Tes
2020-04-05, 12:29 PM
So we all know there is more or less a cookie cutter build for the Vengeance Paladin.
Slight variations but the most common will be a VHuman with PAM + GWM. This assumes we well be aiming to use VoE+(precasted)Haste to obliterate a target that absolutely needs to meet RNGesus as fast as possible. While fun, this can get old a little fast and can be argued to lack versatility.
Here's our guy:
VHuman with GWM + PAM.
- comes online lvl1 thanks to PAM vastly increasing damage output right out of the door
- crapload of damage
- Smite allows your already very high damage to Nova even higher by burning Spellslots and synergy with Crits
- good scaling lvl progression till most campaigns end
- somewhat limited ressources outside going Nova on the BBEG, VoE is one target/Short Rest
- amazing spell selection to close the gap against a target of your choice
- locked into Glaive or Halberd
- does the killing, but isn't the sturdiest
- Assuming a somewhat hard campaign, very Feat hungry to utilize Haste or other Concentration reliably, Resilience Con is pretty much required since you will take hits.
Then there is this guy. Doing several things that wouldn't be great on it's own to somehow end with something that's better than the sum of its parts.
VHuman with Shieldmaster + Resilience Con
- more utility and tankyness early on rather than the ability to kill things faster than they can kill you
- Shieldmaster + Resilience Con + 2STR + 2STR means you can have a VHuman Sword and Board guy fully online at Lvl12.
- Paladin, Shieldmaster and Haste have a lot of synergy to salvage the otherwise lackluster Feat. Increased AC from wielding a Shield stacked with Haste, Aura+Advantage on Dex Saves+0 Damage on successfull saves+adding shield bonus against single target Dex abilities/spells increases durability my a mile. A friendly Cleric throwing a Bless on you and your weakest save to target at lvl12 might well be your AC of 22.
- Damage lags behind early, the tradeoff is the increased AC to just not get hit, Shieldmaster to shove Prone for your party Rogue, push something into a terrain/spell effect or disengage a Wizard out of melee. Note that this depends on positioning, but if you can get in between the foe and an ally, you can just shove them rather than the opponent, which is usually easy to do if he decides to contest with STR. Disengaging your allies with a Bonus Action outside of their own turn is hands down the most overlooked contribution towards action economy for Shieldmaster.
- With access to Haste, the additional action granted by it can be used to unlock the Shieldmaster Bonus Action before using your regular Action to Attack twice, giving you a handy source of Advantage outside of VoE for the entire fight.
- With easier access to Advantage while Hasted and Dueling Fighting Style you're hitting for the same damage as a Polearm and hit more often than attacks using the -5/+10 from GWM.
has fairly reliable access to Advantage with VoE or Shieldmaster and generic 1H Magic weapons are a lot less DM reliant/easier to come by than PAM.
- You have enough ASIs left to max CHA for even better saves or grab Sentinel for more control over things. Another benefit of Shieldmaster here is that prone stuff has half movement. This migh reduce their movement enough to be unable to reach someone else and works great with difficult terrain to make you sticky. Sentinel might not be necessary or allows you to control 2 opponents a turn this way.
- The build is basically done at lvl12, so achievable for most Campaigns.
Bonus hot take:
Sword and Board scales better with magical items and isn't locked into polearms. Best case if your DM is nice enough to let you have a Flametongue Glaive, then he'll probably be nice enough to get you a Flametongue Longsword and a magic shield on top. Worst case, if loot is rolled or predetermined by the campaign, odds are you're ending the campaign with a somewhat generic +1 glaive as PAM, while the Sword and Board guy gets his Flametongue or even a fancy legendary sword. Looking at the high crit chance OoV usually ends up with, extra dice from a magic weapon combined with no -5 to hit are a match for the damage increase from GWM+PAM.
