rd smite attempt, 4 if you have haste buff) - Concentration: Bless. My Cleric and even Rogue with shield spell, dual block feat, uncanny dodge etc rocks as a tank with high dex + magical leather / accessories. Or the OP sorc with stacking magic chain shirt (clothing), drac natural AR, dex, shield, bracers lol)
Just a couple points. Charisma increases your spells KNOWN, not your spell slots. Only your level affects your slots. So higher Charisma doesn't mean you can smite more often. Standard array is almost never optimal. Point buy is much better, especially for multi-ability dependent classes like Paladins. Dexterity does nothing for your armor class in heavy armor. Dump stat. Edit to add - Divine favor outdamages smite if it stays up for 4+ attacks. It's not a single attack, it's a concentration buff.
@@haroldbluer6221 I'm aware of what Dexterity is used for. I'm also aware that going late in Initiative is worth the trade off for better relevant stats (and can even be good if enemies come towards you, you may be able to reach them without dadhing). And I'm aware of what Aura of Protection does for your saves.
Going later in initiative isn’t useful. You could swap weapons for some bow attacks, or cast a more powerful action spell buff like bless if it’s not up already. Less effective action used before your enemies is better than no action used before your enemies.
Since my Paladin would usually wear the heaviest armor possible allowing for no dex bonus I wouldve put Dex to 8 and Int to 12. That way he is slightly better at crafting and doesn't take the Dex penalty to armor class because the Heavy Armor prevents it. At least to my knowledge Heavy Armor neither allows a positive or negative dex modifier to affect your armor class.
I diagree with that for 2 reasons, while you are using heavy armour and get no bonus ac from dexterity, you will however get a higher chance of reducing some of the damage you could take. Example.. Lighning/fire spells and other spells can do a lot of damage but you also have a chance of a dexterity saving throw to reduce the damage by half, so you get die roll + dex modifier (i think) and if you succeed then a possible 6d10 will be reduced to a 3d10. 2nd reason is that no matter what class or race or subclass you choose dexterity is not a dump stat and should be quite good say maybe a 14 or if you can a 16, the sole reason being that at the beginning of every encountrer each participant rolls an initiative roll to determine combat order. A d10 (i think)+dexterity modifier is used to decide who acts first through to last, no dexterity modifier or negative modifier means 9 out of 10 encounters you pally could go last. If your caught by surprise or enter a battle without the stealth mode (hide) almost every enemy would take a turn before your paladin so you could end up on the recieving end of a pincer attack or being flanked and you will have to wait untill all the enemies have taken their turn before you can move your paladin to a more protective/defensive position
@@haroldbluer6221 not 100% sure about dnd5e since I play 3.5 usually but I am pretty Sure heavy armor restricts your dex modifier on everything. Attacks, Armor Class, Saving Throws, Initiative, Skill checks, etc. If that's not the case in 5e though, you are totally right.
@@binolombardi again like i said to Harold Bluer unless its different in 5e heavy armor restricts you dex Bonus for everything including Initiative and Saves. So regardless of your dex Bonus your armor always restricts it to 0 unless it allows for a dex Bonus.
Great video, especially as a fan of paladins. Liked and subscribed. Any thoughts on doing videos for BG3 or the new Pathfinder when they get full releases? Also, which DND rule set do you prefer, 3.5 or 5e?
I am a 5e guy OR an old school BX guy. 3.5 is a little too fiddly for me. I played the heck out of it though. We'll see about what is to come. I'll let you know. Thank you for the kind words fellow Paladin.
Protection vs good & evil spell gives undead and elementals disadvantage to hit whoever it's casted on. Great for characters with high AC. Too bad Soracks aren't aberrations
Btw I think protection has higher chances with dex shield build, that's why he prefers str, my paladin uses shield high dex and 90% my paladin reacts to attacks.
does sleep work like it does in BG3? its based on HP left, not max HP, which i like cuz if you have 100 hp and drop to 20 hp, you would be drowsy and sleep spell should work?
I haven't played BG3, BUT it follows 5e rules. SO regardless of 1 or 100 hp you fight and function just fine. Short rests allow you to recover multiples of your hit dice. Long rests recover all.
@@gregoryeverson741 Ahh... I didn't use sleep much after first couple of levels/encounters. I didn't test that specific issue. Although I do love your logic. Imagine wearing down a big monster and then auto sleeping them.... Amazing finisher.
I just want to say something regarding the idea that a certain race makes the best of some class. Ability scores aren't everything. They're important, but having an 18 instead of a 20 cha is perfectly fine. Once you get past 5th level that 5% will be compensated through many other ways. Besides you can opt to raise your stats as you level. So your half orc paladin can raise that 16 or 17 cha he started with to an 18 at 4th and ride that the rest of the game. Orcs make great paladins because of their other abilities; extra crit damage (huge with a smite) and the ability to stay up the first time its reduced to 0 hp potentially getting that one or two more smites in before it drops. Sorry for the rant but don't limit yourself with "this class should be this race" simply because of the ability score bonuses.
Yeah, sorry been playing paladin in 5e since it came out and the obsession with using your spell slots for smiting in anything but a crit is a waste of spell slots. I know the community as a whole is big on wasting spell slots despite paladins having some great buff spells, but it is just the worst use of those slots to just smite them away for a tiny bit of burst damage. Also, why would you pick DEX? You get no benefit from it other than the saving throw. You'll be in heavy armor so you get no benefit to AC and as you have STR higher thrown weapons are more effective.
"I don't like these ones", "So you're on the roleplay camp"... Really? That's what you think roleplaying is all about? Not choosing the min/max option?
I can't believe how bad this video is. The start is filled with nonsense that doesn't matter. The next part about "best" is filled with bias beyond anything. Superior Dark Vision Aura + Scourge the Hidden = Yeah ok dealing extra damage to 90% of the games enemies and ignoring the need for light.
The third subclass is pretty good; they are all good in my opinion. It sounds bad at first glance until you realize that almost all the enemies in the game has dark vision. Goblins, spiders, elementals, soraks, undead, non-human humanoids (elves, half elves, dwarves, marsh halflings, etc.).
Pretty much the only ones that don’t have dark vision are weak human bandits you’ll run into early on. The most dangerous enemies you’ll encounter have both shape shift and dark vision. The divinity also lasts for an entire battle and applies to all attacks individually so it will end up being at lot more than 1d6.
Paladin is generally the best party member to have haste cast on and, with the follow-up strike feat, you are attacking 4 times every round starting at level 5. This makes the channel divinity a potential 4d6-8d6 per round. If combat lasts 5 rounds, it is 20d6 - 40d6 (or 10d6 - 20d6 if you miss half of your attacks). The superior dark vision aura means you never have to worry about light since you can see well enough in complete darkness to not take penalties. This is better than localized light since it well help nearby ranged party members shooting at enemies 20 spaces away.
This subclass has the least use for charisma (only helps saving throws), so you can prioritize your points into core combat abilities instead or pick a different race like halfling.
The other subclasses are also good. Devotion’s +5 to all attack rolls (20 cha should be double over the course of the game with feats or tombs) amounts to up to 25% less misses. That is probably an even greater damage increase in the later levels with better weapons and buffs. Also less misses mean your smites connect sooner and enemies die quicker. The main downside of devotion is that the aura is useless in Solasta since no enemies ever try to charm your party, that I have seen.
The motherland subclass focuses more on defense and utility. Mass blind is good for swarms of enemies, but I like the ranged fire one a lot too. What makes it special is that there is no attack roll or saving throw; it hits 100% of the time. The best part is the “on fire” effect which enemies don’t know how to put out. The bad part is that you can’t “pre-buff” like the other two classes so you are giving up two attacks to use the divine channelling; it is not a “free action” like the others. Though, it is good in that pre-planning is not needed and can be used to good effect during ambushes.
Another benefit for motherland paladin is that you don’t need a ranged weapon. If you can’t immediately reach the enemies for melee, you have excellent ranged options with ranged fire spells and your Channel Divinity. Generally you want to use spell slots for smiting since smites never miss and require no additional actions, but some encounters are just not friendly for melee engagements and smite only works with melee weapons so this provides a good alternate option for spending your resources. This means you can safely dump Dex completely with no regrets saving you a lot of ability points.
But the best part is the aura which grants fire resistance and +1 AC (along with saving throws bonuses from CHA). If you keep your party bunched together, that is effectively +4 AC, passive and up all the time. This synergies well with Battle Clerics, who also have an aura that provides bonuses and stacks with the paladin’s aura. With these two, you want to keep the whole party in a box formation so everyone is covered. Melee in the front and ranged right behind.
THIS is super insightful. I'm really impressed with your breakdown and game knowledge. Good work Jon. You are the comments MVP.
I agreed with everything except for the small part where you said charisma doesn’t have priority based on the subclass.
In a game where there are many attune-able magic items that raise strength I don’t think it makes sense to skimp out of charisma on a paladin.
I'd love to see some more of these, there's definitely a void for this to be filled in the Solasta community, especially with how much the game has evolved in the last year.
I hate that I am just now seeing these videos. These are some of the best class guides I have ever seen. Well explained and entertaining. Thank you for the work on them. They helped me a ton. New sub here.
Something I only recently discovered and it seems few knew, is that you can enscribe the shield of either a Paladin or Cleric with your Deity's symbol, making it into a Holy Focus and, better yet, it allows you to cast spells with the VSM requirements without a free hand. However, any spells requiring any other combination of Somatic requirements, will still need a free hand. It also frees up an inventory slot that a focus would take for magical items.
To do it, go to the inventory screen, right click on the shield and select 'Mark Deity'. After a 10 minute wait, it is done.
Whaooo no never seen this. I'll give it a try, thanks a lot :)
@@millesabords1654 I have been spamming it everywhere on TH-cam and Solasta discord and nobody has said they were aware of it either.
@@Cervando Is this so easy ? Well I checked... hey, yes it is !! Can be lifechanging for pallies, and life clerics
@@millesabords1654 Glad to help 👍
@@Cervando GENIUS!!!
You've grossly underestimated the Tirmar Paladin. It's hands down, no contest the strongest Paladin in the Crown campaign. Scourge of the Hidden adds 2d6 bonus damage per attack against Soraks for 10 rounds. The Follow Up Strike Feat will give a 3rd attack per turn using your Bonus Actions with a Great Weapon. That means you can do 6d6 a turn just in Bonus Damage from Scourge. To put it in perspective that's slightly more on avg than the damage of 4 * 1d8 Smites per turn for free. And Channel Divinity refreshes on Short Rest so you can use this every fight. The Shield spell makes you tanky when you need to be by adding +5 AC. Even their Sleep spell you lampoon has its use. Sleep is an a no save mezz based on how many hit points the targets have. Meaning even in late game if you've gotten a strong enemy down to low HP but can't reach them for the kill you can Sleep them with no save chance, to save them for last while you focus down the other enemies.
There is nothing more satisfying than exploding a minotaur from half health.
Awesome!! I'm playing the Paladin right now! Thanks for the awesome recommendations!
Great video. Definitely a shortage of videos for character building on this game especially for people who are not as familiar with dungeons and dragons to start with and the mechanics involved
Wait. I need more guides. I don’t know anything about D&D and you were my teacher. Get back here and teach me!
these video have been pretty great can't wait to see the other classes
Thank you, Michael.
Great personality, info and video. A+
Please make more of these videos on solasta!
Oath of Tirimar works great! I just finished my first run with one. He was a beast
Honestly what made me take the Oath of the Motherland by far is Volcanic aura. That plus the neat +5 to all saves to your party if grouped, makes even your mages tanky as hell - further more if you also have a battle cleric.
+5 to saves helps so much. SOO much.
Don’t usually comment, but want to encourage you to keep going, love the attitude and your earnest delivery))
Great 👍
Great video. Super helpful and entertaining. New sub. Going to check out your other class guides too. Thank you so much.
I’m surprised you aren’t blowing up- yours videos are excellent. I just started bg3 and I hope you cover them at some point too :)
I'm glad you enjoy them. I'm STRONGLY considering bg3, but I kind of want to wait for the actual release. Thoughts?
Earned a sub. Love the use of history and comparisons. Hope you do more !
Hi ! I've been through... let me check...170,3h of Solasta and you're right : paladins rule !! I went first with Tirmar (coz' I like to talk a lot) but you end up with so much charisma that you dont need their special ability. 95% agreed with your choices and the last 5% don't matter, your vid and presentation are awesome :)
I honestly don't really see the point in playing a fighter over a paladin, especially if you're rolling for stats.
@@okagisama I agree.
Great video! Continue with the great work!!!!
Thank you!
Thank you Havok. You're the best.
For my first playthrough i took the bog-standard approach: Fighter, Cleric, Rogue and Wizard. And it was very effective! 😁
For the second, i will take Paladin, Ranger, Sorcerer... and a Cleric - because nothing beats good ol' healbot swinging a mace.
Good good content! I look forward to more.
Great video! I did my Paladin as a human and then realized it was better as a half-elf ... but then the Sorcerer pack arrived so I restarted the game. For my next play I will head back to a paladin with Half-Elf.
Good luck. It's only 1 to charisma, but BOOMS are so nice.
