My thoughts on NEW Fighter, Paladin, Rogue, and Barbarian
ฝัง
- เผยแพร่เมื่อ 30 มิ.ย. 2024
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Intro + Helix: 0:00 - 2:11
My initial thoughts: 2:11 - 4:50
Fighter: 4:50 - 13:59
Paladin: 13:59 - 22:04
Barbarian: 22:04 - 35:33
Rogue: 35:33 - 43:15
Final Thoughts: 43:15
Merch, Discord, the Quest-O-Nomicon, and everything else: linktr.ee/XPtoLevel3 - บันเทิง
Thank you Helix Sleep for sponsoring! Click here helixsleep.com/xptolevelthree to get 30% off an Elite or Luxe mattress (plus two FREE pillows!) - or take 25% off sitewide - during their Fourth of July Sale. If you miss this limited time offer, you can still get 20% off using my link! Offers subject to change. #helixsleep
Where'd you get that dope T-shirt, Jacob? Asking for a friend. (I'm the friend)
Upwards of $1000 for a mattress.
I'd love to see what you think of my comment on the new Paladin, I am very interested to know what everyone thinks on the bonus action bonks.
@@cameronmeyer8192 Stuff is expensive now, I think 1k is pretty standard for a high-quality mattress, especially one that'll last a while.
Where did you find these articles?
Fighter: can’t fail can’t miss
Barbarian: can’t fail can’t miss can’t die
Rouge: can’t fail can’t miss
Paladin: gets horse
Ranger: gets tasha and NERFS
@@FirstLast-wk3kc wait that has to be a joke no shot they *nerfed* ranger
@@bluebatmanvk5535watch the video. it’s awful.
@@FirstLast-wk3kcI don't know where you get your info from. But they got massively boosted. Basically every ability they have is better than it was. If you mean that they lost some stupid abilities and got actually cool abilities for it instead I guess they got 'nerfed', but both skills, survival and combat capabilities got overall significantly improved compared to the 2014 version of the ranger. They just categorically didn't get nerfed, unless you mean in very specific niche ways, since they got new abilities in favour of old ones, so there's always something you're technically losing. But no, they didn't get nerfed.
@@jaspermooren5883this exactly idk what these guys are yapping about. There were also new features which buffed hunters mark, but the spell is still a trap. The only actual nerf was to gloomstalker, but considering the ranger chassis and subclasses are much stronger now it makes sense
Centaur Paladins looking at their level 5 feat like "You think I'm a fucking joke or something?"
actually though im playing a paladin centaur and my dm is considering swapping us to the new rules, im fighting tooth and nail to keep base 5e rules for my character
@@scarfking1579 Just be an horse riding an horse, the dm will realize how it's dumb
@@scarfking1579 get em to let you flavor it as a divine mario-kart mushroom boost
Just summon it and fight alongside it. Why say no to a cool pet?
@@ilyaterk110 cuz then they can't complain 🥺
Rogue: I am stealthy and use dirty tricks all the time.
Fighter: I am TACTICAL about everything.
Barbarian: *Unstopable force and unmovable object as one*
Paladin: H O R S E
Paladins having a mount is a tradition going all the way back to 1e. 5e was the first time they *didn’t* get a steed as a class feature.
@@phntmthf5505yeah, but at least in 3.5 it was a scaling feature that felt more impactful than a spell you could already take if you wanted. Plus with Paladins being in general less holy/good flavored than in older editions, the “knight in shining armor” image that find steed aligns with (at least for me) doesn’t feel like a quintessential paladin feature.
@@ultimategamer8622 believe me, I know how sucky 5e’s version of the paladin’s steed is, one of my favorite characters was a paladin and the only reason I bothered with Find Steed was because the DM hombrewed the shit out of it to make steeds combat viable.
@phntmthf5505 Hopefully, going by the wording presented here, the spell has received multiple buffs and/or the Paladin version will be better.
all of you seem to feel that the paladin needed help. I do not think that, dnd's I do everything except casting fireball class
Aintnoway the word bonk is in the official rulebook now
It's just a summary someone wrote for an article for dndbeyond
It's not, that's just one writer using flair
I would hope and be disappointed.
whats wrong with that?
@@CooperAATE sounds like it should have been how they wrote the whole book to make it feel fun to read
The reason they havent reworked ALL the subclasses is because they will eventually rework and resell them to you in more new rulebooks later
Lol probably a subscription, "Get used to not owning your subclasses" lol jk - I hope 😂
Not true, they also want to make Artificer enjoyers cry. It can’t be all business all the time.
Yeah I'm really disappointed people are falling for the corporate schpeel. They *will* rework old subclasses, this isn't for comparability sake it's so they can sell it to you later. I wish they had just included everything made up to this point in the books as an act of good will after their abysmal last couple of years but they gambled on the community being too blinded by new shiny thing and I guess they were right. As it stands, the buzz of new books means people will go and find old books to plug in to 5.5e, then later they can resell those old books as "revised" using content they've probably already made.
@@bye1551 You do understand that their JOB is to sell books? 😅
@@legitdragon6202been using D&D beyond because I like the formatting better then other sources and I have most of the stuff through content sharing anyway, but when they start trying to resell all the subclasses we already had I'm donning my straw hat, pulling out my hurdy-gurdy, and setting sail for 5e tools lol
Barbarian really feels like a juggernaut and Fighter really feels like a tactician. They did a great job refining the class identities for those classes whilst also bringing up their base power levels!
The min/max is going to go so hard I can't wait. Going to make Champion even better? Hell yeah brother.
@@TheBiomedZed meanwhile Ranger: Tasha.
- What?
Ranger: I got Tasha.
- Uh... That's all?
Ranger: basically.
-.... That's rough buddy
Don't know why "some people" want to make this about Ranger, but relax y'all. Ranger has been underrated since day 1 of 5e & the people who actually know what they're talking about/have the book say it's looking fine.
I've been playing a Drakewarden Ranger that's themed around polearm mastery and is basically Zhao Yun from dynasty warriors. It's been a total blast. Zephyr strike, weapon mastery abilities, polearm mastery bonuses and oppurtunity attacks, drake reaction imbuements. Feels awesome, like I'm able to have massive impact attacks or spread load damage to tons of targets in cool ways
@@malmasterson3890 Because buffs don't actually get people attention, but the smallest possible nerf will make them shriek in rage.
