shayword
2017-01-15, 09:45 AM
Hello all and a happy new year to you!
I'm new to this game and thought I should gather some information from seasoned veterans on the interwebs.
I've read in more than a few places that people should "just pick one or the other" but I feel like a bard/paladin multiclass fits the idea of my character and my playstyle (I hope).
I really just want to learn about it's potential and optimize as much as I can. We're playing Out of the Abyss and I'm super excited because the campaign is highly regarded as a good one and the Underdark seems like an awesome place(deadly, but awesome).
So here's the info so far:
Name: Sevorin
Race: Elf(Drow)
Gender:Male
Height: 5'4
Weight: 115lb
Strength: 13
Dexterity: 16
Constitution: 16
Intelligence: 11
Wisdom: 14
Charisma: 17
Here's a few pieces of information that I was kind of going by:
Some quotes from a message board:
"I've been toying around with a Paladin/Bard mutliclass character in a campaign and found him to be shockingly effective. The Paladin/Bard is a jack of all trades of the highest caliber. He can diplomacy, he can fight, he can tank, he can heal, and he can buff. He trades off some early level efficacy for a mid to late-game punch.
Most optimal design I've come up with thus far:
Level 1: Half Elf Paladin 1. Using a 27 point buy and getting 15/10/13/8/12/14 gives you, post-Half-Elf bonuses, 16/10/14/8/12/16. Right now, you're a quite powerful Paladin with a solid 6 skill proficiencies.
Level 2: Paladin 1/Bard 1. You get an extra skill. Jack of All Trades boosts otherwise lackluster initiative.
Level 4: Paladin 1/Bard 3 (College of Lore). Expertise in Athletics makes you a knockdown/grapple/control machine. Bardic Inspiration and Cutting Words further adds to your battlefield control. Skilled gives you an additional skill proficiencies.
Level 7: Paladin 4/Bard 3: You're worse than a regular fighter in pure damage but you support pretty well. 18 strength and Great Weapon Fighting is enough to deal some serious damage. Bardic Inspiration is a solid way to use bonus actions.
Level 9: Paladin 6/Bard 3: Extra attack and divine smite means your athletics knockdown is a real opportunity for you to crit on an attack, smacking them with 10d8 of Divine Smite. You and creatures near you get your Charisma bonus to their saving throws.
Level 10+: Increase bard until you're done. Get a Charisma bonus at this level if you didn't at level 7.
Level 12: Solid spell pickups here are Shield, boosting AC up to a staggering 23 with full plate, and Haste.
Just so we're clear, at level 10, a Paladin 6/Bard 4 gets Bardic Inspiration, Divine Smite, 7 levels of caster spell slots, heavy armor, shields, a fighting style, an extra attack, 10 skill proficiencies (2 of which have expertise), 1 Instrument proficiency, Jack of All Trades on the remaining skills, the option of Cure Wounds or Healing Word, Lay on Hands, Channel Divinity, and likely some other stuff I'm forgetting about.
I chose the Oath of Devotion for my Paladin because of the Sacred Weapon: getting +5 to my to-hit brings my level 10 to-hit up to +13 assuming no magical bonuses. The Lesser Restoration also seems like a great way to save on a known spell slot."
Thoughts?"
and the reply to it:
"You don't get Jack of All Trades until Bard 2 (you show it as acquired at Bard 1). But otherwise, yeah Bard and Paladin combo well. Any time you mix two classes that mechanically benefit from the same ability score (in this case, Cha), the efficiency will deliver good results.
One thing to consider is Shield Master. Since you're going the melee route and have access to Expertise, it makes a whole lot of sense to leverage that Expertise to acquire Shield Master's bonus action Shove. Especially since Cutting Words will all but guarantee success. Also, this character would benefit from the bonus to Dex saves."
We currently have a big and bad vengeance pally in our group and I would like to be a little more support while also having some tankiness. I also love the idea of being a very dexterous grappler and disabler. I'm not 100% set on all this so if you guys have any advice or ideas for how I can change it, please be my guest!
Thanks for your time!
-Shay
I'm new to this game and thought I should gather some information from seasoned veterans on the interwebs.
I've read in more than a few places that people should "just pick one or the other" but I feel like a bard/paladin multiclass fits the idea of my character and my playstyle (I hope).
I really just want to learn about it's potential and optimize as much as I can. We're playing Out of the Abyss and I'm super excited because the campaign is highly regarded as a good one and the Underdark seems like an awesome place(deadly, but awesome).
So here's the info so far:
Name: Sevorin
Race: Elf(Drow)
Gender:Male
Height: 5'4
Weight: 115lb
Strength: 13
Dexterity: 16
Constitution: 16
Intelligence: 11
Wisdom: 14
Charisma: 17
Here's a few pieces of information that I was kind of going by:
Some quotes from a message board:
"I've been toying around with a Paladin/Bard mutliclass character in a campaign and found him to be shockingly effective. The Paladin/Bard is a jack of all trades of the highest caliber. He can diplomacy, he can fight, he can tank, he can heal, and he can buff. He trades off some early level efficacy for a mid to late-game punch.
Most optimal design I've come up with thus far:
Level 1: Half Elf Paladin 1. Using a 27 point buy and getting 15/10/13/8/12/14 gives you, post-Half-Elf bonuses, 16/10/14/8/12/16. Right now, you're a quite powerful Paladin with a solid 6 skill proficiencies.
Level 2: Paladin 1/Bard 1. You get an extra skill. Jack of All Trades boosts otherwise lackluster initiative.
Level 4: Paladin 1/Bard 3 (College of Lore). Expertise in Athletics makes you a knockdown/grapple/control machine. Bardic Inspiration and Cutting Words further adds to your battlefield control. Skilled gives you an additional skill proficiencies.
Level 7: Paladin 4/Bard 3: You're worse than a regular fighter in pure damage but you support pretty well. 18 strength and Great Weapon Fighting is enough to deal some serious damage. Bardic Inspiration is a solid way to use bonus actions.
Level 9: Paladin 6/Bard 3: Extra attack and divine smite means your athletics knockdown is a real opportunity for you to crit on an attack, smacking them with 10d8 of Divine Smite. You and creatures near you get your Charisma bonus to their saving throws.
Level 10+: Increase bard until you're done. Get a Charisma bonus at this level if you didn't at level 7.
Level 12: Solid spell pickups here are Shield, boosting AC up to a staggering 23 with full plate, and Haste.
Just so we're clear, at level 10, a Paladin 6/Bard 4 gets Bardic Inspiration, Divine Smite, 7 levels of caster spell slots, heavy armor, shields, a fighting style, an extra attack, 10 skill proficiencies (2 of which have expertise), 1 Instrument proficiency, Jack of All Trades on the remaining skills, the option of Cure Wounds or Healing Word, Lay on Hands, Channel Divinity, and likely some other stuff I'm forgetting about.
I chose the Oath of Devotion for my Paladin because of the Sacred Weapon: getting +5 to my to-hit brings my level 10 to-hit up to +13 assuming no magical bonuses. The Lesser Restoration also seems like a great way to save on a known spell slot."
Thoughts?"
and the reply to it:
"You don't get Jack of All Trades until Bard 2 (you show it as acquired at Bard 1). But otherwise, yeah Bard and Paladin combo well. Any time you mix two classes that mechanically benefit from the same ability score (in this case, Cha), the efficiency will deliver good results.
One thing to consider is Shield Master. Since you're going the melee route and have access to Expertise, it makes a whole lot of sense to leverage that Expertise to acquire Shield Master's bonus action Shove. Especially since Cutting Words will all but guarantee success. Also, this character would benefit from the bonus to Dex saves."
We currently have a big and bad vengeance pally in our group and I would like to be a little more support while also having some tankiness. I also love the idea of being a very dexterous grappler and disabler. I'm not 100% set on all this so if you guys have any advice or ideas for how I can change it, please be my guest!
Thanks for your time!
-Shay