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The action economy of actually casting your spells, and your concentration slot, are much more impactful limitations on the spells my PC casts.Īctually they do. Maybe it changes once you get access to higher-level spells, I suppose, but I've very rarely suffered from not having the spell i needed memorised. I've only played a paladin to level 7 so far in 5th, but from my experience as long as you've got Bless, maybe Command (if your spell DC is high enough to bother), perhaps Shield of Faith and a few utilities like Lesser Restoration, you're pretty much ok, and most of your memorised spells will never get cast anyway (and if you're playing Oath of Devotion, you get Lesser Restoration and Protection From Evil as oath spells, which covers your bases even more). After all, if you're planning to use most of your spell slots smiting anyway, then it's not such a big deal if you don't have quite as comprehensive a selection of spells memorised. A conquest paladin should always have this one up their sleeve once they hit 7th level, since it combos with Aura of Conquest.Īgree on the save DC thing, but not so much that there's a big spell slot bottleneck for paladins. I guess players just don't like the loss of 5.5 damage for it, which I'd kinda disagree with.
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Frightened is a great effect to put on your enemies, especially if you're already up in melee with them. Wrathful Smite can be pretty good, I'll admit. Casting it at higher levels just puts you further and further behind divine smite, since the only extra damage is on the initial hit. If you're super lucky, and the target isn't dead already, it'll fail a third save bringing your damage to about 5 points above divine smite. If you're lucky, they'll fail a second save, bringing your damage up to 1 point above the divine smite. You deal 1d6 extra damage instead of 2d8 (as a first level spell), and if the target fails a save you get to do an extra 1d6 damage, leaving you still on average 2 points of damage behind. Either the target you want to hit is already invisible, in which case you cast the spell and hold it until you can make the hit with disadvantage, or you assume they're going to become invisible/hidden, in which case you might be giving up the extra damage for nothing. The issue with Branding Smite is the the risk/reward ratio.
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