Betting on it right now that "horse girl paladin" or some variation thereof is gonna be the next big meme in the D&D community, it'll be a veritable stampede of horse memes
>Horse girl palatwink
As if I didn't have enough reason to nuke paladins as a wizard/sorc already.
Seeing Jacobs kid in the ad threw me wayyy off. I was on vacation when I saw his child for the first time in one of his vids, and here I am again and shes grown so much i feel old dear lord
"But... she's _supposed_ to be baby!"
Paladin has always gotten a horse.
@@fatbean2000 ...what does this have to do with baby?
@@fatbean2000unfathomably based
@@him1465 I put in the wrong spot my bad.
Jacob going monke mode after seeing the rogue's sneak attack options is absolutely golden lmao
Mikes an excellent writer. Keeps attention, makes cultural references to demonstrate how a feature works, clearly has enthusiasm for what he’s explaining and shows how a class synergies with allies. This is how you should teach dnd.
HELL YEAH
problem with cultural reference is that not everyone has the sae culture. Or knows the reference. Monty python is not a universal example. Its fine for the post but an entire book written by mike would be hell.
It's probably not applicable as a universally good way of writing and explaining rules, but for a big part of the target audience it's a fitting style.
@@madmanwithaplan1826you're right. I think it's just refreshing to have a marketing article written by someone who actually gets the culture.
@@madmanwithaplan1826 This is why localisation can and should go beyond mere translation.
“Hmmm… what talents can you offer to the party?”
Paladin: “Horse. Take it or leave it”
My real problem with smite being a spell is that is can be counterspelled, and some fiends are immune to spells under a certain level. The bonus action smite is the real kicker on top of it.
My real problem with smite being a spell is that you can't smite while concentrating on, I dunno, shield of faith or Bless or protection from evil and good anymore.
@@Y00bi yes you can, Divine Smite isn't a concentration spell. Many of the preexisting Smite spells aren't anymore.
@@hearforthemusic9814 If this is true, none of them should be, honestly. Can you sue any smite when you hit or is it just Divine because if it's any smite and none of them have concentration attached... then I'm actually fine with this change.
@@hearforthemusic9814well that’s good at least
@@Y00biYes the weird concentration rule, you know the concentration that lasted like 3 seconds? Was removed from all Smite spells. You just pump one in as a bonus action when you hit.
I love how it just starts off with BONK
Kendrick like that, BONK
I’m convinced that the Paladin was just a rough planning draft that they accidentally released. Divine smite did arguably need a nerf but they did it wrong.
Wizards don’t need a subclass for every school of magic. They really just need to focus on playstyles and thematic concepts
I really like the changes they did for Eldritch Knight. They're gonna be scary at high level. Say he's lvl 11, He gets 3 swings at a humanoid. First hit lands, Eldritch Strike makes them have disadvantage on their next save against the spell he casts. He forfeits his next 2 hits to cast Hold Person, and you have disadvantage! If that hits, he can Action Surge and hit you 3 times with advantage and auto crit!
This however, assumes Eldritch Strike is gonna remain unchanged. Either way, I feel like Eldritch Knight is going to be so much more interesting and fun to play. I hope they still get lots of feats/ASI so we can slap War/Ritual Caster ontop of him to really expand his magic potential.
EDIT: Okay, obviously Hold Person isn't the perfect spell. Just an idea. There's lots of potential with this Weapon + Spell Combo.
Very situational and wish fantasy combo, hold person works on only humanoids, your dc wont be that high as a figther, the creatures will have magic resistance if not just pass, you have not many second level spell slots and 1 shot at this combo with action surge. Very wishfulfilment , fantasy combo to work and then maybe miss with advantage.
Its better to just havea teammate hold person an enemy than trying to play second fiddle caster, its a team game after all.
Holy fuck my guy. It's literally just an ideal attacking situation that could already be done with a standard Metamagic Adept/Quickened Spell combo. Plus with that and a V. Human for the Feat, 3 ASIs mean you could easily have 20 Dex/Str and 18 INT, that and a Disadvantage on their WIS save means the EK has a phenomenal chance of this working out exactly like the OP wrote. Not only are you rude, you're just flat out wrong. @CyberPunkBadGuy
or simply getting a Booming/Green Flame attack *and* 2 weapon attacks every turn.
@@CyberPunkBadGuy 🙄
@brilobox2 I legit forgot about those when I was thinking about possible spells. I did consider Shocking Grasp, though, to potentially take away their chance of a reaction.
"DM, if I hit with sneak attack, can i use Cunning Strike and spend one of my d6 to find a horse?"
"I hate you."
Every Paladin always had Find Steed. You can swap spells every day, and the mount only goes away on death.
5e Find Steed / Greater Find Steed mounts actually didn't go away when you died. That's the 2024 version.
But at the same time, while available to Paladin, just a lot of Paladin players either used it the one time, or never at all. And even then, it isn't a magical mount like it is now, with its own stat block and features.
@@nm2358 The mount goes away on death. *ITS* death.
@@nm2358 I meant when they died, not the PC.
@@Vaelyhn okay, that's true
Hell, my DM has always rules that paladins can cast spells as rituals and that both Find Steed and Find Greater Steed are rituals. Basically gave us the new paladin’s steeds already.
As a paladin player jacob screaming “griffithhhhhh” is an accurate assesment of my feeings
I am glad I have already played Oath of Vengeance Paladin. The nerfs could make them on par with the improved Ranger. Fighter might now be the most powerful martial class.
@@nathanh2664 "Fighter might now be the most powerful martial class." oh no, paladin now can't be better fighter, ATROCIOUS.
@@nathanh2664 The nerfs they got arent that Bad, and i would say the class was overall buffed.