Do a run with paladin AND sorcerer. Rogue or lowlife ranger and a wizard (greenmage or shock are both good imo). Clerics ? Who wants to heal ??? What you don't burn, you smash it, no sorak has time to approach you
Awesome video, late adapter to DND type video games, having a blast
I didn't play a paladin yet, I used a fighter and what I would do is put him out front and have him take the dodge action (rather than dash to close in or try some weak ranged attack) to soak up attacks and it worked amazingly well, now he would start attacking the next round but most of the time he couldn't get in melee in the first round so rather than dash or throw a javelin, he would dodge
This sounds solid. Fighters aren't bad, Paladins just have more "flavor."
How do you go about making a fallen / evil paladin
Were paladins not french ?
Human Devo - 2H smite insanity (feat for 3rd smite attempt, 4 if you have haste buff) - Concentration: Bless. My Cleric and even Rogue with shield spell, dual block feat, uncanny dodge etc rocks as a tank with high dex + magical leather / accessories. Or the OP sorc with stacking magic chain shirt (clothing), drac natural AR, dex, shield, bracers lol)
I am Drifter316 and I approve of this message.
Thank you for your help on this Drifter.
have you played the expansion? I would really like to see your take on the new classes and see your builds
I love these videos, would you consider making one about the cleric, and the new dlc classes?
Love your optimizing skills. I bet you can make some nice character build in pen and paper 5e
thank you!
Oh these are great! Keep it up!
Just a couple points.
Charisma increases your spells KNOWN, not your spell slots. Only your level affects your slots. So higher Charisma doesn't mean you can smite more often.
Standard array is almost never optimal. Point buy is much better, especially for multi-ability dependent classes like Paladins.
Dexterity does nothing for your armor class in heavy armor. Dump stat.
Edit to add - Divine favor outdamages smite if it stays up for 4+ attacks. It's not a single attack, it's a concentration buff.
Like i said in another post above dexterity is used for initiative checks and saving throws versus some damaging spells to reduce damage by half
@@haroldbluer6221 I'm aware of what Dexterity is used for. I'm also aware that going late in Initiative is worth the trade off for better relevant stats (and can even be good if enemies come towards you, you may be able to reach them without dadhing). And I'm aware of what Aura of Protection does for your saves.
Going later in initiative isn’t useful. You could swap weapons for some bow attacks, or cast a more powerful action spell buff like bless if it’s not up already.
Less effective action used before your enemies is better than no action used before your enemies.
@@binolombardi I didn't say it was better than going earlier in general, I said it wasn't worth giving up better primary stats for. And it isn't.
@@CrownlessStudios it is in a game where there are so many options to drastically increase strength scores.
Since my Paladin would usually wear the heaviest armor possible allowing for no dex bonus I wouldve put Dex to 8 and Int to 12. That way he is slightly better at crafting and doesn't take the Dex penalty to armor class because the Heavy Armor prevents it. At least to my knowledge Heavy Armor neither allows a positive or negative dex modifier to affect your armor class.
I diagree with that for 2 reasons, while you are using heavy armour and get no bonus ac from dexterity, you will however get a higher chance of reducing some of the damage you could take. Example.. Lighning/fire spells and other spells can do a lot of damage but you also have a chance of a dexterity saving throw to reduce the damage by half, so you get die roll + dex modifier (i think) and if you succeed then a possible 6d10 will be reduced to a 3d10. 2nd reason is that no matter what class or race or subclass you choose dexterity is not a dump stat and should be quite good say maybe a 14 or if you can a 16, the sole reason being that at the beginning of every encountrer each participant rolls an initiative roll to determine combat order. A d10 (i think)+dexterity modifier is used to decide who acts first through to last, no dexterity modifier or negative modifier means 9 out of 10 encounters you pally could go last. If your caught by surprise or enter a battle without the stealth mode (hide) almost every enemy would take a turn before your paladin so you could end up on the recieving end of a pincer attack or being flanked and you will have to wait untill all the enemies have taken their turn before you can move your paladin to a more protective/defensive position
@@haroldbluer6221 not 100% sure about dnd5e since I play 3.5 usually but I am pretty Sure heavy armor restricts your dex modifier on everything. Attacks, Armor Class, Saving Throws, Initiative, Skill checks, etc.
If that's not the case in 5e though, you are totally right.
Dexterity means a higher chance to pass the many Dex saves the paladin will face.
Dexterity also means a better initiative bonus.
@@binolombardi again like i said to Harold Bluer unless its different in 5e heavy armor restricts you dex Bonus for everything including Initiative and Saves. So regardless of your dex Bonus your armor always restricts it to 0 unless it allows for a dex Bonus.
@@valfalos997 yea it’s very different then I suppose. Dex saves and Dex checks are entirely unrestricted by heavy armor.
Great video, especially as a fan of paladins. Liked and subscribed. Any thoughts on doing videos for BG3 or the new Pathfinder when they get full releases? Also, which DND rule set do you prefer, 3.5 or 5e?
I am a 5e guy OR an old school BX guy. 3.5 is a little too fiddly for me. I played the heck out of it though. We'll see about what is to come. I'll let you know. Thank you for the kind words fellow Paladin.
Great video even if I disagree with almost everything you said in character creation.
That is a wonderful comment. Thank you. I appreciate your candor.
please do videos on cleric and sorcerer
i just start enjoy played d&d games
subscribed
Protection vs good & evil spell gives undead and elementals disadvantage to hit whoever it's casted on. Great for characters with high AC. Too bad Soracks aren't aberrations
my party is based upon my family as well' Myself, my wife, my daughter and my son lol
What classes/races did you pick???
As a fellow father, I salute you with respect
@@VaiosChouliaras Fathers United.
Btw I think protection has higher chances with dex shield build, that's why he prefers str, my paladin uses shield high dex and 90% my paladin reacts to attacks.
any benifits from sellsword
dimlight means nothing if your half elf cause infra vision on melee
does sleep work like it does in BG3? its based on HP left, not max HP, which i like cuz if you have 100 hp and drop to 20 hp, you would be drowsy and sleep spell should work?
I haven't played BG3, BUT it follows 5e rules. SO regardless of 1 or 100 hp you fight and function just fine. Short rests allow you to recover multiples of your hit dice. Long rests recover all.
@@actuallychamp6250 i meant sleep spell, oops
@@gregoryeverson741 Ahh... I didn't use sleep much after first couple of levels/encounters. I didn't test that specific issue. Although I do love your logic. Imagine wearing down a big monster and then auto sleeping them.... Amazing finisher.
@@actuallychamp6250 it might be a glitch in BG3 not sure, but it works
when are you doing a cleric.?
I disagree but I like your energy.
There is so much to disagree with... What is your favorite dispute? And thank you for the compliment.
Jedi are space wizard not space Knights tho XD and considering how much sorax you fight ir disagre whit the Oth of Tirmar beein bad part ...
I just want to say something regarding the idea that a certain race makes the best of some class.
Ability scores aren't everything. They're important, but having an 18 instead of a 20 cha is perfectly fine. Once you get past 5th level that 5% will be compensated through many other ways. Besides you can opt to raise your stats as you level.
So your half orc paladin can raise that 16 or 17 cha he started with to an 18 at 4th and ride that the rest of the game.
Orcs make great paladins because of their other abilities; extra crit damage (huge with a smite) and the ability to stay up the first time its reduced to 0 hp potentially getting that one or two more smites in before it drops.
Sorry for the rant but don't limit yourself with "this class should be this race" simply because of the ability score bonuses.
A paladin that does nothing but smite is a bad paladin.
Yeah, sorry been playing paladin in 5e since it came out and the obsession with using your spell slots for smiting in anything but a crit is a waste of spell slots.
I know the community as a whole is big on wasting spell slots despite paladins having some great buff spells, but it is just the worst use of those slots to just smite them away for a tiny bit of burst damage.
Also, why would you pick DEX? You get no benefit from it other than the saving throw. You'll be in heavy armor so you get no benefit to AC and as you have STR higher thrown weapons are more effective.
Why does a Paladin want Charisma?
It's their spellcasting ability and at level 6, they get their Charisma modifier added to all of their saving throws.
sub titles please !!!!!!!!!!!!!!!
Lo siento Dante. I'm just learning. I'll put it on the list of things to master. Thank you for reminding me to include everyone.
Never liked paladins, weak healer and weak fighters.
you forgot about how OP smite is
"I don't like these ones", "So you're on the roleplay camp"... Really? That's what you think roleplaying is all about? Not choosing the min/max option?
That's not what he said. He said roleplay would give you a reason to not choose optimally.
this isnt even a pally, where are his followers at level 4? why do they keep trashing DnD
OH Gregory, YOU KNOW THE OLD SCHOOL. You know it.
I can't believe how bad this video is. The start is filled with nonsense that doesn't matter. The next part about "best" is filled with bias beyond anything. Superior Dark Vision Aura + Scourge the Hidden = Yeah ok dealing extra damage to 90% of the games enemies and ignoring the need for light.
Dafuq is this .
best paladin build starts with 5 levels of warlock.