@@RocKaFella57 I agree, it also sucked for multiclassing because the only viable option most of the time was hexlock. Now you can multiclass as a Archefey lock and still have melee.
I mean, Ranger is largely the same really. It's just annoying that they've made Hunter's Mark so much of a focus now. Compared to Tasha's it's still an improvement, just not as much as the Martials.
@@malmasterson3890Honestly in function it's probably better then it looks as from what I've heard hunters mark additives become a thing at level 13 or so and at that point the campaign has already ended so who cares
@@dylanthomas4208 I'm moreso referring to the fact that they changed out Favored Foe/Enemy with it. Ranger has always been underrated, and I think it'll be fine. It's just really clunky this way is my only problem.
@@malmasterson3890 I haven't checked the new feats yet. Are power attack feats from GWM and Sharpshooter still a thing? Because that feat on a hand crossbow more or less made up most of the power of the ranger to the point that you can ignore half its features and still be contributing more to the fight than your typical fighter or barbarian.
My two cents: 1) Divine smite should be limited to one use per turn. It was a right decision. However, they chose the wrong way to implement it. Which brings us to: 2) Divine smite should not be a spell, or restrict the bonus action - that way the barbarian multiclass and Polearm master feats remain relevant. Instead, it should just be applied once per turn, like Sneak Attack. This way, the balance gets improved, builds remain intact, and paladin gets to play the fun rogue mini-game - “find a way to attack out of your turn to apply more smites”. Profit!)
If they were so dead set on making it a bonus action, I really wish they had kept the UA version of Paladins smite, where you have All those other smite spells prepared as well, with a free casting per day. At least then it would feel like they were being more honest with you that divine smite is now just one of the smite spells. Instead, it feels like they're telling you a half truth with the purpose of obscuring what all the smite changes mean.
I don’t want to smite every turn. I don’t even want to smite most turns. I want to smite when I crit or when I think an enemy’s JUST on the verge of going down (which, sadly, makes Great Weapon Master redundant now).
I think if your only two problems are that you can't multiclass into barbarian and you can't use one of your features In a specific feat then it's not such a big deal. If you want to attack multiple times then get a Nick or Cleave weapon. And if you want to deal extra damage with your barbarian mutliclass into rogue
The new wording says you can smite after you hit with a melee weapon, not a melee attack. javelins, spears, handaxes, light hammers, all qualify for smites. Also, they never went into any details regarding how crafting spell scrolls works, but if you have travel days, you could potentially craft some extra smite slots. Find Steed options in the UA had some cool Bonus Actions they could do once a day
I like the find steed change. I always use it, cuz like, free animal companion really, and I always flavor mine after like a sabertooth tiger or a guard drake. And usually I prepare it, cast it, and then unprepare it at the first opportunity and only take it back if it dies, essentially, a hassle. Now it's what I do, but easier; big win.
I know Artificer was added as part of Eberron, but I feel my biggest disappointment with the new PHB is it does not include the Artificer. They have put optional subclasses in the DMG before, perhaps they will put it as an optional class in the DMG to make sure it is optional for those games that don't want it.
The funny/crazy thing to me is with Fizban's adding Dragonnels as optional mounts for Paladins using find-steed I was 100% going to build my 1st Paladin aroubd mounted combat just to be a Dragon-Knight lmao. Edit: Also yes the point of the 2024 rules are to just replace the core books- you are intended to be able to use the older 5E subclasses. The updated subclasses are mostly them giving the original subclasses a face-lift.
I just wish they made it once per turn but kept the 2014 rules. I assume they just wanted it to be identical in theme to the other smite spells idk. Also rip Polearm master and sentinel Paladins
@@dylanthomas4208 they are a part of the Paladin Smite (actual name of the feature) feature now. It's just that all Paladin Smite does is give you all the smite spells.
This could've been fixed if they made barbarian just unable to concentrate on spells. But tbh they really just shouldn't have made smite a spell at all
Hex Warrior built into Pact of the Blade now. Part of their goal was to keep backwards compatibility. And while I don't think it was done seamlessly you _should_ be able to just plug most subclasses into the new game though you might have to move when they get the subclass perks around to fit the new model. And considering how many subclasses are missing, especially for Wizard and other classes that normally came with a lot of base subclasses, I wouldn't be surprised for them to have supplements on the roadmap similar to the "Complete Arcane" from 3.5 to fill in a bunch of the missing subclasses with the new ruleset.
I absolutely agree about being excited to play DnD / tabletop games. It's gotten to the point where I get bummed out not being able to play a TTRPG with my friends, when they want to go play an MMO or other video games instead. We only play DnD once a week.
I just got done with a campaign playing as a paladin and I cast Find Steed twice - once as "ooh check me out I have a horse now" and once to just send the horse out as a distraction for some guards. And then I got Greater Steed for the last session again as "ooh check me out I have a gryphon now". 5e does not do mounted combat well, and I doubt 5.5 is going to fix it
According to Crawford regarding the reverse capability its only regarding adventures, you can play a 2014 character with the 2024 rule set, but you cannot play a 2024 character in the 2014 rules, it breaks the game with the changes. So take that for what it is.
You can ignore Find Steed as a 5th level feature if you want but I think the reason they put Find Steed as a paladin feature was to stop Bards from picking up Find Greater Steed before Paladin's could cast it. Now that Bard would have to pick up at least 5 levels of paladin first. Also the new Find Steed scales so it can fly when you use a higher level spell slot. The thing I'm excited about with 2024 paladins is them being able to pick up two weapon fighting, and the nick weapon mastery means they can seamlessly dual wield and still cast the smite spells Speaking of which, a lot of the smite spells saw improvements in the UA that will probably make it through in some form in the new PHB So the way that new Rogue's Sneak Attack can be used to do cool things by dropping some damage die, Paladin smites can be used to cause different effects, like frightened, push/prone, blinded, set them on fire, essentially faerie fire on one target with no save There's some things that stink like not being able to use Polearm Master well with the smite spellls But the paladin is going to do fine
100%, a lot of people are saying this killed the class, but it's hard to kill the best frontliner in the game when they still have their best feature 100% in tact. I do still think it was a poor design decision on WOTC's part to nerf Divine Smite this hard and make it so clunky. That being said it's still gonna be in a fine position with the new Steed, Smite spells, and Aura of Protection.
Unfortunately Find Steed is still a spell, the level 5 feature just makes it always prepared and gives you 1 free casting. Bard will still be able to pick the spell up with their magical secrets and upcast it to get more out of the spell than Paladin
@@casualPandy That's assuming Magical Secrets still works the same, which if it does it's braindead on their part. Bards shouldn't be able to take spells from the half-casters imo. We didn't really see Bard at all in the later stages of the playtest so there's no telling what all they've changed.
@@chris-the-human Sure, there is totally the chance that they just completely removed magical secrets or changed how it works; however, magical secrets in playtest 6 was wholly better than the old magical secrets. It just added the arcane, divine, and primal spells to your spell list after level 10. There are some features that were never seen in the playtest, so that's totally possible that they remove or give us a version that we've never seen before; however, most of what we're seeing on the 2024 phb versions of the classes are straight from a playtest: divine smite being a bonus action spell and the level 5 find steed feature for example are straight from playtest 6 with nerfs to the divine smite in that playtest.
Swashbuckler Rogue not being in the new book makes me so sad, we were starting a Pirate campaign just around the time the new books come out and I was so excited to play the new Swashbuckler in the new edition. Now I've gotta figure out another class or Rogue Subclass to be ;(
Honestly i think the new paladin is pretty much fine. Yes, An incredibly powerful ability got a nerf. But literally everything else in the class got buffed around it. our paladin in our last game almost never used his bonus action for anything and pretty much every round was using it to make his cloak billow. The paladin mount is probably going to be pretty awesome. I think we're getting free casts of Smite. this is a slight nerf for an overall buff to class *and* subclasses.
people love to overlook find steed on paladin because Bard made better use of it faster. But that spell basically gives them a better find familiar. Paladin being able to cast it once a day free will make sure people see just how good it is. even the warhorse option can put it a lot of work even if you don't wanna use it as a controlled mount. and paladins can buff it alongside themselves.
I don’t see why getting Find Steed is such a big negative for Paladins. Paladin’s are white knights and that’s part of the fantasy of a Paladin. If you are just a Devotion Paladin then yes white knight on a horse, if you take Oath of Ancients you can summon and ride around on an Elk, an Oath of Crowns from a desert nation riding on a camel. You can summon more than just a horse, if you are a small race like halfing you can summon a mastiff to ride on. It’s just positives and of course if you don’t want a mount you don’t have to do it, it’s there if you really need it plus actually will encourage people to use it because not everyone uses the summoning mounts other than find greater steed. Only downside to Paladin is the new way they did Smites, just not a fan of it at all and I’m not a fan of nerfs. I don’t see the point in nerfing something in a TTRPG where all you do is fight against monsters the DM controls, DM can build their encounters around those powerful builds and know how to counter it. No reason to depower a class that isn’t going PVP with other players. If they wanted all they had to do was make it like sneak attack, just on your first hit you make and then takes a spell slot for how powerful you want it to be and then tie all of the different smites into it so you can choose to divine, thunderous, searing or wrathful smite every turn and it in turns buffs those other smite spells that players don’t often use. I’m still going to try and give it a chance and see if I’m just overreacting.
For Jacob. Have you ever considered doing a discussion video with TieflingMellissa after the dnd 2024 reveals are over? Think your shared insight and wit on the changes would be informative and entertaining 😁
My two cents...divine smite should be like the artilerist ability...expend any spell slot to deal 1d8 extra damage..and the damage increases by 1 d8 at 5th, 9th,13th and 17th level. Stops the nova builds from a small paladin dip but keeps up the smite damage for those who go full paladin....also it allows for all the multiclassing combos
All Paladins can summon a pet but you have to be a specific Ranger subclass to get one. And Druids get find familiar with a time limit… I like a lot of 5R but this is weird
I agree that's kinda weird, definitely rangers should have found familiar for free, but who knows maybe it's a spell you can pick as a ranger or you could get It with the magic initiate feat.
Ive been thinking lately id love to play a warlock who is trying to spread knowledge of her patron, who sounds totally sus and evil but is actually trying to do good lol see how the other players interact with it
New Archefey and Great Old One are almost completely new. In the 2024 version He can now play a Fiend Warlock with Pact of the Blade and it should be just like his cursed sword guy.
I’m more bothered by the fact that paladins get divine smite at level one. because thanks to the Unearth acarna, divine smite does nit max out at 4th level spell slots. Meaning any full caster can divine smite better than full paladin and it’ll only cost them a single level dip. And considering they have talked on and on about preserving class identity I find this a problem
It may be a spell but Paladins don't get them until they hit level 2 still. But I agree about the "other classes making use of its ability better than it can" thing. It's literally the reason they made it so Action Surge can't be used to cast a spell.
@@PandaKnightsFightingDragonsThat's the most baffling part about this. It's like they're literally targeting the half-casters this time around. They can't bully martials anymore, so let's make Pally & Ranger super clunky.
@@storysmith5626 It's a level 2 feature where you get Divine Smite always prepared. However, if it's added to the Paladin spell list, then that would mean you could choose Divine Smite as one of your spells at level 1, since that's when Paladins now get their spellcasting feature.
Okay paladin getting free horse is not bad tho. If you want one use it otherwise dont. Personally all my paladins used one cause find steed double spell effects for you and horse is so cool.
It’s the fact that Find Steed being a *core ability* makes it not good. It was a spell for a reason because it would be there for people who wanted it or not, and it’s not building on anything that the Paladin is good at. If you decide not to use it as a player than you might as well have just taken a level and not added any new features. If a class has an ability that’s divided between the community and the consensus is “just don’t use it, then,” then there’s already something wrong with it. Your MAIN CLASS FEATURES should be something you ALWAYS want to use. It’d be like telling people to who play Rogue to not use Cunning Action if they made a change for it only being allowed every other turn or something.
@@dracoflame33 I love how dumb this comment is. That's because you don't fundamentally understand how the Paladin has been linked with its horse. They're trying to bring back and crystallize that identity. If you know even basic optimization, you would understand why everyone grabs find steed. Mounted combat IS that good. Find steed and cunning action is a false equivocation. Cunning action is and has been core to the rogue for 10 years. It is something people ALWAYS use. A better example would be blindsense. How often have you used blindsense on the rogue? Rarely? Never? Yeah. That association is not intuitive. They're putting it in the core class to make it clear, yes, this is the class identity. If you don't like it, you should have participated in the playtest. Everyone's telling people like you to not use it if you don't want to because they're coddling you for being unreasonably angry. If you don't understand design, that's fine but don't shake your fist up in the air and cry the Paladin has been massacred being oh no divine smite and find steed when the biggest problem is the aura of protection and how big of a buff it is for a party. The paladin remains the same and abjure foes are a huge buff to it, along with getting more channel divinity. In 10 years, you'll be begging them to bring back faithful steed because you associate it with the Paladin. Identities change, associations change. Grow up. Besides I'm sure everyone has pointed out that they needed to find a way to prevent the bard from taking it. Which is also why Paladin's smite is a feature.
@@nikcantsnipe thanks for finding my other comments entertaining enough to go replying to them, I’ll defer you to one I just posted on your comment stating my main gripes
@@dracoflame33 I found op's comment actually pretty decent. That's why I was about to comment on it. Then I found you, again, commenting on it. That's all. It's neither interesting nor well thought out. Also every time someone complains about the AC of the horse, I feel like they forget barding is a thing. Any halfway decent DM will hand you barding.
Never used the find steed spell before with paladins so giving me a reason to look at which mounts are available beside just a horse so I can make a really cool knight
What was the name of the game that you guys were talking about for the majority of this first part? Was it destiny because you never said the game and now I'm very confused
The First episode of the podcast is watched was back when I was playing Elden Ring for the first time when it launched. It’s two years later after I beat the DLC. Jacob is right…it’s haaaaaaard
btw hot take Hexblade is the worst thing that happened to Warlock. Its ability should be in a core class, in core hex, in the boon of blade and invocation. Most of it - besides this stupid specter. That's a nice idea of ability. The wierd ability for a melee mage warrior. Maybe something for Undead/Undying? (that's a hot take too but..) I like that we have fewer subclasses in 2024 BCS they have time to give you the most iconic and best working options now and change the rest. Subclasses for some classes (like Hexblad) are just your in-game options to make your class work properly. WTF? Just make this class WORK GOOD. And I hope that new invocations, feats, and spells will do this. We will see.