Personally I agree that the PAM VHuman with a Glaive starts out better, easily double the damage through being able to reliably use Reaction and Bonus action on top of Reach is invalueble early on. However for campaigns on the deadlier side of things, they're usually difficult because the DM compensates for player skill and makes encounters harder. For example putting 2 high threat enemies on the board to prevent a Nova build trivializing things. After Level 5 the ability to use your bonus Action for damage starts falling off, while Push/Shove scales for double duty as control, save and damage increase.
Full disclosure: with the FAQ for Shieldmaster, I filed it away as "okay but way too situational" a long time ago. You basically need high STR and DEX at once for the full benefit, a combination that is for the most part mutually exclusive. If it weren't for a class that surprisingly works better with 1h weapons, can save a feat and the massive synergy with Haste I'd still not consider this. The OoV Paladin just got lucky and has the perfect circumstances to actually make Shieldmaster work by accident.
Leveling further down the Paladin road is far from bad. Higher level Spellslots, Cleansing Touch and the lvl15 and lvl20 ability are all going to compliment you nicely.
Alternatively you can can comfortably multiclass into Fighter for Action Surge and higher crit threat range on all your Attacks from Champion. Battlemaster for some maneavers and even more dice to roll on Crits is straight up good as well. Eldritch Knight is going to be the most exiting, getting you access to 4th Level slots and a laundry list of useful Spells and Cantrips if you get Warcaster. 8 levels into Figher means 3 extra ASIs too.
Honorable mention:
Usually impossible, but if you rolled for stats and have enough Dex/Int a level in Rogue for Expertise in Athletics(Shieldbashing) goes a long way, starting with a +1 or +2 instead of a +0 to Dex makes the whole build a good bit better. Mostly relevant to grab a big benefit if the campaign is about to wrap up at this point.
Assuming rolled stats making INT 13 possible, my favourite option here would be picking up War Mage and going Warcaster on top of Resilience Con. This gives you amazing defenses and Spellprogression to complement your kit. Only downside would be a good chunk less HP, which should be easily compensated by access to Arcane Deflection, Shield, Tactical Mastery, Mirror Image, Counterspell and up to a 7th Level Spellslot.
So far so good. Someone please poke some holes in this before I walk face first into a horrible oversight. :redcloak:
Slight variations but the most common will be a VHuman with PAM + GWM. This assumes we well be aiming to use VoE+(precasted)Haste to obliterate a target that absolutely needs to meet RNGesus as fast as possible. While fun, this can get old a little fast and can be argued to lack versatility.
Here's our guy:
VHuman with GWM + PAM.
- comes online lvl1 thanks to PAM vastly increasing damage output right out of the door
- crapload of damage
- Smite allows your already very high damage to Nova even higher by burning Spellslots and synergy with Crits
- good scaling lvl progression till most campaigns end
- somewhat limited ressources outside going Nova on the BBEG, VoE is one target/Short Rest
- amazing spell selection to close the gap against a target of your choice
- locked into Glaive or Halberd
- does the killing, but isn't the sturdiest
- Assuming a somewhat hard campaign, very Feat hungry to utilize Haste or other Concentration reliably, Resilience Con is pretty much required since you will take hits.
Then there is this guy. Doing several things that wouldn't be great on it's own to somehow end with something that's better than the sum of its parts.
VHuman with Shieldmaster + Resilience Con
- more utility and tankyness early on rather than the ability to kill things faster than they can kill you
- Shieldmaster + Resilience Con + 2STR + 2STR means you can have a VHuman Sword and Board guy fully online at Lvl12.
- Paladin, Shieldmaster and Haste have a lot of synergy to salvage the otherwise lackluster Feat. Increased AC from wielding a Shield stacked with Haste, Aura+Advantage on Dex Saves+0 Damage on successfull saves+adding shield bonus against single target Dex abilities/spells increases durability my a mile. A friendly Cleric throwing a Bless on you and your weakest save to target at lvl12 might well be your AC of 22.
