Scubasteve0209
2023-06-27, 01:39 AM
TLDR: I'm making a new PC for the campaign, and would like help making a Paladin who spec's protection & defense.
The Campaign up to this point: The party has faced off with an undead Orcus cult who has revealed themselves in a kingdom-wide assault on holy temples to rival gods (domains of death, life, healing, etc), and eliminated a great many enclaves. The PC's having had recent conflicts with the cult, and scouted their operations have been summoned to the seat of the kingdom for a summit.
The Party (level 8) up to this point has gotten by as mostly glass cannons: A Sorcerer (draconic), two Warlocks (fiend & hexblade), monk (open hand), & a Fighter (battle master). The only healing comes from potions & the monks healer feat. Given that the conflict has opened up to other religions I feel like this would be a good time to bring in a divine-centered character. The idea is that this would be a paladin whose temple/area of responsibility was destroyed, and would likely join up with the party seeing as they are actively seeking to destroy the threat.
As far as editions are concerned, the players have been dabbling with converting their characters into One D&D playtesting, but my current character (Fiend Warlock) will not, since it's such a drastic leap in play-style, and I like him the way he is. I don't know much about the One D&D Paladin rules, so most of my ideas so far are based in 5E.
My Ideas So Far:
Race: Aasimar (Scourge) for the extra hit of healing, divinity, & the AOE aura
Subclass: Redemption. While the character is not strictly a "pacifist" this subclass feels the closest to a paladin who has been taking care of healing temples for several decades. I could go Vengeance, considering the character is likely out for justice following the deaths of their wards, but Redemption feels more natural.
Fighting Style: Duelist, or Defense. I'd consider protection, but I have something in mind for my reactions
Feat: Shield Mastery to help me stay up longer, and to synergize with my idea for magic items
Magic Items: I am allowed to start with 1 Very Rare or 2 Rare items, and a smattering of simple items. I'm thinking a Shield of Missile Attraction (rare), Ring of Evasion (rare), & a Moon-touched sword (common)
The Basic Idea: I feel like this would be a solid defender/tank as I would be able to draw missile attacks, and have three resistances (radiant, necrotic, ranged missile) which would be clutch when facing an undead cult. The Shield draws fire, and Shield Mastery would allow me to have evasion against Dex saves, and the ring would be backup to make sure I passed in a pinch (also allowing me to not worry as much about Dex). Aasimar and Class provide a bit of Lay of Hands to help bolster HP, & Redemption provides a lot of solid utility spells, and otherwise lets me focus on keeping the heat off of the rest of the party while they wreck the house.
This is based in 5e, though. Are there stronger options I'm overlooking, or is there something better in the One D&D rules?
The Campaign up to this point: The party has faced off with an undead Orcus cult who has revealed themselves in a kingdom-wide assault on holy temples to rival gods (domains of death, life, healing, etc), and eliminated a great many enclaves. The PC's having had recent conflicts with the cult, and scouted their operations have been summoned to the seat of the kingdom for a summit.
The Party (level 8) up to this point has gotten by as mostly glass cannons: A Sorcerer (draconic), two Warlocks (fiend & hexblade), monk (open hand), & a Fighter (battle master). The only healing comes from potions & the monks healer feat. Given that the conflict has opened up to other religions I feel like this would be a good time to bring in a divine-centered character. The idea is that this would be a paladin whose temple/area of responsibility was destroyed, and would likely join up with the party seeing as they are actively seeking to destroy the threat.
As far as editions are concerned, the players have been dabbling with converting their characters into One D&D playtesting, but my current character (Fiend Warlock) will not, since it's such a drastic leap in play-style, and I like him the way he is. I don't know much about the One D&D Paladin rules, so most of my ideas so far are based in 5E.
My Ideas So Far:
Race: Aasimar (Scourge) for the extra hit of healing, divinity, & the AOE aura
Subclass: Redemption. While the character is not strictly a "pacifist" this subclass feels the closest to a paladin who has been taking care of healing temples for several decades. I could go Vengeance, considering the character is likely out for justice following the deaths of their wards, but Redemption feels more natural.
Fighting Style: Duelist, or Defense. I'd consider protection, but I have something in mind for my reactions
Feat: Shield Mastery to help me stay up longer, and to synergize with my idea for magic items
Magic Items: I am allowed to start with 1 Very Rare or 2 Rare items, and a smattering of simple items. I'm thinking a Shield of Missile Attraction (rare), Ring of Evasion (rare), & a Moon-touched sword (common)
The Basic Idea: I feel like this would be a solid defender/tank as I would be able to draw missile attacks, and have three resistances (radiant, necrotic, ranged missile) which would be clutch when facing an undead cult. The Shield draws fire, and Shield Mastery would allow me to have evasion against Dex saves, and the ring would be backup to make sure I passed in a pinch (also allowing me to not worry as much about Dex). Aasimar and Class provide a bit of Lay of Hands to help bolster HP, & Redemption provides a lot of solid utility spells, and otherwise lets me focus on keeping the heat off of the rest of the party while they wreck the house.
This is based in 5e, though. Are there stronger options I'm overlooking, or is there something better in the One D&D rules?