First of all Smite beign reigned in is somehthing i think is healthy for the class. Smite shouldnt be the only thing that a paladin is, a paladin is a holy knight first of all and their other features like a mount or an aura. The nerf makes it so the paladin have to choose what to do with their turn and makes it so smiting isnt always the best choice (honestly smiting all the time is probaly a waste of slots compared to a bless)
second of all one thing Jacob skipped was how a lot of Paladin subclass features have been buffed to not require any action s or bonus actions, like Vengance paladin can apply vow of enmity without as part of their attack and can freely switch it to another target after death of the first. Oath of devation and ancient has been simalry buffed. So paladins bonus actions arent as busy as they used to be (Pam will probaly not be good anymore for a apaldin but many feats have been reblanced)
And lastly in the ua a lot of the paladin smite spells have been very buffed, no longer needing concetration and having very powerful effects, simply trading damage compared to divine smites. These effects ranges from fear to stun at higher levels so you probaly will be better of using a smite spell then divine smite as they cost the same. However the should have keept the feature that auto prepared smite spells and allowed you to cast them once a day for free, was really nice compromise
@@viktorhermansson2284 It's not. Not because I don't think there was some criticism of smite as it was before, but because the overall result of paladin is that their best usage now is likely as just a half cleric with aura. Smite was what drove them into melee combat and made them an actual menace in battle. Gutting their main martial feature makes them a pretty middling martial and much more heavily encouraged to just be a cleric and spam stuff like spirit guardians.
@@TheEmperorGulcasa Fair enough. Mainly i feel like they really really should have keept the feature that gave them all the smite spells prepared and gave them the ability to cast them and smite once per day at its highest level avalible.
Otherwise yeah smite nerf hurts, i really like paladin. But when i think about maybe the nerf hurts opmisiaing most (With doing Nova rounds)
but in actuall play, you probaly shouldnt smite every attack and wait until the creature is low or a crit. Smite should guarentee a kill for it to be used otherwise i think the smite spells are better. As what ever they inflict is a whole lot better smite (as the worst condition in dnd is damage with a kill)
9:55 the War Magic change is a direct buff, it doesn't depower it at all. Instead of the old action cantrip + bonus action attack, you can use an attack action to attack once + cantrip instead of one of your attacks, then have an extra bonus action left over, at the level you acquire the feature. It intentionally brings the Eldritch Knight more in line with the Bladesinging Wizard's Extra Attack. As a Gish Enjoyer, it's a lovely change I was hoping EK would get.
Plus it scales with Extra Attack x2 and x3 at higher levels, where previously you had to effectively give up two or three attacks as a higher-level EK. So War Magic was really only great between level 7 (when you got it) and level 10. That always seemed like an unfun tradeoff to make.
Depending on target AC and your weapons and cantrips, extra cantrip damage at level 11 might not outpace another whole attack. But now you don't have to do the math to optimize; replacing one attack with Green Flame Blade or Booming Blade is always better.
But yeah, definitely doesn't depower it; I came looking in the comments hoping someone had already pointed that out.
Yeah I wonder why he called it a depower at all. If I were to play a fighter it would defently be a eldritch knight, seems pretty fun
As a long-time rogue player who's felt a bit stifled in their options (and has had a trend going of missing 50% of their attacks) the updates to rogue are so welcome it's INSANE.
divine smite being changed from a feature to a bonus action spell means a few things: only once per turn which is reasonable but it's now able to be counterspelled, and if a creature has immunity to spells it also no longer works. also it's cool that you can use it for unarmed attacks and all, but something niche like the barbarian/paladin multiclass is basically gutted because barbarians cant cast spells while raging.
also giving every paladin a horse is cool but just feels very pigeon-holey, like you get a free horse i guess i need to use it. wouldve been cool if we had gotten other 2nd level spells to be able to cast for free once a day like zone of truth, gentle repose, or warding bond, all of which would add a lot of flavor depending on how you play your paladin instead of just... you get a horse!
This isn’t a class review, this is a Mike appreciation post
Great another frightened effect to which most fiends and higher level undead are immune. Poor Paladins
89 out of 244 Fiends and 131 out of 253 Undead are immune to being frightened and the Undead portion are by far the largest demographic in the MM for that condition immunity. Frightened is also an extremely debilitating condition and a near 50/50 shot of it working at the WORST of times is still an overall huge win.
@@mackattack616 I am pretty sure you are technically right, but it's not what it feels like playing a conquest paladin to level 20.. Starting level 11 it seems like everything is immune. Getting another frighten ability feels super useless. Like I can not find any fiend over CR20 that can be frightened. and there aren't many between CR10 and CR20 either. It might be debilitating, but it is really looses effectiveness quickly. And the paladin gets it quite late, so it will only be effective for like 5 levels before it starts becoming a waste of an action.
@@MarcLucksch You won't meet anything over CR 20 that can be frightened the vast majority of the time.
And even so, at level 20 you are effectively the strongest paladin you can be as a conquest paladin. Seriously Invincible Conqueror is insane as a buff.
They really should have made the paladin feature that inflicts fear ignore the immunity of Undead and fiends.
still oine of the strognest classes in the game, ...
This video really reminds me of the time I challenged the authority of the high order of Galaria. Her paladins, standing guard amidst her temple, gathered around me. They cut off my escape, and though I knew my fate was sealed, I was resolved to fight until my last breath. If I am to die, I must die with honor.
I was then trampled by 7 horses, 2 cows, and a zebra.
"On lvl 5, I as a paladin get..."
"A horse..."
"To use in this narrow dungeon..."
"Very funny gods, very funny."
They do still get multi attack, I checked.
Buuut yeaaaah
What they should have done with the paladin is what they did with the rogue. Take out all of the other smite spell and just say you can remove a damage die to apply the searing smite, or the blinding smite ect.
i agree that they should have made smiting the main focus of paladin, and being able to to choose which type of smite you cast without having to have them prepared would have been great
@@ImSimmin honestly that is what paladin really needs, as i never saw reason to bring the other smites when i just divine smite anyway and at everything that deserves it
the other smites are just wasted spell slots in some cases whereas you can have zone of truth as a nice RP bit
oh but for backwards compatability they couldn't remove any spells, for all those npc stat blocks that use a smite spell /s
@@ImSimmin I think that's what's so bizarre about 2024 Paladin, its main features are:
Spellcasting
Lay on Hands
Aura of Protection
But one element that's been removed from Paladin is that direct connection to its martial combat prowess and its spellcasting - which was Divine Smite. Instead of leaning into that concept that Paladin could use its spell slots on a feature that isn't a spell, that's just the raw expression of the divine power that fuels their magic, they just made it into a spell.
And while spells can be cool, it is hard to ignore how forced the Smite spell design is with its casting time text or just how badly they scale on Paladin.
@@nm2358 why do Paladins get to be a special snowflake, smite is magic just like cleric spells.
So the Paladin not only got nerfed but got horse girled as a "consolation"? Damn, look at how far my boy has fallen. Pour one out for the Paladin
And what happens if you are playing a centaur paladin? What kind of steed could a centaur use?
@@reeceandben4876 a roomba
@@Demirmay this made me laugh audibly
The only hope left is for smite spells to be strong enough to make up for it. Not holding my breath though.
@@ODDnanref All of the Smite spells are now no longer concentration (with a few exceptions), and you cast them as a bonus action after you hit with an attack.
so when you land a hit with an attack, you can choose what type of smite you want to bring down on the enemy, this makes searing thunderous etc much better
The Paladin's Smite part of the article is missing a few key pieces of information, such as the fact that ALL smite-type spells (thunderous smite, shining smite etc.) are now bonus action spells applied once you hit, and are no longer concentration. Additionally you have all smite-type spells prepared all the time, and have one free use of them per long rest. Divine smite has basically been moved to the list of smite spells. So they nerfed divine smite a little but also buffed the other smite spells.
Yeah it sounds like they are trying to commit Paladin to “half caster” and being able to use spell slots for spells
Counterspell.
@@GrimHeaperThe counterspell was also harshly nerfed in the UA (and it was correctly received so we will have a similar version), so it is as much of handicap has its sounds like. Basically, new counterspell force you to do a constitution saving throw and you are blocked from casting the spell only if you fail it. You do this saving throw even if counterspell was cast at equal or higher level. Also you keep your spell slot if you fail your con save but still have your action wasted.
I like this bc my friends that have been paladins have always been hella strong, this makes them not as op, and makes them feel more like what you think of as a paladin, a holy warrior that can give aid, not a walking nuke
Idk man still feels bad in my opinion. I would previously be able to stack smites now I cannot.
God, a player's handbook written by Mike would help so many players, like young players, and cognitively illiterate (me) players
My big hope with summon steed was that they would see not every paladin would want a horse but feel forced to use it cause its free? Just add options of 2nd lvl spells you can pick and you gain it as always prepared and a free cast. Would do so much fir flavor and depending on oath could be rad to have free aid or 2nd lvl smite or some else
I'll take an ostrich
@@black_rabbit_0f_inle805 100% would too
Adding to this idea just quickly looking at the preexisting 2nd level Paladin spells having a list of options could've included stuff like: Aid, Gentle Repose, Prayer of Healing, Locate Object, or Zone of Truth. If they wanted to keep the spells to be (almost) purely non-combative then they still could've done that too with just Gentle Repose, Locate Object, Zone of Truth, and Find Steed. Having 4 options would've fit with there being 4 subclasses too (they could even include a recommendation choice for each one like the Epic Boon section of each class)
@@harbear6276 oooooooh!!! That would've been great! Zone of truth would be great for a justice seeker or investigator. Gentle repose for more priest like. Non combat spells to add to options would be great idea
I don't really understand the complaints for Find Steed and Abjure Foes, honestly. Abjure Foes is literally Turn Undead, but way better because it targets everything. It is a core part of the Paladin identity since well, forever. As is the horse, and I struggle to imagine a pre-modern setting where nobody uses mounts like Jacob seems to imagine. Personally I can't imagine not having some kind of mount, even if it is just a pack animal. I'm not opposed to it being changed out as part of the rules of a subclass, but these are the things I think about when I think "D&D Paladin." As well as things like Detect Evil. Maybe fewer people should be allergic to mounted combat?
Jacob when he looks at dnd memes: *I sleep*
Jacob when mike calls danger sense "spidey sense": *R E A L S H I T*
They did paladin dirty. Smite being a spell means it can be counter spelled and anti-magic aura affects it too, lol.
36:18 The ability for anyone to do 2 weapon fighting with their bonus action is still present. All nick does is let you make the second attack as part of the attack action rather than needing to use your bonus action. So a rogue, for example, can make 2 attacks thanks to nick and still have their bonus action to disengage or what have you. Similar thing for eldritch knight's war magic.
I think something that these articles didn’t always mention is how across the classes they made many abilities that used to require an action to activate either a bonus action or free! One example is Oath of Devotion Paladins can activate their Sacred Weapon for free when taking the attack action. Not only that but you get two channel divinity slots and later it goes up to 3. Now your major subclass features don’t require you to waste an entire round of combat setting them up so that you can do more damage later. You can jump into the fight and start swinging with your sacred weapon on the opening round. It’s absolutely fair to say that they downgraded paladins by making smite a bonus action spell, but we always knew paladins were overpowered, and their subclass features are now easier and more fun to use. There’s other stuff too, like how all of your auras are now one radius and new effects tack onto the aura. So much easier to track the benefits your party is receiving.
Yeah i feel like the nerf to Smite might actually be a good thing. It beign the most powerful thing int he paladins kit (argubally, features like aura of protections is probaly more powerful) Made the paladin into a one trick pony. When one option is the supiror option, it becomes the only option (still would argue that slot should go to a bless or sprit shroud).
Now when smite has been nerfed other paladin options might look more disarble as smite is equal to them.
Jacob makes it sound like you can never use the Ba lay of hands or other ba features as that blocks smite, but smite sitn something to use every turn and this should make that intent clearer. I think this makes the paladin more tactical in nature as now you have to grapple with wether you use your Ba for healing or smite while otherwise you would just heal when need be and smite, its now a sacrifice that might cost you your life or the enemys. He also forgot to mention that you get one free casting of smite per day which lets you cast more smites over an adventure
The article made a very terrible job of heighlightning some features that ofset the smite nerf such as the very buffed smite spells, which sadly arent auto prepared now (one of the biggest dissapointment in my reason) As they are kinda similar to the cunning strikes feature which jacob praised. You choose between pure damage or cc/debuffing. Smite should probaly be a built in machanic that has the diffrent smite spells as "Divine penances" that you get similar to when you get to spell but its functinaly does that.