- Damage lags behind early, the tradeoff is the increased AC to just not get hit, Shieldmaster to shove Prone for your party Rogue, push something into a terrain/spell effect or disengage a Wizard out of melee. Note that this depends on positioning, but if you can get in between the foe and an ally, you can just shove them rather than the opponent, which is usually easy to do if he decides to contest with STR. Disengaging your allies with a Bonus Action outside of their own turn is hands down the most overlooked contribution towards action economy for Shieldmaster.
- With access to Haste, the additional action granted by it can be used to unlock the Shieldmaster Bonus Action before using your regular Action to Attack twice, giving you a handy source of Advantage outside of VoE for the entire fight.
- With easier access to Advantage while Hasted and Dueling Fighting Style you're hitting for the same damage as a Polearm and hit more often than attacks using the -5/+10 from GWM.
has fairly reliable access to Advantage with VoE or Shieldmaster and generic 1H Magic weapons are a lot less DM reliant/easier to come by than PAM.
- You have enough ASIs left to max CHA for even better saves or grab Sentinel for more control over things. Another benefit of Shieldmaster here is that prone stuff has half movement. This migh reduce their movement enough to be unable to reach someone else and works great with difficult terrain to make you sticky. Sentinel might not be necessary or allows you to control 2 opponents a turn this way.
- The build is basically done at lvl12, so achievable for most Campaigns.
Bonus hot take:
Sword and Board scales better with magical items and isn't locked into polearms. Best case if your DM is nice enough to let you have a Flametongue Glaive, then he'll probably be nice enough to get you a Flametongue Longsword and a magic shield on top. Worst case, if loot is rolled or predetermined by the campaign, odds are you're ending the campaign with a somewhat generic +1 glaive as PAM, while the Sword and Board guy gets his Flametongue or even a fancy legendary sword. Looking at the high crit chance OoV usually ends up with, extra dice from a magic weapon combined with no -5 to hit are a match for the damage increase from GWM+PAM.
Personally I agree that the PAM VHuman with a Glaive starts out better, easily double the damage through being able to reliably use Reaction and Bonus action on top of Reach is invalueble early on. However for campaigns on the deadlier side of things, they're usually difficult because the DM compensates for player skill and makes encounters harder. For example putting 2 high threat enemies on the board to prevent a Nova build trivializing things. After Level 5 the ability to use your bonus Action for damage starts falling off, while Push/Shove scales for double duty as control, save and damage increase.
Full disclosure: with the FAQ for Shieldmaster, I filed it away as "okay but way too situational" a long time ago. You basically need high STR and DEX at once for the full benefit, a combination that is for the most part mutually exclusive. If it weren't for a class that surprisingly works better with 1h weapons, can save a feat and the massive synergy with Haste I'd still not consider this. The OoV Paladin just got lucky and has the perfect circumstances to actually make Shieldmaster work by accident.
Leveling further down the Paladin road is far from bad. Higher level Spellslots, Cleansing Touch and the lvl15 and lvl20 ability are all going to compliment you nicely.
Alternatively you can can comfortably multiclass into Fighter for Action Surge and higher crit threat range on all your Attacks from Champion. Battlemaster for some maneavers and even more dice to roll on Crits is straight up good as well. Eldritch Knight is going to be the most exiting, getting you access to 4th Level slots and a laundry list of useful Spells and Cantrips if you get Warcaster. 8 levels into Figher means 3 extra ASIs too.
Honorable mention:
Usually impossible, but if you rolled for stats and have enough Dex/Int a level in Rogue for Expertise in Athletics(Shieldbashing) goes a long way, starting with a +1 or +2 instead of a +0 to Dex makes the whole build a good bit better. Mostly relevant to grab a big benefit if the campaign is about to wrap up at this point.
Assuming rolled stats making INT 13 possible, my favourite option here would be picking up War Mage and going Warcaster on top of Resilience Con. This gives you amazing defenses and Spellprogression to complement your kit. Only downside would be a good chunk less HP, which should be easily compensated by access to Arcane Deflection, Shield, Tactical Mastery, Mirror Image, Counterspell and up to a 7th Level Spellslot.
So far so good. Someone please poke some holes in this before I walk face first into a horrible oversight. :redcloak: