DnD: Why Paladin is the best melee class

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There are many different options for players looking to become frontline fighters in D&D Fifth Edition. Here’s why the Paladin is by far the best.

There are several factors that go into building a frontline fighter in Dungeons & Dragons Fifth Edition. Tanks need to be able to take a beating while dealing a lot of damage. They need good saving throws, a high armor class, and a variety of options in combat. Plus, outside of combat, they need options for social gatherings, exploration, and whatever else a dungeon master could throw at players. This makes choosing the right class for a melee character difficult, but the best option is the Paladin.

Paladins have access to a variety of perks at lower levels, including mastery of heavy armor, mastery of martial weapons, and the ability to choose a fighting style. Heavy armor is a great alternative so you don’t have to worry about a character’s Dexterity score, as even chainmail armor and shield give a respectable armor class of 19.


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Additionally, mastery of martial weapons gives the Paladin access to better weapon qualities for close quarters combat, with access to different styles of combat depending on what he chooses. Interception or protection is great for helping to defend the more fragile allies, while dueling or fighting with a large weapon helps to rack up the damage.

Paladins also have access to another second-level game changer: the caster. While not as powerful as a full pitcher in this regard, the Paladins are one of the game’s two “half-pitchers”, giving them a lot of versatility without having to compromise on the pitch. essential of the melee. The detection of magic can combine with the ability of the Paladin’s divine sense to impart a tremendous amount of information outside of combat, while combat buffs like Bless or Shield of Faith are great for turning the tide of battle. .

Spell slots also power Divine Smite, the Paladin’s most powerful ability. Each time it deals damage, a Paladin can burn a spell slot to deal 1d8 radiant damage, plus an additional 1d8 damage for each level of the slot spent. That’s a massive amount of damage already – and that’s before it’s doubled by critical hits.

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The third level brings with it the choice of subclass of the Paladin, flavored as various oaths. Each oath brings a range of powerful abilities, as well as principles that characters can strive to adhere to. Paladins aren’t just killing machines with access to divine spells; they are the arbiters of a chosen ideal. These principles are a great foundation for role-playing, giving a character flavor and foundation from the start. It does not take any conviction or character to be a thief or an archer. Oaths are one of the few situations in Fifth edition where a character’s class helps determine their outlook.

The Paladin’s significant abilities decrease at later levels, but the sixth level in particular gives them one final blow: the Aura of Protection. The Paladin and each creature within 10 feet of them gain a bonus on all saving throws equal to the Paladin’s bonus Charisma. While each class is good at certain saves, Paladins can reliably perform all of them while still giving their party members the ability to do the same.

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This ability is also linked to an extremely useful ability score. While Intelligence and Wisdom tests can often be avoided, each party needs a face to handle social gatherings. Paladins dubbed melee fighters and social experts mean the rest of the party can be even more diverse.

If all that wasn’t enough, Paladins are also part of one of the best multi-class versions of the game, the “Sorcadin”. By taking a few levels of Paladin before multiclassing into Sorcerer, Paladins gain access to higher level spell slots to fuel their divine punishments, greatly improving their damage without giving up much in return. They also benefit from the Wizard’s Metamagic feature, allowing them to speed up spells while performing a full attack action.

While most multiclass builds stretch between different ability scores, wizards and paladins are charisma based. However, multiclass or not, high level or low level, if there is a need for a melee fighter in a D&D party, the Paladin is the best bet of the party.

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