Favored weapons. For most builds, a joke perk that only really matters for favored souls. The thing is, for as much of a pigeonhole as it is (restricting your weapon type dramatically during heroics), it has very limited payoffs.

After playing a life of melee paladin, I was shocked to find that the total payoff Paladin gets for using a favored weapon is +6 attack and damage from the holy combatant line, and another +4 attack/damage plus a sometimes-on damage buff from tier 5. A buff that does nothing, in content without undead or evil outsiders.

(Yes, I know those two are incredibly common, but the mere fact that it sometimes does nothing is rather disheartening.)


There are no favored weapon tie ins whatsoever from Sacred Defender.

Meanwhile, Warpriest and War Soul link into Favored weapons intensively, despite lacking Paladin’s new ability to choose their favored weapon from a list of easy-to-use weapons.

My goal is to make using a Favored weapon more appealing overall for paladin, while still adding in some goodies for Cleric and Favored Soul.

Paladin Changes:



Knight of the Chalice

Considering how it seems that Knight of the Chalice pushes a player towards using their Favored weapon, it only makes sense for them to get more payoff, beyond mere stat increases.



Slayer of Evil II (Core 3): Now grants “Child of Faith”
Slayer of Evil III (Core 5): Now grants “Beloved of Faith”

It’s rather strange that Paladin, an already feat-starved class, is so badly taunted by these not-that-great feats. Having them be level-locked lets them get a bit more bang for their buck at higher levels. I debated just giving them a +W, but giving them feats for focusing their faith seems more thematic, while also buffing weaker favored weapons.


Exalted Smite: When wielding a Favored Weapon, now grants 5 + (half your Paladin level) in Melee and Ranged Power for 10 seconds.

This addition is small, but already makes a huge difference. Pure paladins get more reason to use favored weapons, and the otherwise flat and boring +5 slowly can grow towards a +15, which is much more powerful, and thus more important to keep up.


Divine Sacrifice: Now scales with Melee and Ranged power while wielding a Favored Weapon.

It should’ve scaled already, but I see no reason not to let Favored weapons hit harder with it. Small quality of life changes.



Sacred Defender:

There are zero hook-ins for Favored Weapons in this tree. I can understand why, but I’m still going to try and give it a few new toys.



Divine Righteousness (Core 3): While wielding a Favored weapon, your lay on hands now grants allied targets temporary PRR and MRR equal to double your Paladin level for 10 seconds.


An extremely mediocre ability, given a new purpose. Now, your Lay on Hands can be used for a burst of durability to help your target stay alive a bit longer.

Sacred Shield (Tier 5): Now additionally grants: When wielding a Favored weapon, you gain PRR equal to your Paladin level.



Cleric/FVS

Warpriest/Soul:


War Caster: Haste: You now permanently gain the effects of the Haste Spell.

War Caster Blur gave blur permanently. I don’t see why War Caster Haste should be any different.


Ameliorating Strike (Tier 4): Now gives Smite Foe +1 Threat/Multiplier when using a Favored Weapon.

For a tree that focuses so heavily on an ability, that ability doesn’t actually get any damage bonuses. This turns it into a weaker Exalted Smite, while still keeping the worse cooldown.


Holy Striker (Tier 4): Now grants 2/3/5 additional doublestrike/doubleshot while wielding a favored weapon.


Divine Power (Tier 5): Now additionally grants +1[W] and 5 ranged/melee power with favored weapons.

This perk is basically worthless for any non-strength Warpriest, since full BAB is easily accomplished by casting the spell of the same name. Not only that, but a pure cleric has more than enough sp to keep it up constantly - it needed the push.



Thank you for reading, even if this never gets implemented. It’s just rather frustrating that they did all of these changes to make favored weapons less of a pain to work with - and the payoff is just so dismal. It should be a major build point about whether you go favored weapon or not.


Considering how it seems that Knight of the Chalice pushes a player towards using their Favored weapon, it only makes sense for them to get more payoff, beyond mere stat increases.