I agree. Hexblade is bascially just there for power gamers. Didn’t really have any defining features other than being able to use medium armor and charisma for your weapon when Pact of the Blade exist for all warlocks. No one ever uses the Shadowfell, the weapon is my patron either they always flavored it as an actual patron. I’ve flavored a succubus being my Hexblade patron because I wanted the Hexblade benefits for my Swords Bard multiclass I was doing instead of Fiend benefits when Fiend is probably my favorite warlock subclass because I wanted to optimize. Like there’s not much reason for other Warlocks to take Pact of the Blade over the others other than Hexblade so have a Fiend, Fey, Genie give you a cool weapon if you wanted to do spell and sword
@@ericgropuis just in my opinion hexblade is for warlock something like new ranger with hunters mark if they make new subclass that will make this spell without concentration. Like... It should be the base line.
Everytime I chit chat with Jack on Elden Ring, I get the completely different perspective on what a wall is for melee. Playing a caster means that half of the boss list I can clear in a matter of 3 or 4 tries with a summon. Meanwhile it's been taking yall a hot minute for em! The instant contrast is hearing how easy yall breeze through dungeons or levels, while 1 room with 5 fucking meat dumpling assholes takes me over 13 tries to clear and also keep half my mana for the next room. Shadow Keep was my absolute bane, so I took out my rage on Messmer lol
I genuinely don't see why people are crying so hard. After everyone rolled their eyes at crossbow expert and polearm master for being the go to feat for nearly a decade, they made it so that those things can no longer be used. Are people really forgetting all those Hexadin builds that dipped two level of fighter for action surge? Divine smite was overpowered. You still get a free smite once per day. Also, you can just... Not use the horse? It just made me realize how little mounted combat is utilized or understood by the community. If you don't like it, you don't have to use it. It doesn't automatically give you the horse. Just an inherent ability to summon one. It was to prevent Bards (and clerics in the early play test) from gaining access to the find steed and smite spells. It works out fine. Once per turn is an ok compromise with smite but sadly it would do little to stop polearm master. Going into the play test they made it very clear that the new classes were going to incentivise taking more levels into the class and not multiclassing. If you didn't like it, you should have taken part in the playtest and made it known. Why should your barbarian/paladin multiclass work?
@@dracoflame33 I have literally played a paladin in both a long running campaign and two one shots. That's not including the soradin/sorcadin that I played 4 months ago. Please stop with the projection.
@@nikcantsnipe if you’re telling people to just “not use the horse”, a core class ability for the new Paladin because they don’t like how it works, then that’s where I think the fundamental flaw lies in it. I’m fine with Divine Smite being once a turn. I’m fine with divine smite being classified as a spell; if an enemy spellcasters wants to counter spell my extra 2d8 damage, that’s fine, let my wizard Dominate Monster them, then. The problem is the *bonus action* requirement of it that is just insulting. They could have flavored the smites like the Rogue’s new features to give up Sneak Attack Dice to fun extra abilities, but all Paladin gets is *”You get one free use of each smite a day.”* And going back to the Steed, I personally don’t like it because further levels of the class don’t *add* to the feature. There’s no fun ways to play with the mount specific to the Paladin, no new fun abilities it can use like other classes seem to have with their abilities. It is admittedly a stronger mount compared to what it was before, but only at the level it is. Why aren’t there features making the mount stronger or focusing on the mount at higher levels if it’s a core ability? At higher levels outside of just casting the spell with a higher level spell slot, what does it afford? What will the mount be good for at higher levels? 12 AC and 25 hit points at minimum means that thing is going to die in one or two hits, and using a 5th level spell will get it 55 hit points and a 15 AC; admittedly, I will say, it is nice because it doesn’t dissapear and lasts until you dismiss it or it dies, but at the level Paladin gets 5th level spell slots-well we just go back to the problem before that it’s just going to die in one hit. Now you might just say “take the Mounted Combatant Feat for optimization”, but does that not lock Paladin into a specific play style like it was before, where people were taking Sentinel and Polearm Master because it was the OP, “optimized” way to play Paladin? What if someone doesn’t want to take Mounted Combatant? Well now they’re playing the class less effectively by combat standards.
@@nikcantsnipe Damn, actually put effort into making an argument after an admittedly poor joke, and this is what we get? Well, I hope you enjoy the new Paladin at least, bud, even if I probably won’t.
If I were to redesign Smites, I'd make give them an action casting time but have you make the attack as part of the spell. Then Paladin could have the ability to make additional attacks whenever they cast a Smite, with each one getting the damage boost from upcasting. Stops you from stacking Smites or using them on every attack while still giving the Paladin something unique and freeing up their bonus action for other features like the updated Lay On Hands
I will say that a LOT of the other paladin features have been made so much better, especially channel divinity. Find steed is take it or leave it, but i think there are a lot of good changes of Paladjn
@@dylanthomas4208 reducing divine smite to once per turn was a painful but necessary nerf. If you look at the work that optimizers like treantmonk have done, you will see that the 2014 paladin was the strongest martial class by a country mile, so the nerf was in my opinion a good thing. In addition, it allowed other features that paladins have to be buffed to make them more viable. The bonus action cost for smites does suck but features like the devotion paladin’s sacred weapon can now be activated as part of your attack action, and from what crawford has stated, it seems this design philosophy has affected other buffs throughout the game, meaning the bonus action requirement for smite will definitely hurt a lot less than it might appear. As much as I loved smiting multiple times per turn, Paladin will still be a good class after the 2024 phb is released.
@@tommy6691 Yes because it was the only martial class that could keep up with casters in anyway s I frankly the other martials should be using paladin as a benchmark not dragging it to the dumpster with the rest of them as the new buffs are little more then ribbons that reduce the class to a worse cleric
@@dylanthomas4208 look dude, i understand you’re upset, but completely disregarding the other features is a little disingenuous. The paladin if anything is better at sustained dpr than it ever was thanks to weapon mastery. Also changing a buff from an action to a part of the attack action is a huge buff, considering that most combats only last 3-4 rounds, thats essentially increasing your damage over the course of an encounter by 25-30%. The martial/caster divide is still a concern, but I think the game is in a state of better balance now than in 2014, and that the divide has been shortened a fair bit.
Jacob keep ahead of Spencer in a manga challenge level: impossible. Also, Paladins being horse girls has always been a part of their identity. The class's origin is a knight in shining armor astride a steed. Way back in 2e you'd hit a level and your god would come down and be like "Go do a thing and be rewarded with horse" it's always been there. And if you don't want your Paladin to be a horse girl you can just ignore the feature, the only thing you lose compared to 5e is the quality of Divine Smite which is completely separate from the horse you don't want. Other thoughts from later, they played with Divine Smite being useable on ranged attacks in the UA and dropped it because of 2 things, 1) theming and 2) ranged smites would kill melee paladins in terms of optimization (they also tried this with the Monk's stunning strike and had the same issues). Theming is also the reason cited for Paladin not being allowed to Divine Smite on unarmed strikes in 5e but I think they just looked at Monk+Paladin and said no. Also also, it bugs me that this keeps coming up. The Cavalier is not a mounted subclass. It might be themed that way, but mechanically it is an MMO style tank. It has 3 features that interact with a mount, 2 are generic "... another creature..." abilities and the 3rd reduces the penalty for your mount getting killed under you and lets you get on and off easier. Having a mount gives you ways to use those "... another creature..." features if youre the only melee character in the party (but those require the DM to try to kill the mount, something that DMs generally shouldn't be doing to pets that can't be revived willy nilly), but the subclass gives maybe half a shit about actually being on the mount, hell those features technically have anti-synergy with the Mounted Combatant feat. Being mounted is generally powerful, but the Cavalier is no stronger when mounted than any other character. God I hate that they named this subclass Cavalier, its name is so misleading. [sorry i have really strong feelings about my favourite Fighter subclass]
I'd suggest yall look at the find steed and find greater steed spells. Horse is not the only option...its basically a supped up version of find familiar. You dont have to actually mount your "mount." Peryton is an option for instance
Do you know if the new handbook is changing the mounted combat mechanics? I Hope they do. It kinda sucks that you have more incentive to fight on foot next to your mount so it can use it's stat block to attack. Mounts and mounted combat is very situational to the campaign. 80% of my games take place in interior environments, like caves and castles that a Peryton, horse, and griffon could reasonably be useful. I worry this addition is going to boil down to most paladins using a Shetland pony and call it Trapfinder.
Plus I think most people Who have a problem that all paladins, get it are forgetting that every edition had paladins with fine steed as an always. So like it isn't anything if anything, this is just rebringing back the old paladin Like third edition had palaains, getting their special mount at fifth level
Pepper figured out the balance reason for Divine Smite as a Bonus Action immediately haha. It's a nerf, sure, but Paladin got more buff elsewhere. Im playing a 12th level Paladin now and im not upset.
@@hearforthemusic9814 No the concentration spell that paladin got to swipe from the cleric spell list and because of value that was fun is dead leaving nothing but a boring unfun husk
By the rules it can. Centaurs are medium sized and the steed is large. By common sense, since its magical there can be some excuse that can be used to explain how (meaning it wouldnt make any sense). In the playtest, it had 60ft of movement, 60ft of flight if upcast. Its a group game, if it has the same speed or it is slower than you, just lend it to your party members. Not defending the changes tho, cuz I dislike them too. Im just salty seeing that Ranger has it worse.
Yes and? Most people only dipped into that subclass for that feature. The other stuff was hexblade curse. The rest of the subclass was just ok. No one single classed it, it was always a subclass you dipped into.
@nikcantsnipe, it feels like people just want to be mad and honestly let them wouldn't wanna play in a game where as we hunt down the lich I hear you complaining about an ability you can't use anymore from what is essentially a patch
Despite dnd being your career, you guys seem to know basically nothing about dnd2024. Kinda wack. Warlock can now be a hexblade through The pact of the blade invokation essentially. You can use any of the 2014 and up material as long as it's not been rewritten by the same name in this new book, officially. Still have all of their old subclasses that were not rewritten in 2024. And yes you could theoretically use hexblade still, but at level 3
@@blackpeoplestorytime802 I just really do not like the divine smite being a bonus action on top of everything else. Once a turn *and* a bonus action is just redundant, isn’t it?
It’s a ttrpg not a video game which goes against other players. There’s no real needs for nerfs only just buffs. The players are just facing powerful monsters which the DMs have full control of and can do built encounters around a powerful character
Scout Rogue can do that as much as they want, so long as they have a reaction and the preconditions met. Fighters have to blow a resource to do so, making it more generally applicable but a bigger investment to do so.
People upset about the Paladin not being able to nova through encounters shows just how little they care about the game's health and just want to feel good because "lol big damage" is just so frustrating. Sure, we should enjoy the mechanics but at what cost? Do we just ignore all the good changes and get hung up on the fact you can basically remove one creature from the board in a single turn?
about halfway through the video Spencer crosses her legs and it took me a good minute to realize they aren't crossed, she twisted her legs in an unnatural way. Is this a normal thing people can do? I've never seen it before
The new ranger is so wrong. You're playing a Gish that can only benefit from using your concentration on hunters mark. You can do other things, but FOUR of the new Rangers vanilla class features would be made obsolete by not casting hunters mark. Just so that you understand, if you play a ranger and you are not using hunter's mark you will be gaining FOUR dead levels, Isn't it just wonderful that they have now given rangers spell casting a level one. 😒
Hexblade is basically baked into pact of the blade now
kinda hoping they'll make hexblades curse into a invocation
@@Mr_Hoppykwins As it always should have been. It was silly to only have one subclass competent in melee when you have a whole pact for melee
@@RocKaFella57 hexblade is cool. But the whole subclass is just an example how warlock with sword should work :D
@@RocKaFella57 I agree, it also sucked for multiclassing because the only viable option most of the time was hexlock. Now you can multiclass as a Archefey lock and still have melee.
Jacob ain't ready for the Ranger...
I mean, Ranger is largely the same really. It's just annoying that they've made Hunter's Mark so much of a focus now. Compared to Tasha's it's still an improvement, just not as much as the Martials.
@@malmasterson3890Honestly in function it's probably better then it looks as from what I've heard hunters mark additives become a thing at level 13 or so and at that point the campaign has already ended so who cares
@@dylanthomas4208 I'm moreso referring to the fact that they changed out Favored Foe/Enemy with it. Ranger has always been underrated, and I think it'll be fine. It's just really clunky this way is my only problem.
@@malmasterson3890 Oh yeah no it sucks it's just it could be worse as frankly I think the only real winners are the full casters
@@malmasterson3890 I haven't checked the new feats yet. Are power attack feats from GWM and Sharpshooter still a thing? Because that feat on a hand crossbow more or less made up most of the power of the ranger to the point that you can ignore half its features and still be contributing more to the fight than your typical fighter or barbarian.
I truly reccomend reading delicious in dungeon as there's so much content that wasn't able to be fit in the anime. Its amazing
My two cents:
1) Divine smite should be limited to one use per turn. It was a right decision.
However, they chose the wrong way to implement it.
Which brings us to:
2) Divine smite should not be a spell, or restrict the bonus action - that way the barbarian multiclass and Polearm master feats remain relevant. Instead, it should just be applied once per turn, like Sneak Attack.
This way, the balance gets improved, builds remain intact, and paladin gets to play the fun rogue mini-game - “find a way to attack out of your turn to apply more smites”. Profit!)
If they were so dead set on making it a bonus action, I really wish they had kept the UA version of Paladins smite, where you have All those other smite spells prepared as well, with a free casting per day.
At least then it would feel like they were being more honest with you that divine smite is now just one of the smite spells. Instead, it feels like they're telling you a half truth with the purpose of obscuring what all the smite changes mean.
@@MrSeals1000they did keep that
This is going to be the main Homebrew for sure. No BA tax
I don’t want to smite every turn. I don’t even want to smite most turns. I want to smite when I crit or when I think an enemy’s JUST on the verge of going down (which, sadly, makes Great Weapon Master redundant now).
I think if your only two problems are that you can't multiclass into barbarian and you can't use one of your features In a specific feat then it's not such a big deal.
If you want to attack multiple times then get a Nick or Cleave weapon. And if you want to deal extra damage with your barbarian mutliclass into rogue
The new wording says you can smite after you hit with a melee weapon, not a melee attack. javelins, spears, handaxes, light hammers, all qualify for smites. Also, they never went into any details regarding how crafting spell scrolls works, but if you have travel days, you could potentially craft some extra smite slots. Find Steed options in the UA had some cool Bonus Actions they could do once a day
Can't wait for my Dancing Bard to DIVINE SMITE~~
I like the find steed change. I always use it, cuz like, free animal companion really, and I always flavor mine after like a sabertooth tiger or a guard drake. And usually I prepare it, cast it, and then unprepare it at the first opportunity and only take it back if it dies, essentially, a hassle. Now it's what I do, but easier; big win.
"For when we start that second [Fallout] campaign at some point" WOOOO Yeah Baby!! That's what I've been waiting for! That's what it's all about!
I know Artificer was added as part of Eberron, but I feel my biggest disappointment with the new PHB is it does not include the Artificer. They have put optional subclasses in the DMG before, perhaps they will put it as an optional class in the DMG to make sure it is optional for those games that don't want it.
The funny/crazy thing to me is with Fizban's adding Dragonnels as optional mounts for Paladins using find-steed I was 100% going to build my 1st Paladin aroubd mounted combat just to be a Dragon-Knight lmao.
Edit: Also yes the point of the 2024 rules are to just replace the core books- you are intended to be able to use the older 5E subclasses. The updated subclasses are mostly them giving the original subclasses a face-lift.
The thing i hate most is divine smite is officially casting a spell. So r.i.p paladin/barbarian 😢
I just wish they made it once per turn but kept the 2014 rules.
I assume they just wanted it to be identical in theme to the other smite spells idk. Also rip Polearm master and sentinel Paladins
@RocKaFella57 I've only ever played one paladin, because it's just not the class for me. But the 2024 paladin is just not it.
@@RocKaFella57 Frankly they should have moved the smite spells to actually be apart of the smite feature rather then make the one good smite a spell
@@dylanthomas4208 they are a part of the Paladin Smite (actual name of the feature) feature now. It's just that all Paladin Smite does is give you all the smite spells.
This could've been fixed if they made barbarian just unable to concentrate on spells. But tbh they really just shouldn't have made smite a spell at all
Hex Warrior built into Pact of the Blade now.
Part of their goal was to keep backwards compatibility. And while I don't think it was done seamlessly you _should_ be able to just plug most subclasses into the new game though you might have to move when they get the subclass perks around to fit the new model.
And considering how many subclasses are missing, especially for Wizard and other classes that normally came with a lot of base subclasses, I wouldn't be surprised for them to have supplements on the roadmap similar to the "Complete Arcane" from 3.5 to fill in a bunch of the missing subclasses with the new ruleset.
I absolutely agree about being excited to play DnD / tabletop games.
It's gotten to the point where I get bummed out not being able to play a TTRPG with my friends, when they want to go play an MMO or other video games instead. We only play DnD once a week.
15:45 Its going to be the new Garden of Salvation
I just got done with a campaign playing as a paladin and I cast Find Steed twice - once as "ooh check me out I have a horse now" and once to just send the horse out as a distraction for some guards. And then I got Greater Steed for the last session again as "ooh check me out I have a gryphon now". 5e does not do mounted combat well, and I doubt 5.5 is going to fix it
According to Crawford regarding the reverse capability its only regarding adventures, you can play a 2014 character with the 2024 rule set, but you cannot play a 2024 character in the 2014 rules, it breaks the game with the changes. So take that for what it is.
You can ignore Find Steed as a 5th level feature if you want but I think the reason they put Find Steed as a paladin feature was to stop Bards from picking up Find Greater Steed before Paladin's could cast it. Now that Bard would have to pick up at least 5 levels of paladin first. Also the new Find Steed scales so it can fly when you use a higher level spell slot.
The thing I'm excited about with 2024 paladins is them being able to pick up two weapon fighting, and the nick weapon mastery means they can seamlessly dual wield and still cast the smite spells
Speaking of which, a lot of the smite spells saw improvements in the UA that will probably make it through in some form in the new PHB
So the way that new Rogue's Sneak Attack can be used to do cool things by dropping some damage die, Paladin smites can be used to cause different effects, like frightened, push/prone, blinded, set them on fire, essentially faerie fire on one target with no save
There's some things that stink like not being able to use Polearm Master well with the smite spellls
But the paladin is going to do fine
100%, a lot of people are saying this killed the class, but it's hard to kill the best frontliner in the game when they still have their best feature 100% in tact. I do still think it was a poor design decision on WOTC's part to nerf Divine Smite this hard and make it so clunky. That being said it's still gonna be in a fine position with the new Steed, Smite spells, and Aura of Protection.
Unfortunately Find Steed is still a spell, the level 5 feature just makes it always prepared and gives you 1 free casting. Bard will still be able to pick the spell up with their magical secrets and upcast it to get more out of the spell than Paladin
@@casualPandy well you simply don't know that
Because you don't know how bard's magical secrets will be worded in the 2024 phb
@@casualPandy That's assuming Magical Secrets still works the same, which if it does it's braindead on their part. Bards shouldn't be able to take spells from the half-casters imo. We didn't really see Bard at all in the later stages of the playtest so there's no telling what all they've changed.
@@chris-the-human Sure, there is totally the chance that they just completely removed magical secrets or changed how it works; however, magical secrets in playtest 6 was wholly better than the old magical secrets. It just added the arcane, divine, and primal spells to your spell list after level 10.
There are some features that were never seen in the playtest, so that's totally possible that they remove or give us a version that we've never seen before; however, most of what we're seeing on the 2024 phb versions of the classes are straight from a playtest: divine smite being a bonus action spell and the level 5 find steed feature for example are straight from playtest 6 with nerfs to the divine smite in that playtest.
Swashbuckler Rogue not being in the new book makes me so sad, we were starting a Pirate campaign just around the time the new books come out and I was so excited to play the new Swashbuckler in the new edition. Now I've gotta figure out another class or Rogue Subclass to be ;(
Honestly i think the new paladin is pretty much fine. Yes, An incredibly powerful ability got a nerf. But literally everything else in the class got buffed around it. our paladin in our last game almost never used his bonus action for anything and pretty much every round was using it to make his cloak billow. The paladin mount is probably going to be pretty awesome. I think we're getting free casts of Smite. this is a slight nerf for an overall buff to class *and* subclasses.
people love to overlook find steed on paladin because Bard made better use of it faster. But that spell basically gives them a better find familiar.
Paladin being able to cast it once a day free will make sure people see just how good it is. even the warhorse option can put it a lot of work even if you don't wanna use it as a controlled mount. and paladins can buff it alongside themselves.
CURSE YOU BAYLE!!!!!!
The VA was fucking killing it with those lines
I remember seeing a graph that showed about 70% of Paladin combat actions involved Smite.
I don’t see why getting Find Steed is such a big negative for Paladins. Paladin’s are white knights and that’s part of the fantasy of a Paladin. If you are just a Devotion Paladin then yes white knight on a horse, if you take Oath of Ancients you can summon and ride around on an Elk, an Oath of Crowns from a desert nation riding on a camel. You can summon more than just a horse, if you are a small race like halfing you can summon a mastiff to ride on. It’s just positives and of course if you don’t want a mount you don’t have to do it, it’s there if you really need it plus actually will encourage people to use it because not everyone uses the summoning mounts other than find greater steed.
Only downside to Paladin is the new way they did Smites, just not a fan of it at all and I’m not a fan of nerfs. I don’t see the point in nerfing something in a TTRPG where all you do is fight against monsters the DM controls, DM can build their encounters around those powerful builds and know how to counter it. No reason to depower a class that isn’t going PVP with other players. If they wanted all they had to do was make it like sneak attack, just on your first hit you make and then takes a spell slot for how powerful you want it to be and then tie all of the different smites into it so you can choose to divine, thunderous, searing or wrathful smite every turn and it in turns buffs those other smite spells that players don’t often use. I’m still going to try and give it a chance and see if I’m just overreacting.
I feel like paladin players are gonna be the knight on a white steed, he-man with his sabercat or having bill the pony pack animal for the party.
Barbarian Path of the Kyle (you gain the ability to punch through drywall)
I'm here for paladins related content but tbh I'm glad to hear more people who also didn't get into smiling friends lol.
Hexblade should be backwards compatible with the new warlock just fine. You just need to move the level 1 features to level 3
For Jacob.
Have you ever considered doing a discussion video with TieflingMellissa after the dnd 2024 reveals are over? Think your shared insight and wit on the changes would be informative and entertaining 😁
Monk sub class: stunt double.
My two cents...divine smite should be like the artilerist ability...expend any spell slot to deal 1d8 extra damage..and the damage increases by 1 d8 at 5th, 9th,13th and 17th level. Stops the nova builds from a small paladin dip but keeps up the smite damage for those who go full paladin....also it allows for all the multiclassing combos
All Paladins can summon a pet but you have to be a specific Ranger subclass to get one. And Druids get find familiar with a time limit…
I like a lot of 5R but this is weird
I agree that's kinda weird, definitely rangers should have found familiar for free, but who knows maybe it's a spell you can pick as a ranger or you could get It with the magic initiate feat.
Complaining that Find Steed is now added for free to the paladin is literally looking a gift horse in the mouth lol
Elden Ring Arcane Arcade playthrough where you just pump Arcane the whole time.
Ive been thinking lately id love to play a warlock who is trying to spread knowledge of her patron, who sounds totally sus and evil but is actually trying to do good lol see how the other players interact with it
New Archefey and Great Old One are almost completely new. In the 2024 version He can now play a Fiend Warlock with Pact of the Blade and it should be just like his cursed sword guy.
I’m more bothered by the fact that paladins get divine smite at level one. because thanks to the Unearth acarna, divine smite does nit max out at 4th level spell slots.
Meaning any full caster can divine smite better than full paladin and it’ll only cost them a single level dip.
And considering they have talked on and on about preserving class identity I find this a problem
Bladesinger paladin with blessed fighter fighting style
It may be a spell but Paladins don't get them until they hit level 2 still. But I agree about the "other classes making use of its ability better than it can" thing. It's literally the reason they made it so Action Surge can't be used to cast a spell.
@@PandaKnightsFightingDragons are you sure? I could have sworn that they said they moved divine smite to level 1???
@@PandaKnightsFightingDragonsThat's the most baffling part about this. It's like they're literally targeting the half-casters this time around. They can't bully martials anymore, so let's make Pally & Ranger super clunky.
@@storysmith5626 It's a level 2 feature where you get Divine Smite always prepared.
However, if it's added to the Paladin spell list, then that would mean you could choose Divine Smite as one of your spells at level 1, since that's when Paladins now get their spellcasting feature.
Okay paladin getting free horse is not bad tho. If you want one use it otherwise dont. Personally all my paladins used one cause find steed double spell effects for you and horse is so cool.
It’s the fact that Find Steed being a *core ability* makes it not good. It was a spell for a reason because it would be there for people who wanted it or not, and it’s not building on anything that the Paladin is good at. If you decide not to use it as a player than you might as well have just taken a level and not added any new features.
If a class has an ability that’s divided between the community and the consensus is “just don’t use it, then,” then there’s already something wrong with it. Your MAIN CLASS FEATURES should be something you ALWAYS want to use. It’d be like telling people to who play Rogue to not use Cunning Action if they made a change for it only being allowed every other turn or something.
@@dracoflame33 I love how dumb this comment is. That's because you don't fundamentally understand how the Paladin has been linked with its horse. They're trying to bring back and crystallize that identity. If you know even basic optimization, you would understand why everyone grabs find steed. Mounted combat IS that good. Find steed and cunning action is a false equivocation. Cunning action is and has been core to the rogue for 10 years. It is something people ALWAYS use. A better example would be blindsense. How often have you used blindsense on the rogue? Rarely? Never? Yeah. That association is not intuitive. They're putting it in the core class to make it clear, yes, this is the class identity. If you don't like it, you should have participated in the playtest. Everyone's telling people like you to not use it if you don't want to because they're coddling you for being unreasonably angry. If you don't understand design, that's fine but don't shake your fist up in the air and cry the Paladin has been massacred being oh no divine smite and find steed when the biggest problem is the aura of protection and how big of a buff it is for a party. The paladin remains the same and abjure foes are a huge buff to it, along with getting more channel divinity. In 10 years, you'll be begging them to bring back faithful steed because you associate it with the Paladin. Identities change, associations change. Grow up. Besides I'm sure everyone has pointed out that they needed to find a way to prevent the bard from taking it. Which is also why Paladin's smite is a feature.
@@nikcantsnipe thanks for finding my other comments entertaining enough to go replying to them, I’ll defer you to one I just posted on your comment stating my main gripes
@@dracoflame33 I found op's comment actually pretty decent. That's why I was about to comment on it. Then I found you, again, commenting on it. That's all. It's neither interesting nor well thought out. Also every time someone complains about the AC of the horse, I feel like they forget barding is a thing. Any halfway decent DM will hand you barding.
Never used the find steed spell before with paladins so giving me a reason to look at which mounts are available beside just a horse so I can make a really cool knight
What was the name of the game that you guys were talking about for the majority of this first part? Was it destiny because you never said the game and now I'm very confused
the owl thing is Bohemian Grove
I would kill for timestamps cuz i honestly could care less for delicious in dungeon and elden ring
Ive been wanting to play a radiation sorceror lol
The First episode of the podcast is watched was back when I was playing Elden Ring for the first time when it launched. It’s two years later after I beat the DLC. Jacob is right…it’s haaaaaaard
btw hot take
Hexblade is the worst thing that happened to Warlock.
Its ability should be in a core class, in core hex, in the boon of blade and invocation.
Most of it - besides this stupid specter. That's a nice idea of ability. The wierd ability for a melee mage warrior. Maybe something for Undead/Undying? (that's a hot take too but..)
I like that we have fewer subclasses in 2024 BCS they have time to give you the most iconic and best working options now and change the rest. Subclasses for some classes (like Hexblad) are just your in-game options to make your class work properly. WTF? Just make this class WORK GOOD. And I hope that new invocations, feats, and spells will do this. We will see.
I agree. Hexblade is bascially just there for power gamers. Didn’t really have any defining features other than being able to use medium armor and charisma for your weapon when Pact of the Blade exist for all warlocks.
No one ever uses the Shadowfell, the weapon is my patron either they always flavored it as an actual patron. I’ve flavored a succubus being my Hexblade patron because I wanted the Hexblade benefits for my Swords Bard multiclass I was doing instead of Fiend benefits when Fiend is probably my favorite warlock subclass because I wanted to optimize.
Like there’s not much reason for other Warlocks to take Pact of the Blade over the others other than Hexblade so have a Fiend, Fey, Genie give you a cool weapon if you wanted to do spell and sword
@@ericgropuis just in my opinion hexblade is for warlock something like new ranger with hunters mark if they make new subclass that will make this spell without concentration. Like... It should be the base line.
What meetings are Jacob talking about 🤔
Everytime I chit chat with Jack on Elden Ring, I get the completely different perspective on what a wall is for melee. Playing a caster means that half of the boss list I can clear in a matter of 3 or 4 tries with a summon. Meanwhile it's been taking yall a hot minute for em! The instant contrast is hearing how easy yall breeze through dungeons or levels, while 1 room with 5 fucking meat dumpling assholes takes me over 13 tries to clear and also keep half my mana for the next room.
Shadow Keep was my absolute bane, so I took out my rage on Messmer lol
I genuinely don't see why people are crying so hard. After everyone rolled their eyes at crossbow expert and polearm master for being the go to feat for nearly a decade, they made it so that those things can no longer be used. Are people really forgetting all those Hexadin builds that dipped two level of fighter for action surge? Divine smite was overpowered. You still get a free smite once per day.
Also, you can just... Not use the horse? It just made me realize how little mounted combat is utilized or understood by the community. If you don't like it, you don't have to use it. It doesn't automatically give you the horse. Just an inherent ability to summon one. It was to prevent Bards (and clerics in the early play test) from gaining access to the find steed and smite spells. It works out fine. Once per turn is an ok compromise with smite but sadly it would do little to stop polearm master.
Going into the play test they made it very clear that the new classes were going to incentivise taking more levels into the class and not multiclassing. If you didn't like it, you should have taken part in the playtest and made it known. Why should your barbarian/paladin multiclass work?
Tell me you haven’t played a Paladin without telling me you haven’t played a Paladin
@@dracoflame33 I have literally played a paladin in both a long running campaign and two one shots. That's not including the soradin/sorcadin that I played 4 months ago. Please stop with the projection.
@@nikcantsnipe if you’re telling people to just “not use the horse”, a core class ability for the new Paladin because they don’t like how it works, then that’s where I think the fundamental flaw lies in it.
I’m fine with Divine Smite being once a turn. I’m fine with divine smite being classified as a spell; if an enemy spellcasters wants to counter spell my extra 2d8 damage, that’s fine, let my wizard Dominate Monster them, then. The problem is the *bonus action* requirement of it that is just insulting. They could have flavored the smites like the Rogue’s new features to give up Sneak Attack Dice to fun extra abilities, but all Paladin gets is *”You get one free use of each smite a day.”*
And going back to the Steed, I personally don’t like it because further levels of the class don’t *add* to the feature. There’s no fun ways to play with the mount specific to the Paladin, no new fun abilities it can use like other classes seem to have with their abilities. It is admittedly a stronger mount compared to what it was before, but only at the level it is. Why aren’t there features making the mount stronger or focusing on the mount at higher levels if it’s a core ability? At higher levels outside of just casting the spell with a higher level spell slot, what does it afford? What will the mount be good for at higher levels? 12 AC and 25 hit points at minimum means that thing is going to die in one or two hits, and using a 5th level spell will get it 55 hit points and a 15 AC; admittedly, I will say, it is nice because it doesn’t dissapear and lasts until you dismiss it or it dies, but at the level Paladin gets 5th level spell slots-well we just go back to the problem before that it’s just going to die in one hit. Now you might just say “take the Mounted Combatant Feat for optimization”, but does that not lock Paladin into a specific play style like it was before, where people were taking Sentinel and Polearm Master because it was the OP, “optimized” way to play Paladin? What if someone doesn’t want to take Mounted Combatant? Well now they’re playing the class less effectively by combat standards.
@@dracoflame33 this is just regurgitation without any thought. Go cry somewhere else.
@@nikcantsnipe Damn, actually put effort into making an argument after an admittedly poor joke, and this is what we get? Well, I hope you enjoy the new Paladin at least, bud, even if I probably won’t.
Getting ads for the new Player's Handbook while watching this is weird lol
If I were to redesign Smites, I'd make give them an action casting time but have you make the attack as part of the spell. Then Paladin could have the ability to make additional attacks whenever they cast a Smite, with each one getting the damage boost from upcasting. Stops you from stacking Smites or using them on every attack while still giving the Paladin something unique and freeing up their bonus action for other features like the updated Lay On Hands
woah, 2 dnd episodes this month! Going over quota I see. /j
Mike and Rich from red letter media are also in season 2!
We have about 4 games in our group, we make it work!
I will say that a LOT of the other paladin features have been made so much better, especially channel divinity. Find steed is take it or leave it, but i think there are a lot of good changes of Paladjn
I don't as frankly the changes can be sumed up as Paladin is a pathetic and boring cleric
@@dylanthomas4208 reducing divine smite to once per turn was a painful but necessary nerf. If you look at the work that optimizers like treantmonk have done, you will see that the 2014 paladin was the strongest martial class by a country mile, so the nerf was in my opinion a good thing. In addition, it allowed other features that paladins have to be buffed to make them more viable. The bonus action cost for smites does suck but features like the devotion paladin’s sacred weapon can now be activated as part of your attack action, and from what crawford has stated, it seems this design philosophy has affected other buffs throughout the game, meaning the bonus action requirement for smite will definitely hurt a lot less than it might appear. As much as I loved smiting multiple times per turn, Paladin will still be a good class after the 2024 phb is released.
@@tommy6691 Yes because it was the only martial class that could keep up with casters in anyway s I frankly the other martials should be using paladin as a benchmark not dragging it to the dumpster with the rest of them as the new buffs are little more then ribbons that reduce the class to a worse cleric
@@dylanthomas4208 look dude, i understand you’re upset, but completely disregarding the other features is a little disingenuous. The paladin if anything is better at sustained dpr than it ever was thanks to weapon mastery. Also changing a buff from an action to a part of the attack action is a huge buff, considering that most combats only last 3-4 rounds, thats essentially increasing your damage over the course of an encounter by 25-30%. The martial/caster divide is still a concern, but I think the game is in a state of better balance now than in 2014, and that the divide has been shortened a fair bit.
@@dylanthomas4208 also, the strongest martial being a half caster doesn’t exactly *help* the martial/caster divide…
I feel the same about The Bear.
Paladin Smites being a bonus action is probably going to be the new most intentionally ignored rule in D&D 2024.
With all the comments from people who dont watch the podcast you can really see that the dnd in title formula works lol
Jacob keep ahead of Spencer in a manga challenge level: impossible.
