Arkhios
2016-05-12, 04:51 AM
I thought I'd make a list of paladin spells eligible for War Caster's third benefit (casting a spell in place of an opportunity attack, when target moves), since I couldn't find one already. I hope you like it!
Command: Surprisingly(?) this can be quite decent with Opportunity Attack, even though it doesn't deal damage (directly).
Approach. This can turn out to be very hilarous. Imagine your target trying to leave from your reach, and you command it to get back immediately.
Drop. Again, quite nasty little trick. A foe intending to move past you to strike an ally can be very pissed off when they must drop their weapons and end their turn there.
Flee. Perhaps not the most useful, but I suppose it can have its uses sometimes. Maybe if you and your allies are positioned in a way that you can force the target to flee right past your allies and provoke multiple opportunity attacks (instead of just one from you).
Grovel. Nice, put your target prone as a reaction. Who wouldn't like that. Especially if multiple allies are nearby.
Halt. Along with Approach this can be very useful, especially if you're the dedicated tank of your group you want to keep your enemies close to you.
Inflict Wounds (Oathbreaker only): The damage is quite ok, but the spell is quite situational.
Hold Person (Oath of Vengeance only): Ever wanted to paralyze someone boring in the mid-speech? Now you can, sort of. However, that someone can resume to the speech on his or her next turn. Regardless, it's nice, if a bit situational.
Bestow Curse (Oathbreaker only): Along with Command, this one is probably one of the most tempting spells for War Caster reaction, as it can confer serious penalties to your target.
Dispel Magic: This one is rather tricky to use, but it can be effective. Maybe as a counter against a blurred or mirror imaged target moving past you, believing it's safe from your retaliation.
Banishment: Now this is just gravy. A creature gets sent away from this plane of existence to another as a reaction to leaving from your reach. Nice!
Blight (Oathbreaker only): Whoa! Huge damage even with your limited spell slot levels, and pretty decent damage even if it saves against it.
Contagion (Oathbreaker only): this one is outright nasty to be bestowed upon reaction.
Blinding Sickness. Disadvantage on wisdom checks and wisdom saving throws is never good, and on top of it all, it's blinded!
Filth Fever. Disadvantage on strength related checks, saves, and attacks. Nasty contagion indeed!
Flesh Rot. (Un)Holy Crap! While charisma checks (note, not saves!) are rather rare, vulnerability to ALL damage is insane! By far, the best Contagion, in my opinion at least.
Mindfire. Intelligence checks and saves in combat are somewhat rare, but being effectively confused is really nasty.
Seizure. Every blaster's best friend. Disadvantage on Dexterity related checks, saves, and attack rolls can cripple a target badly.
Slimy Doom. Yikes! disadvantage on constitution related checks and saves, and stunned when taking damage!
Dominate Person (Oathbreaker only): A target tried to flee or ignore you, but instead got dominated by you. What a nice turn of events, indeed!
Hold Monster (Oath of Vengeance only): As with Hold Person, but works against any creature, not just humanoids. Really nice, if a bit situational.
As a wrap-up: All in all, paladin spell list doesn't have too many spells that are eligible with War Caster, but that isn't really a big problem. Paladins don't have too many spell slots to spare anyway, so when they can use War Caster's reaction, it's better to make it count, and luckily every paladin gets decent options, best of which is perhaps the first level spell: Command.
Depending on your Oath, you get more decent spells, or outright insanely good spells (as seen with Oathbreaker)!
PS. I'd like to rate each spell, but honestly I don't have the slightest clue, only the hunch I had with each, so I left them unrated for now. If you have an opinion, let's hear it.
Command: Surprisingly(?) this can be quite decent with Opportunity Attack, even though it doesn't deal damage (directly).
Approach. This can turn out to be very hilarous. Imagine your target trying to leave from your reach, and you command it to get back immediately.
Drop. Again, quite nasty little trick. A foe intending to move past you to strike an ally can be very pissed off when they must drop their weapons and end their turn there.
Flee. Perhaps not the most useful, but I suppose it can have its uses sometimes. Maybe if you and your allies are positioned in a way that you can force the target to flee right past your allies and provoke multiple opportunity attacks (instead of just one from you).
Grovel. Nice, put your target prone as a reaction. Who wouldn't like that. Especially if multiple allies are nearby.
Halt. Along with Approach this can be very useful, especially if you're the dedicated tank of your group you want to keep your enemies close to you.
Inflict Wounds (Oathbreaker only): The damage is quite ok, but the spell is quite situational.
Hold Person (Oath of Vengeance only): Ever wanted to paralyze someone boring in the mid-speech? Now you can, sort of. However, that someone can resume to the speech on his or her next turn. Regardless, it's nice, if a bit situational.
Bestow Curse (Oathbreaker only): Along with Command, this one is probably one of the most tempting spells for War Caster reaction, as it can confer serious penalties to your target.
Dispel Magic: This one is rather tricky to use, but it can be effective. Maybe as a counter against a blurred or mirror imaged target moving past you, believing it's safe from your retaliation.
Banishment: Now this is just gravy. A creature gets sent away from this plane of existence to another as a reaction to leaving from your reach. Nice!
Blight (Oathbreaker only): Whoa! Huge damage even with your limited spell slot levels, and pretty decent damage even if it saves against it.
Contagion (Oathbreaker only): this one is outright nasty to be bestowed upon reaction.
Blinding Sickness. Disadvantage on wisdom checks and wisdom saving throws is never good, and on top of it all, it's blinded!
Filth Fever. Disadvantage on strength related checks, saves, and attacks. Nasty contagion indeed!
Flesh Rot. (Un)Holy Crap! While charisma checks (note, not saves!) are rather rare, vulnerability to ALL damage is insane! By far, the best Contagion, in my opinion at least.
Mindfire. Intelligence checks and saves in combat are somewhat rare, but being effectively confused is really nasty.
Seizure. Every blaster's best friend. Disadvantage on Dexterity related checks, saves, and attack rolls can cripple a target badly.
Slimy Doom. Yikes! disadvantage on constitution related checks and saves, and stunned when taking damage!
Dominate Person (Oathbreaker only): A target tried to flee or ignore you, but instead got dominated by you. What a nice turn of events, indeed!
Hold Monster (Oath of Vengeance only): As with Hold Person, but works against any creature, not just humanoids. Really nice, if a bit situational.
As a wrap-up: All in all, paladin spell list doesn't have too many spells that are eligible with War Caster, but that isn't really a big problem. Paladins don't have too many spell slots to spare anyway, so when they can use War Caster's reaction, it's better to make it count, and luckily every paladin gets decent options, best of which is perhaps the first level spell: Command.
Depending on your Oath, you get more decent spells, or outright insanely good spells (as seen with Oathbreaker)!
PS. I'd like to rate each spell, but honestly I don't have the slightest clue, only the hunch I had with each, so I left them unrated for now. If you have an opinion, let's hear it.