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Here a deeper description of it: https://www.dndlounge.com/divine-smite-5e/
Whether or not it's better than Strength is going to be a matter of playstyle. Adding to your strength value will make your melee attacks more powerful and accurate, which is pretty damn critical.
Thank you for the link. Most of the time I'm not allowing Divine Smite to hit, hate using up all the spells early and want it mostly for crits. Hag fight for the hair I didn't use the reaction smite at all. I always want her hair now and she goes down quick with Shadowheart putting on a Silence spell on her.
I don't usually like odd numbers except for Con :)
Going for 18 Strength. I made a mistake on my fighter I think. Got his Strength up to 20 but left his Con at 14. Think 18 and 16 would have been better.
Thanks everyone for the tips. Will run him all the way in the Underdark.
Paladin is more martial class than caster class, since they are hybrids.
So Max your most used attack roll Stat first (STR/DEX for martial classes)
If you want divine caster, get Cleric and there Max casting Stat (WIS)
Unlike previous editions of D&D, your spell slots and the maximum level of casting are not affected by a higher casting attribute. It doesn't matter if your wizard has an INT of 18, or 9, they'll still have the same number of spell slots and casting level as each other. The only difference is the 18 intelligence wizard is going to have their spell prove more effective than the 9 intelligence counterpart.
Bare in mind if you go GWM, you're going to incur that minus to hit chance so you may want to see if there is some way you can circumvent that. Even if you can't, when you do hit either through random chance or help from a team member, you'll hit harder for sure.
He is an Oath of Devotion paladin so he has sacred weapon to bolster his hit chance.
You will never "need" more than 14 in charisma playing BG3, while charisma helps in spellcasting bonus, you'll never go above 4th level spells and you have to ask yourself is it worth an additional +1or+2 if you go above 14.
Aura of Protection comes in at 6th level. Adding your Charisma bonus to all saves for yourself and nearby allies is kinda good, and only gets better the more of it you have.
kinda good=meh to me in sacrificing for the additional +1/+2 but yes the saving throw aura as well I was just lumping them together.
Personally, 16 I can justify, but nomore than that, besides in early access we can't get above 5th level.
Devotion also gets sacred weapon which is + charisma to hit, and unless you have Wyll in your party your paladin is probably going to be your best charisma character and succeeding at dialogue checks can be as important as hitting an enemy (if you don't save scum).