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View Full Version : Player Help Paladin/Hexblade optimization



Draco4472
2017-06-26, 08:42 AM
I'll be joining a campaign run by a friend of mine soon, and intend to run a Dragonborn Paladin/Hexblade. I have a basic plan laid out for my character, but want second opinions on what would be a good build.

Our DM is allowing the use of some UA, and has approved of my use of the following ones:

http://media.wizards.com/2017/dnd/downloads/June5UA_RevisedClassOptv1.pdf

http://media.wizards.com/2017/dnd/downloads/UA-SkillFeats.pdf

http://media.wizards.com/2017/dnd/downloads/RJSJC2017_04UASkillFeats_24v10.pdf

http://media.wizards.com/2017/dnd/downloads/20170213_Wizrd_Wrlck_UAv2_i48nf.pdf

I'm allowed to choose invocations from any of these UA's and my current plan is to be able to stack Divine Smite with the Eldritch Smite and Curse Bringer invocations, allowing me to do massive damage by burning all my resources, or smaller scales of damage by burning whatever number of spell-slots would be appropriate. I would be going Strength-based to use Curse Bringer and Heavy armor.

Currently, we're starting at level 1 and going to at least 6, I intend to start as Paladin and get divine smite as fast as possible and start with Heavy Armor, then go 4 warlock, taking the Beguiling Influence, Fiendish Vigor, and Curse Bringer Invocations. If we go beyond level 6, I'm unsure of whether to go paladin 4 for a feat/ASI or to continue with warlock, or whether or not I should go paladin 5 for extra attack rather then pick up an invocation for it.

As for party compesition, I'll be playing with an Oath of Ancients Paladin and a Gunsmith Artificier.

Thoughts on the type of build I should make? I've never played a warlock in this edition and so are not 100% sure on the optimization of one. I've heard great things about Eldritch Blast but would rather avoid spending invocations on it when I could enhance my melee or Hexblade features instead.

ghost_warlock
2017-06-26, 10:11 AM
I'm playing a similar build (https://drive.google.com/file/d/0B6Upp_2O_mwRWk1nY1VDWk5HaUk/view?usp=sharing) in a game right now. Some homebrew there - our DM gave us all a free feat at 1st level and is allowing me to use Hex Warrior with a greatsword.

The biggest issue I've had with this is that there simply aren't enough spell slots to go around. Some warlock spells are actually worth casting, after all. My group started at 4th level and I can only think of three fights where we fought something that it would actually have been useful to double-dip smites. Most enemies don't have enough hp to justify burning most of your spell slots in one go. A big part of warlock strategy is managing a small amount of resources. Unless you're almost certain to get short rests after almost every fight, you don't want to be using all your spell slots in one go.

If you have access to the Sword Coast Adventurer's Guide, I'd strongly recommend grabbing the Booming Blade and/or Green-Flame Blade cantrips. They're both pretty useful for dealing a bit extra damage so you can use your smites more sparingly.

So far as building past 6th, whether to go more for warlock or paladin is a major decision. :smalltongue: If you're going to go all the way to paladin 5, you may as well go paladin 6 to pick up the aura that boosts your saves. Going warlock gives access to higher level spell slots, but doesn't solve your problem of having so few spell slots to smite with in the first place. Going more for paladin will net you more spell slots, but the rate you get them is agonizingly slow. My build is probably going to look something like paladin6/warlock9/sorcerer5 if we make it to 20th, but I'm not really expecting that to happen. :smallwink: