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Escribblings
2017-04-27, 12:21 PM
Building a Paladin Warlock, starting with the Pally.

Normal opinion is you don't MC before level 5 as it delays extra attack.

But if you MC before 5 and take Booming Blade or Green Flame Blade, does that make up for losing the extra attack?

I'm guessing if you were after BB, it best emulates extra attack at level 5 where it gains the extra 1d8 to hit.

GFB however it's good against groups, which in my limited experience is what you seen to face most at the lower levels.

Paeleus
2017-04-27, 12:26 PM
BB and GFB kinda put a bandaid on the lack of Extra Attack. More so if you can add a mod to the fire damage (a la Undying Light Warlock).

The big thing you miss is an extra d20 roll. That can mean more Divine Smites and more chances to crit.

Escribblings
2017-04-27, 01:33 PM
Cool.

Looking at the tables, and based on that, I think I'll take Paladin (Devotion) to 6, possibly with magic initiate (depending on my rolls), then work on Warlock (GOO Blade) to 4.

From there on in its anybody's guess.

Citan
2017-04-27, 05:23 PM
Building a Paladin Warlock, starting with the Pally.

Normal opinion is you don't MC before level 5 as it delays extra attack.

But if you MC before 5 and take Booming Blade or Green Flame Blade, does that make up for losing the extra attack?

I'm guessing if you were after BB, it best emulates extra attack at level 5 where it gains the extra 1d8 to hit.

GFB however it's good against groups, which in my limited experience is what you seen to face most at the lower levels.


BB and GFB kinda put a bandaid on the lack of Extra Attack. More so if you can add a mod to the fire damage (a la Undying Light Warlock).

The big thing you miss is an extra d20 roll. That can mean more Divine Smites and more chances to crit.
It can be much more worth than just a band aid. As you said, the main drawback is one attack less, so one lesser chance to hit and possibly smite.
Now...
- Devotion and Vengeance both help much in the way of to-hit chance. Add to that a possible Bless for toughest fights.
- Up until lvl 6-7, Paladin doesn't really feel that stronger when Smiting, and has trouble choosing where to spend resources.
- GreenFlame Blade at level 5 is already providing secondary damage damn close to a weapon attack.
- Booming Blade gives damage that is a bit lesser but the rider makes it useful in many situations.

So basically the only real loss you have by multiclassing as a "magic sword" Paladin is the ability to spend one more smite on a single turn, unless you built your Paladin as a GWM feat wielder.

What do you gain in exchange? Short-rest slots.

Compare a full Paladin level 5 with a Paladin 3 / Warlock 2 (probable split), both point stat, having a 16 in attack stat
Single-class has 4st 1st level slots, 2 2nd level.
Dual-class has 3 long rest 1st level slots, 2*1st short rest.
As long as DM follows the guidelines (or is not too strict on how to get a short rest in general), dual-class would end with 4 additional first-level slots.
So let's compare (4*1st + 2*2nd) to (3+2+2+2)*1st, in the hypothesis that everything is blown on Divine Smite.

In the long run...
Single class would end with a total of (4*2+2*3)d8 = 14d8.
Dual-class would end with a total of (9*2)d8 = 18d8.
Dual-class easily win (even without short rest, it's actually equal).

In burst round against a single enemy (supposing all hit)
Single class would end with 2 weapon attacks, to which you would add 2nd level smites: ((1d8+3)+3d8)*2 = 8d8 + 6.
Dual-class would end with Booming Blade + smite, dealing 1d8+3+1d8+2d8 (and possible 2d8 if it moves) = from 4d8 to 6d8 + 3.
Single class has a clear edge on burst.
But this advantage will be washed away as soon as dual-class takes his third Warlock level. From that, the dual-class will stay far above the single-class whatever happens.

Escribblings
2017-04-27, 06:13 PM
Very interesting, very interesting indeed.

Assuming I'm aiming for P6/W4 at L10...

What do you think would be the best way to advance - I'm starting as Paladin 1 no matter what.

Ovarwa
2017-04-27, 06:48 PM
Very interesting, very interesting indeed.

Assuming I'm aiming for P6/W4 at L10...

What do you think would be the best way to advance - I'm starting as Paladin 1 no matter what.

Depends what you want to *do*.

If melee is to be your thing, P6 and then W4 is completely good. ASI at levels 4 and 10. Awesome saving throw bonus at 6, my favorite paladin ability. 2nd attack at 5. Depending on your Oath, you might even want P7 first. (+Cha to melee or resistance to all spell damage, etc? some of these are very good)

But P1, W4, P2..6 is also doable. Eldritch Blast attacks at level 5. Shillelagh for Cha-based melee at level 3 with Tome. ASI at 5 and 8.

All sorts of other choices. I'd take a close look at every level you expect to play to make sure you're happy with what you get.

Anyway,

Ken

Escribblings
2017-04-28, 05:16 AM
Well I'm looking at Devotion and GOO Blade if that helps

Which oath adds cha to melee at 7?

Devotion is protection from charm, Ancients(Warding) is protection from spells, and Vengeance allows you to escape melee with an opportunity attack.

Citan
2017-04-28, 05:36 AM
Well I'm looking at Devotion and GOO Blade if that helps
Honestly, there is no real bad choice here because the two classes synergize so well.

With that said, there are a few things that may push the balance towards one end or another.

1. GWM: if you plan on getting it early (like at first ASI or as variant human feat), then you should aim for Extra Attack first absolutely:
with Sacred Weapon and Bless in play, you can reliably enough use the high risk/high damage feature, so you will like having an Extra Attack as soon as possible. Then, even if Blade Pact would also give you the ability to Extra Attack, I'd rather suggest going Paladin 6 first to get much better defense, unless you plan on an end build with "low-level" Paladin.

2. TWF: although I don't see why you would take this this Paladin doesn't get the related fighting style, just for reference, this makes also Extra Attack better. Of course, if you include one level of Fighter to get the Fighting Style it gets better, but it's still not optimal.

3. Sword & Board: you really don't care that much about Extra Attack: you can either pick it later once you get Warlock or Paladin up to 5 for more flexibility, or pick Shield Master to Shove prone as bonus action. So do the dual-class ASAP. Confer post above: you temporarily lose for burst damage during 2 levels, but it's a net win overall.

4. Warcaster: if you plan on getting this, ensure you got Booming Blade just before because it will make this very worth your while.

5. End build and Pact choice: if your end build aims towards Paladin 5+, I suggest you don't take Blade pact and instead pick up Tome, unless you plan on taking the 4+ Paladin levels very late, like after Warlock 7 or so. Why?
- Sacred Weapon makes your weapon magic already.
- The Extra Attack invocation is useless, unless you use it while you level up as a Warlock, then swap it on the last Warlock level you take just before/after taking the Paladin's 5th level.
- On the other hand, Tome is a good way to ensure you get all the cantrips you need, with the additional option to use Shillelagh to become totally Single-Ability Dependent (which means, in turn, more space for feats).

EDIT: The Oath with +CHA to damage is Oathbreaker, so the one you become when you totally betray your values beyond redemption (up to the DM).
It's not usually an Oath to take into play from the start, but well...
I would suggest you stick with your initial concept (fluff > mechanic) especially since you would be very efficient already.
But it all you care about is dealing damage, then Undying Warlock 1-3-5 (for smite) / Oathbreaker Paladin 7 is all you need (provided you hit though, that's the great point of Devotion/Vengeance).

For Devotion Paladin / GOO Warlock, I'd suggest...

1/ Either you never care about GWM: take Tome Pact, with quarterstaff and Shillelagh: later you can take either Polearm Master, Sentinel, Warcaster or Shield Master depending on your style.
Pick your first level of Warlock as early as you want, although I would propose...
Paladin 2: first level spells, smite
> Warlock 1: Green Flame Blade, Booming Blade (unless you can't cope with Javelins for now, then take Eldricht Blast), short-rest slot for Bless.
> Paladin 3: Sacred Weapon for better to hit
> Warlock 3: better smites, extra spells, Shillelagh, Thorns Whip, Eldricht Blast/Booming Blade/whatever else you want, Rituals invocation
> Paladin 4: +CHA
> Warlock 4: Warcaster (better reaction and concentration) or Shield Master (shove before you cast the cantrips) or Polearm Master (if you plan on switching to Extra Attack as your usual tactic) or Mounted Combatant (if you plan on using Find Steed).
> Paladin 6: additional spells, Extra Attack and Aura of Protection.
> Warlock 5 to get even better smites.
Then whatever you like.

As for spells, really, you can take whatever you like. The only ones that you should have are Bless and Armor of Agathys (especially if you use Find Steed ;)).

2/ You care about GWM but plan on taking it later:
Follow the same plan except for feats choice. Or start Paladin up to 3, then go Warlock Blade Pact straight up to 5 (ASI=+2STR), taking the related invocation for Extra Attack, then Paladin up to 6 (ASI:GWM), then finish Warlock (swapping the now useless invocation ASAP).

3/ You care about having GWM as early as possible:
Start Paladin and go straight up to 4 (GWM), then pick Warlock 1 (because it's still good to have BB and GFB for some situations and short-rest Bless will help much) then go back Paladin up to 8 (Extra Attack, ASI +2 STR).

djreynolds
2017-04-28, 05:41 AM
With bless and possibly sacred weapon/vow enmity you shouldn't miss much and should be able to land BB/GFB.

And unsure if it is RAW/RAI... could use GWM on top it.

So that extra attack can certainly wait

Citan
2017-04-28, 06:21 AM
With bless and possibly sacred weapon/vow enmity you shouldn't miss much and should be able to land BB/GFB.

And unsure if it is RAW/RAI... could use GWM on top it.

So that extra attack can certainly wait
You can use GWM on top of weapon cantrips.
But that's the point: if you have GWM, you usually want as many weapon attacks as possible (whereas otherwise, weapon cantrips equal Extra Attack early on and trump it easily at lvl 11): the difference between "Extra Attack with GWM" and "cantrip with GWM" only washes out once you get around character level 11, depending on stats and frequency of bonus action (unless you stack Polearm Master on GWM to get permanent bonus action attacks, which is usually the case).
Before lvl 11 (washing out bonus action attack and riders because realistically you took +2 STR and GWM, no Polearm Master yet, and you can't always ensure the enemy will move):
GWM Extra Attack: (1d10+4+10)*2, average 19,5*2 = 39.
GWM Booming Blade: 1d10+4+10+1d8, average 19,5+4,5 = 24.
If rider triggered, additional +9 average.

At level 11:
GWM Extra Attack = same, average 39.
GWM Booming Blade = same + 1d8 = 29,5.
Rider gives additional +14,5 average.

At level 12 (hypothesis):
Extra Attack with ASI spent on Polearm Master means another 19,5 consistently.
Booming Blade won't change.
Of course, in the latter case, you will probably spend the ASI on Warcaster instead to increase the reaction damage by a significant amount, but it's a choice the other could make.

So, "GWM Booming Blade" is competitive as soon as lvl 11 only if the rider is triggered. Otherwise it's a loss. Same could be said for Green Flame Blade.

There is also the Warlock's Lifedrinker invocation to consider: this is another great weight toward Extra Attack instead of cantrips (I forgot to take it into account in my previous post I realize now, but no time to make changes). :)
As well as Paladin's extra 1d8 on melee attacks. ;)

Dappershire
2017-04-28, 07:29 AM
So I haven't played 5E, though I'm interested. But how in the hell (heh) do you fluff such a character?
I keep seeing this combo of Paladin Warlock come up because 'optimized'. But...like...how?

I can understand the devil wanting a paladin's soul, but how does the paladin not instantly fall? Even if its not Infernal patronage, a Great Old One is just as bad, on the chaos spectrum, possibly the evil spectrum, and definitely the madness spectrum. Even an Arch Fey, being so alien in thought and expectation, should make a Paladin fall. Any major oath to any service other than the God in question should be grounds for dismissal.
Do players explain this for their characters? Or do DMs not care? "Palock? Cool. Smiting Hex all over my face. Lets do this." It just makes so little sense to me.

Citan
2017-04-28, 08:06 AM
So I haven't played 5E, though I'm interested. But how in the hell (heh) do you fluff such a character?
I keep seeing this combo of Paladin Warlock come up because 'optimized'. But...like...how?

I can understand the devil wanting a paladin's soul, but how does the paladin not instantly fall? Even if its not Infernal patronage, a Great Old One is just as bad, on the chaos spectrum, possibly the evil spectrum, and definitely the madness spectrum. Even an Arch Fey, being so alien in thought and expectation, should make a Paladin fall. Any major oath to any service other than the God in question should be grounds for dismissal.
Do players explain this for their characters? Or do DMs not care? "Palock? Cool. Smiting Hex all over my face. Lets do this." It just makes so little sense to me.
Hmm, it may be because I'm not very much familiar with the specific D&d setting and all implications but...

From what I read into both Paladin and Warlock classes, it does not seem THAT complex to me, except when taking really extreme dispersion such as Fiend / Devotion.

But imo, the fact that the fluff works or not depends first and foremost on how the DM interprets the restraints on behavior put by both Oath and Patron.

For example, I don't see why a Vengeance Paladin could not make a pact with a Fiend entity: after all, "by all means necessary" is one of his tenets.

The Great Old One "fluff" says explicitely that one may have found a way to draw power from these entities without the latters being even aware or taking the slightest interest.
So, if a Devotion Paladin was facing a threat upon life in general that he feels he is powerless to stop by furthering his Paladin skills, why wouldn't he try to find another way?
Of course, you could argue that a true Paladin would put a total faith in his own path in the first place.

Hence the reason why I think it's up to the DM.
Is following the Paladin path a strict requirement to respect your Oath? Then whatever Patron won't work without you breaking your Oath.
Is following the Paladin path all about striving to respect its written tenets, even if it means bending the means in some occasions? Then it's up to the player to explain why just keeping on Paladin path would prove insufficient to achieve his goals.
And that is the "hardest" way, when you start Paladin to continue Warlock.

The reverse could be substantially easier: you just took a Pact with a Patron that led you to commit crimes that went far and beyond what you wanted to do. Torn with regret, you seek repentance as well as a way to properly break (or just adapt worst case, but I think breaking is more coherent) your relationship with the Patron. This would make for a lifetime goal for the character which one reached, would make him ultimately lose his Warlocks power if the DM wanted so. But until then, it would explain why you still tend to use your Warlock powers as a Paladin.

After all, if you let a bandit escape you because you didn't want to use your Warlock powers to stun/down him and you know people are gonna be hurt as a consequence, wouldn't that be failing your "protect all life" tenet much more than just using everything you have to capture him?

You also strongly implies that any and all Paladins are necessarily Lawful, while Warlocks would have no other choice than to be Chaotic. I just don't see why.
On Paladin side, "justice" is really a very arbitrary and partial notion, as anyone can learn when studying cultural differences between countries, or just evolution of "morality and law" throughout history.
Even the "Devotion" one, that you could intuitively view as intrinsically Lawful, does not say that.

Even worse for Ancients, which makes "preserving all life" a priority: in a setting where death penalty is probably common, a Paladin that stops someone from committing a crime and see a sincere chance of him chancing his way, would he really give him to authorities knowing that he may be executed on the spot?

Would a Vengeance Paladin patiently wait for one of his enemy to come out of some place in town, just because "breaking and entering" is forbidden by law?

On Warlock side, there is absolutely nothing that forces them, by RAW, to act exactly the same way as their Patrons. It all depends on what DM decide. And on the contrary, it could make for interesting roleplay for a player to have a character that is naturally Lawful but has a "direct" relationship with a Patron that tries to make him act in a Chaotic way (because then the character has to either play smart to "obey without obeying", or try and propose another way to do things that may be agreeable by both).

TL;DR: nothing in the PHB strictly forbids any combination. While a few of them are indeed counter-intuitive, anything may work depending on how both player and DM interpret the duties one has towards his own Oath or his engagement towards a godly entity.

Millstone85
2017-04-28, 10:35 AM
But how in the hell (heh) do you fluff such a character?For this specific character, the OP made a separate thread (http://www.giantitp.com/forums/showthread.php?523119-Deities-Patrons) to figure out the fluff.

Escribblings
2017-04-28, 12:41 PM
So I haven't played 5E, though I'm interested. But how in the hell (heh) do you fluff such a character?
I keep seeing this combo of Paladin Warlock come up because 'optimized'. But...like...how?

[snip]
Well, it is a good question. As mentioned above I have already started a thread to try and reconcile this on here.

I also had this conversation in the OOC of the game I'm currently in:


In reply to Balik Giantborne (msg # 461):

... Devotion/GOO? o.O

How does that happen?
Good question, and one I haven't totally solved yet.

I have been doing much reading. The problem with the GOO being ineffable is that no one can describe it!

Because of this, everyone points to Cthulu (my knowledge of HPL is even more lacking than that of DnD).

However, a ray of light has pointed out the path to me.

Unlike the Fiend or the Fey, you technically don't make a pact with the GOO. You get sucked in and get your powers by some strange event.

The GOO is ineffable and incomprehensible, but somehow gets you to do stuff for it. Maybe through a cryptic vision, maybe through some sort of harbinger, sign or omen. And here's the kicker - maybe what he gets you to do is not what is important, but something that you do on the path to that goal sets in motion a chain of events that ends up with the result the GOO wants.

i.e. You get strange vision about a chess piece floating in the sea, then you sight a lonely tower in the middle of a lake from a hillock. To get there you have to go through a forest.

You get to the tower and free a maiden, or whatever - but on the way to the tower, as you push through the forest, you disturb a butterfly. And as it flaps it;s wings a chain of events are put into place that cause a massive storm on the other side of the world.

Now a Paladin serving the Oath of devotion could stumble across something bathed in a unnatural ray of light, maybe in a cave coming from what he thinks is a chink in the ceiling but is in fact a tear in the fabric of reality. Drawn to this light he is overcome. When he awakes he has new powers but believes them to have been imparted by the the deity of his order rather than an otherworldly being.


What I think fits quite well mechanically are the GOO's almost psionic benefits, and the blades weapon being fluffed as a holy weapon.

If our GM let's me create this character (I may have to wait until I retire one of my other two first), I'm hoping he will actually let me use EB when the time comes, but to give radiant damage as opposed to force. I mean for one, it actually weakens it due to resistances and immunity, but thematically is a better fit IMO
What do you think???



[snip]

5. End build and Pact choice: if your end build aims towards Paladin 5+, I suggest you don't take Blade pact and instead pick up Tome, unless you plan on taking the 4+ Paladin levels very late, like after Warlock 7 or so. Why?
- Sacred Weapon makes your weapon magic already.
- The Extra Attack invocation is useless, unless you use it while you level up as a Warlock, then swap it on the last Warlock level you take just before/after taking the Paladin's 5th level.
- On the other hand, Tome is a good way to ensure you get all the cantrips you need, with the additional option to use Shillelagh to become totally Single-Ability Dependent (which means, in turn, more space for feats).

EDIT: The Oath with +CHA to damage is Oathbreaker, so the one you become when you totally betray your values beyond redemption (up to the DM).
It's not usually an Oath to take into play from the start, but well...
I would suggest you stick with your initial concept (fluff > mechanic) especially since you would be very efficient already.

[snip]

Not interested in OB - Trying to stay on the path of devotion.

I thought about Tome. But although it is better mechanically to have Shillelagh, A Paladin in plate with a shield wielding a wooden club doesn't cut it image wise for me. And I would much rather have a sword than an axe, club or hammer.

Going Blade gives me this - and allows me to fluff it as being a weapon bestowed by my God, even if it isn't.

(On that note, I think I might get my Pally to follow Lathander. I've done some "quick" research on notable Paladinic orders, and I quite like the sound of the Order of the Aster (http://forgottenrealms.wikia.com/wiki/Order_of_the_Aster)

I'm planning on Duelling for Sword and Board. Either DMG Aasimar or Var. Human. House rule in our game is VH doesn't get his bonus feat until L4, so at L4 I would get ASI and 1 feat, or 2 feats.

I'm considering, going V. Human and taking Magic Initiate to boost cantrips and spells. Although the Aasimar's Light cantrip and Lesser Restoration spell are interesting, I could get 2 cantrips and 1 1st level spell from any class of my choice (although they have to come from the same class) - realistically this means Bard, Sorcerer or Warlock as they all use CHA as their ability, and I'd have to use that ability.

War Caster is also interesting - although Aura of protection my be better (a flat +3 ( is possible) on all saves to me and my party within 10ft, and may be better than advantage on con saves only on concentration spells.

The somatic bit is nice, but not essential (I think)

Now casting a spell instead of an opportunity attack - a second chance to cast Green Flame or Booming Blades, now that I like. But it's only on opportunity. Is it really worth it for that?

In the end, a lot will depend on the base rolls for the char anyway.

Also - and this is the real kick in the teeth for me right now. My GM doesn't support SCAG at the moment (although it may be coming very soon - which is why I included form the offset).



As for where I want to take it after P6/W4, I'm undecided.

Looking at the levels, there are some things I definitely want and others that don't seem that useful (right now anyway)

Paladin
Devine Sense - Meh
Lay On Hands - Yes
Fighting Style - Yes (probably Duelling although they all bring something to the table)
Spells - Yes
Divine Smite - Hell Yes
Divine Health - Nice
Sacred Oath (Devotion) (Channel Divintiy) Sacred Weapon - Yes
(Channel Divinity) Turn the Unholy - Meh
ASI - Always Welcome
Extra Attack - Always Welcome
Aura Of Protection - Yes
Aura Of Devotion - Meh
ASI - Always Welcome
Nothing
Aura of Courage - Meh
Improved Divine Smite - Yes
ASI - Always Welcome
Nothing
Cleansing Touch - Meh
Purity of Spirit - Meh
ASI - Always Welcome


Warlock
Pact Magic - Yes (and not subject to spell Multiclassing rules)
Patron Feature (GOO), Awakened Mind - Yes
Eldritch Invocations - Yes
Pact Boon (Blade) - Hell yes
ASI - Always Welcome
Nothing
Entropic Ward - Meh
Nothing
ASI - Always Welcome
Nothing
Thought Shield - Nice
Mystic Arcanum - Nice
ASI - Always Welcome
Mystic Arcanum - Nice
Create Thrall - Meh

Looking at those lists next to each other, aiming for Improved Divine Smite seems better than Thought Shield.

With that in mind, to squeeze the ASI I think I would aim for a L20 P12/W8.

It's that or freeze Warlock at 4 and take Paladin to 16.

I think the former as the Warlock spell slots and Invocations are probably more useful.

Or not...

The difference is 2 long rest level 5 spells or 2 invocations.

Citan
2017-04-28, 01:08 PM
I thought about Tome. But although it is better mechanically to have Shillelagh, A Paladin in plate with a shield wielding a wooden club doesn't cut it image wise for me. And I would much rather have a sword than an axe, club or hammer.

Going Blade gives me this - and allows me to fluff it as being a weapon bestowed by my God, even if it isn't.

No need to say further. Fluff > Mechanics, especially here since you found a "mechanical way" to link the features & fluff between Warlock and Paladin. GG :)

On to other points:

- Magic Initiate: since you stay Blade, this is a good choice: I would suggest Warlock (so you get another spell known) or Sorcerer (for a "oh sh**" 1/long Shield) to get the weapon cantrips.
- Spell Sniper: this could also be considered: you could use it to learn Eldricht Blast and get a pretty powerful ranged attack. A strong contender if you thought about taking the Repelling or Agonizing Blast invocation. Otherwise, Magic Initiate may get you more mileage on the long run.
- Warcaster: I'd say it's not essential at start but will quickly become mandatory: since you will go S&B, you won't have any hand free, at least for your Warlock spells (for Paladin, you *may* eventually get a "focus shield" and your DM may consider that even if you are actually holding the shield in your hand you can still take care of somatic).
Also consider that, for a dueling Paladin at level 5, a normal attack on reaction will be 1d8+4+2 (starting stats + 1 STR bump).
Using Booming Blade will net you extra 1d8 immediately, plus 2d8 if enemy moves. So from 40% to >100% increase in damage. Not too shabby right? :)

EDIT: saw the bit about DM not allowing SCAG. Tough luck indeed, makes Warcaster lose quite some of its appeal...
Although it could still give you some opportunities as "reaction spell" go: Command / Hold Person for spells (even Dissonant Whispers could have its use if it allows you to "redirect" enemy movement in a direction that could trigger allies's opportunity attacks).
Repelling Blast would also be nice (you'd first roll with disadvantage, but as soon as the one connects you push it away so the next rolls won't be).
Or Shocking Grasp from Sorcerer if you want to damage him and allow everyone around to move away safely...

Escribblings
2017-04-28, 01:24 PM
Food for thought.

I'll have to take a look at the invocations to see which ones I want.

Escribblings
2017-04-28, 05:18 PM
I've looked through the PHB, EE and SCAG. (SCAG is the only one not currently supported, but may be soon)

I've considered the lists above, and unless I dip a 3rd class, I think Improved Divine Smite outweighs 1/2 psychic damage and 1 L6 spell per long rest (although I haven't looked at those spells yet).

For the cantrips the ones that interest me the most are
PHB
Eldritch Blast
Shocking Grasp
True Strike (possibly)
SCAG
Booming Blade
Green Flame Blade
Lightning Lure (Possibly)

Obviously for Cantrips, apart from Shocking Grasp, they are all on the Warlock list which is nice. Can't see any other Warlock, bard or Sorcerer cantrips that interest me right now.

A lot is going to come down to slots...

Magic Initiate gives 2 cantrips (and an additional L1 spell).
Spell Sniper gives 1 cantrip (and doubles range on attack roll spells - nice).
The Warlock starts with 2 cantrips.
Then gains a cantrip at levels 4 and 10

L10 (plus however many paladin levels) is too late for a Cantrip, and I want L4 anyway, so I can look at...

2-3 cantrips without feats
3-4 with Spell Sniper
4-5 with Magic Initiate
or 5-6 with both.

so how important are the other feats? Good question? I'll look at them in a minute.

And what about spells?

Ah, now that's an interesting one. Lets deal with them first...


Warlock 4 - Spells known 5, Slots 2x L2
Warlock 8 - Spells known 9, Slots 2x L4 (Moar Powah!!!)

Paladin - Spells Known ALL
Paladin 12 - Slots 4x L1, 3x L2, 3x L3
Paladin 16 - Slots 4x L1, 3x L2, 3x L3, 2x L4

Assuming 1 short rest per day that gives a total (slots/long rest)
P12/W8 - 4x L1, 3x L2, 3x, L3, 4x L4 (14) +2 L4, -4 L2
P16/W4 - 4x L1, 7x L2, 3x L3, 2x L4 (16) +4 L2, -2 L4

And invocations?

Warlock 4 gets 2
Warlock 8 gets 4

Agonizing Blast (needs Eldritch Blast)
Devil's sight (more useful to Var Human than Aasimar as they have darkvision)
Eldritch Sight (Detect Magic at will)
Eldritch Spear (needs Eldritch Blast, extends range from 120' to 300' - or 240' to 600' with spell sniper (if they stack, otherwise mostly negated by spell sniper))
Fiendish Vigour (False Life at will and no material component, 1d4+4 temp HP)
Thirsting Blade (needs 5th level warlock, Second Attack with Pact Weapon - And actually, may be better than BB or GFB, but have to wait for it) [edit] Doesn't stack with Pally extra attack, but if taking Warlock to 5 before Pally to 5 then useful - AND can be swapped out if taking Warlock higher


Of those, Agonizing Blast and Thirsting Blade are the most interesting to me. Followed by the others (minus Eldritch Spear if Spell Sniper taken)

God this is confusing.

Right, feats!

Defensive Dualist - Unlikely. Good if Dex 13 and using shortsword, but much more likely to be using longsword.
Great Weapon Master - Maybe
Mage Slayer - Maybe - Especially if the Advantage stacks with Aura of Protection
Magic Initiate - maybe, although Spell Sniper might actually be better for me.
Martial Adept - Only if I dip fighter and take Battlemaster
Mounted Combatant - Undecided, if I use find steed it's a little immaterial.
Savage Attacker - Meh, maybe
Sentinel - Contender
Shield Master - Maybe
Spell Sniper - Contender
War Caster - Maybe


So much choice!!!

Other options, dipping a 3rd class - probably to 4 levels to get that ASI...

Pro's possible to get more cantrips
Con's - Probably end up losing spell slots due to MC rules AND no Thirsting Blade

I think 12/8 is where it is at, or at the very least 12/5/???

Escribblings
2017-04-28, 07:23 PM
I've looked at the possible 3rd class dip.

There are only 4 classes I would consider

Bard, gains cantrips but not overly keen on features. thematically, not impossible to meld but doesn't gel for me. Would be Valor over Lore though.

Fighter, only get cantrips from Eldritch Knight - possible thematic fit. Might get more mileage out of Battlemaster though. Action Surge and Second Wind are nice features. Thematically - a Paladin is a fighter, technically. Might even be a better starting class - not sure.

Rogue - sneak attack is nice, cantrips from Arcane Trickster or Assassinate from Assassin. - Doesn't gel though.

Sorcerer - more cantrips, and 1 more L4 spell slot than P12/W4/(F-EK or R-AT 4) based on the MC table. Ability to trade spell slots. Struggling to gel the Origins though - Wild would be the best, but I don't really care for it.

So I'm either looking at P12/W8

Or P12/W(4/5)/F(3/4)

W4/F4 gets an ASI/feat
W5/F3 gets Thirsting Blade - but this is temp until Paladin gets Extra Attack, and can't be swapped without taking W to 6+

Think I'll stick with P12/W8 or P12/W4/F4

Although I've confused myself even more now with all the options available.

So - Starting as a Paladin (if aiming for P12/W8) OR a Paladin or Fighter (if aiming for P12/W4/F4)

Var Human - bonus feat delayed until L4

From what I've posted above, what would seem the logical procession? My brain is melting now.

Citan
2017-04-29, 04:55 AM
Hi again!

Sorry to say it like this, but it was very fun seeing you use posts to lay down your own brainstorming XD.

I think you are really overthinking this, making brainknots over nothing.
Unless you tell us you will be playing in a high-power, highly-optimized group, you should not try and get the best ever combination.

Rather, take your initial idea (Devotion / GOO), and just wonder (without spending more than 20mn on whole) if...

1) It feels "complete" fluff-wise to you...
- Fighter brings absolutely nothing more fluff-wise imo (Paladin is enough to get the "martial" / "soldier" feeling).
- Bard could help if you saw your character as a particularly charming Paladin, trying to sweettongue his way because he feels it's a better way to respect his oath than opening the path through the sword.
- Sorcerer may or not bring something depending on how you "mix" it with Warlock (because one could ask: if you already had innate magic, why rely on a deity instead of just developing your own strength?).

2) What are the Devotion / GOO features you just want to get in the end no matter happens?
This may bring a very simple answer: "because of everything I want, I don't have 'space' for a third class in the first place".

3) There is a particular combination of Devotion / GOO features or a particular gimmick that you really want to do, which would be either difficult or too rarely available for your taste without a dip in a third class.
If there is nothing that crosses your mind, don't read the spoiler. ;)
- For example, readying for the fight of the day by using Fighter 2's Action Surge to activate Sacred Weapon and still get a "full normal turn".
- Getting up to 3 Sorcery points because you want the slot converstion to use Blur or whatever else on every fight.
- Getting more solo survivability by learning Bard 1's Healing Words or Sorcerer 1's Shield.
- Being reasonably good at everything with Bard 2's Jack of all Trades.
- Becoming the one that prones enemies thanks to Rogue's Expertise in Athletics and Shield Master

Keep in mind that...
- Multiclassing is "hard" in the way that you will feel some dead levels because of it while other players gain more powerful features. So if you are not used to it, better stay dual-class, with *maybe* just one single-level dip in a third class later.
- Again, this dual-class is strong in itself, so you don't have to worry about being a weight.

Now in spite of everything I said, I still feel compelled to react on your final split: why Paladin 12 over Warlock 12?
Is it because of the 3rd level spells (which are indeed very good), or the improved damage on melee weapon attacks?
I dareask because Warlock 12 gets you the same average bonus damage, but also 5th level spells (Telekinesis and Dominate Person are powerful ones), one 6th level spell (from EE, Investiture spells are very good, for your character Mass Suggestion could be nice also) and 3*5th level short rest slots.

If you chose the P12/W8 split because you envision your character as a Paladin that just has more powerful smiting and a few particular tricks up his sleeve, then it is the right choice by all means (fluff > mechanics ;)).
If you made this choice for mechanical reasons, then my opinion is that the "mirror" split would be better.

Anyways, one last time, whatever you choose you will have more than enough oomph to contribute fairly in any party. So choose light-hearted...

Or don't choose at all, just start as suggested until character level 5 or so then just choose whimsically each time you get to level up. Works fine too (arguably better in fact because you will have all past experiences up to then to weight each option). ;)

Have fun (as a priority)!

Escribblings
2017-04-29, 05:56 AM
Thank you for taking the time to reply.

What do I want? - Am I overthinking?

good question! - Most probably, yes.

Well, I primarily see the character as a Paladin.

W12 may be mechanically better, but it doesn't really sit with me.

I definitely want P6, and apart from the ASI at P8, P7,9 and 10 don't really bring much that I see at the moment (although gameplay may turn that on it head - my current Goliath Barbarian was aiming to be a greatsword wielding monster, but the last fight we had was against perytons and I got more mileage/damage out of grappling them and dragging them through a magical bonfire than hitting them for half damage).

I also definitely want W4 - I chose this route over F4-EK as the spell slots are short rest and don't effect the number of slots when multiclassing

A P6/W4 gets 4 L1 and 2 L2 per long rest, plus 2 L2 per short rest.

1 short rest per long rest makes that 4 L1 and 4 L2

A P4F-EK4, due to MC rules counts as a level 4 (1/2P + 1/3F-EK) spellcaster,, which gets 4 L1 and 3 L2 per long rest.

Obviously that's not a huge difference - and Weapon Bond (ish) replaces Pact Weapon.

But the difference is increased with more short rests per long, PLUS the invocations.

Then again, looking at EK, the extra ASI at 6 could replace an invocation, as could War Casting at 7...

I think sticking to a dual class is definitely the option. And your right, the more I look the more I confuse myself.

Partly because everything is so balanced.

P12/W8

3 ASI's + 4x1,3x2,3x3 slots/LR + 2 ASI, 2x4 slots/SR, 3 cantrips, 4 invocations and 9 known Warlock spells

P12/F-EK8 - 3 ASI's + 3 ASI's, a second fighting style, second wind, action surge and L8 MC spell slots (4x1, 3x2, 3x3, 2x4 / LR) 2 cantrips and 6 known wizard spells (that use Wis not Cha as the ability)

I think I will stick with the original plan of P12/W8

I'll take the Paladin to 6, then Warlock to 4 and then go from there... (if I'm still alive)

Citan
2017-04-29, 06:18 AM
Thank you for taking the time to reply.

What do I want? - Am I overthinking?

good question! - Most probably, yes.

Well, I primarily see the character as a Paladin.

W12 may be mechanically better, but it doesn't really sit with me.

I'll take the Paladin to 6, then Warlock to 4 and then go from there... (if I'm still alive)
See? There you go, you are not that confused. ;)
Just going there should keep you occupied for a good few dozen hours at the very least, so you will have plenty of time to think about what comes after...

Have a(n Eldricht) blast!

Escribblings
2017-04-29, 08:37 AM
See? There you go, you are not that confused. ;)
Just going there should keep you occupied for a good few dozen hours at the very least, so you will have plenty of time to think about what comes after...

Have a(n Eldricht) blast!

Gah I hate my brain...

Just as an aside - given the choice of routes to L10 - would you go

Starting with Paladin would you go 2, 3 or 6 levels before splitting.

If splitting at 2 or 3, would you take 2, 3, or 4 levels of Warlock before returning to paladin?

Escribblings
2017-04-29, 06:51 PM
Right, sussed it (I think).

Hopefully this should be my last post on the matter.

I'm going to take Pal to 4, grab spell sniper and magic initiate as my bonus feat (delayed from L1 as per house rule).

Then take War to 4.

Then Pal to 6

I think that's the best way.

Sacrificing extra attack, but getting Booming or Green Flame blade instead makes up for it.

(And I'm going to by the GM SCAG if I have to!)

This also maintains the feat/ASI at 4 and 8.

Not sure where I'll go from level 10, it's​ either go straight for improved divine smite.

Or take the 4 warlock levels and improve the power of the basic smite.

Asmotherion
2017-04-29, 07:26 PM
A) I'd take a Fighter or Sorcerer level at level 1 for con saves, for Concentration Spells like Hex.

B) I'd prioritise Warlock Levels, as they give your at-will damage output earlier, and then cross to Paladin. This way, you have a second Agonising and Hexed Eldritch Blast at level 5, which totally makes up for your second attack, 'till you get it as a Paladin. If you chose Pact of the Blade, you can also have one of your invocations be Thirsting Blade, to give you the Second Attack either way (if you want a more melee-oriented build), as well as 3rd level spell slots. (see below for more opt options)

C) For a less MAD build, you can take Pact of the Tome instead, to take Shillelagh, and then use PAM for your secondary attack. This way, your build may come online at level 5 as a Fighter 1/Warlock 3/Paladin 1, and you may continue as a Paladin from there on, 'till you get to the break point you target (2 for DS, 6 for Aura of Protection, 7 for Archetype Feature, 11 for extra damage die to your attacks etc). If you don't want the Fighter level, you can play a Human Variant to get Resiliant Constitution as your feat (or any other feat for that matter...Crossbow expert will be golden for Eldritch Blasting melee opponents), and by level 5 you are a Warlock 3/Paladin 2, with access to DS using 2nd level spell slots, and you'll be able to take PAM next level (level 6) for your second attack. By level 10, you'll have Aura of Protection, so that you'll never loose concentration. Or you can go Warlock 4/Pal 1 for a feat.

Escribblings
2017-04-29, 07:42 PM
I've considered taking 1-4 levels of fighter above. And in fact, if I do dip fighter, I'm more likely to go for 4 to maintain the ASI's.

However, I'm going to focus on Paladin and warlock.

I'm not going tome, as much as it's mechanically better, it doesn't sit right with the way I envisage my character.

Similarly I'm not taking PAM as I'm going S&B.

Arcangel4774
2017-04-29, 07:47 PM
If you are using UA and blade pact, the weapons in the warlock/wizard UA allow for a powerful "smite" along with a few rider affects. However for them to scale as well, you need to level up more in Warlock to make then +1 or higher weapons

Elkreeal
2017-04-29, 08:32 PM
Read this thread kind of diagonally, and instead of creating another thread I thought the case was similar enough to mine to dispense that.
The following is this:
I'm playing a Aasimar Paladin that has Magic Initiate (Warlock) because at the time it seemed fine as I was expecting to take a 3 level dip into fighter for Eldritch Knight.
Now I'm at a lost, what is most beneficial: taking Multiclass levels into fighter or warlock?
Is it worth the 3 level dip into fighter or is it better for me to just take the more common 2 level dip?
If it's better to MC into warlock how bad did I bamboozle myself because of magic initiate?

Citan
2017-04-30, 04:57 AM
Right, sussed it (I think).

Hopefully this should be my last post on the matter.

I'm going to take Pal to 4, grab spell sniper and magic initiate as my bonus feat (delayed from L1 as per house rule).

Then take War to 4.

Then Pal to 6

I think that's the best way.

Sacrificing extra attack, but getting Booming or Green Flame blade instead makes up for it.

(And I'm going to by the GM SCAG if I have to!)

This also maintains the feat/ASI at 4 and 8.

Not sure where I'll go from level 10, it's​ either go straight for improved divine smite.

Or take the 4 warlock levels and improve the power of the basic smite.
That's a very fine way, go for it!


A) I'd take a Fighter or Sorcerer level at level 1 for con saves, for Concentration Spells like Hex.

B) I'd prioritise Warlock Levels, as they give your at-will damage output earlier, and then cross to Paladin.

C) For a less MAD build, you can take Pact of the Tome instead, to take Shillelagh,
I should have said nothing but it's too tempting: GG for giving advice that stray between "already said" (Shillelagh, Extra Attack) and "potentially against character fluff" (Hex on a Devotion Paladin? I mean, I'm the one advocating that anything can be justified, but this one would take a very strong argumentation XD).:smalltongue:



Read this thread kind of diagonally, and instead of creating another thread I thought the case was similar enough to mine to dispense that.
The following is this:
I'm playing a Aasimar Paladin that has Magic Initiate (Warlock) because at the time it seemed fine as I was expecting to take a 3 level dip into fighter for Eldritch Knight.
Now I'm at a lost, what is most beneficial: taking Multiclass levels into fighter or warlock?
Is it worth the 3 level dip into fighter or is it better for me to just take the more common 2 level dip?
If it's better to MC into warlock how bad did I bamboozle myself because of magic initiate?
1. If you hope achieving level 20, don't multiclass.
2. Even if you multiclassed Warlock, you didn't "bamboozle" in any way: you still got much mileage from Eldricht Blast until then, and it just means you would have learnt 2 more cantrips and 1 more spell known as a multiclass Warlock. So really no harm.
3. Warlock of Fighter are both fine, bring different things. Great boon of Fighter would be Shield spell and Action Surge. Great boon of Warlock would be short-rest slots and cantrips.
4. Multiclass is never "necessary" or "better". Confer what I said above for OP: first ask yourself if you really feel your character wouldn't feel complete as a pure Paladin, then ponder the implications of each choice of multiclass: Fighter is more or less neutral, whereas Warlock has some potentially heavy roleplay strings attached.

Escribblings
2017-04-30, 06:19 AM
@Arcangel4774 - not using the UA (yet), but it's worth considering.

I'll see where I am once I get to P6/W4.

@Elkreeal - I think @Citan has pretty much got this covered, but have a good slow read through my brainstorming above, and the replies, it might help see all the options.

Plus you don't mention what oath, patron or pact you are following.

@Citan - yeah, can't see me fluffing Hex on a devotion no matter how hard I try, lol.

Citan
2017-04-30, 08:29 AM
@Arcangel4774 - not using the UA (yet), but it's worth considering.

I'll see where I am once I get to P6/W4.

@Elkreeal - I think @Citan has pretty much got this covered, but have a good slow read through my brainstorming above, and the replies, it might help see all the options.

Plus you don't mention what oath, patron or pact you are following.

@Citan - yeah, can't see me fluffing Hex on a devotion no matter how hard I try, lol.
"Yeah, I put an hex on you to ensure you will agree to what I suggest you do, but don't worry it's for your own good. I know you better than yourself, I know what is good for you.
Remember, I'm the good guy*".

"Yeah, you *should* have escaped my grasp you big guy. Strange... Well, *maybe* I distorted fate a bit, but, well, you know, you will have time to ponder on your crimes while you spent the rest of your life in prison. Yeeeaah, I assure you, this is the best thing that could happen to you.
Remember, I'm the good guy*"


* and my name is Google ^^

Well, you know what, I'm sure there are many situations we could think of when Hexing someone could actually be a legitimate action, like putting a Dex disadvantage on someone so you can stop him from hurting another by just tripping him, or things like that...
That you need proficiency in concentration saves just for this kind of thing is another matter entirely... XD

Elkreeal
2017-04-30, 08:34 AM
If I go for Warlock MC I'm gonna go for hexblade or great old one (this is ongoing, still have time to decide as I level up) .

For context:
I'm a Oath of Vengeance Fallen Aasimar following a Lawful Neutral god of Protection that because of ongoing events is not gonna be able to redeem himself (as in I won't become a normal aasimar again).
I wish to mercilessly bring down a cult leaded by the parties main antagonist (a random spell caster) and to me, in character, it would make sense to fight fire with fire given how things have gone so far. I've been getting visions but not given to me by a Deva because "it" doesn't speak to me. I took the Magic Initiate Feat because of this and now it would either make sense to take 3 levels in fighter to become a Eldritch Knight and become more physically resilient while exploring the arcane or to go for a warlock of some sort because of the same reason and the visions. (My Cha is the same as my Str, 16)

Warlock seems more "profitable" in the long run because I have more slots to dump into Divine Smite.

(Edit: a lot of my ineptitude comes from being "new" to 5e; I say I mostly played 2e and 4e, and for that reason I don't have many concepts of how to optimize this)

Escribblings
2017-04-30, 11:13 AM
Well unlike you, I'm just completely new to DnD at any level!

However, look back at my brainstorming, because I laid out some of the points of fighter (up to L4) taking either Battle Master or Eldritch Knight. (Including spell multiclassing).

Bear in mind if you take EK it will affect your spell slots.

Warlock doesn't affect spell slots when Multiclassing.

To work out your spell level is ½ Paladin (rounded down) + ⅓ Eldritch Knight (rounded down)

For a 6/4 P/EK that's level 4 (3+1). Then reference the multiclass spell table to see what slots you have. NOT the Paladin or EK tables.

Escribblings
2017-12-30, 06:33 PM
OK - I bought the DM SCAG ;)

So SCAG is now in, giving me BB and GFB options...

AND - XGtE is also in, giving me the CELESTIAL patron

Suddenly this is getting betterer and betterer...

Character creation imminent!

CircleOfTheRock
2017-12-30, 07:06 PM
So I haven't played 5E, though I'm interested. But how in the hell (heh) do you fluff such a character?
I keep seeing this combo of Paladin Warlock come up because 'optimized'. But...like...how?

I can understand the devil wanting a paladin's soul, but how does the paladin not instantly fall? Even if its not Infernal patronage, a Great Old One is just as bad, on the chaos spectrum, possibly the evil spectrum, and definitely the madness spectrum. Even an Arch Fey, being so alien in thought and expectation, should make a Paladin fall. Any major oath to any service other than the God in question should be grounds for dismissal.
Do players explain this for their characters? Or do DMs not care? "Palock? Cool. Smiting Hex all over my face. Lets do this." It just makes so little sense to me.
In addition to all the other brilliant arguments already stated, you can also consider what this kind of dialogue implies:

NPC: Hey, uh, what's a Paladin doing making pacts with forces dark beyond imagining?
Pallock: Well, I'll just say that there's a reason I don't drink anymore.

Escribblings
2017-12-31, 05:55 AM
...

As for where I want to take it after P6/W4, I'm undecided.

Looking at the levels, there are some things I definitely want and others that don't seem that useful (right now anyway)

Paladin
Devine Sense - Meh
Lay On Hands - Yes
Fighting Style - Yes (probably Duelling although they all bring something to the table)
Spells - Yes
Divine Smite - Hell Yes
Divine Health - Nice
Sacred Oath (Devotion) (Channel Divintiy) Sacred Weapon - Yes
(Channel Divinity) Turn the Unholy - Meh
ASI - Always Welcome
Extra Attack - Always Welcome
Aura Of Protection - Yes
Aura Of Devotion - Meh
ASI - Always Welcome
Nothing
Aura of Courage - Meh
Improved Divine Smite - Yes
ASI - Always Welcome
Nothing
Cleansing Touch - Meh
Purity of Spirit - Meh
ASI - Always Welcome


Warlock
Pact Magic - Yes (and not subject to spell Multiclassing rules)
Patron Feature (GOO), Awakened Mind - Yes
Eldritch Invocations - Yes
Pact Boon (Blade) - Hell yes
ASI - Always Welcome
Nothing
Entropic Ward - Meh
Nothing
ASI - Always Welcome
Nothing
Thought Shield - Nice
Mystic Arcanum - Nice
ASI - Always Welcome
Mystic Arcanum - Nice
Create Thrall - Meh
Mystic Arcanum - Nice
ASI - Always Welcome

Looking at those lists next to each other, aiming for Improved Divine Smite seems better than Thought Shield.

With that in mind, to squeeze the ASI I think I would aim for a L20 P12/W8.

It's that or freeze Warlock at 4 and take Paladin to 16.

I think the former as the Warlock spell slots and Invocations are probably more useful.

Or not...

The difference is 2 long rest level 5 spells or 2 invocations.

Ok, the Celestial Patron is definitely the path I want to tread.

Now I definitely want Paladin to 6...

Before Celestial I was going to go Paladin 12 / Warlock 8 as the final goal...

But the Celestial Patron Features at 10 and 14 are quite good.

Celestial Resilience and Searing Vengeance...

Which puts me in another quandary...

I really wanted Aura Of Protection and Improved Divine Smite, but Searing Vengeance is soo good.

So... Bearing in mind I get the extra attack benefits in different ways...

Should I change from P12/W8 to P6/W14?

Or should I forgo Aura of Protection and Extra Attack and go P4/W16 to maintains ASI's and gain Mystic Arcanum?

I think I'm going to go P4 off the bat, then P4/W4 and then see how it goes.

OldTrees1
2017-12-31, 12:33 PM
Which puts me in another quandary...

I really wanted Aura Of Protection and Improved Divine Smite, but Searing Vengeance is soo good.

So... Bearing in mind I get the extra attack benefits in different ways...

Should I change from P12/W8 to P6/W14?

Or should I forgo Aura of Protection and Extra Attack and go P4/W16 to maintains ASI's and gain Mystic Arcanum?

I think I'm going to go P4 off the bat, then P4/W4 and then see how it goes.

I am currently running a Paladin 4 / Warlock 1 that will end up as a Paladin 13 (Ancients) / Warlock 7 (Hex, Chain)

1) Eldritch Blast will improve at 5th level regardless of if you get extra attack or not. So I found Paladin 2 / Warlock 1 / Paladin +3 to be ideal for 1st-6th level. However it depends heavily on what your first feat/ASI will be.

2) I find 13:7 a good ratio because it gives me Warlock slots at the same levels as my Paladin slots (kinda makes me a short rest Paladin). My alternatives are 12:8 and 14:6. 12:8 gives you an extra feat (what is your 5th feat/ASI going to be?) at the cost of 4th level Paladin auras. 14:6 gives you cleansing touch (a powerful ability but you would get it rather late) at the cost of 4th level short rest spell slots from warlock.

3) You are looking at Searing Vengeance (Celestial Warlock 14) where you get free contingent healing up to half your max hp once per long rest. To get that from your current plan you will lose 3rd level Paladin spells (Paladin 9), Improved Divine Smite, and possibly a feat, but gain Searing Vengeance and some Mystic Arcanum(1 6th & 1 7th per long rest). I would look up the 3rd level Paladin spells (like Aura of Vitality) before deciding.

4) I have heard that high level saves are near impossible without proficiency or Aura of Protection. (1d20+2 vs DC 19 is only a 20% chance of success and some monsters get higher DCs than that, and I was presuming your 3rd major save had an ability score of 14)

SkylarkR6
2017-12-31, 02:34 PM
I'm doing a similar build. Currently Paladin1/Warlock2. End goal is Paladin11/Lock9 for 5th level lock slots and improved smite. Ancients paladin and celestial warlock. Aasimar just because I really want to abuse spellless healing.
Next level doing 2/2 (125 xp to go) so I can have 4 spell slots can start smiting. Then 3rd lock for pact(probably tome for ritual fun) and then paladin up to 7 for oath, extra attack, and both auras

CircleOfTheRock
2018-01-01, 04:43 AM
As for where I want to take it after P6/W4, I'm undecided.

Looking at the levels, there are some things I definitely want and others that don't seem that useful (right now anyway)

Paladin
Devine Sense - Meh
Lay On Hands - Yes
Fighting Style - Yes (probably Duelling although they all bring something to the table)
Spells - Yes
Divine Smite - Hell Yes
Divine Health - Nice
Sacred Oath (Devotion) (Channel Divintiy) Sacred Weapon - Yes
(Channel Divinity) Turn the Unholy - Meh
ASI - Always Welcome
Extra Attack - Always Welcome
Aura Of Protection - Yes
Aura Of Devotion - Meh
ASI - Always Welcome
Nothing
Aura of Courage - Meh
Improved Divine Smite - Yes
ASI - Always Welcome
Nothing
Cleansing Touch - Meh
Purity of Spirit - Meh
ASI - Always Welcome


Warlock
Pact Magic - Yes (and not subject to spell Multiclassing rules)
Patron Feature (GOO), Awakened Mind - Yes
Eldritch Invocations - Yes
Pact Boon (Blade) - Hell yes
ASI - Always Welcome
Nothing
Entropic Ward - Meh
Nothing
ASI - Always Welcome
Nothing
Thought Shield - Nice
Mystic Arcanum - Nice
ASI - Always Welcome
Mystic Arcanum - Nice
Create Thrall - Meh

Woah, woah, woah... Third level spells... at W5, you get third. Level. SPELLS. How is that nothing?

Escribblings
2018-01-01, 07:16 AM
Woah, woah, woah... Third level spells... at W5, you get third. Level. SPELLS. How is that nothing?

VERY good point! I had completely overlooked spell progression... So now I have created a ready-reckoner


+-------+---------------------------+---------------------------+-----------------+---------------------------+---------------------------+
| Level | Paladin Spell Slots (L/R) | Warlock Spell Slots (S/R) | Mystic Arcanum | Spells per day (1 s/rest) | Spells per day (2 s/rest) |
| Pd/Wl | TOTAL 1st 2nd 3rd 4th 5th | TOTAL 1st 2nd 3rd 4th 5th | 6th 7th 8th 9th | TOTAL 1st 2nd 3rd 4th 5th | TOTAL 1st 2nd 3rd 4th 5th |
+-------+---------------------------+---------------------------+-----------------+---------------------------+---------------------------+
| --/20 | - - - - - - | 4 - - - - 4 | 1 1 1 1 | 8 - - - - 8 | 12 - - - - 12 |
| 1/19 | - - - - - - | 4 - - - - 4 | 1 1 1 1 | 8 - - - - 8 | 12 - - - - 12 |
| 2/18 | 2 2 - - - - | 4 - - - - 4 | 1 1 1 1 | 10 2 - - - 8 | 14 2 - - - 12 |
| 3/17 | 3 3 - - - - | 4 - - - - 4 | 1 1 1 1 | 11 3 - - - 8 | 15 3 - - - 12 |
| 4/16 | 3 3 - - - - | 3 - - - - 3 | 1 1 1 - | 9 3 - - - 6 | 12 3 - - - 9 |
| 5/15 | 6 4 2 - - - | 3 - - - - 3 | 1 1 1 - | 12 4 2 - - 6 | 15 4 2 - - 9 |
| 6/14 | 6 4 2 - - - | 3 - - - - 3 | 1 1 - - | 12 4 2 - - 6 | 15 4 2 - - 9 |
| 7/13 | 7 4 3 - - - | 3 - - - - 3 | 1 1 - - | 13 4 3 - - 6 | 16 4 3 - - 9 |
| 8/12 | 7 4 3 - - - | 3 - - - - 3 | 1 - - - | 13 4 3 - - 6 | 16 4 3 - - 9 |
| 9/11 | 9 4 3 2 - - | 3 - - - - 3 | 1 - - - | 15 4 3 2 - 6 | 18 4 3 2 - 9 |
| 10/10 | 9 4 3 2 - - | 2 - - - - 2 | - - - - | 13 4 3 2 - 4 | 15 4 3 2 - 6 |
| 11/ 9 | 10 4 3 3 - - | 2 - - - - 2 | - - - - | 14 4 3 3 - 4 | 16 4 3 3 - 6 |
| 12/ 8 | 10 4 3 3 - - | 2 - - - 2 - | - - - - | 14 4 3 3 4 - | 16 4 3 3 6 - |
| 13/ 7 | 11 4 3 3 1 - | 2 - - - 2 - | - - - - | 15 4 3 3 5 - | 17 4 3 3 7 - |
| 14/ 6 | 11 4 3 3 1 - | 2 - - 2 - - | - - - - | 15 4 3 7 1 - | 17 4 3 9 1 - |
| 15/ 5 | 12 4 3 3 2 - | 2 - - 2 - - | - - - - | 16 4 3 7 2 - | 18 4 3 9 2 - |
| 16/ 4 | 12 4 3 3 2 - | 2 - 2 - - - | - - - - | 16 4 7 3 2 - | 18 4 9 3 2 - |
| 17/ 3 | 14 4 3 3 3 1 | 2 - 2 - - - | - - - - | 18 4 7 3 3 1 | 20 4 9 3 3 1 |
| 18/ 2 | 14 4 3 3 3 1 | 2 2 - - - - | - - - - | 18 8 3 3 3 1 | 20 10 3 3 3 1 |
| 19/ 1 | 15 4 3 3 3 2 | 1 1 - - - - | - - - - | 17 6 3 3 3 2 | 18 7 3 3 3 2 |
| 20/-- | 15 4 3 3 3 2 | - - - - - - | - - - - | 15 4 3 3 3 2 | 15 4 3 3 3 2 |
+-------+---------------------------+---------------------------+-----------------+---------------------------+---------------------------+

Escribblings
2018-01-02, 09:33 AM
What follows is part of my own comprisons to work out where I am going, and as a future reference too...

It only covers the Patron and Oath I have selected, so please don't rely on it for anything else.

I putting it here mainly as a resurce for myself...




Levels
Paladin Oath of Devotion
Warlock The Celestial Patron


-- / 20

• Eldritch Master


1 / 19
• Divine Sense
• Lay On Hands
• Ability Score Improvement


2 / 18
• Fighting Style
• Spellcasting (1st Level Spells)
• Divine Smite
[/td]
-


3 / 17
• Divine Health
• Sacred Oath (of Devotion)

Oath Spells
Channel Divinity

Sacred Weapon
Turn the Unholy


9th Level Mystic Arcanum


4 / 16
• Ability Score Improvement
• Ability Score Improvement


5 / 15
• Extra Attack
• 2nd Level Spells
• 8th Level Mystic Arcanum


6 / 14
• Aura of Protection
• Celestial Patron
Searing Vengeance




7 / 13
• Sacred Oath of Devotion

Aura of Devotion

• 7th Level Mystic Arcanum


8 / 12
• Ability Score Improvement
• Ability Score Improvement


9 / 11
• 3rd Level Spells
• 6th Level Mystic Arcanum


10 / 10
• Aura of Courage
• Celestial Patron
Celestial Resilience




11 / 9
• Improved Divine Smite
• 5th Level Spells


12 / 8
• Ability Score Improvement
• Ability Score Improvement


13 / 7
• 4th Level Spells
• 4th Level Spells


14 / 6
• Cleansing Touch
• Celestial Patron
Radiant Soul




15 / 5
• Sacred Oath of Devotion

Purity of Spirit


• 3rd Level Spells


16 / 4
• Ability Score Improvement
• Ability Score Improvement


17 / 3
• 5th Level Spells
• 2nd Level Spells
• Pact of the Blade Boon


18 / 2
• Aura Improvements
• Eldritch Invocations


19 / 1
• Ability Score Increase
• Cantrips
• 1st Level Spells
• Otherworldly Patron, The Celestial

Bonus Cantrips
Healing Light




20 / --
• Sacred Oath of Devotion

Holy Nimbus









Paladin Spells Order of Devotion


1st Level
2nd Level
3rd Level
4th Level
5th Level


• Bless
• Command
• Compelled Duel
• Cure Wounds
• Detect Evil and Good
• Detect Magic
• Detect Poison and Disease
• Divine Favor
• Heroism
• Protection from Evil and Good
• Purify Food and Drink
• Searing Smite
• Shield of Faith
• Thunderous Smite
• Wrathful Smite
• Ceremony XGtE

• Sanctuary
• Aid
• Branding Smite
• Find Steed
• Lesser Restoration
• Locate Object
• Magic Weapon
• Protection from Poison
• Zone of Truth
• Aura of Vitality
• Blinding Smite
• Create Food and Water
• Crusader's Mantle
• Daylight
• Dispel Magic
• Elemental Weapon
• Magic Circle
• Remove Curse
• Revivify

• Beacon of Hope
• Aura of Life
• Aura of Purity
• Banishment
• Death Ward
• Locate Creature
• Staggering Smite
• Find Greater Steed XGtE

• Freedom of Movement
• Guardian of Faith
• Banishing Smite
• Circle of Power
• Destructive Wave
• Dispel Evil and Good
• Geas
• Raise Dead
• Holy Weapon XGtE

• Commune
• Flame Strike




Walock Spells The Celestial Patron


1st Level
2nd Level
3rd Level
4th Level
5th Level


• Armor of Agathys
• Arms of Hadar
• Charm Person
• Comprehend Languages
• Expeditious Retreat
• Hellish Rebuke
• Hex
• Illusory Script
• Protection from Evil and Good
• Unseen Servant
• Witch Bolt

• Cause Fear XGtE

• Cure Wounds
• Guiding Bolt
• Cloud of Daggers
• Crown of Madness
• Darkness
• Enthrall
• Hold Person
• Invisibility
• Mirror Image
• Misty Step
• Ray of Enfeeblement
• Shatter
• Spider Climb
• Suggestion

• Earthbind EE XGtE
• Mind Spike XGtE
• Shadow BladeXGtE

• Flaming Sphere
• Lesser Restoration
• Counterspell
• Dispel Magic
• Fear
• Fly
• Gaseous Form
• Hunger of Hadar
• Hypnotic Pattern
• Magic Circle
• Major Image
• Remove Curse
• Tongues
• Vampiric Touch

• Enemies Abound XGtE
• Thunder Step XGtE
• Summon Lesser Demons XGtE

• Daylight
• Revivify
• Banishment
• Blight
• Dimension Door
• Hallucinatory Terrain

• Charm Monster XGtE
• Elemental Bane EE XGtE
• Shadow of Moil XGtE
• Sickening Radiance XGtE
• Summon Greater Demon XGtE

• Guardian of Faith
• Wall of Fire
• Contact Other Plane
• Dream
• Hold Monster
• Scrying

• Danse Macabre XGtE
• Enervation XGtE
• Far Step XGtE
• Infernal Calling XGtE
• Negative Energy Flood XGtE
• Synaptic Static XGtE
• Wall of Light XGtE

• Flame Strike
• Greater Restoration




Warlock Cantrips The Celestial Patron and Mystic Arcanum


Cantrips
6th Level
7th Level
8th Level
9th Level


[tr]• Blade Ward
• Chill Touch
• Eldritch Blast
• Friends
• Mage Hand
• Minor Illusion
• Poison Spray
• Prestidigitation
• True Strike

• Booming Blade SCAG
• Green Flame Blade SCAG
• Lightning Lure SCAG
• Sword Burst SCAG
• Create Bonfire EE XGtE
• Frostbite EE XGtE
• Infestation XGtE
• Magic Stone EE XGtE
• Thunderclap EE XGtE
• Toll the Dead XGtE

• Light
• Sacred Flame
• Arcane Gate
• Circle of Death
• Conjure Fey
• Create Undead
• Eyebite
• Flesh to Stone
• Mass Suggestion
• True Seeing

• lnvestiture of Flame EE XGtE
• lnvestiture of Ice EE XGtE
• lnvestiture of Stone EE XGtE
• lnvestiture of Wind EE XGtE
• Mental Prison XGtE
• Scatter XGtE
• Soul Cage XGtE
• Etherealness
• Finger of Death
• Forcecage
• Plane Shift

• Crown of Stars XGtE
• Power Word Pain XGtE
• Demiplane
• Dominate Monster
• Feeblemind
• Glibness
• Power Word Stun

• Maddening Darkness XGtE
• Astral Projection
• Foresight
• Imprisonment
• Power Word Kill
• True Polymorph

• Psychic Scream XGtE




Eldritch Invocations


2nd Level
3rd Level
5th Level


• Agonizing Blast (Eldritch Blast)
• Armor of Shadows
• Beast Speech
• Beguiling Influence
• Devil's Sight
• Eldritch Sight
• Eldritch Spear (Eldritch Blast)
• Eyes of the Rune Keeper
• Fiendish Vigor
• Gaze of Two Minds
• Mask of Many Faces
• Mire the Mind
• Misty Visions
• Repelling Blast (Eldritch Blast)
• Theif of Five Fates
[/td]
Pact of the Chain
• Voice of the Chain Master
• Gift of the Ever-Living Ones XGtE
• Grasp of Hadar (Eldritch Blast) XGtE
• Lance of Lethargy (Eldritch Blast) XGtE

Pact of the Tome
• Book of Ancient Secrets
• Aspect of the Moon XGtE

Pact of the Blade
• Improved Pact Weapon XGtE
• Dreadful Word
• One with Shadows
• Sign of Ill Omen
• Cloak of Flies XGtE
• Gift of the Depths XGtE
• Maddening Hex (Hex Spell or Curse Feature) XGtE
• Tomb of Levistus XGtE

Pact of the Blade
• Thirsting Blade
• Eldritch Smite XGtE


7th Level
9th Level
12th Level
15th Level


• Bewitching Whispers
• Sculptor of Flesh
• Ghostly Gaze
• Relentless Hex (Hex Spell or Curse Feature) XGtE
• Trickster's Escape XGtE
• Ascendent Step
• Minions of Chaos
• Otherworldly Leap
• Whispers of the Grave
Pact of the Blade
• Lifedrinker
• Master of Myriad Forms
• Visions of Distant Realms
• Witch Sight
• Shroud of Shadow XGtE

Pact of the Chain
• Chains of Carceri




Now all I have to do is prioritise what I want out of my charcater ;)

SkylarkR6
2018-01-02, 06:58 PM
Gotta say, love the reference tables. I really should make similar ones for my own padlock heh

Escribblings
2018-01-03, 08:28 AM
Right - I think I have this sussed now (I hope)

Weighing up the pros and cons, L20 (if I ever get that far) is too long to wait for an ASI/Feat. However, ignoring the ASI at 20 will also delay an ASI at an earlier level.

That being said, I feel I am going to aim for the 11/9 split as suggested above.

I am not willing to give up Improved Divine Smite for an additional 1d8 to ALL my melee attacks on top of any spell slots expended.

By going 11/9 over 12/8 I lose 1 ASI/Feat - BUT my 2 Warlock spell slots inrease from level 4 to level 5 AND I gain 1 invocation (and some of those are equivalent to feats).

Going any higher on the Paladin levels doesn't really gain much in the way of spell slots or slot power, especially as I will be primarily sword and board. And the weakening of the short rest warlock spell slots does not appeal.

Similarly, I do not feel the Mystic Arcanum and additional Patron features and invocations are a fair exchange for giving up Improved Divine Smite. Although, your opinion may differ.

Now I'm not naive enough to believe I will ever get to 20, may not even get past 10 - BUT, I see my progression along the lines of...

P1
P2
P2/W1
P2/W2
P2/W3
P3/W3
P4/W3
P5/W3
P6/W3
P6/W4
P6/W5
P6/W6
P7/W6
P8/W6
P9/W6
P10/W6
P11/W6
P11/W7
P11/W8
P11/W9

What do you think?

Arkhios
2018-01-03, 09:28 AM
If I ever made a Paladin/Warlock, I'd definitely aim for EITHER A) Paladin 11/Warlock 9 OR B) Paladin 13/Warlock 7

A) If I really, absolutely, wanted those 5th level warlock spells for whatever reason.

B) If I'm content with having "only" 4th level warlock spells, but also wanted those 4th level paladin spells. Plus, Divine Smite already caps at 4th level spell slot, so warlock's 5th level spell slots aren't really necessary in that regard.

But, at first - at 5th level, I'd probably go for Paladin 4/Warlock 1. Warlock gains quite a bit even from 1st level, such as those cantrips which "bandaid" the lack of extra attack for a while longer.

Escribblings
2018-01-03, 01:57 PM
Interesting... I had missed the cap on divine smite...

Question...

Do you think a 2 level dip into fighter for the action surge is worth it? That and second wind are both short rest features and I would get a second fighting style...

Thinking 2/11/7 And taking the 2 levels in fighter first.

Escribblings
2018-01-03, 06:11 PM
OK - on reflection the fighter dip isn't worth it...

But I'm still weighing up the the options for levelling up to 5.

Whatever happens I'm starting at P1 for the armour proficiency...

Going sword and board with longsword.

Rolls are 10, 10, 14, 15, 17, 18.

Var Human gives 2 +1's so I have

Str - 18 (+4)
Dex - 14 (+2)
Con - 16 (+3)
Int - 10 (+0)
Wis - (+0)
Cha - 18 (+4)

So to start with I have AC18 and a 1d8+4 to hit

Taking a 2nd level of Paladin gives divine smite and 2 long rest slots with which to use it.

Taking a 3rd level of Paladin gives a 3rd spell slot and for 1 minute per short rest an extra +4 (cha) to attacks.

Whereas taking the 1st level of Warlock adds 1 short rest spell slot and allows cantrips such as Green Flame Blade which adds +4 damage (cha) to a nearby enemy to the one attacked..

Going 2 levels deep into Warlock adds a 2nd short rest slot, and invocations.

Going 3 levels deep gives the pact weapon, the improved pact weapon invocation which adds +1 to attack and damage, and the 2 short rest spell slots increase to level 2.

Whichever way I go to 5, the cantrip Green Flame Blade does an additional 1d8 to both the initial target and one close by. Helping relieve the fact that I have yet to get an extra attack.

P2/W2 gives an attack value of 1d8+5 with a +1 to attack and 4 damage to a second enemy per round, with 2 long and 2 short rest slots to smite with, which is 6 smites a day with 1 short rest, and 8 with 2.

P4 gives an attack value of 1d8+4, only 3 long rest slots to smite with and no cantrips. The only saving grace is 1 per short rest +4 to attacks for 1 minute.

So I *think* I am going to stick to
P2 - P2/W3 - P6/W3 - P6/W6 - P11/W6 - P11/W9

SkylarkR6
2018-01-03, 06:47 PM
Your way of thinking seems much less circular then mine but you sussed out all the points the same way I did when I chose 11/9. 5th level slots might be a minor waste for smiting but hold monster can make for some fun times. And for AoA or hex all day if you roll that way

OldTrees1
2018-01-03, 10:44 PM
But I'm still weighing up the the options for levelling up to 5.

Taking a 3rd level of Paladin gives a 3rd spell slot and for 1 minute per short rest an extra +4 (cha) to attacks.

Going 2 levels deep into Warlock adds a 2nd short rest slot, and invocations.

Going 3 levels deep gives the pact weapon, the improved pact weapon invocation which adds +1 to attack and damage, and the 2 short rest spell slots increase to level 2.

Whichever way I go to 5, the cantrip Green Flame Blade does an additional 1d8 to both the initial target and one close by. Helping relieve the fact that I have yet to get an extra attack.

P2/W2 gives an attack value of 1d8+5 with a +1 to attack and 4 damage to a second enemy per round, with 2 long and 2 short rest slots to smite with, which is 6 smites a day with 1 short rest, and 8 with 2.

P4 gives an attack value of 1d8+4, only 3 long rest slots to smite with and no cantrips. The only saving grace is 1 per short rest +4 to attacks for 1 minute.

So I *think* I am going to stick to
P2 - P2/W3 - P6/W3 - P6/W6 - P11/W6 - P11/W9

I think the comparison of
P3/W1 --> P4/W1 vs P2/W2 -> P2/W3 is of more relevance than P4 vs P2/W2.

Doing such a comparison depends on knowing what your first second Feat (you missed this in your comparison?) would be spent on.

Edit: I forgot they were a Var Human



Level
Paladin 2 / Warlock 1 / Paladin 2
Paladin 2 / Warlock 3


4th
• Sacred Oath (of Devotion)

Oath Spells
Channel Divinity

Sacred Weapon
Turn the Unholy• +1 1st level spell slot per long rest
• Eldritch Invocations
________
________

4th
• +0 attack, 1d8+4 & 4
• 9 1st level smites if 2 short rests
• +0 attack, 1d8+4 & 4
• 8 1st level smites if 2 short rests

5th

• Feat (+2 Cha or better)
• Sacred Oath (of Devotion)
Oath Spells
Channel Divinity

Sacred Weapon
Turn the Unholy• +1 1st level spell slot per long rest
• 2nd Level Spells
• Pact of the Blade Boon
• Eldritch Invocations
Improved Pact Weapon
________

5th
• +1 attack, 2d8+5 & 1d8+5
• 9 1st level smites if 2 short rests
• +1 attack, 2d8+5 & 1d8+4
• 2 1st level & 6 2nd level smites

Escribblings
2018-01-04, 02:15 AM
Apologies.

My character is Var Human, we have a house rule that the feat isn't granted until L4...

So I'll be getting 1 feat at L4 anyway.

But it's still a valid point...

OldTrees1
2018-01-04, 03:33 AM
Apologies.

My character is Var Human, we have a house rule that the feat isn't granted until L4...

So I'll be getting 1 feat at L4 anyway.

But it's still a valid point...

Sorry, I forgot you were Var Human. I guess I meant to talk about your 2nd Feat. Aka the one you get at Paladin 4 (whether that be at Pal 4, Pal 2/War 1/Pal 2, or Pal 2/War 3/Pal 2).

Escribblings
2018-01-04, 07:44 PM
I've beeen looking through the feats and tying myself up in knots as there is some crossover with invocations or class abilities.

That said, I'm probably going to take spell sniper at L4, and then elemental adept at P4. My plan is to take Fire - and then negate the most resisted damage in the game.

OldTrees1
2018-01-04, 11:39 PM
I've beeen looking through the feats and tying myself up in knots as there is some crossover with invocations or class abilities.

That said, I'm probably going to take spell sniper at L4, and then elemental adept at P4. My plan is to take Fire - and then negate the most resisted damage in the game.

If Elemental Adept is your P4 feat/ASI, then Pal 2/War 3 is the better path to 5th over Pal 2/War 1/Pal 2. The benefit from Improved Pact Weapon will be more valuable than the benefit from Elemental Adept.