Spellguard Paladin, new in DnD’s latest Unearthed Arcana. It’s a decent bodyguard, but many of its features don’t do anything unless spellcasters are common enemies.
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Oath of the Spell Guard Paladin. This is
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brand new in Unearthed Arana mystic
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subasses. The subclass is all about
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protecting allied spellcasters and
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shutting down enemy spellcasters. It's a
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fantastic bodyguard subclass that lets
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you spend your reaction to add your
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charisma modifier to nearby allies AC.
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But you're built around a bond with a
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specific character. Like you pick one
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ally, you mark them as your bond. It
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lasts like an hour or something like
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that. And then you're really good at
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protecting them. As you gain levels, you
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get the ability to cast things like
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dispel magic and counter spell and a few
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other things, but it's mostly about
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shutting down enemy spellcasters and
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keeping allied spellcasters alive. At
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level seven, your aura of protection
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gives you and allies in your aura
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advantage on concentration saves. And
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that's on top of aura of protection,
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adding your charisma modifier to your
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saving throws. So you and your allies
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are really, really good at
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concentrating, provided that you're all
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clustered together within that 10-ft
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radius of your aura. You also get the
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ability to attack enemy spellcasters as
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a reaction when they perform sematic,
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verbal, or use a material component. So
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almost every enemy spellcaster when they
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cast a spell is going to use some
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variety of component. Typical enemy
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spellcasters like especially humanoids
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are still going to use spell components
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like that. So you'll be able to get that
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reaction attack pretty regularly when
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you're facing those enemies. But a lot
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of enemies can cast spells without
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components. So even if your enemy is a
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spellcaster, you're not guaranteed to
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get that benefit, which is really
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frustrating. At level 15, when you hit
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them with that reaction attack, you also
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get to cast counter spell on them. Uh
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and that's like that's really cool when
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it works. Um it could be really good
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assuming you have 20 charisma at that
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point. So, your spell save DC is decent,
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but like yeah, it the subclass depends
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really heavily on your enemies being
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spellcasters that work a certain way,
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and you can't guarantee those things.
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So, most of the things that the subclass
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does reliably are just protect your
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allies. Like that's perfectly fine, but
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is that enough for a subclass?
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