So I play an Ancients Paladin in one of my games and have the 7th lvl feature, which is resistance to magic damage caused by spells. Sounds great on paper.

The issue is that in the 2+ years I’ve had this feature, I’ve never once gotten to use it because any damage that we’ve taken is from a creature feature, not a spell, even if it functions like a spell. As we all know with Monsters of the Multiverse, this is going to be becoming the standard way of stat blocking monsters in the future, so the situation is just going to be exacerbated in the coming years of playing the character.

I’ve talked with my DM and we both agree that this is an issue as anyone having a character feature that’s essentially dead is a problem. However, we don’t really know what to do to fix it in a way that makes it satisfying and not overpowered or pandering (ie: artificially adding in spellcasters and say they’re casting spells just so I get to use the feature). And since this isn’t the main paladin subclass, we likely won’t see if WotC decided to address it until next year when PHB 2024 comes out… which is another year of feeling like there’s a dead feature in my character.

Now, it is possible that the feature only exists to deal with friendly fire. Fortunately or unfortunately, my group is very good at avoiding friendly fire by having an evoker wizard who negates all AOE damage for us, a Bearbarian as the other front liner, and good tactical positioning of spells from the other spellcasters (one of whom is a moon druid and often in melee). If this is the case, it still feels bad as it just isn’t something that occurs in our game.

I have tried doing some searching, but most discussion on this topic tends to be about what the feature actually affects (just damage from spells). Does anyone have any thoughts on how to adjust the feature so that it can actually be utilized against creatures going forward, but not be so overpowered that it just turns into resistance against magic damage.

Thanks in advance for any help. We’re quite stumped on this one.

  • SkyyHigh@ttrpg.networkM
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    1 year ago

    This feature really is lackluster, especially given how it initially looks pretty strong.

    How about something like the Nature Cleric’s 6th level ability, Dampen Elements, reworked into an Aura?

    Starting at 7th level, when you or a creature within 10 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to creatures of your choice within 10 feet of you against that instance of damage.

    So, it’s more limited in range than the cleric’s (10’ vs 30’), but you have the option of applying it to multiple people if they all get hit by the same elemental damage, so it should still work for spells. Shame it won’t work against Magic Missile or other force / bludgeoning damage spells anymore though. Maybe you could put “force” in there as another option…but that could probably lead to cheese, since on-demand resistance to force is likely to open up some abusive interactions (like make Staff of the Magi a much less suicidal nuke).

    It’s also balanced somewhat by the fact that a paladin’s reaction is more useful than a cleric’s usually.