So not only does the paladin get as you said more freedom to use their channels they also get some nice new toys inform of the smite spells. Also i dont understand what Jacobs problem with the steed is. Paladin has a lot of knight flavour and steeds are classic knight stuff. If you dont want to have an mount just flavour the steed as a loyal dog or gigantic spider (if youre a drow)
@@viktorhermansson2284 Exactly. Improving the game is not only done with buffs, but also with adjustments, like the changes to the Paladin. They've nerfed a feature of the class but made the class as a whole much better. In my opinion, I hope it remains a bonus action and that paladins have "spell slots" and not just "smite slots"; that they are a half-caster and not a martial class. But that's just my opinion.
@@smsdownload3426 Defently agree with you. I think instinctually players usally care more about power. They like to smash things and thats natural. (Kinda like how players in video games will "ruin" the game for the selves if the devs to prevent them). The Dm usally cares more about balance as they feel the brunt of unbalanced characters (making it harder to create challenging encounters).
Divine Smite a... spell? So now it can be countered by Anti-Magic Field or Counterspell.
Noice.
Counter spell was nerfed significantly, anti magic field should work though, even though its HIGH level for a spell itself.
Yeah, except Counterspell got super nerfed. You now get constitution saves against it and your spell slot isn't lost if you fail to cast.
Silence still kills Paladins though. Because if a competent enemy willingly drops silence on itself, like an arcane trickster, an eldritch knight or a bladesinger, they have killed the Paladin's kit while keeping their kit up.
I am open to correction: However the blade cantrips, catapult, ice knife and other spells still work under silence. Silence is the Paladin killer.
@@AntoineVello This "comepetent" enemy dropping silence on itself is just your dm being a meta gamer or a power dm.
Mostcreatures do not know silence, Silence is a bard and cleric spell and how often are likely do bards take that spell or how do og\ften clerics prepare it.
ANY COMPETENT ENEMY DROPS SILENCE ON ITSELF.
wtf is this? I guess every competent enemy is a cleric/bard myabe ranger with second level spell slots who took silence.
@@CyberPunkBadGuy Divine Sorcerers, Fathomless and Undying Warlocks get it too as do Shadow monks. Imagine being a paladin and most of your kit is gone when you're in melee with a shadow monk and if you run out to fight him at range he's simply better than you and you can't smite him.
The enemy could get a wand of silence.
And no I don't like giving bad DMs more options, because there's still a large set of new DMs who freak the hell out on seeing sneak attack and think that rogues are going to one shot kill their bosses forever, DMs will still freak out on their boss being hit with a smite and killed.
So thankfully I'm wrong about arcane trickers, bladesingers and eldritch knights getting it without a magic item. But they sure become paladin killers if they get one.
i really appreciated the efforts to let classes be more unique to the player, like the warlocks cantrip modifying invocations not just affecting eldritch blast. but then they showed off the ranger and now you have to use hunters mark or else
Cant wait for the live update where if you're playing on a virtual table on Beyond, you can pay 5$ to use divine smite AND another bonus action on your turn
I don't get it. Paladins always had access to the Find Steed spell at level 5. It's even a Paladin only spell. Btw getting Find Greater Steed with a Bard through Magical Secret is a pretty fun build.
so I think the reason Paladin feels so out of left field is because a lot of 2014 Paladin's features were auras, but now that they consolidated all of them into Aura of Protection, they had to fill the voids in the class table.
Paladins are supposed to offer the "knight in shining armor" trope/player fantasy, and every knight in shining armor very stereotypically has a faithful steed, which is why they gave the base class Find Steed.
As for Divine Smite, they more than likely reworked it for Paladin's Smite in a way that making it a "once per turn" ability still felt too strong because now it cannot stack with other Smites, and there has to be a reason for that.
Players: Hey, WOTC, can you close the marshal-caster gap?
WOTC: Absolutely not!
Players: Well, can you at least raise the rest of us to Paladin level?
WOTC: (grinning)Sure....
They absolutely have done a lot to close the gap, but what they'd done to Divine Smite & Favored Enemy is honestly terrible game design. Unless there is something really cool that we just can't see yet it seems that The Half-Casters are now the new punching bag.
@@malmasterson3890 Divine Smite nerf was 100% justified. Fighter and Barbarian are both damage dealing classes now, as they should be. Paladin was always "fighter, but better". Now paladin is still strong, but not as much anymore
@notsochosenone5669 I'm not saying that the Paladin didn't need a nerf somewhere, I just disagree with how they handled it. AoP was the truly broken feature on the Paladin that made it better than any martial, and making Smite a spell & a bonus action is just excessive. On top of that, if they didn't also nerf more of the broken spells in the game along with it then it's even more unjustified, but I guess we'll see come next week.
Stat increases coming from background instead of race is so good i love it
I think *some* racial buffs make sense, like better eyesight and such. But yeah most stuff will be more individual than that
@@BJGvideosyea I mean afaik stuff like dark vision is still based on species they’re not removing difference between species
@@BJGvideosYeah, some small racial bonuses are sense like Goliaths getting +Strength or something, but background just makes so much more sense, all things considered.
Its actually crazy how some classes become absolutely broken and paladin just recieves a nerf and a horse
Don't forget that any class that wants it can now pick up smite, now class dip needed! Eldritch Knight? Sure, take a feat for it! Swords Bard? Just gotta get to Magical Secrets. And so on and so on. So bad...
Yeah, I was totally fine with smite being once a turn... but why make it a spell and require a bonus action? The end result is they made smite once a turn... but in a really convoluted way that just stinks. Just saying it could be used once a turn would have been enough.
It's so you can't use it as a reaction. Truly one of the designs of all times.
@@transient_moonlight I’m not following you… it was never a reaction.
@@dungeondojo The point being that because of how it's worded in 5e "when you hit a creature with a melee weapon attack" that you could use divine smite as part of attacks of opportunity or any other reaction attack.
@@duelist301yes! Gotcha. I understand what was being said now. But, for me at least, that’s not a problem. In fact, I think using it on an opportunity attack is a nice niche use of it and isn’t the problem with smite as opposed to the nova round issue with it. Personally, I wish that were still an option. Thanks for the clarification:)
The epic boon of combat prowess is just the “You missed!” “Did I?” feat
the first few seconds I thought this was another bad homebrew video lmao
It is lmao
yeah, knockout reads like badly thought out homebrew
it's the kinda homebrew that someone thought was cool and strong, but is actually worthless
Mike didn't write the Paladin section, because he couldn't legitimately get excited about H O R S E. RIP Smite...
I think with smites, they shouldn’t need a bonus action but just be once a turn, and you can still use them on an AoO. As I understand, smiting on a AoO is now impossible because of the bonus action too which is big sad.
For clarity, the Nick mastery simply turns that bonus action attack you can always make when wielding two light weapons into "no action". It's instead part of your regular attack action, freeing up your bonus action for more stuff. It does not however(as some people thought, me included) mean you get to make an additional third attack as a bonus action.
I hope you do these for all the classes! Super helpful for me to understand what they’re talking about in the videos they’ve been releasing (and that I’ve been watching obsessively)
17:30 also fun fact since Divine smite is a spell it can be Counterspelled and Monsters with immunity to spells such as tiamat are immune to smites
So sorcadin becomes flatout a better paladin because they can subtle spell the smites.
19:00 see, here’s the thing: it has *always* been a thing that paladins have a mount in their class features. 5e was the first time they *didn’t* have a steed for free.
Also, I hate to give you the bad news, but the new options are not forwards or backwards compatible. A player can still run with a 2014 character, but if anyone else is using a 2024 character then rules for statuses and spells will be taken from the new stuff rather than the old stuff.
Yes, but he was specifically talking about subclasses. And in that regard, you can still plug in old subclasses into the revised classes and have them work fine since the levels you gain subclass features at remain the same, save for a couple edge cases.
@@MHAL in one of the videos WotC released about the new rules, they outright said what I did about character creation stuff
@@phntmthf5505 Yes they did. That said, throughout most of the playtesting process, they repeatedly emphasized that you could use old subclasses with the newer base classes. To the extent that they reversed an attempt at standardized subclass progression to make sure that remained possible.
So in practice, even when using 2024 rules for everything else, it is entirely possible to use the older subclasses with, at most, a bit of tweaking, as has been attested to by numerous tables during the playtesting period.
Granted, this has not been confirmed to still be the intent with the final rules.
5e Paladin also gets a free mount in the 2014 rules. It's just hidden in the spells section rather than clearly written in the class features so people don't know that they ge the free horse (as evidenced in this video and comment section).
@@MHAL the subclass progression *has* been standardized to a degree, now that all classes get their subclasses at level 3
Paladin was always supposed to be the gallant knight in shining armor on a charging steed. But the Summon Steed spell was pretty bad, so many players ignored it. Paladins getting it as a class feature with several pain points removed makes perfect sense. It also gives the Paladin an in-game Familiar companion similar to Wizards, Clerics, Rangers, Druids and Warlocks.
Most of the changes are so smart that it baffles me that they made a horse a core feature of the paladin, especially since they already acknowledged that people wanted paladin to be able to take on other playstyles, like being unarmed. It also alienates quite a few races whose whole shtick is their unique body plan that enables a unique playstyle, such as literally every race with a fly speed, centaurs, and some that just tend to lend themselves to other styles, like the plasmoid
I wish they had used a similar feature with the Paladin that they did with Rogue; foregoing a d8 in damage to add an effect, like Searing or Wrathful Smite.
As some others have pointed out, making smite a literal spell means it can be counterspelled, meaning their former class feature can now be stopped whenever.
I think making smite once a turn wouldn’t be much of a problem, but making it a spell and a bonus action is a pretty tough restriction
the bonus action part I agree, but counter spell got nerfed to the point that counter spelling a smite is only worth doing so on a crit *maybe*
@@BroKenYaKnow Still a problem with silence (has a verbal componet), as well as high level fiends (Tiamat as one example) that are immune to lower level spells.
@@GKplus8 The silence part does really suck, the smites shouldn't have components or at least paladin shouldn't have to use them.
But the other point, that's 2 monsters in a sea of like 1000. Because there's only 1 other fiend that ignores lower lvl spells and that's rakshasa. Definitely making a mountain of an anthill. Out of every actual criticism for what happened to paladin, that's beyond the weakest
Fighter: I get to controll the battlefield!
Barbarian: I get to dominate the battlefield!
Rogue: I get to controll the enemies!
Paladin: juan
I also love that Barbarians can literally just use their rage in the morning and keep spending a bonus action to keep it up forever. So they're just walking around SUPER PISSED
Mike is the best. It makes it so easy to understand with his little examples and quips!
Can my paladin's faithful steed be mobility scooter?
The path of conquest paladin I used to play would do great with an armored mech since I based him on an anime villain. I'd just need to establish his patron group as employing a lot of artificers (and uh...find a DM who would allow it)
Paladin auras all add onto aura of protection, which means a character can only benefit from one subclass aura at a time since the effect (aura of protection) share a name.
That's what YOU think! **homebrews**
Love the vid, IM SO EXCITED FOR CLERIC AND MONK :D
the paladin feels like that one wheel on the shopping cart compared to the others
Imagine a sneaky barbarian laughing as he comes up to you and slides your throat whith a laugh
"YOU DON'T SEE ME!"
Legit was my brother when he first started playing back in 2020. He wanted to play a sneaky Rogue who pickpockets everyone but insisted on putting his rolled 18 into Strength, so he later multiclassed into Barbarian! XD
Just like all Slashers intended, literally the perfect Jason Voorhees or etc
i think the Nick weapon mastery is "extra light" just for daggers. so shortswords can still make bonus action attacks, but daggers get the extra attack without using bonus action. this reads like the UA change idea for light making it part of the attack action, which i assume from this means they are not going ahead with. gives rogues a reason to use daggers for reasons other than throwing.
So far, I love the new warlock. Can't wait to see your take on it.
Paladins are cowboys now. Perfect.
Playing a centaur paladin makes the level 5 feature completely useless.
Paladin Barbarian multiclasses are dead. All of these changes are so unfriendly towards multiclassing. Just remove the rule from the book if they want people to stop doing it so bad.
Warlock and surprisingly Ranger are going to be popular dips. They are just unfriendly to the busted multiclassing with Paladins and Druids.
Bit of a noob here, what is limiting the multi classing?
@@kylee6051 Barbs can't cast while raging, so making smite a spell instead of a class feature means Barb/Pal multiclasses can't function.
Centaur paladins when they are told that they can now automatically have a mount at all times: 😐
They get a bigger horse
They get a free "escort" service ability for those lonely nights
I mean, so far nothing in the rules states a centaur *can't* ride a horse...
I'm not a paladin main but damn, they really did the pally dirty with this one; IMO if they wanted to limit the paladin to make just one time smite, they could have just added "you can only smite once a turn" instead of making smite a bonus action spell. Severely hinders the pally.
Re:Nick i dont think they're taking away the ability for offhand light weapon attacls entirely. Its just that for a dagger you get two make two attacks with a single action if you're dual wielding which i think is a cool change. Most of the time rogues I've seen end up dual wielding shortswords as they're generally just better than daggers so the archetypal stabby stabby dagger rogues in the art, never actually appeared in any campaign. This now makes dagger wielding a great option for sneak attack as you now get two tries with a single action and still have your cunning action always in reserve. Very fun and flavourful
Mike is the hero we needed in these dark times
GUYS GUYS GUYS WAIT WAIT WAIT - eldritch knight now replaces attack actions with a cantrip??? If you dip a level into warlock or take magic initiate, you could potentially just cast like 5 eldritch blasts in one turn OR 10 if you action surge. Holy shit.
Iirc, EB now scales with warlock levels, not global levels
*Thinking about minigun warlock
It can replace ONE attack per attack action. Its already a thing for Bladesinger, like exactly the same, but Bladesinger's Extra Attack caps out at 1 extra attack.
If they ever reintroduce the Hexblade, by Asmodeus Hairy dark Balls i hope that they get something similar.
Exchange ONE of the attacks for a cantrip/spell
@@transient_moonlight That was only true for the UA5 Warlock (the one that the community rioted against because they didn't like Warlocks having normal spell slots). By the next UA, Warlocks were back to 1-4 total spell slots per short rest, Charisma-only instead of being able to pick different casting stats based on your Pact Boon, and Eldritch Blast scaling off character level instead of class level.
Absolutely read the other classes your takes were great
Idk if it's only Jacob's presentation, but this has a really strong "How do you do fellow kids?" energy. I hope not the whole new PH is written this way.
I really like what you said about enhancing the core abilities of each class and how thats not really the case in the paladin so far as we can see. I acknowledge the need to maybe nerf some stuff in the paladin, but i really enjoy playing them (theyre the class ive been playing as the longest) so its a huge bummer to see this update. Really wish they wouldve kept the same energy that they put into the rogue when re-doing paladin, lotta stuff feels somewhat misplaced imo.
OG paladins are allowed at my table still.
The eldritch knight's reworked ability would actually scale better than its previous iteration, especially if you have a light weapon and can make an attack as a bonus action anyway
I'm glad I'm not the only one who thinks Paladin is getting a gigantic unnecessary nerf... The party I play with thinks it should have been nerfed even more....
If you keep your long hair when your like 50-60, you are seriously going to look like an old wizard and I hope I'm still here for that lol.
Excited about Fighter, Barbarian and Rogue. Sadly Rangers and Paladins got the Bob Barker Treatment.
Yeah, check out Monk. Monks are even worse than before and they never were good to begin with
@user-hc7dj8xi4k monks got worse. But I heard that they're just dancing bards now.
@@user-hc7dj8xi4k Monk did not get worse in the playtest, they are literally the best they have ever been??? Have you read playtest 8 or?
@@benmills4358 They did not get worse, we haven't even seen the official release version of the 2024 monk yet. Where are you getting this idea from?
@@user-pi8pi3wj7h ok, what I've read was UA6. So maybe, maybe, they were buffed since then. But I won't believe until I'll see it by myself
Aw yus was waiting for this
Hope you go more into the subclass changes in the next video, they’re why I came to this one. So many cool changes, like making a champion fighter an actual cool character to play!
Yeah trading Sneak Attack dice for tactical options is cool and all, but you can't spend your SA dice to conjure a horse so at the end of the day is it even worth it?
Smite being a bonus action feels incredibly painful. We will have to see how it plays but I suspect I'll homebrew it back to a free action...
Honestly most people i've seen saying smite will be homebrewed back to base 5e at their tables, except with a "only one smite per turn" as that is clearly the reason why they tacked on the cost to begin with.
3:52 "Especially the wizard", indeed (as Davvy Chappy would say). Wizards have 13 subclasses in 5e (the 2014 PHB had 8), so having only 4 subclasses in the 2024 PHB is definitely an underrepresentation (pretty much the same for cleric, with 7 subclasses in the 2014 PHB and 14 overall in 5e). It's not that bad since it's confirmed you can still use previous 5e subclasses with the 2024 PHB classes, but it's still weird.
thank you for your review. honest reactions and thoughts.
the bonus action smite thing is definitely a big mechanical nerf unless Smites are somehow super strong now, but honestly that doesnt bother me as much as warping the class identity with this weird horse thing. Like thats what Paladins are now, "holy warrior that smites foes with the power of their patron deity, and also has the power to summon horses for some reason" You cant play a Paladin without being "the horse guy" unless you intentionally nerf yourself by ignoring the feature. Bizarre, bizarre choice to make it a default feature of ALL Paladins.
Just going by the UA Divine Smite the spell has no spell slot level limit nor does it have a damage cap so as far as I can tell you can Smite with a 9th level spell. So that is 10d8.
Yeah, the horse thing turns me and a lot of people away from paladin, forcing you to have and horse is dumb, it should be an option between some other features level 5.
not only that it forces players to try to work it into their PC and turns out a horse everywhere is not that great, especially in dungeons many times.
@@targetdreamer257If you waste a 9th level slot for 45 single target damage, you're probably doing something wrong
@@transient_moonlight never said it was optimal, also didn’t say better as a bonus action instead, just there is a possibility of casting at a higher level than the ‘14 version.
But let me put it this way as Paladin does anyone ever use spell slots to cast a spell or just burn them for smites? With the old Paly how many people would happily burn two 4th level slots to do 5d6 twice? What is the hit percentage for two hits so you could smite twice or the percentage of hitting once between two attacks for larger damage on the one hit? Does anyone ever cast any other smite spell?
I'll bet the answer is no because usually smite spells deal worse damage and use concentration even though every smite spell already uses your bonus action.
I mean they give find steed for free but you'll somehow complaining? I swear that most people already used find steed when playing a Paladin anyway lol. What were you expecting? buffs? The paladin was already one of the strongest classes in the game, and the reason for that remains unchanged. Aura of Protection IS THE PREMIER FEATURE for the paladin, not smites. As hurtful as it is, the nerf was obvious...
Yknow, the summoning aspect of the paladin does not sound terrible. It could be like “your faith to your oath has given you the ability to create spectral allies” or something like that, and you gain new class-specific summons or different summoning spells. It would refine the paladin’s archetype of “spellcasting tank” by giving you options for what summon will be good for what occasion. Then, you wouldn’t be limited to just…ghost horse…
A paladin with summons sounds kinda like Talion from Shadow of War to me. I'd be onboard for that vibe being brought to 5e
That tactical mastery ability the fighter gets is awesome, it gives every fighter a bit of the versatility the battle master has (and even MORE versatility to the battle master)
This is amazing. Please so this for all the classes
Man hearing you get so excited over martial changes reminds me of how staggering the gulf is between 5e and pathfinder 2e fighter/monk
For real check it out, it's UNREAL
We all know that the return of how to play class videos can only mean one thing: the remaster of "What kind of rouge are you?"
The barbarian options make me super glad. I recently finished Dungeon of the Mad Mage as a Barbarian (Ancestral Guardian) Fighter (Battle Master), focused on control with shield master and a battering shield. It feels SO much nicer to tank when you have a taunt and can actually move people away from your squishies, instead of slapping someone for mid damage then shrugging and saying "I hope he tries to hit me, I guess". Not having to dip into fighter for good maneuvers is great!
The hype is so refreshing
Other Classes: expanded old features and added new ones to add more versatility and custumization both in and out of combat
Paladin: HONCE
Paladins also got other features, you people are just hyper focusing on the horse part of it.
@@leonardhollsten8145 Most of the changes come via their spell list.
Yeahhh... as a DM and a player, I'm not using the new Paladin. I like some of the stuff they changed, but the Divine Smite changes in particular killed it for me. Never has Paladin being able to smite multiple times per round ever been too much for me to handle as a DM, nor any DM in games where I've played a Paladin or another player has. I'll just take the things I like from 2024 Paladin and retroactively apply those changes to 2014 Paladin in my games going forward.
I know Divine Smite is powerful, but I think it's such an iconic and fun part of the Paladin fantasy that I don't like the idea of nerfing it so heavily. I'd actually be okay with just not giving Paladin any Weapon Mastery because they have Divine Smite, and I feel like most Paladin players would be okay with that too. To anyone who thinks 2014 Divine Smite is too powerful, it's really not when you compare it to the power of full-casters. If you keep Paladin at roughly the same power-level, but bring the rest of the Martials up to a similar level of power as Paladin and full-casters, then I think that's the better way to go.
I'm probably just going to backport the changes I like from 2024 when it comes to most things tbh. WoTC has already burnt the bridge pretty thoroughly for me at this point that I'm done supporting them. Even beyond the OGL stuff they pulled, their recent releases have just been well below standard, and 3rd party creators continue to consistently make better stuff than WoTC's official stuff. I'll still play the system, because I do enjoy using it, but I'm not supporting WoTC or their products.
Honestly, as someone who has played mostly Paladin for the last decade? I frankly disagree. The class is objectively more well rounded and interesting now and the change to Divine Smite is negligible at best. People are saying that just the single act of moving it to a bonus action spell killed the class, but I argue if that's what ruined it for you, maybe it wasn't very good to begin with and needed to change? I will happily play 2024 Paladin. Seems pretty lit.
I for one agree entirely. The class identity is not about horse it's about being able to smite the unholy and deal out righteous vengeance. That should be the most important feature for the class and while I can understand some people having issues with it as existed this is way too much and as Jacob pointed out the changes are completely counter to the philosophy used with every other class of adding more variety and options instead of restricting down.
If you really feel like multiple smites per turn is too much then why can't you just add "Can only be used once per turn." problem solved.. requiring a bonus action AND it being a spell is overcorrection that opens up too much room for paladins to remain in the dust as the only class that just does 1 thing each turn while everyone else is changing the whole battlefield with each attack.
What wizard spell is more damaging than a paladin crit smite? Please tell me.
@@leonardhollsten8145Disintegrate, for example. Also, honestly, I don't feel like additional damage such as Divine Smite or Sneak Attack should be doubled on crit at all.
@@leonardhollsten8145 As someone already pointed out, Disintegrate, but much of the power of higher level spells isn't just from damage. Battlefield control, charming effects, and even just spells like Banisment and Polymorph can be way more devastating.
Even lower level spells can do way more damage than a smite by being able to affect many targets at once. Sure, you can deal 50+ damage with a smite to a single target, but a basic Fireball could easily deal 25+ damage to 4 targets (or even more).
I also don't factor in crits because they're not overly reliable to be factoring into standard damage calculations. Spellcasters can also crit with spell attacks, and I have personally seen what a high level Inflict Wounds or Guiding Bolt can do on a crit.
If you'd like another example though of sheer round-after-round damage, how about Draconic Transformation, which gives you a 60-foot cone of 6d8 Force damage as a bonus action every turn while you concentrate INCLUDING THE ROUND YOU CAST IT, on top of 60 feet of Flying and 30 feet of Blindsight.
Don't even get me started on how a Bard can take Find Greater Steed and Draconic Transformation to not only give themselves a 6d8 force damage bonus action breath weapon, but give their steed one as well. That's 12d8 Force damage every round for just your bonus action and your steed's bonus action, only at the cost of a single spell slot, and it doesn't even require multiclassing to pull off.
I like that now each of those classes get to do more than just move and roll to attack each turn. Definitely will make those classes more fun to play
Dude, I literally came up with so many similar ideas when made my own homebrew subclasses. Being a tactician fighter with having a bonus to "decision making". A rogue with dirty tricks like pocket sand. I even allowed paladin to make unarmed divine smite. Funny how lots and lots of that stuff just makes sense and fits into an actual manual