Also, Paladins being horse girls has always been a part of their identity. The class's origin is a knight in shining armor astride a steed. Way back in 2e you'd hit a level and your god would come down and be like "Go do a thing and be rewarded with horse" it's always been there. And if you don't want your Paladin to be a horse girl you can just ignore the feature, the only thing you lose compared to 5e is the quality of Divine Smite which is completely separate from the horse you don't want. Other thoughts from later, they played with Divine Smite being useable on ranged attacks in the UA and dropped it because of 2 things, 1) theming and 2) ranged smites would kill melee paladins in terms of optimization (they also tried this with the Monk's stunning strike and had the same issues). Theming is also the reason cited for Paladin not being allowed to Divine Smite on unarmed strikes in 5e but I think they just looked at Monk+Paladin and said no.
Also also, it bugs me that this keeps coming up. The Cavalier is not a mounted subclass. It might be themed that way, but mechanically it is an MMO style tank. It has 3 features that interact with a mount, 2 are generic "... another creature..." abilities and the 3rd reduces the penalty for your mount getting killed under you and lets you get on and off easier. Having a mount gives you ways to use those "... another creature..." features if youre the only melee character in the party (but those require the DM to try to kill the mount, something that DMs generally shouldn't be doing to pets that can't be revived willy nilly), but the subclass gives maybe half a shit about actually being on the mount, hell those features technically have anti-synergy with the Mounted Combatant feat. Being mounted is generally powerful, but the Cavalier is no stronger when mounted than any other character. God I hate that they named this subclass Cavalier, its name is so misleading. [sorry i have really strong feelings about my favourite Fighter subclass]
I'd suggest yall look at the find steed and find greater steed spells. Horse is not the only option...its basically a supped up version of find familiar. You dont have to actually mount your "mount." Peryton is an option for instance
Do you know if the new handbook is changing the mounted combat mechanics? I Hope they do. It kinda sucks that you have more incentive to fight on foot next to your mount so it can use it's stat block to attack. Mounts and mounted combat is very situational to the campaign. 80% of my games take place in interior environments, like caves and castles that a Peryton, horse, and griffon could reasonably be useful. I worry this addition is going to boil down to most paladins using a Shetland pony and call it Trapfinder.
Plus I think most people Who have a problem that all paladins, get it are forgetting that every edition had paladins with fine steed as an always. So like it isn't anything if anything, this is just rebringing back the old paladin Like third edition had palaains, getting their special mount at fifth level
OMFNG I DIDNT KNOW THAT WAS MIKE IN EP1!!!!!!!!!
Irl Fighter: Fire fighter!!
Not one mention of the celestial Warlock? Boo personally, I think Fiend is a little boring.
Pepper figured out the balance reason for Divine Smite as a Bonus Action immediately haha.
It's a nerf, sure, but Paladin got more buff elsewhere. Im playing a 12th level Paladin now and im not upset.
Well obviously you aren't, Im sure you were switched over at level 9 were fun gets to still happen for paladin in the new ruleset
@@dylanthomas4208 why do you think Abjure Foes is when paladins get to "Have fun", I mean its a good ability but paladin is still fun without it lol.
@@hearforthemusic9814 No the concentration spell that paladin got to swipe from the cleric spell list and because of value that was fun is dead leaving nothing but a boring unfun husk
@@dylanthomas4208 Sorry, but if you only like paladin because of one cleric spell then I dont think the class is for you.
My centaur paladin is definitely gonna profit with her find Steed mount thats she can’t ride and is slower than her.
By the rules it can. Centaurs are medium sized and the steed is large. By common sense, since its magical there can be some excuse that can be used to explain how (meaning it wouldnt make any sense).
In the playtest, it had 60ft of movement, 60ft of flight if upcast. Its a group game, if it has the same speed or it is slower than you, just lend it to your party members.
Not defending the changes tho, cuz I dislike them too. Im just salty seeing that Ranger has it worse.
Hexblade is largely irrelevant now. Pact of the blade has the attacking with charisma feature and is an invocation. You can grab a invocation at lvl 1
Yes and? Most people only dipped into that subclass for that feature. The other stuff was hexblade curse. The rest of the subclass was just ok. No one single classed it, it was always a subclass you dipped into.
Good
All of the Paladin changes are great, change my mind
The numbers monkey in my brain is sad to see smite stacking gone, but this is simply better for the game. I'm loving the new Paladin.
Dnd: 20:00
Not only the smite is crap but they ruined the ability to cure Diseases with the touch feature.
Diseases aren't a thing anymore in the core game. That's precisely why. Stop finding things to get upset about.
@nikcantsnipe, it feels like people just want to be mad and honestly let them wouldn't wanna play in a game where as we hunt down the lich I hear you complaining about an ability you can't use anymore from what is essentially a patch
Smite was OP and needed this. Change my mind
24:36 I will say that divine smite needed to be nerfed. Honestly, their Aura of Protection needed to be nerfed too, but they haven’t
Honk shoo nap time ❤
if youre going to spoil a show at least put it in the title
Average summons user in Elden Ring
Cleric of Scientology
Despite dnd being your career, you guys seem to know basically nothing about dnd2024. Kinda wack.
Warlock can now be a hexblade through The pact of the blade invokation essentially.
You can use any of the 2014 and up material as long as it's not been rewritten by the same name in this new book, officially. Still have all of their old subclasses that were not rewritten in 2024. And yes you could theoretically use hexblade still, but at level 3
My boy! Look how they massacred my boy!
Davvy playing an asshole little merman is so funny
Paladin was one of the best classes, it needed a nerf.
Not this badly, though.
@@dracoflame33it wasn't that bad
@@blackpeoplestorytime802 I just really do not like the divine smite being a bonus action on top of everything else. Once a turn *and* a bonus action is just redundant, isn’t it?
It’s a ttrpg not a video game which goes against other players. There’s no real needs for nerfs only just buffs. The players are just facing powerful monsters which the DMs have full control of and can do built encounters around a powerful character
@@ericgropuis no, that's not how it works
Kinda wish they didn't give fighter the rogue, scouts movement ability 🙃
Scout Rogue can do that as much as they want, so long as they have a reaction and the preconditions met. Fighters have to blow a resource to do so, making it more generally applicable but a bigger investment to do so.
Paladin and Rangers are the biggest L of the new books. I think im pretty happy with most of everything else ive seen, especially monk.
Waffle House subclass for the Fighter 🤣
The fact that Divine Smite could be counterspelled in the new version is awful. I get making it once per turn but they went too far with it.
People upset about the Paladin not being able to nova through encounters shows just how little they care about the game's health and just want to feel good because "lol big damage" is just so frustrating. Sure, we should enjoy the mechanics but at what cost? Do we just ignore all the good changes and get hung up on the fact you can basically remove one creature from the board in a single turn?
about halfway through the video Spencer crosses her legs and it took me a good minute to realize they aren't crossed, she twisted her legs in an unnatural way. Is this a normal thing people can do? I've never seen it before
The new ranger is so wrong. You're playing a Gish that can only benefit from using your concentration on hunters mark. You can do other things, but FOUR of the new Rangers vanilla class features would be made obsolete by not casting hunters mark. Just so that you understand, if you play a ranger and you are not using hunter's mark you will be gaining FOUR dead levels, Isn't it just wonderful that they have now given rangers spell casting a level one. 😒